|Price:||$25.66 & FREE Shipping. Details|
|You Save:||$4.33 (14%)|
- Enter your model number to make sure this fits.
- For 2-4 players
- 45 minute playing time
- A collection game from the award-winning duo Cathala (five tribes) and chevalier (Abyss)
- A creative universe inspired by the art of world-famous Japanese painter katsushika Hokusai
- Which artist will draw the most beautiful print?
Frequently bought together
Customers who bought this item also bought
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
From the manufacturer
Immortalize your art by collecting sets of fauna, flora, seasons, architecture, or portraits
Designed by: Bruno Cathala and Charles Chevallier
- 1 School Board.
- 4 Starting Tiles.
- 72 Lesson Cards.
- 1 Grand Master Pawn.
- 1 Assistant Pawn.
- 19 Diploma Tiles.
- 15 Brush Pawns.
- 3 Storm Tokens.
- 1 Rulebook.
Which Artist Will Draw The Most Beautiful Print?
With its outstanding illustrations by Jade Mosch, Kanagawa will delight fans of collection games
1840: In Kanagawa, the great bay of Tokyo, the Master Hokusai decided to open a painting school to share his art with his disciples. You are one of these disciples, and more than anything, you want to prove yourself worthy of the 'crazy, old artist'. Follow his teachings to expand your studio and paint your preferred subjects (Trees, Animals, Characters, Buildings), all while paying attention to the changing of the seasons in order to make the most harmonious print… the one that will become the work of your lifetime!
The simple and original mechanics are as follows: In front of you are placed as many Lesson cards as there are players, face-down or face-up. Taking turns, you can decide to take one column or to pass, hoping to get better cards afterwards. When taking one or more cards, you can choose how to place them: added to the Print to assign them to your painting if you have the right Landscape, or added to the Studio to upgrade your abilities and gain new proficiencies with Landscapes.
Will you immortalize your art by collecting sets of fauna, flora, seasons, architecture, or even portraits? Take your time learning lessons, but be careful of other artists stealing your ideas!
- For 2-4 Players
- 45 minute playing time
- Ages 10 and up
With Kanagawa, become Japanese artists from the golden age of watercolor painting at the end of the 18th century. Expand your Studio by obtaining the necessary colors and brushes to craft the work of your Lifetime! in front of you are placed as many lesson cards as there are players, facedown or face-up. Taking turns, you can decide to take one column or to pass, hoping to get better cards afterwards. When taking one or more cards, you can choose how to place them: added to the print to assign them to your painting if you have the right landscape, or added to the Studio to upgrade your abilities and gain new proficiencies with landscapes. Collect cards of the right seasons and subjects (from landscapes, portraits, flora or even fauna), but be careful of other artists stealing your ideas!.
Compare to similar items
This item Kanagawa Game
|Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping||FREE Shipping|
|Sold By||Amazon.com||Amazon.com||CS Online LLC||imagine products||Amazon.com||Amazon.com|
|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||2.5 x 8 x 8 in||6 x 1.8 x 7.9 in||1 x 6 x 4 in||6.25 x 1.75 x 9.25 in||12 x 12 x 3 in||10 x 10 x 3 in|
|Item Weight||1 lb||1 lb||6.88 ounces||1 lb||2.45 lbs||1.51 lbs|
Top Customer Reviews
I try to bend over backwards when reviewing games on Amazon in terms of being fair to a game and recognizing it for what it is instead of what I want it to be. In other words, I will give a game high marks for being a good game even if I personally don't like it.
With that in mind, Kanagawa is very likely a good game, but I will not give it more than 3 stars. It simply has too many annoying issues that cumulatively cause me to not want to play it again. I'm giving it 3 stars out of the objective fact that clearly many others do like the game. But for me, the problems I see annoy me too much for me to be generous.
First issue - the rulebook. As a serious gamer who has been taught or learned by myself probably about 1000 games (as of this writing), I have a pet peeve: Don't make me muddle through a lousy rulebook. Tell me how to play the game as efficiently as possible. Don't make me work to figure out your game! The easier the game is the worse this offense is because there's even less excuse for it. Kanagawa is just such a game.
