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Nippon box art

Nippon

Game ID: GID0227947
Game Info
Year
2015
Players
1-4
Age
15+
Playtime
120 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
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Not enough video data yet
Description

Japan during the Meiji period—a closed, isolated, and feudal country—decides to change into a modern industrialized state. The Empire sends emissaries to foreign nations, brings technicians and scholars from the west, builds a network of railroads, and achieves an outstandingly fast industrial revolution.

The nation and Emperor count on the support of the Great Four, the big conglomerates that emerge with great power and massive control over the Japanese economy. They are called Zaibatsu, and their influence on the Meiji Emperor and importance on the fate of Japan is incredibly high.

Nippon is an Area Majority Game in which players control Zaibatsu and try to develop their web of power by investing in new industries, improving their technological knowledge, shipping goods to foreign countries or using them to satisfy local needs, and growing their influence and power as they oversee the era of rapid industrialization of Japan.

The foundations of the big Zaibatsu were the traditional silk workshops, but soon the conglomerates diversified their influence and power, building a complex structure of interconnected companies that made them giant players in the world’s new industrial era. Each player takes the reins of one of these big corporations and tries to develop it in order to grow and achieve power.

To win the game, players must carefully choose which types of industry to invest in to get the most influence over the Japanese islands. Every action that is taken helps to forge their own path to new opportunities.

Nippon is a fast-paced economic game with challenging decisions, set during an important time in Japanese history, and when a new great nation is born.

Description

Japan during the Meiji period—a closed, isolated, and feudal country—decides to change into a modern industrialized state. The Empire sends emissaries to foreign nations, brings technicians and scholars from the west, builds a network of railroads, and achieves an outstandingly fast industrial revolution.

The nation and Emperor count on the support of the Great Four, the big conglomerates that emerge with great power and massive control over the Japanese economy. They are called Zaibatsu, and their influence on the Meiji Emperor and importance on the fate of Japan is incredibly high.

Nippon is an Area Majority Game in which players control Zaibatsu and try to develop their web of power by investing in new industries, improving their technological knowledge, shipping goods to foreign countries or using them to satisfy local needs, and growing their influence and power as they oversee the era of rapid industrialization of Japan.

The foundations of the big Zaibatsu were the traditional silk workshops, but soon the conglomerates diversified their influence and power, building a complex structure of interconnected companies that made them giant players in the world’s new industrial era. Each player takes the reins of one of these big corporations and tries to develop it in order to grow and achieve power.

To win the game, players must carefully choose which types of industry to invest in to get the most influence over the Japanese islands. Every action that is taken helps to forge their own path to new opportunities.

