Setup
• Setup a normal 2 player game, but the Tengu will get its Iwakura Rocks later.
• Place the pieces on the solitaire side of a player board, with all the pilgrims available. Place the starting Yokai in a
pile. Take 1 random Dragonfly from the reserve. Place the 3 dice as 2, 3 and 4.
• The Tengu gets 2 Rocks for the game: 1 Yokai and 1 Building/Mitama. Take a random Iwakura Rock from the
Garden, then take the complementary rock at random from the unplaced ones. Take a wood and either a stone if
its rock is for buildings, or a sake if its rock is for Mitama.
• Shuffle the 10 Tengu Action cards and reveal the first 3 in a row.
• Take 2 unused dice as the Will of the Tengu.
• The Tengu starts as inactive and is the first player.
Year (from the perspective of the Tengu)
Spring No Yokai drawn (ever). Gains (and spend) 1MP for all its crystals and no benefits (even for purple crystals).
Summer For each turn, roll both Will of the Tengu dice and use the lower one to choose the current Action card: the
right one on a 1 or 2, the middle one on a 3 or 4 and the left one on a 5 or 6. Use the Tengu Activation Cycle
(TAC) to find its current actions and resolve them. Then discard the current card, move the other 2 to the
right and draw a new left card. Shuffle the 8 discarded cards to renew the empty deck as needed.
Autumn Determine the new turn order as usual.
Winter No Yokai is ever scored. Remove a random rock from the Garden from play as the Great Spirit advances.
Ascension
Scoring yourself
• For the Kodama tracks, if tied, the Tengu is considered ahead.
• You score normally except for the Kodama as mentioned.
Scoring the Tengu
• It has no visions to score.
• It gains 2 VP per Crystal it has.
• If it is first in turn order, it gains 3 VP.
• It gains VP for its Bitoku path as normal (according to the chart).
• It gains the VP from the Kodama races (remember, the Tengu is ahead if tied).
• It gains 3 VP for each of its starting Yokai and 6 VP for each acquired Yokai, except for Yokai matching its Iwakura
Rock, which are worth 6 VP and 9 VP respectively.
• It gains 3 VP for each of its Building or Mitama Spirit (combined or not) matching its complementary Rock.
• It gains 1 VP per resource it holds.
o Do not score the values of its dice.
• For its buildings, it gains the visible VP from its removed building counters.
Actions
• The die values never change, even when crossing the river.
• Always unlock/place the lowest locked/unlocked die first.
• The Tengu never uses building actions but gains 1 VP when its opponent uses one of theirs.
Spend Movement Points (MP)
Each movement point is spent independently. For each MP, choose the first available option.
1. Move forward on the next available Bitoku in the Tengu’s path, if there is one. Ignore the benefits, score the VP.
2. Advance a Tengu’s pilgrim on the Path of Knowledge, if there is one.
a. If it is at an Illumination fork and the most rewarding space is empty, it takes it. Ignore the benefits, but
score twice the VP value.
b. If it is at a Gate fork and the Tengu does not already have a pilgrim there, it takes it for the best reward
possible. Ignore the benefits, score twice the VP value, then draw a new card, perform the action
associated with its location and immediately discard it.
c. Move forward one space, ignoring requirements for crossing bridges.
3. From its available pilgrims, place a new one on the Path of Knowledge, on the furthest space it can according to
the gates the Tengu has reached and available rewards left.
Cross the river
The TAC indicates which, of a Yokai or a Bitoku, should be taken. A Yokai is added to the Tengu’s stack for the
Ascension. A Bitoku is added to its path.
Region actions
Lands of Yomi
If the active card shows a dragonfly, the Tengu takes one randomly.
If it shows a Mitama, it takes a favorite, the cheapest if more than one. If no favorite present, it chooses at random. No
resources are paid. Ignore the benefits, but the Tengu always gains the associated VP.
If neither is shown, but there is an unpaired Mitama, it takes a random dragonfly. Otherwise, it takes a Mitama as
explained.
Always pair a dragonfly and a Mitama spirit if possible when taking this action. Ignore the dragonfly’s benefits, the Tengu
spends 2MP instead.
Stairs of Knowledge
The Tengu spends 3MP.
Glade of Jade
The Tengu takes the 2 resources shown, or, if none shown, 2 of the associated resource. Then, it advances its most
competitive Kodama.
The Forges
If the active card shows a crystal, The Tengu takes a random one, disregarding the resource cost.
If it shows a building, it takes a favorite building (leftmost if more than one, random if none) among the ones it can legally
place. Construct the building in the most competitive Kodama region with a legal placement and advance by 1 that
Kodama. Ignore benefits and costs.
If neither is shown, it builds if a favorite building can be built, otherwise it takes a random crystal.
Note : Everything relating to the flowchart and the actions are from the point of view of the Tengu.
Name Action Notes
A (H) Cross the river and take a wanted Yokai or Bitoku (at random if both Choose the one with the
are wanted, and again if both cards for the type are favorites or rarest). highest value if 2 or more
dice are eligible.
B Activate the Tengu, unlock a die to place it at the location and advance Can happen only once per
that Kodama, then perform the action. year.
C Place an unlocked die at the location and advance that Kodama, then Like playing a die.
perform the action.
D Unlock a die and spend the Associated Resource, if any. Don’t place a Like playing a card.
die but still perform the action.
E (K) Cross the river with the eligible die and take, in order of availability: Use the die that can take a
1. A favorite Yokai; better choice, then the
2. The rarest Bitoku in the reachable hills not already in the highest if more than one.
Tengu’s path; If more than one item is
3. A random Yokai. available for a specific
choice, choose at random.
F Place an unlocked die on the first empty space from the second- The Home is not below the
highest down in the Home and advance that Kodama. Then, the Tengu river.
scores 3 VP + 2 VP for every opposing die of value 5 or 6 below the
river.
G Unlock one die and take the Associated Resource.
I Place an unlocked die in the location of the most competitive Kodama
excluding the Home and advance that Kodama, then perform the
action.
J Deactivate the Tengu and take the Associated Resource (if none, take Ensures the Tengu is
the one it has the fewest of, with wood > jade > stone> sake breaking inactive for the next year.
ties).
L Pass The active card is still
discarded.
Definitions and notes
• Active Card: The Tengu’s activation card currently chosen for the turn.
• Location: Shown on bottom half of the active card.
o Gray and purple: Lands of Yomi
o Brown: Stairs of knowledge
o Green: Glade of Jade
o Volcano: The Forges
o Iwakura Rock: Depends on the (non yokai) rock.
▪ Mitama: Lands of Yomi
▪ Building: The Forges
• Available location: Location empty of dice.
• Advance that Kodama: Move forward by 1 the Tengu’s Kodama in the track of the active card’s location.
• Perform the action: Perform the action for the active card’s location.
• Crossing: A hill where the Tengu can go with one of its dice this turn.
o Contested crossing: A hill where the opponent could go on the next turn.
• Wanted Yokai or wanted Bitoku: Shown on top half of the active card.
o Wanted Yokai: Favorite Yokai (as shown on its rock).
o Wanted Bitoku: Rarest Bitoku not already in its path (amongst all Hills).
o None shown: If both wanted types are available, choose randomly.
• Associated Resource: If present, the resource (wood, jade, stone, sake) in the bottom right corner of the active card.
• Most competitive Kodama: Among the Tengu’s Kodama Spirits lagging behind its opponent’s, the one the least behind, or all
if the opponent is not ahead anywhere. Break ties with the one with the best first place reward, then leftmost.