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Tokyo Highway: Rainbow City box art

Tokyo Highway: Rainbow City

Game ID: GID0359580
Game Info
Year
2023
Collection
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Tokyo Highway
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Description

Tokyo Highway: Rainbow City / トーキョーハイウェイ レインボーシティ is a new edition of Tokyo Highway with new gameplay elements and updated components that make the game easier to play...which can be good or bad depending on your taste for collapsing roads.

At the start of play, each player has cars in their color, along with roadways (sticks), gray column pieces, and yellow column pieces. Players set up the city by placing one of their roadways with one end on the table and the other end on a column, then topping it with one of their cars. Next, they take turns placing city objects — buildings, an airport, a tower, a green area — around the playing area.

On a turn, expand your highway by adding a new stick to the end of it. When you do so, one end of the stick is placed on the column supporting your most recently played stick and the other end goes on a new column that you add to the table; this new column must contain one more or one fewer column pieces than the column on the other end of the stick. (If you create a column with a yellow piece on top and at least one piece under it, you can break this height restriction rule.)

If you've built this piece of the roadway so that your stick is the first to cross over or go under an opponent's stick, then you score by placing one of your cars on this roadway. If you cross over or go under multiple sticks on the same placement, you place one car per stick you top or bottom!

You can branch once from a column of yours topped with a yellow piece. Also, you can place a stick as an exit ramp if one end is placed on a single column piece and the other end on the table. This piece is automatically topped with a car — but it's also the final placement for this branch of your highway, so don't get stuck in a dead end.

If you run out of construction materials, you're out of the game. If you're the only one still in the game or you've placed all of your cars, you win.

Tokyo Highway: Rainbow City includes a "mission" variant in which all of the basic placement rules apply, but your goal is now to score the most points. Every car placed is worth 1 point, three roadways in a row with cars on them is 2 points, a loop around a building is 1 point, an exit ramp at the airport or green area is worth 2 points, placing the same type of car on a roadway as the opponent's car on the road above/below you is worth 1 point, etc.

In this edition of the game, the roadways have small tacky pads on each end, which makes the sticks more stable than in earlier editions when you placed wood sticks on wood columns.

Description

Tokyo Highway: Rainbow City / トーキョーハイウェイ レインボーシティ is a new edition of Tokyo Highway with new gameplay elements and updated components that make the game easier to play...which can be good or bad depending on your taste for collapsing roads.

At the start of play, each player has cars in their color, along with roadways (sticks), gray column pieces, and yellow column pieces. Players set up the city by placing one of their roadways with one end on the table and the other end on a column, then topping it with one of their cars. Next, they take turns placing city objects — buildings, an airport, a tower, a green area — around the playing area.

On a turn, expand your highway by adding a new stick to the end of it. When you do so, one end of the stick is placed on the column supporting your most recently played stick and the other end goes on a new column that you add to the table; this new column must contain one more or one fewer column pieces than the column on the other end of the stick. (If you create a column with a yellow piece on top and at least one piece under it, you can break this height restriction rule.)

If you've built this piece of the roadway so that your stick is the first to cross over or go under an opponent's stick, then you score by placing one of your cars on this roadway. If you cross over or go under multiple sticks on the same placement, you place one car per stick you top or bottom!

You can branch once from a column of yours topped with a yellow piece. Also, you can place a stick as an exit ramp if one end is placed on a single column piece and the other end on the table. This piece is automatically topped with a car — but it's also the final placement for this branch of your highway, so don't get stuck in a dead end.

If you run out of construction materials, you're out of the game. If you're the only one still in the game or you've placed all of your cars, you win.

Tokyo Highway: Rainbow City includes a "mission" variant in which all of the basic placement rules apply, but your goal is now to score the most points. Every car placed is worth 1 point, three roadways in a row with cars on them is 2 points, a loop around a building is 1 point, an exit ramp at the airport or green area is worth 2 points, placing the same type of car on a roadway as the opponent's car on the road above/below you is worth 1 point, etc.

In this edition of the game, the roadways have small tacky pads on each end, which makes the sticks more stable than in earlier editions when you placed wood sticks on wood columns.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
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Video Cwrlr5C-QqI Brains On Games Analysis at 0:52 sentiment: positive
video_pk 86977 · mention_pk 226683
Brains On Games - Tokyo Highway: Rainbow City video thumbnail
Click to watch at 0:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep planning and strategic depth
  • High replayability due to many missions
  • Solid components and table presence
  • Rubber-padded roads prevent slip
Cons
  • Color palette is mostly gray, reducing visual pop
  • Less focus on pure dexterity; more strategic, which may not appeal to all fans
Thematic elements
  • city planning and road-building
  • city roads, on-ramps, and highways in a stylized urban setting
  • mission-based with procedural variation
Comparison games
  • Nikima
Mechanics (from transcript analysis)
  • Compound Scoring — Missions grant victory points; with or without missions, cars must be placed on roads.
  • End condition — Game ends when one player places all their cars.
  • height-based placement and attachment — Roads attach by height difference; use yellow columns to break rules and create junctions.
  • Mission-based scoring — Missions grant victory points; with or without missions, cars must be placed on roads.
  • Resource Management — Players manage on-ramps, roads, and cars to optimize missions and end-game scoring.
  • Resource management and planning — Players manage on-ramps, roads, and cars to optimize missions and end-game scoring.
  • special components and tooling — Rubber pads prevent sliding; a ruler helps layout spacing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • super fast setup
  • this is a stacking and balancing game
  • the components are great they're high quality components
  • this little score sheet with the cubes is an elegant way of tracking your difficulty level
  • Nikima was my favorite of the two
  • I love dexterity games
  • I did in fact really quite enjoy this game
  • the resource management the planning and strategy is so different from other dexterity games
  • Tokyo Highway certainly wins out in terms of the replayability factor
  • the focus here is on cars and missions rather than dexterity
References (from this video)
No references stored for this video.
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