Nippon is a fast-paced economic game with challenging decisions, set during an important time in Japanese history, and when a new great nation is born.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 4 · mix 2 · neu 3 · neg 0
Mentions per page
Showing 1–10 of 10
Video 7jz1o4EehIo Review at 0:05 sentiment: positive
video_pk 69119 · mention_pk 165472
Nippon video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Vastly different and improved presentation with deluxe components.
  • Innovative and unique worker placement/action selection mechanism.
  • Streamlined scoring system that removes complex calculations.
  • More ways to get resources and bonuses, leading to more combo opportunities.
  • New factories offer immediate effects, scoring, and ongoing powers.
  • Starting tiles provide kickstarts and determine initial victory points.
  • Improved player boards with dual layers and excellent graphic design.
Cons
  • The game is still notoriously tight.
  • Additional resource (steel) adds complexity and can be difficult to balance.
  • Scoring modifiers are now player-controlled, removing the competitive race element for them.
Thematic elements
  • Creating conglomerates, opening factories, producing and delivering goods
  • Japan
Comparison games
  • Nippon
Mechanics (from transcript analysis)
  • action selection — Players choose actions from available options, often determined by worker placement. Actions include building factories, trains, and moving up tracks.
  • Area Control — Players score points in different areas of the board based on delivered goods and train placement.
  • drafting — Players draft new tiles at the beginning of the game that provide starting resources and powers, and they also draft workers.
  • engine building — Players can build factories and acquire tiles that provide ongoing benefits or modify actions, allowing for the creation of synergistic combinations.
  • Resource management — Players manage multiple resources, including money, coal, steel, and goods, to perform actions and fulfill contracts.
  • set collection — Players collect specific colors of workers and aim to meet certain conditions for scoring or bonuses, particularly related to worker colors and contract fulfillment.
  • worker placement — Players take workers and place them on their board to take actions, or consolidate workers. The color of the worker taken and its placement on a track are strategic elements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The whole point in this game, the whole goal is to come out here into Japan and deliver goods and you're producing these goods.
  • It's almost like worker placement meets action selection because there's workers out in these banks out here.
  • This game is notoriously tight.
  • It streamlines it. I don't want to say that it makes it simpler because it's still doing the math of these.
  • It really is a great looking game.
References (from this video)
No references stored for this video.
Video UEVi5oPXbJg Rules Teach at 0:04 sentiment: positive
video_pk 67330 · mention_pk 163296
Nippon video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Not as heavy as it seems for a Euro game [41.84]
  • Satisfying engine building potential [3590.48]
  • Good production quality in retail version [4612.88]
Cons
  • Can be confusing initially with the round timing [727.20]
  • Worker payment can be punishing if not managed [502.64]
  • Some components could be more intuitive or accessible [4989.36]
Thematic elements
  • industrialization
  • Japan
Comparison games
  • Movers and Shakers
Mechanics (from transcript analysis)
  • area majority — Influence tokens are placed in provinces to score points, competing against foreign markets [69.04, 136.32].
  • contract fulfillment — Contracts are fulfilled by spending specific goods to gain bonuses and points [435.52].
  • engine building — Factories and machines are built to improve production and gain benefits [314.08, 340.80].
  • Resource management — Players manage goods like paper, steel, coal, silk, and iron to build factories, trains, and fulfill contracts [102.40, 202.64, 379.52].
  • set collection — There's mention of needing specific goods like lenses or bento boxes for contracts [452.64, 5523.52].
  • Track advancement — Players advance on tracks like R&D, coal production, and finance [216.24, 408.96, 412.64].
  • worker placement — Players take turns placing workers on action spaces, with some spaces allowing multiple activations [236.48, 256.32].
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, this is a game by Paulo and Nuno, uh, which are very popular for having these nice heavy Euro games that aren't really actually heavy, which is nice.
  • So, that's where the area control part comes in versus just area majority.
  • The most complicated part. Oh, you've got that backwards, by the way.
  • So, that's how the points work in this game.
  • This is a lot of fun, honestly.
  • The game's going to be over before you do.
References (from this video)
No references stored for this video.
Video fe3HWZ0Ypbk Discussion at 2:20 sentiment: mixed
video_pk 66985 · mention_pk 162876
Nippon video thumbnail
Click to watch at 2:20 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Impressing more than expected with a fresh outlook.
Cons
  • Previously found it restrictive, punishing, and thematically uninteresting.
  • Needs more multiplayer games to get a true feel for it.
Thematic elements
Comparison games
  • Great Western Trail
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the algorithm has changed to a to a kind of thing where you can't do series of videos easily. It doesn't like that. You need to do long form content in one video.
  • If you can't fit it on the shelf, it's not in the collection. And if you have to fit it on the shelf, someone else is leaving.
  • It's like, why? You know, it's bad enough to be doing the whole logging plays to say like, 'Oh, I played this at this time. I played this at this time.' I could not care less who won what game and when.
  • You do not have to meet a minimum prerequisite. It's just it does get on my wick that.
  • It's like there are two people that sort of get on my wick with this or say that try to get out of the idea of helping to pack a game away. Smokers [...] and then the ones doing the BG stats...
References (from this video)
No references stored for this video.
Video 1LaN5Iq21tE Getting Games Playthrough at 0:02
