Joraku is an ancient Japanese word commonly used before the Edo period which means “Going to Kyoto”.
Specifically, during the Sengoku period, Joraku refers to the act of local warlords, the Daimyo, marching their armies toward Kyoto to "protect the Shogun and Emperor from other rogue lords" and ultimately rule in their place.
Onward to Kyoto! Take command of your army, and defeat every Daimyo blocking the way! March on! To victory! March on! Kachidoki!
Joraku is a trick-taking area control game. Outwit your opponents with tactical card play, use your loyal Samurais to bid control of areas and build prestige. Only the Daimyo with the highest reputation and the biggest stick can rule Japan!
Round Overview
Recruit Phase
Draw new hand of 5(6) skirmish cards in a 4(3) player game.
Pass 2 cards to the left simultaneously.
Skirmish Phase
Each player plays 1 card and resolves it.
Check who wins this skirmish.
Pass the Kachidoki card to winner. All players rank influence where the winner's Daimyo token is to gain RP.
Repeat 1~3 until all cards in hand are played.
Prestige Phase:
Rank influence of players in each area, earn Reputation Points based on the score charts on the map.
The game lasts for 3 rounds, and the player with the highest RP wins.
The points given in each area will be different for every round.
Your Samurai cubes will stay on the map between rounds, so plan for the future when you place them.
- Offers opportunities to score points through feature tiles.
- Satisfying combos can be made with adjacent tiles.
- Expansion adds interesting new modules and gameplay changes.
- The 'Big Pond' expansion makes the game more interactive and competitive.
- The blue koi (wilds) are a helpful addition for scoring.
- New feature tiles like fountains, herons, mandarin ducks, cats, wildflowers, and bamboo add variety.
- The base game can feel solitary.
- The 'Big Pond' expansion is not ideal for solo play.
- The cat feature tile offers zero points if the condition isn't met, making it a potential waste of space.
- Herons prevent adjacent fish tiles from being placed in future turns, which could be restrictive.
- Koi pond
Mechanics (from transcript analysis)
- Action Point Allowance — Players can spend coins to skip tiles they don't want, influencing their drafting choices.
- Area Control — In the 'Big Pond' expansion, players place markers on features they intend to score, and the shared pond concept implies a form of area influence.
- Pattern Building — Tiles are placed in a checkered format, alternating between koi and feature tiles, with restrictions on adjacent placement of the same type.
- set collection — Scoring often involves collecting sets of specific colored koi tiles or combinations of features.
- tile drafting — Players select two adjacent tiles (one koi and one feature tile) from a central offering.
Video topics + discussion points
Quotes (from this video)
- So, whoever has the most points would end up winning.
- So, you're going to take one koi tile and one feature tile always.
- The sund dials expansion requires you to have the sund dial in front of you.
- The third module is the blue koi.
- So, when you're playing multiplayer, you're going to set up a new central board.
- So, after you place your tiles, you will take one of your player markers.
- So, um yeah, I think it's definitely a cool competitive way to play Kohaku.
References (from this video)
- Beautiful components (deluxe version)
- Peaceful and zen-like experience
- Beautiful game
- Unlikely to publish the deluxe acrylic tiles again due to cost.
- Creating a pond with koi fish, frogs, and lily pads.
Mechanics (from transcript analysis)
- set collection — There are scoring mechanics related to having the most of certain elements and having them adjacent.
- tile laying — The host states it is a tile laying game.
Video topics + discussion points
Quotes (from this video)
- May the fourth be have been with you yesterday.
- Our first game we're talking about is Kohaku, the big pond expansion and reprint.
- Pressed. Wait, this game sounds incredible.
- I love Ascension, and even though I'm not the biggest Lord of the Rings fan, I I would want to play this because it looks amazing.
- So, this is Justin Gary's deck building game.
- On the table today is a Battle of Hoth.
- Empire Strikes Back, the best of of the best movie ever released in the Star Wars universe.
- So, this is a game based on Memoir '44.
- And I think I like this implementation of the game better because you're the Empire instead of the Nazis.
- Hoth did not fall today, friends.
- Rebel scum, uh, you did it.