It's not super deep and should be playable by many casual/non-gamers, but with the rulebook it's a not gonna happen. The rulebook makes a mistake I've seen in many badly written rulebooks: jargon. Instead of saying as plainly as possible how to play the publisher tries to "immerse gamers in the theme" by using words that must be translated in your head to something more functional. Second issue with the rulebook: Don't bury information. On the last page of the book are "reminders" of how to play the game that are more clearly written than the rules as written. Why do this? Why not just write the rules more clearly in the first place?
Issue two - it's fiddly. On each turn you must partially slide cards underneath other cards in succession. This requires fingernails. Or maybe if you're playing on carpet it would work. But on a normal table it doesn't work. But that's not all. There are paint pot meeples that rest on the cards already played. These get knocked over and roll off the table as you try to slide or move the cards each turn.
Issue three - Accounting at the end of each turn. You have to pause at the end of every turn to calculate where each player stands on the "diplomas." There are seven types of award tokens you can win at the end of each turn. Each award is based on specific criteria of what you've done so far. You have to look at your cards each turn to calculate where you stand. If you qualify for an award you can take it or wait and see if you can get a bigger award for the same category. But you can't go back and take the award you could have initially taken. This pause in play adds to problems to the game. One, you have to stop playing the game and analyze your cards. Two, you'll have to remember what you and everyone else at the table did so that on a future turn you don't take an award that you had already rejected. True, with repeat plays this issue should go away. But I don't want to play it enough to get to that point.
Like another reviewer, I had to watch a video about how to play this game. What made things even worse is that during an actual game a question came up about the rules and I had to go back to the rulebook. In a game with an acceptable rulebook this isn't a big deal. In this game it was almost daunting because I knew it wasn't going to be just a 30 second scan of the rules and moving on. I'd have to read and translate what was written into play language.
Kanagawa is a beautiful game. Some of the best artwork I've seen for a small game like this. And I happen to like the central mechanic of the game. But the negatives are too much for me.
Kanagawa boils down to a limited number of resources, and the question - "Do I take some resources for myself before someone else claims them, or do I wait for those resources to become more valuable before I take one?" Then, once you have those resources, how do you allocate them? Do you add to your creation (the point of the game, earns you victory points), or do you add to your power so that creation is easier later? The kinds of decisions you make have a very Dominion kind of feel, though Kanagawa isn't even in the same genre of tabletop games.
Kanagawa is a fun little competitive game with gorgeous artwork and some social strategy required. Everyone's a real competitor until you total up the points at the end. Our last game was pretty close in terms of points and even ended with a tie, so it felt like every decision counted and no one really knew who was going to win until the end.
But dear god. Who wrote the rulebook explaining how to play this game? The instructions are confusing and terrible. Make sure you study it before you actually pull this game out in front of your friends so you can give them the simple version of the rules in person.
The one poor design choice / lapse in pieces that I thought this game had was regarding the diplomas - it would be nice to have some way of tracking which diplomas you've already refused so you don't have to remember or write it down. It can get pretty complex to keep track of. Maybe a duplicate set of diplomas in grey would have been nice, so that players could keep the gray versions of the diplomas they had already refused...or a section on the left side of the starting tile where you could somehow mark which diplomas you had refused.
Some things the instructions missed or explained poorly that are actually important to remember:
- Seasons are ONLY important for the "streak" points at the end and have no other effect on the game whatsoever. They may look important, but they really aren't.
- Brushes are never consumed.
- An arrow icon allows you to move a brush to ANY empty landscape icon you possess, not just an adjacent one.
- The final player to choose lesson cards during a round CAN choose to wait for another card if someone else took cards before them during this row-deal cycle. So, if players 1, 2, and 3 take cards in the first row-deal cycle, even though player 4 has no choice but to take the remaining column, they can choose to pass their turn and gain two cards in that column instead of one on the second row-deal cycle.
- There is a pawn for both the Grand Master and the Apprentice because the Apprentice moves during a round - the Grand Master does not. The Grand Master is there to denote who is going first for this entire round.
- The Grand Master moves at the very end of a round, not at the beginning of the next (important for the final turn).
Why put paint brushes as pieces that easily topple over when they don't even look like paint brushes. Instead, I've been using smaller flat tokens that don't topple. Sliding the cards under each other is a struggle to do on a smooth table.
What I love about the game is that it's a great light 2-player game, and once you've played the game, it's fun and beautiful. I bring it out at gaming groups now all the time for a light 30-45 min game.