Country: Japan

Hokkaido

After establishing themselves in Honshu, the Lords and Ladies head north to Hokkaido. Beholding Hokkaido’s mountainous landscape, they see that expansion on this land will prove to be a greater challenge than before.

Hokkaido is the second map-building card game in the Nippon series, bringing new ideas and mechanisms to the first design Honshu. A game of Hokkaido consists of twelve rounds, each divided into two separate phases. Each player must expand their personal map to maximize their scoring possibilities.

—description from publisher

Kami-sama

A gentle breeze. The soothing sounds of a gently flowing river. The glow of the moon. A bountiful harvest. Basic human emotions such as fear and rage. Even death. They all have an unseen force guiding them. And while these forces work together to make the world what it is, they each aspire for influence over those who believe in them.

Kami-sama is a beautiful and intuitive strategy game set in rural Japan during the Edo period. Two to four players will assume the roles of Kami, the spirits of the land. Using a combination of asymmetrical player powers, area control, set collection, pattern building, and light card drafting, players will work to balance their Favor with the people and their connection to Nature in order to be crowned Kami-sama, the chief deity of the land.

Shadows in Kyoto

Shadows in Kyoto is a two-player abstract game based with the background of Hanamikoji in which players take control of the Oniwaban, a group of undercover spies, secretly protecting the Shogun, or an intelligence agency of the Meiji Government, funding with the advanced technology of the Western Industrial Revolution.

As the commanders, the players must secretly gather key intelligence from the opponent while protecting their own interests. Through movements, conflicts, and tactics, players have three different paths to victory:
1). Capture 2 enemy agents who possess real intelligence.
2). Let your opponent captures 3 agents of your own who possess fake intelligence.
3). Succeed in the escape of 1 agent of your own who possesses real intelligence.

Yokohama

Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it's becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants.

In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.

Honshu

Honshu is a trick-taking, map-building card game set in feudal Japan. Players are lords and ladies of noble houses seeking new lands and opportunities for fame and fortune.

One game of Honshu lasts twelve rounds, and each round is divided into two phases. First, map cards are played in a trick, and the player who played the highest valued card gets to pick first from those cards played. Then the players use the map cards picked to expand their personal maps. Each player must expand their personal maps to maximize their scoring possibilities.

Manipulating your position in the player order is crucial for mastering Honshu.