Ludexv2026.11.01-65114139Nippon: ZaibatsuOfficial rulebook ↗

Visitors

Loading…

Cards & Components

Every tile and token of Nippon: Zaibatsu: all 60 Factory faces (both sides of the 24 standard and 6 late-game Factories), the 16 Starting tokens, Department tokens, Expert Workers, Contracts, Favor tokens, Demand tiles and the module tokens.

Every distinct face, grouped by type, with a link to the rule that uses it. Pictures come from the publisher’s rulebook and Player Handbook; the Starting tokens B from a public BoardGameGeek photo. Where no flat picture of a face exists, the row says check against the physical component.

Boards

To be added.

Cards

Contracts

Eight per player, the same set in each colour. Fulfilling one gives its Department bonus; the token then fills the next space at the bottom of your Zaibatsu, which the Contracts objective scores (Investment and Contracts). You need an empty Contracts space to fulfil one; a full Zaibatsu cannot take a seventh or eighth Contract. FAQ.

PictureFace
Black ContractEnergy Department bonus.
Red ContractProspection Department bonus.
Grey ContractTransportation Department bonus.
Blue ContractFinancial Department bonus.
White ContractInnovation Department bonus.
Yellow ContractForeign Affairs Department bonus.
Lenses or Bento ContractLenses or Bento: fulfil only if Lenses or Bento Goods are among those spent in the action; any Department bonus.
Bulbs or Clocks ContractBulbs or Clocks: fulfil only if Bulbs or Clocks Goods are among those spent in the action; any Department bonus.

Tiles

Factory tiles

Each Factory tile is double-sided (A and B) and numbered: 1–4 are the 24 standard Factories, 5 the 6 late-game Factories of the Late-Game Factories module. Play side A in your first games. The picture is the effect strip printed on the tile: a lightning bolt marks an immediate effect, an action icon an action modifier, no icon a special effect (Factory effects). You may use only one Factory’s modifier per action (Action modifiers). Factory bonuses are free unless they print a cost; action modifiers apply to actions taken from the main board, not to other Factory effects. FAQ, FAQ, FAQ.

The anatomy of a Factory tile

Cotton

Level 1, needs R&D 2, produces with 2 Coal. Cotton leans to Silk Silk and the R&D track.

PictureFace
Cotton 1A1A — immediate. 2 steps on the R&D track .
Cotton 2A2A — immediate. Take 3 Silk.
Cotton 3A3A — R&D modifier. Each R&D action gives 1 more step on the R&D track.
Cotton 4A4A — Machines modifier. Each Machine Machine you build in this Factory gives 2 steps on the R&D track.
Cotton 5A5A — immediate, late-game. 1 Yellow Department bonus if a level-2 Favor token sits on your R&D Personal Objective, 2 if it is level 3.
Cotton 1B1B — immediate. Take 2 Silk and 1 step on the R&D track.
Cotton 2B2B — immediate. A Red or a White Department bonus.
Cotton 3B3B — immediate. Put 1 Goods Goods cube in this Factory.
Cotton 4B4B — Production modifier. Producing gives 1 Silk.
Cotton 5B5B — immediate, late-game. 2 victory points for each different Factory type you own.

Paper

Level 1, needs R&D 2, produces with 2 Coal. Paper leans to Money Money and the Finance track.

PictureFace
Paper 1A1A — immediate. Take 3 Money and 1 step on the Finance track .
Paper 2A2A — immediate. Take 5 Money.
Paper 3A3A — Investment and Contracts modifier. 1 step on the Finance track for each Contract Contract you fulfil in that action. In Genro, Special Contracts do not count toward this bonus. FAQ.
Paper 4A4A — Production modifier. 2 Money if you produce in this Factory.
Paper 5A5A — immediate, late-game. 1 Yellow Department bonus with a level-2 Favor token on your Finance Personal Objective, 2 with level 3.
Paper 1B1B — immediate. 2 steps on the Finance track.
Paper 2B2B — immediate. The Department bonus of the colour of the Worker you used to build this Factory.
Paper 3B3B — special. At Consolidation step B keep up to 3 Money and Coal in total instead of discarding them. The limit is their combined value, whatever coin denominations you use. FAQ.
Paper 4B4B — Production modifier. 1 Money for each Factory you produce in during the action.
Paper 5B5B — immediate, late-game. 1 Yellow Department bonus with a level-2 Favor token on your Contracts Personal Objective, 2 with level 3.

