Tokaido

I tried Tokaido this weekend. It was an appallingly awful experience, but I am led to believe it could be better.

I played a five-player game using the Crossroads expansion. Those links will explain why that is a bad idea. Between the two, you pretty much have Candyland with vastly more complexity and a small bit of strategy.

After playing, I looked at reviews of Tokaido, and almost every one quickly said that the game is not Candyland. That is a lot of smoke for there not to be fire. In the game I played, the range of sane decisions was small, the randomness of the results was large for most squares, and most players were new so we did not even know the range within which randomness occurred. My random character was from the expansion and depended on that randomness, and then I got boxed out of even using most of it due to pawn placement. Such is life. I just repeated as a mantra, “it’s Candyland,” because how much can you care when your decisions have almost no impact on your outcomes?

So pausing here, I would be interested in playing again, but with no more than three players, not using an expansion, and I want a chance to read the cards so I know what the experienced players are basic their decisions on. Having started with two paragraphs of complaints linking to two pages of complaints, why would I be interested in playing again? < --more-->

Tokaido is thematically lovely. It is an equal and opposite of Blood Rage, where a peaceful theme plays into the mechanics. The goal of Tokaido is to walk along the coast. Whoever has the most fun wins. That is literally what you are scoring; whoever has the best time meeting people, visiting seeing the sights, and buying souvenirs wins the game. The visuals are peaceful and elegant. Gameplay is just moving along a line and picking up cards. It is a nice idea.

At a level beyond Candyland, there is cutthroat tactical play. Where you place your pawn matters, and people can aggressively block each other to thwart each others’ goals. Once you know what is hidden in all those decks of cards, you can rationally gamble on the outcome of picking squares with random results. There is gamer play here as well as casual play.

Make sure to have excellent lighting. The other great problem we had was just seeing what was going on. The icons are very small, and several of them are similar. In low lighting, there is not a lot of difference between gray and light blue, especially with glasses like mine. “Is that a hot spring or a view of Mount Fuji?” Tokaido is also one of those games that uses icons in place of words, most of which are good, but some of which only make sense if you already know what they mean. (The worst of that was probably the Crossroads expansion, which I will again curse. One of my friends was enthusiastic because one part helped solve a cash flow problem he had with his shopping-centric strategy; more than doubling the complexity of the game to add exactly six yen is a really bad trade-off.)

I like the idea of the game, and several people were enthusiastic. Under the right circumstances, it looks like it could be a good game.

: Zubon