Review: Tokaido: Crossroads
Quinns: Remember our Tokaido review? It should stick in your mind. This was a piquant Antoine Bauza game that dreamt of players hiking along Japan’s East Sea Road, from Kyoto to old Edo, simply trying to have the nicest time.
You collected local handicrafts and soaked in hot springs. You’d arrive at an inn for the night and buy soup with the last two coins in your pocket. Best of all, you could arrive at Tokyo, destitute, with nothing but a handful of cloying sweets to your name, and still end up winning because you’d earned the most wonderful memories. This was a game that lingered in your life and living room, like a scented candle.
Which brings us to Tokaido: Crossroads! An expansion for Tokaido that updates it “for the gamer”. How on earth does that work?
No, wait. I know. It’ll add the yakuza, swords, magic spells and dice-rolling. Ha! Wouldn’t that be funny! Because that’s not going to… happen…
Wait. Why is there a sword on this card. No. NO.
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