Bento

Level 2, needs R&D 4, produces with 3 Coal. Bento leans to Coal Coal and the Mining track.

PictureFace
Bento 1A1A — immediate. 3 steps on the Mining track .
Bento 2A2A — immediate. Take 4 Coal.
Bento 3A3A — Mining modifier. Each Mining action gives 1 more step on the Mining track and 1 Iron.
Bento 4A4A — Machines modifier. Each Machine you build in this Factory gives 3 steps on the Mining track.
Bento 5A5A — immediate, late-game. Every Department bonus your Mining marker has reached or passed on the track.
Bento 1B1B — immediate. 2 steps on the Mining track; you may also go back 2 on the Finance track for 2 more Mining steps.
Bento 2B2B — immediate. Put 3 Coal on this tile. Use them as usual; they are not discarded at Consolidation.
Bento 3B3B — Mining modifier. Each Mining action gives 2 Iron.
Bento 4B4B — Production modifier. Producing costs 1 Coal less — once per action, not per activation.
Bento 5B5B — immediate, late-game. 1 Yellow Department bonus with a level-2 Favor token on your Mining Personal Objective, 2 with level 3.

Lenses

Level 2, needs R&D 4, produces with 3 Coal. Lenses lean to Trains Train.

Rulings that apply to every row below: When I have a factory bonus stating “Build 1 Machine” or “Build 1 Train,” do I need to pay resources for these?.

PictureFace
Lenses 1A1A — immediate. Build 1 Train and 1 step on the Finance track..
Lenses 2A2A — immediate. Build 1 Train; you may then spend 5 Money and 1 Iron for another Train in a different Region..
Lenses 3A3A — Trains modifier. The Region bonus of one Region where you built a Train in that action (Trains). Even if you build several Trains, choose only one Region for this bonus. FAQ.
Lenses 4A4A — Machines modifier. Each Machine you build in this Factory also builds 1 Train. It triggers only when you take the Machines action from the main board, not when another effect places a Machine. FAQ.
Lenses 5A5A — special, late-game. Each of your Trains counts as 3 Influence instead of 2 (Influence Scoring).
Lenses 1B1B — immediate. Build 1 Train and take the bonus of its space twice..
Lenses 2B2B — immediate. Build 1 Train; you may then go back 2 on the Finance track and spend 1 Iron for another Train in a different Region..
Lenses 3B3B — Trains modifier. After at least one activation of the Train action, gain the Department bonus matching the Worker used for that action. This modifier does not build a Train; the immediate Train-building effect is Lenses 2B. FAQ clarification.
Lenses 4B4B — Investment and Contracts modifier. Build 1 Train if you fulfil at least 2 Contracts in that action..
Lenses 5B5B — immediate, late-game. 1 Yellow Department bonus with a level-2 Favor token on your Trains Personal Objective, 2 with level 3.

Bulbs

Level 3, needs R&D 6, produces with 4 Coal. Bulbs lean to Machines and Iron Iron.

PictureFace
Bulbs 1A1A — immediate. Put 1 Goods in each of 3 different Factories (the Old Factory counts).
Bulbs 2A2A — immediate. Build 1 Machine in each of 2 different Factories. Each placement still pays any cost shown on its Machine space; these placements do not trigger action modifiers such as Lenses 4A. FAQ, FAQ. FAQ.
Bulbs 3A3A — Production modifier. 2 Iron if you produce in this Factory.
Bulbs 4A4A — Machines modifier. Each Machine you build in this Factory gives 4 Iron.
Bulbs 5A5A — immediate, late-game. 2 Iron for each Machine you have built, at most 8.
Bulbs 1B1B — immediate. Put 2 Goods in this Factory.
Bulbs 2B2B — immediate. Build 1 Machine; you may then produce in that Factory. The FAQ says the production likely uses its normal Coal cost; the rulebook does not explicitly settle this. FAQ. FAQ.
Bulbs 3B3B — Production modifier. 1 Iron for each Factory you produce in during the action.
Bulbs 4B4B — Investment and Contracts modifier. Build 1 Machine if you fulfil at least 1 Contract in that action. FAQ.
Bulbs 5B5B — immediate, late-game. 2 victory points for each scoring threshold you have reached in the Ships, Machines and Trains area — lower and higher both count, up to 12.

