- players
- 2
- minutes
- 15
- years
- 10+
In the box
7 Geisha cards · 21 object cards · 8 Action tokens · 7 favour markers
Official rules (PDF, publisher's site)
Box details
- Designer
- Kota Nakayama
- Artwork
- Maisherly Chan
- Publisher
- IELLO
- Mechanics
- Area MajorityHand ManagementOpen DraftingSimultaneous Action Selection
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
BCD Jeuxin stock (affiliate link, opens in a new tab)Philibertsearch for the game (affiliate link, opens in a new tab)
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
Win the favour of the seven geishas by offering them more item cards of their art than your opponent. On your turn, draw a card, then carry out one of your four actions still available: keep a card secret, discard two, show three of which your opponent picks one, or show two pairs of which they keep one. After each round, each geisha goes to whoever offered her the most cards, and 11 charm points, or failing that 4 geishas, win.
The rules, step by step
Setup
7 geishas lined up, 6 cards each, 4 action markers
- The seven geishas are lined up between the players, with their marker in the middle. They are worth 2, 2, 2, 3, 3, 4 and 5 charm points.
- One item card is removed at random, face down, then each player is dealt six cards.
- Each player places their four action markers in front of them.
How to play
Draw a card, Then an available action, Each action once
- On your turn, draw a card, then carry out an action you still have available.
- Secret: one card set aside, face down; it will count at the end of the round.
- Trade-off: two cards discarded, face down.
- Gift: three cards shown; your opponent keeps one, you keep the other two.
- Competition: two pairs shown; your opponent keeps one pair, you keep the other.
- Each player carries out all four actions, once each, then the round ends.
Scoring
Geisha to the most cards, Tie: nothing moves
- For each geisha, whoever has offered her the most cards draws her marker to their side.
- In a tie, the marker does not move: it stays where it was in the previous round.
End of the game
11 charm points, Or 4 geishas, Else, a new round
- After a round, 11 or more charm points win; failing that, 4 or more geishas.
- If nobody wins, another round is played, keeping the markers where they are; the first player changes.
Going further
Frequently asked questions · In the same family
Frequently asked questions
What if the two conditions are met by different players?
Charm points take priority: the player with 11 points or more wins.
