In Yamatai, 2-4 players compete to build palaces, torii, and their own buildings in the land of Yamatai. The game includes ten numbered action tiles, each showing one or more colored ships and with most showing a special action. You shuffle these tiles, place them in a row, then reveal one more than the number of players.
On a turn, each player chooses a tile, collects the depicted ships from the reserve, optionally buys or sells one ship, then places the ships on the board. The land has five entryways, and you must start from these points or place adjacent to ships already on the board. You can't branch the ships being placed, and if you place your first ship adjacent to another, then that first ship must be the same color as the adjacent one; otherwise you can place ships without regard to color.
After placing ships, you can either claim colored resources from land that you've touched with new ships this turn or build on one vacant space. To build, the space must have colored ships around it that match the ships depicted on one of the available building tiles. If you build a personal building that's connected to others you own, you receive money equal to the number of buildings.
You can bank one ship before the end of your turn, then you can use any three resources or a pair of matching resources to purchase a specialist, each of whom has a unique power.
After all players go, you shuffle the action tiles, place them face down in the row, then reveal enough tiles at the front of the line to set up for the next turn, with the turn order being determined by the numbers on the tiles that players chose the previous turn. Once you trigger one of the game-ending conditions — e.g., no ships of one color or no more specialists — you finish the round, then count points for buildings built, specialists hired, and money on hand.
- Japanese theme
- Architecture
- My Little Scythe
- Five Tribes
- Relic Runners
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Most beautiful games in existence
- Gorgeous cover and board
- Elegant tile-based gameplay
- Simple ruleset with deep strategy
- Can cause analysis paralysis but rewarding
- Abstract with no theme
- Fiddly tile placement rules
- Doesn't get as much buzz as Five Tribes
- No expansions
- Abstract with island aesthetic
- Island navigation
- Abstract
- Five Tribes
Mechanics (from transcript analysis)
- Ship Placement — Players position colored ships around islands
- Token Collection — Collect tokens around islands to meet objectives
- Turn order auction — Choose turn order token which gives ships or bonus abilities
Video topics + discussion points
Quotes (from this video)
- it's just like falling off it's just literally there are 100 better games in it
- Small Islands uh this is the one that i've been saying is a replacement for carcassonne
- way too complicated for its own good
- it is one of the most beautiful games in existence
- i still think five tribes is better than yamatai
- nations is still my preference to fruity ages in terms of playing a physical game
- really good negotiation game
- great teamwork cooperative very cool
- this is a really good solo
- the deductions are really hard it's a really tough one to do
- it's oh it's a mind bender gorgeous looking
- reef is still a really cool game
- azul is only that good at two player
- near and far still really good
- there's no reason to play that one if you have near and far
References (from this video)
- Elegant puzzle-space with many interesting decisions
- Beautiful production and thematic flavor
- Downtime and dense decision space
- Turn-order mechanics can bog down some groups
- strategic tile and order-management
- East Asian-inspired archipelago
- puzzle-driven, thematic euros
- Grand Austria Hotel
Mechanics (from transcript analysis)
- Tile placement with chain-building — Chain of boats and color-mate constraints influence scoring.
- Token collection and building placement — Gaining tokens from adjacent buildings and placing new ones for points.
- turn order selection — Players select turn order; affects future moves.
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