Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it's becoming a harbor open to foreign countries and one of the leading trade cities of Japan.
Core mechanisms
Key systems that shape the decisions players make.
Contracts
Complete specific requirements to earn rewards, income, or victory points.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Network and Route Building
Create connected routes that improve reach, delivery, control, or scoring.
Modular Board
Build the play area from interchangeable sections that vary between games.
End Game Bonuses
Earn additional points for meeting conditions evaluated when the game ends.
Read the full game description
Once Yokohama was just a fishing village, but now at the beginning of the Meiji era it's becoming a harbor open to foreign countries and one of the leading trade cities of Japan. As a result, many Japanese products such as copper and raw silk are collected in Yokohama for export to other countries. At the same time, the city is starting to incorporate foreign technology and culture, with even the streets becoming more modernized. In the shadow of this development was the presence of many Yokohama merchants. In YOKOHAMA, each player is a merchant in the Meiji period, trying to gain fame from a successful business, and to do so they need to build a store, broaden their sales channels, learn a variety of techniques, and (of course) respond to trade orders from abroad.