Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Low interaction
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Draft attractions and plan a dream six-day trip through Tokyo and Kyoto before taking the journey card by card.
Core mechanisms
Key systems that shape the decisions players make.
Closed Drafting
Choose from hidden cards or items before passing or revealing the remainder.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Multi-Use Cards
Use the same card in different ways, making each play a trade-off.
Contracts
Complete specific requirements to earn rewards, income, or victory points.
End Game Bonuses
Earn additional points for meeting conditions evaluated when the game ends.
Melding and Splaying
Combine cards into sets and spread them to expose additional icons or effects.
Read the full game description
Draft illustrated attraction cards into a six-day itinerary, balancing activities, mood, timing, and train travel between Tokyo and Kyoto. Plans develop mostly simultaneously, but shared day conditions and passed cards keep every choice connected to the table. Once the itinerary is complete, take the trip in order and turn careful planning into memorable experiences and points.