Note: This is for the 2-player version of Tokyo Highway. For the four player version, please go here: Tokyo Highway
In Tokyo Highway, players compete to place all of their cars on the road — but to do that they will first have to build the roadways!
Over the course of the game, players construct columns of varying heights by using the 66 squat cylinders in the box, then connect those columns with sticks that serve as roadways, with the columns not necessarily being the same height when connected. If a stretch of highway is placed well, you can place one or more cars on it to score.
Description:
Goal of the Game
You must construct a highway and place all your cars on the highway by crossing your opponent’s roads. The first player to place all 10 cars is the winner.
Playing the Game
You have three things to do during your turn.
① Constructing a pillar
Pick a location to construct a pillar.
You may freely choose the construction point as long as your pillar is reachable from the base point. A base point is the location of a pillar or junction constructed in previous turn. The height of the pillar must be 1 above or 1 below the base point. You may not construct a pillar of the same height, 2 stories above or below the height of a base point (following is an exception - 6. Constructing a Junction).
② Constructing a road
A new road must rest between the base point and the pillar constructed in phase ①.
You may adjust the position of the pillar when placing a road.
Roads may not cross over previously placed pillars.
③ Placing cars on highway
When conditions are met, you may place a car on the road (Refer to – 5. Conditions for Car Placement).
Your turn ends with your opponent’s judge.
If there is a problem, it must be sorted out on the spot.
Game goes on repeating ① to ③ alternately.
You may no longer adjust the position of your pillar, road or car once your opponent constructs a new pillar.
Conditions for Car Placement
The chance to place a car on the highway occurs only to the newest road you construct. To place a car, your newest road must cross your opponent’s road. There are two ways to cross your opponent’s road: crossing over or crossing under it.
When crossing over :
there exist no other roads over opponent’s road
When crossing under :
there exist no other roads under opponent’s road
When either of the conditions is met, you may place a car on the highway. If not, you may not place a car but may still connect the road to the next pillar.
If the road crosses multiple roads, you may place multiple cars depending on the number of roads crossed.
crossing over two roads at the same time
crossing over and crossing under two roads at the same time
【Caution】
・ You may not place a car when crossing over/under your own road.
・ You may not place a car on already constructed roads later on in the game.
Keep the traffic rules and enjoy driving!
Constructing a Junction
The yellow pillar is called the junction. Using a junction, you may do the following.
① Increase or decrease the height of the pillar by any number
You may increase or decrease the height of your pillar regardless of the height of the pillar at the base point. However, you need to have at least one gray pillar under the junction. You may only construct a pillar of one more or less stories as usual in the following turn.
Be careful, if the road angle is too steep you’ll have trouble placing cars!
② Branching out to two-ways
You may branch out your highway from a junction anytime during the game.
Constructing Exit to Highway
If you can ground a road safely to the table from a height of 1 pillar, you have created an exit to your highway. You may place an additional car as a bonus point on the exit road. If the road crosses your opponent’s road(s) while grounding, you may place multiple cars on the road. You cannot start a new road from the exit.
Penalty
If you drop your opponent’s car or road during construction, you must hand over your pillars to your opponent as penalty. You must offer a number of pieces equivalent to the materials you dropped. Game proceeds only after the parts are fixed by the player responsible. There is no penalty for dropping your own pieces.
End of the Game
1. When all 10 cars are placed on the highway
The first player to finish all 10 cars is the winner.
2. When construction materials run out
If you are out of construction materials, you must wait for your opponent to finish the next turn. If the opponent finishes the turn with no penalty, the player with no more construction materials is the loser.