Clocks

Level 3, needs R&D 6, produces with 4 Coal. Clocks lean to Ships Ship and the Finance track.

PictureFace
Clocks 1A1A — immediate. Build 1 Ship and 3 steps on the Finance track.
Clocks 2A2A — immediate. Build 1 Ship; you may then spend 1 Iron to build 1 Train. FAQ.
Clocks 3A3A — immediate. Build 1 Ship; you may then spend 2 Iron for another Ship to a different Destination (Ships).
Clocks 4A4A — Machines modifier. Each Machine you build in this Factory also builds 1 Ship and gives 2 steps on the Finance track.
Clocks 5A5A — immediate, late-game. 2 victory points for each lower scoring threshold you have reached — Factories and Contracts don’t count — up to 12.
Clocks 1B1B — immediate. Build a Ship, a Machine or a Train, then 2 steps on the Finance track.
Clocks 2B2B — immediate. Build 1 Ship and gain the Department bonus of the colour of the Expert Worker you take.
Clocks 3B3B — immediate. Build 1 Ship; you may then go back 3 on the Finance track for another Ship to a different Destination.
Clocks 4B4B — Investment and Contracts modifier. Build 1 Ship if you fulfil at least 1 Contract in that action.
Clocks 5B5B — immediate, late-game. 2 victory points for each scoring threshold you have reached in the R&D, Mining and Finance area — lower and higher both count, up to 12.

Demand tiles

Nine tiles; eight go on the City spaces at random angles and one goes back in the box. Each side shows the Goods the Local Market on that side of the City buys (Local Markets). The tiles differ only in which four Goods they show and in what order: the rulebook pictures them overlapping, so check each tile’s sides against the physical component.

PictureFace
The nine Demand tiles, the last face down9 Demand tiles, each with four Goods types, one per side.

Tokens & pieces

Starting tokens

At setup each player takes one pair: token A gives an effect and your starting score (the number), token B gives Resources, Money and track steps (Setup).

All Starting tokens and the Old Factory tile

Starting tokens A

PictureFace
Starting token A: Machine, 6Machine, start on 6 victory points. Take your leftmost Machine; it goes on the first space of the first Factory you build. Placing it as this setup bonus does not count as taking the Machines action or trigger Factory modifiers. FAQ.
Starting token A: Goods, 52 Goods, start on 5. Take 2 Goods; they go in the first Factory you build. Until you assign them to a Factory, they have no good type and cannot be spent. FAQ.
Starting token A: 3 Coal, 73 Coal, start on 7. Put 3 Coal on the token; use them as usual, they are not discarded at Consolidation. This is a one-time starting bonus, not a reusable action. FAQ.
Starting token A: Ship, 8Ship, start on 8. Build 1 Ship, taking its Expert Worker and Upgraded Department token as usual (Ships). The starting bonus is free. FAQ.
Starting token A: Factory discount, 9Factory discount, start on 9. Every Factory you build with the Factory action costs 2 Money less; this discount lasts for the whole game. FAQ.
Starting token A: Train, 10Train, start on 10. Build 1 Train and take its space’s bonus (Trains). The starting bonus is free; resolve the starting bonuses before spending any resources they provide. FAQ, FAQ.
Starting token A: Old Factory, 12Old Factory, start on 12. Take the Old Factory tile, below. FAQ.
Starting token A: Worker, 14Worker, start on 14. Draw a Worker of your choice from the bag onto the lowest space of your Workers area.
PictureFace
The Old Factory tileOld Factory. Goes on your first Factory space, Paper or Cotton side up, with 1 Goods below it. It never produces, but effects may put Goods there (Bulbs 1A); goods cannot be moved into it from another Factory. FAQ.

Starting tokens B

Every B token gives Coal and Money; the rest differs. Pictures from a public top-down BoardGameGeek photo of all eight (the rulebook pictures only five of them).

