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Review Let’s go to Japan

What's this?

Let’s Go! To Japan is a planning game where players plan a trip to Tokyo and Kyoto over 13 rounds to maximize their points and make the most of their vacation.

How do you play?

How a round works:

➡️ Draw cards: Players simultaneously draw cards according to the current round.

➡️ Play cards: Cards are placed on the player board to plan the days of the week. Each day can contain up to three cards, and the bottom card becomes the “Highlight” of the day.

➡️ Daily bonuses: If a day is completed with three cards, the player can receive bonuses (e.g. moving a Mood token, obtaining Research tokens).

➡️ Pass cards: Unplayed cards are passed to neighbors, following the direction rules (left for the first rounds, right from round 8).

➡️ End of the game: After the 13th round, players activate the cards of their route, counting the points and checking the “Highlight” bonuses.

Special Actions:

Research Tokens: Allow you to draw additional cards and choose which ones to keep.

Walk Cards: Players can discard a card to draw a Walk type card and gain a Research token.

It is important to associate Tokyo or Kyoto cards consecutively to avoid penalties related to Train tokens that you would not have.

Is it good?

Let’s go to Japan effectively combines drafting and planning to build your travel itinerary. The judicious choice of cards each turn is crucial to optimizing your end-of-game victory points. The draft, the only vector of interaction between players, encourages reflection, not to let the good cards pass you by.

The card placement mechanics (beginning, middle or end of the day) offer a wide variety of strategies to maximize points. Optimization is essential to create effective combinations. Replayability is ensured thanks to the diversity of cards and possible combinations.

The selection of daily bonuses with several choices brings a small tactical dimension even if some manipulations weigh down the gameplay and the fluidity of the game. Some mechanics could have been simplified to make handling more intuitive.

The final resolution of the trip can be tricky for the first games. The point count, quite long, is also not really ideal. Even if the scoring of highlights, carried out from Monday to Saturday, presents an undeniable strategic interest (Faraway feeling)

Although presented as a family/initiated game, the rules can seem complex for beginners with some rules points lacking intuitiveness.

The game’s undeniable strong point lies in its theme. The beautiful illustrations and quality material immerse players in the heart of Japanese culture.

In conclusion, Let’s go to Japan is a good option for fans of card planning games and Japanese culture enthusiasts.

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Review Let's Go to Japan
7.8Good
Let’s Go to Japan is a drafting and planning game where players build a travel itinerary to maximize their victory points, with an emphasis on strategic card placement. Despite complex scoring and some unintuitive rules, it appeals with its immersive theme and detailed artwork, appealing to fans of planning games and Japanese culture.

Positives

  • Card placement mechanics (beginning, middle, end)
  • The scoring which is read from Monday to Saturday
  • Beautiful illustrations
  • Very good replayability
  • We all play at the same time
  • Quite quick games when you know

Negatives

  • The score count
  • Not intuitive rules
  • Some painful manipulations
  • Nothing really original
  • A solitary game

Breakdown

  • Components and illustrations 9.5
  • Mechanics 7.5
  • Thematic 9.0
  • Replayability 8.0
  • Handling 7.5
  • Interaction 6.5
  • Originality 6.5

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