Ludexv2026.11.01-65114139Nippon: ZaibatsuOfficial rulebook ↗

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Gameplay

How a game of Nippon: Zaibatsu flows — Periods and rounds, your turn, the Hiring area and Worker Queue, the end of a round, the final rounds and the general rules.

Overview

Meiji Japan is racing to industrialise, and each player runs a zaibatsu — a family of companies. You build Factories and fit them with Machines, produce Goods, sell them in the Local Markets for Influence, send Ships abroad for experts, lay railways, and fulfil Contracts.

The game lasts 3 Periods. Each Period has rounds, and each round is made of turns. Points come from two places:

The most victory points victory points wins.

Your turn

Going clockwise from the first player, on your turn you do one of two things:

Take a Worker

  1. Choose an action on the main board. Take 1 Worker from the Hiring space above it.
  2. Put that Worker on the lowest empty space of the Workers area on your Zaibatsu.

You cannot choose an action that you cannot activate at least once, and with no empty space in your Workers area you cannot act at all — you must consolidate. The Worker’s colour does not matter for the action; it matters later, when you consolidate.

Activations

An action has 1 to 3 activations; the icon on the board shows how many. Each activation is paid separately — Resources, Money Money and/or Goods Goods — and gives its effect. Several activations are still one action and cost one Worker. The ≠ sign on a board action means each activation must go to a different Factory, Destination or Region.

What you gain in one activation can pay for the next.

End of your turn

At the very end of your turn, look at the Hiring area. If any one Hiring space is empty, move all the Workers of the topmost filled row of the Worker Queue onto that empty space.

If the Worker Queue has no Workers left to move, the round ends.

End of a round

In order:

  1. If the first Round marker is on the last space of the current Period, run Influence Scoring now.
  2. Move the first Round marker 1 space forward.
  3. Add 1 random Worker from the bag to each Hiring space that has fewer than 3. Do not clear the Workers already there first.
  4. Refill the Worker Queue from the bag, as in setup: the top area with 2 players, top and middle with 3, all three areas with 4.
  5. The player to the left of whoever ended the round takes the next turn.

If the bag runs out, fill what you can and add the missing Workers as soon as Workers return to the bag.

Periods and the Round track

The Round track: two rounds in Period I, two in Period II, then round 5 and the final rounds in Period III

Final rounds

At the end of round 5 the Hiring spaces and the Worker Queue are refilled as usual. When the first Round marker reaches the first bright space (where the second Round marker waits), the player who ended the round hands the second Round marker to the player on their left.

General rules

Tracks

Your Zaibatsu has three tracks: R&D , Mining and Finance . Markers never move past the last or first space; extra steps are lost.

Bonuses

Silk

Silk Silk stands for Japan’s silk trade, as good as money:

Rules

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

Drag to move · tap to close