References (from this video)
- Beautiful artwork and fish imagery
- Pleasant and approachable gameplay feel
- Compact package with clear components and rules
- A lot of punch-out components to separate
- Sticker/print alignment not perfectly seamless on some copies
- Original acrylic version reportedly had tape issues that could irritate fingers
- Array
- Koi pond / water-inspired environment
Mechanics (from transcript analysis)
- Compound Scoring — Scoring is guided by scoring cards and a scoring board to track progress.
- scoring — Scoring is guided by scoring cards and a scoring board to track progress.
- set collection — Tiles are collected in groups to achieve scoring and complete patterns.
- tile placement — Tiles are placed onto a main board to form configurations or patterns.
Video topics + discussion points
Quotes (from this video)
- this artwork is amazing
- it's such a pleasant game I'm excited to play this again
- look at this it's really nice
- the main board that the tiles will be placed on
References (from this video)
- Innovative integration of card play with board actions
- Appealing art and thematic feel
- Complexity can be intimidating for newcomers
- Rules clarity needed for first plays
- area control through card play
- board-driven trick-taking with action placement
- mixed euro/ameritrash feel
- Libertalia
- area-control trick-takers
Mechanics (from transcript analysis)
- Area Control — Played cards influence board control and movement, affecting scoring.
- area control / modifier actions — Played cards influence board control and movement, affecting scoring.
- Trick-taking — Cards feed actions on a board (e.g., moving warriors) in addition to tricks.
- trick-taking with board actions — Cards feed actions on a board (e.g., moving warriors) in addition to tricks.
Video topics + discussion points
Quotes (from this video)
- Everything Ever is the party game that you've been preparing for your entire life.
- Time Chase is a really interesting take on a trick taking game.
- Gap is easy to play so easy to learn; plays up to six.
References (from this video)
- intriguing queue-based bidding mechanic
- engine + set collection potential
- may not be as highly regarded as Feld's most acclaimed titles
- Market & resource acquisition with queues
- Bidding/queue-based acquisition in a historical-themed setting
- Structured economic competition
Mechanics (from transcript analysis)
- Auction / Bidding — Players bid to acquire cards/assets
- bidding — Players bid to acquire cards/assets
- queueing — Players place meeples behind cards; the queue determines cost reductions
- Resource management — A balance of money and card acquisition
Video topics + discussion points
Quotes (from this video)
- hidden movement games are something that I I'm kind of interested in but I've not really found the one for me
- I love bidding games
- the more people in this queues the more money you have to spend
- this is one of my most anticipated games from last year
- this is basically a game within a game
- it's lightning quick too it only takes around 15 minutes to play
- you can get a three-player game of this done in about an hour
- it's a passion project with some good historical context
References (from this video)
- Deep, multi-layered design with lots of nuance
- Rich strategic depth and elegant systems
- Underrated by many; may be challenging for newcomers
- influence and damio pieces in a shifting board
- area control with six to seven regions
- deeply strategic, layered systems
Mechanics (from transcript analysis)
- Action point management and timing — Choose actions and move troops; scoring peaks shift across the board.
- Action points — Choose actions and move troops; scoring peaks shift across the board.
- Area control with trick-taking elements — Compete for regions; higher cards influence scoring and positioning.
Video topics + discussion points
Quotes (from this video)
- I think out of all of these videos that I've done this is probably the highest quality list that I've done in terms of game recommendations
- gorgeous production I mean the pieces here are absolutely lovely on the table
- one of my favorite deduction games of all time if not my favorite game
- I like how pure and simple it is
- it's criminally underrated
- this one is an absolute absolute belter
- I could not recommend it enough
References (from this video)
- Tight bidding mechanics with meaningful choices
- Scales well from 3 to 5 players
- Requires careful money management and knowledge of car valuations
- Car auction/bid with strategic planning
- Stefan Feld bid-and-collect bidding game
- Tense, negotiation-driven
- Sperium
- Ra
Mechanics (from transcript analysis)
- Queuing/bidding system — Players place meeples to bid on cars; demand drives price, early bids give first pick
Video topics + discussion points
Quotes (from this video)
- this is one of many games i'm talking about here that i did purchase at the uk games expo
- i think i can give it a 7 out of 10
- it's a very neat game
- it's multiplayer solitaire with a race aspect
- one of the all-time classics
- this is a very well-rounded game