video_pk 63625 · mention_pk 157097
Getting Games - Nippon video thumbnail
Click to watch at 0:02 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • Industrial production, factory networks, resource management, area majority scoring
  • Industrial Revolution for Japan
  • play-by-play narration and commentary
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Grab a single meeple from one of the top rows and take one of the two actions associated with that spot (or perform the Consolidated action).
  • bag building — Spend six thousand yen to purchase a factory, choosing a colored meeple to activate the selected spot, and discard a blueprint as appropriate.
  • boats and trains — Building boats and trains contributes to end-game scoring bonuses and affects regional control; trains must be placed in different regions.
  • Consolidation phase — End-of-round phase where players may lose money/coal and receive new money/coal; emperor rewards track provides bonuses.
  • contracts — Contracts that require certain goods; fulfilling them yields money and can increase future income or blueprints.
  • Factory Building — Spend six thousand yen to purchase a factory, choosing a colored meeple to activate the selected spot, and discard a blueprint as appropriate.
  • foreign/export contracts — Contracts that require certain goods; fulfilling them yields money and can increase future income or blueprints.
  • influence and region scoring — Place influence tokens to affect regional scoring; higher influence yields bonuses and can affect other players' standings.
  • Influence Points — Place influence tokens to affect regional scoring; higher influence yields bonuses and can affect other players' standings.
  • technology and blueprints — Track on the technology phase; blueprints provide consumable tech bonuses and can be discarded for additional effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Industrial Revolution for Japan
  • The structure of each player's turn is really quite simple
  • you are never allowed to have more than one Factory that makes a specific good
  • we're going to fire up the coal shove it into these two factories and make two paper and two textiles
  • I'm really trying to set up a nice framework for a big production in the later game
References (from this video)
No references stored for this video.
Video xTAgkcK76g0 Getting Games Discussion at 20:34 sentiment: neutral
video_pk 63626 · mention_pk 157105
Getting Games - Nippon video thumbnail
Click to watch at 20:34 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm very excited with how things are going and I hope it continues
  • it's by far the best month of the entire life of the channel
  • I essentially needed a little bit of a taste to see what was going on
  • the channel has simply been growing at a very surprising rate
References (from this video)
No references stored for this video.
Video yc1_knyrnlk Board Game Sanctuary Rules Teach at 0:10 sentiment: positive
video_pk 60453 · mention_pk 152859
Board Game Sanctuary - Nippon video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear core loop: pick a worker, activate actions, and consolidate
  • Rich historical theme (zaibatsu, Meiji-era modernization) integrated into mechanics
  • Variety of factory types and three levels add depth
  • Map-driven strategic depth with production-influence flow
  • Inclusion of railroads and foreign expertise adds logistical and strategic variety
Cons
none
Thematic elements
  • industrialization and zaibatsu-driven economic development
  • Meiji-era Japan during the mid- to late-19th century modernization
  • Array
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Nippon is an economic strategy game where players manage their Zaibatsu
  • It's a pretty great strategy
References (from this video)
No references stored for this video.
Video FhWgUXC8PrY Before You Play Top List at 6:56 sentiment: mixed
video_pk 12149 · mention_pk 35541
Before You Play - Nippon video thumbnail
Click to watch at 6:56 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • deep strategic planning
  • strong integration of area control with economics
Cons
  • area control heavy; can feel punishing
  • presentation may not click for all players
Thematic elements
  • industrial growth and territorial control
  • Industrial Japan, economic development
  • dense, strategic, with area control emphasis
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Control islands and regions of Japan to gain points.
  • Resource management — Manage resources to fuel industry and expansion.
  • resource management / economic development — Manage resources to fuel industry and expansion.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a filler type where you are drawing cards and you're trying to curate a hand of cards where everything synergizes well with each other
  • the heart and soul of that is realms and that is why Naveen dislikes it is why i really enjoy it
  • gosh the dice selection is so restrictive
References (from this video)
No references stored for this video.
Video 4R3YX44WsSM Peaky Boardgamer Rules Teach at 0:02 sentiment: neutral
video_pk 1181 · mention_pk 3442
Peaky Boardgamer - Nippon video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Clear, interlocking engine with production, transport, and infrastructure elements
  • Multiple scoring opportunities via regional influence and contracts
  • Solid combination of resource management and area control in a mid-to-heavy Euro feel
Cons
  • Some players may experience analysis-paralysis in late-game decision trees
  • Setup and rule clarification may be dense for newcomers
Thematic elements
  • Economic growth and industrial policy through resource management, infrastructure development, and regional influence.
  • Industrial Japan in a speculative, early 20th-century business expansion era; investors build industries, ships, trains, and factories to influence cities.
  • Euro-style economic strategy with a focus on production chains, contract fulfillment, and competitive scoring across regions.
Comparison games
none
Mechanics (from transcript analysis)
  • area majority — Three scoring phases exist; the player with the most influence in each region earns victory points at the end of the game.
  • Area majority / regional scoring — Three scoring phases exist; the player with the most influence in each region earns victory points at the end of the game.