PictureFace
Starting token B: 12 Money, 1 Iron, 2 Silk2 Coal, 12 Money, 1 Iron, 2 Silk.
Starting token B: 9 Money, 2 Mining, 1 Silk2 Coal, 9 Money, 2 steps on the Mining track, 1 Silk.
Starting token B: 12 Money, 2 Iron, 1 Silk2 Coal, 12 Money, 2 Iron, 1 Silk.
Starting token B: 9 Money, 1 Iron, 2 R&D2 Coal, 9 Money, 1 Iron, 2 steps on the R&D track.
Starting token B: 10 Money, 1 R&D and 1 Mining, 1 Silk2 Coal, 10 Money, 1 step each on the R&D and Mining tracks, 1 Silk.
Starting token B: 9 Money, 2 Finance, 2 Silk2 Coal, 9 Money, 2 steps on the Finance track, 2 Silk.
Starting token B: 10 Money, 2 different Department bonuses2 Coal, 10 Money and two Department bonuses of your choice, which must differ (the “≠” beside the second).
Starting token B: 4 Coal, 12 Money, 1 Iron or 1 Silk4 Coal, 12 Money and 1 Iron or 1 Silk.

Upgraded Department tokens

24 tokens, the same six Departments repeated. A Ship takes the one at its Destination; from then on that Department’s bonus is the upgraded amount (Department bonuses). The bonus unlocks as soon as your total Ships, Trains and Machines reaches a threshold. When a Ship unlocks it, you may resolve the bonus before placing the Expert Worker. Solo uses the 2-player setup, but the number of tokens you stack does not matter because the Automa does not take them. FAQ, FAQ, FAQ.

PictureFace
Energy Department tokenEnergy (black): 3 Coal instead of 2.
Prospection Department tokenProspection (red): 3 Silk instead of 2.
Transportation Department tokenTransportation (grey): 3 Iron instead of 2.
Financial Department tokenFinancial (blue): 5 Money instead of 3.
Innovation Department tokenInnovation (white): 2 track steps instead of 1 — both on R&D or Mining, or one on each.
Foreign Affairs Department tokenForeign Affairs (yellow): 4 victory points instead of 2.

Expert Workers

Six, one per colour, waiting at the Destinations of the Iwakura Mission. The Ship you send there brings the Expert to your Workers area; it counts as a Worker of its colour and returns to its Destination at Consolidation (Ships, Salaries). You need room to place the Expert Worker before you can build a Ship to that Destination. A later Ship to the same Destination returns that Worker to you again, but gives no second Department token. FAQ, FAQ, FAQ, FAQ.

PictureFace
Black Expert WorkerBlack — Energy.
Red Expert WorkerRed — Prospection.
Blue Expert WorkerBlue — Financial.
Grey Expert WorkerGrey — Transportation.
Yellow Expert WorkerYellow — Foreign Affairs.
White Expert WorkerWhite — Innovation.

Favor tokens

Nine per player, in three levels. At Consolidation the topmost Worker (4th, 5th or 6th) shows which level you may take; place it on a Personal Objective, where it multiplies that objective’s score (Favor token, Personal Objectives). You take the token beside your topmost Worker; with only three Workers, you get one only if a token is beside that Worker. FAQ.

PictureFace
Level-1 Favor tokenLevel 1 (a bud) — 4 Workers. Worth 5 / 10 victory points on a track or fleet objective.
Level-2 Favor tokenLevel 2 (a seed) — 5 Workers. Worth 8 / 16.
Level-3 Favor tokenLevel 3 (a cherry blossom) — 6 Workers. Worth 10 / 20.

Module and solo tokens

PictureFace
The Common Goals boardCommon Goal tokens (9): most Ships Ship, Machines Machine or Trains Train; farthest on R&D , Mining or Finance ; most Factories Factory; most Contracts Contract; most Influence tokens on the board (Common Goals). In periods I and II, you take one reward for each goal where you lead or tie; in period III, each goal has its own fixed reward. “Most Influence tokens” counts pieces across all regions, not Trains. FAQ, FAQ, FAQ.
The Automa board with two Solo Goal tokensSolo Goal tokens (9, the backs of the Common Goals): the same nine goals with a number to reach by the end; 1 / 2 / 3 of them for Easy / Normal / Hard (Solo mode). For a goal requiring 6 Influence, count 6 tokens across all regions combined. Only two faces are pictured — check the numbers against the physical component. FAQ.
The Automa boardAutoma Action tokens (9): each shows an action — or the Workers icon — with a border colour for the difficulty it plays at (The Automa’s turn). A left arrow takes the leftmost Worker from the section with the most; a right arrow takes its rightmost. The rulebook shows two; check the rest against the physical component. FAQ, FAQ, FAQ.

Icons

To be added.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close