- stunning table presence
- satisfying and enjoyable
- nice gameplay alongside aesthetics
- simple components create beautiful effect
- requires dexterity
- urban development
- highways
- city building
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- these games have amazing table presence by which i mean people are going to glance across the room and go what is that person playing and i want to play all these games
- stacking games have table presence like nothing else
- looks beautiful it looks like a load of sweets on the board
- one of my favorite games of all time
- i don't like that sort of game i find that one of the most frustrating game mechanisms
- the central marble dispenser is your main draw in this game
- absolutely brilliant strategic game quite complex game
- it's actually my favorite of the mask trilogy
- i'm almost scared to say this but i don't really like azul very much
- biggest most overlooked game on this list
References (from this video)
- striking table presence with a minimalist lattice and bursts of color
- the tiny cars add charm and tactile delight
- abstract spatial puzzle is engaging and quick to teach
- thematic link between traffic and mechanics is abstract
- may feel underexplained in initial read
- transportation networks
- Urban Tokyo traffic network
- abstract
Mechanics (from transcript analysis)
- area interaction (patterning) — roads must weave above or below opponents’ paths, creating a visual lattice
- spatial placement — build elevated road network with level changes; place cars on roads to win when you run out of cars
Video topics + discussion points
Quotes (from this video)
- this is my list and my subjective opinions are objectively correct
- you could fry an airgun
- it's mysterium with a traitor mechanic
- i've never wanted to eat a board game piece
- the rule book has just the nicest texture
- one of the nicest box covers in the hobby
- the whole experience is crafted with such love and care
- be warned playing this game will make you want to take a holiday you can't afford
References (from this video)
- Beautiful production
- Accessible to families and kids with adults
- Thoughtful, spatial puzzle
- Fragile components; potential for pieces to get lost
- Not for everyone; some dislike dexterity elements
- dexterity, abstract strategy
- urban road-building puzzle
- quiet, thinky
- Super Rhino
Mechanics (from transcript analysis)
- Dexterity road-building — Place roads, pillars, and cars to strategically end the game.
- Height-based placement and blocking — Pillars must follow height constraints; roads can be placed under/over opponents.
- Two-player focus with spatial planning — Engage in thinky planning and spatial reasoning.
Video topics + discussion points
Quotes (from this video)
- this is one of those very simple little games where I played it and I thought I wish I'd thought of that
- Accessible everybody can understand it
- it's the best real-time cooperative game that I've played
References (from this video)
- stunning layout when laid out
- interesting mix of abstract strategy and placement
- some complexity for a pure dexterity game
- not purely dexterity; requires planning
- abstract strategy with road-building
- Urban Japanese highway system with elevated roads
- gameplay-driven, spatial puzzle
- Meeple Circus
Mechanics (from transcript analysis)
- positional dexterity and routing — Players place pillars and roads to create viable routes
- spatial渐 dynamic scoring — Roads and pillars interact to maximize points via position
Video topics + discussion points
Quotes (from this video)
- I was blown away by this game when I played this game, it's incredible.
- this is the most stunning board game I've ever seen.
- nonsense the whole thing but what a great sort of experiment in a randomizer.
References (from this video)
- interesting two-to-four player adaptation details shared in dialogue
- memory-based guess from the players
- urban transit / road-building
Mechanics (from transcript analysis)
- tile placement / route building — placing road layouts and managing routes
Video topics + discussion points
Quotes (from this video)
- they do a lot of their own game design the game arts the marketing and blah blah blah
- it's constricting i hate it it's like super constricting, i feel like someone's choking your game
- we dress up for the first episode and he's like shoe you ought to dress up as well but i hate it
- you can find us on redravengames.com and on Twitter
References (from this video)
- striking visual presence and meditative puzzle vibe
- not a typical fast-party dexterity game; more puzzle-driven
- not as interactive as other party/dexterity games
- some players find it less rewarding or too abstract
- Spatial puzzle and stacked-road construction
- Dexterity puzzle with a two-player or small-group road-building theme
- Calm, meditative puzzle with clear spatial goals
- Men at Work
- Catch the Moon
Mechanics (from transcript analysis)
- end-state scoring — Points earned by completing routes and efficient layouts.
- spatial placement — Place road segments to construct continuous routes for points.
- two-player to four-player turn-taking — Players alternate placing pieces to create optimal routes.
Video topics + discussion points
Quotes (from this video)
- it's a very interesting auction dynamic because you might actually be bidding high because then you might be making money off of other people
- i think it's brilliant i think the dynamic is so much fun because you're always invested
- it's such a different auction game from anything else I've played
- Quacks of Quedlingburgh is an interesting push-or-luck game
- the gist of this is you're trying to solve a crime just like Sherlock Holmes
- it's self-contained and works well without needing extra components
- there's a real push or luck aspect to it
- on the face of it it looks very much just like a dexterity game
References (from this video)
- Beautiful
- Great dexterity/party game
- construction
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Shelf 16 is kind of a an odd mix here
- This shelf has twice as many games as most shelves
- one of my favorite two-player games, but it's very difficult to learn and play
- Fantastic abstract strategy game
- Such a classic game and I like it a lot
- I don't know why I like it so much, but I do
- one of the most beautiful dexterity/party games there are
- There are so many games on the shelf