  • Contract fulfillment and supply chains — Goods produced by players are used to satisfy contracts and to meet the needs of cities, which drives scoring and economy.
  • Engine building / track advancement — Players progress along personal tracks, affecting coal production, money production, and overall efficiency as the game advances.
  • Investment — Spending a turn to consolidate grants coal and money, representing strategic gains through consolidation rather than pushing every action.
  • Investment / consolidation action — Spending a turn to consolidate grants coal and money, representing strategic gains through consolidation rather than pushing every action.
  • Resource management — Core resources include coal, money, and goods; these drive actions, production, and contract fulfillment.
  • worker placement — Players place a single worker on action locations to perform actions such as producing goods, constructing ships and trains, acquiring factories, or spending resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • in the game players are investors of
  • upcoming Industries in Japan on their
  • turn players are collecting one worker
  • from an action location to perform one
  • of the actions depicted there these
  • actions range from increasing the
  • players personal coold production and
  • money tracks constructing ships and
  • trains acquire factories and spend coal
  • to produce Goods players will be using
  • their goods on satisfying contract
  • but most importantly to supply the needs
  • of cities in Return of increasing their
  • influence almost all of the actions
  • require spending coal and money the most
  • efficient way of gaining these is to
  • spend the turn to consolidate when you
  • consolidate you gain coal and money
  • depending on how far you've reached on
  • your personal tracks as the game progresses there will be three scoring phases in each scoring players with a majority of influence in each one of these regions will score victory points
  • at the end of the third scoring the player with the most victory points will be declared the winner in Nippon
  • Music
References (from this video)
No references stored for this video.
Video gxYnM-Pqg6Q Getting Games Rules Teach at 0:02 sentiment: neutral
video_pk 749 · mention_pk 99720
Getting Games - Nippon video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • clear rule exposition with practical in-game examples
  • strong interplay between production, infrastructure, and scoring
  • varied upgrade paths (machines, trains, ships) and regional bonuses
Cons
  • prototype components noted; rule complexity may be intimidating for new players
Thematic elements
  • industrial modernization and competition among zyabotsu conglomerates
  • Meiji-era Japan during rapid industrial revolution
  • economic/engineering simulation with production, infrastructure, and influence
Comparison games
none
Mechanics (from transcript analysis)
  • Consolidation — periodically lose money/coal and gain bonuses depending on the number and colors of workers, with penalties for excess colors
  • contracts — complete contracts by spending required goods/resources to gain money and other benefits
  • influence and scoring — place influence markers in Japanese regions; influence scorings occur in rounds, including international influence considerations
  • production — factories produce goods using coal and iron, with machines increasing production efficiency
  • Resource management — manage resources (money, coal, silk, iron, goods) with costs influenced by worker color diversity and production needs
  • upgrading and trains/ships — upgrade factories with machines, build trains and ships to gain region bonuses and future upgrades
  • worker placement — players take a worker from above the action they want to perform and place it on their board to perform the corresponding action
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We will also be constructing railroads, building ships that will head to foreign countries, all in the bid to catch up with the western countries.
  • The end goal is to have the most points when final scoring happens.
References (from this video)
No references stored for this video.
Video pH4lkmTIaE8 Peaky BoardGamer Rules Teach at 0:36 sentiment: positive
video_pk 335 · mention_pk 975
Peaky BoardGamer - Nippon video thumbnail
Click to watch at 0:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep, multi-layered strategy with income, knowledge, and influence tracks
  • Rich production and upgrading via factories and machinery
  • Tiered scoring with regional and multiplier bonuses
Cons
  • High complexity and heavy setup
  • Long playtime and potential analysis paralysis for new players
Thematic elements
  • Industrial expansion, contracts, and city influence
  • Japan, industrial era
  • expository tutorial
Comparison games
  • Madeira
Mechanics (from transcript analysis)
  • Blueprints and knowledge track — Spend blueprints to temporarily increase knowledge to unlock higher-tier factories.
  • Consolidation — Convert resources into money/coal, gain a reward tile, and trigger potential future scoring.
  • Contracts and export — Fulfill contract tiles to gain benefits and advance the income track; export actions increase income/knowledge.
  • Endgame scoring phases — Three scoring phases with regional rankings and multipliers; final scoring consolidates all bonuses.
  • Factory production — Produce Goods in factories by spending coal, with optional Machinery tiles to boost output.
  • Influence and local market — Place influence tiles in cities to gain regional bonuses and points.
  • Train and ship tiles — Place train/ship tiles to gain regional bonuses and unlock income advancement.
  • worker placement — On your turn, take a worker from an action space and execute the action; replenishment happens via later action phases.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • in the game players are investors of upcoming Industries in Japan
  • takes two hours to finish and it's for two to four players
  • Shuffle the city tiles and randomly Place one tile facing downwards on each one of the city space
  • rules of this amazing game nippen
  • the most important use for your goods is to supply them to cities in exchange of adding your influence
  • this is how the game Nippon progresses through its scoring phases
References (from this video)
No references stored for this video.
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