Society Games Set in China

UPDATE! Chang Cheng 23-Oct-07
Auf den Spuren des Marco Polo invented by Reiner Knizia for Ravensburger, 2004
for 2-5 players aged 8 and up
Included are game board, 5 camel figures, 45 playing cards, 5 overview cards and 36 "gold crates" having values 1-3. The board shows the travel route of Marco Polo over of 30 spaces. Play begins in Hormuz and there is a halfway point at Kan-chou in western China. When the first player arrives there, an intermediate scoring occurs. Play ends with a final scoring when the first camel reaches Daidu. Each player begins with 5 hand cards and a value 3 gold crate. 5 more cards form the open pool. The starting player places his camel on Hormuz while the others players start in turn order ever a field further in front. Only one camel is permitted per space. In a turn, a player may move as far as they like, or can, and then draw exactly one card from the pool or deck. In the deck are 40 goods cards (4 types of goods in 5 colors) and 15 caravan leaders in 5 colors. These are applied to spaces, each of which indicates which cards it needs before entry is allowed. Inability to satisfy the demand means waiting a few rounds and just pulling cards. But if a space is occupied, a player may simply skip over it. Once the player may hand over a gold crate instead of cards, but may not thereby go to the front of the caravan. Some spaces yield gold crates for the player that first enters. The winner is the one who has the most gold crates at the end. L
Chang Cheng by Walter Obert for Tenkigames, 2007
for 2-4 players
About the building of the first version of China's great wall (historically, more a joining of existing walls than an entirely new construction). L
China by Michael Schacht for Abacus / Überplay, 2005
for 3-5 players
Essentially a tile placement game where placement is based on cards in hand. Cards are replenished via a limited drafting mechanism. There are three strategies to pursue: long connected strings, counsellors in connected capitals and dominance of various countries. Originally called Kardinal & König / Web of Power. L
China Dragon by Piatnik & Söhne, 1989 L
China Moon by Bruno Faidutti for Eurogames, 2003
for 2-5 players
A tactical racing game based on a fairy tale about a mandarin duck and several frogs set in China. Originally published as Flower of the Lotus and also known as Lotusblume. L
Chinesische Mauer, Die by Sid Sackson for Piatnik & Söhne, 1994
for 2-4 players
A tile-laying game about "The Wall of China". Large cardboard tiles exhibit criss-crossing paths in different colors. Players take turns choosing and placing any available tile with the twin goals of extending the length of one's own path and having the paths reach all four sides of the eventual total structure. What's especially tricky is that the exact locations of the corners aren't generally known until play is nearly over.
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Dampfross There is a map of China for this popular railroading game. L
Dschunke by Michael Schacht for Queen, 2002
"Junks" is essentially an auction game with a few extra wrinkles. Best and most innovative of them is the mechanism of layering three part strips representing crates. These are placed in groups of three with each succeeding layer being laid crosswise. Each player's influence on the containing junk depends on the number of crates he has showing. So interesting is this unique mechanism that one comes to regret that it does not play a larger role. Instead, playing the starring role is the dreaded "blind auction with possibility of no return". In other words, bids are sealed, simultaneously revealed and all must pay, even if coming in second place and receiving nothing. What will it take to make this mechanism disappear from games forever? It really does nothing but defeat skillful play. Can it be consigned to games for children, please? Another unwelcome element is that of memory as players must dive into one of five decks of special cards à la The Settlers of Catan Card Game. The game slowdown that occurs while this happens is not as bad here, but there is enough card text that it may cause problems for non-German readers. The other main activity is choosing to execute special functions with the three different merchants on the five different junks, an interesting process which requires considerable lookahead and defense against the activities of others, especially the player to the left. Thematically, the economic model is a very strange one, suggesting that products such as spice, rice and fish are more fungible than money as the market presents a fixed price and the player who bids the most product is the only one who gets paid. Actually, money is never spent, only being employed as a scoring mechanism. A good idea makes holdings public at two strategic points of the game. The design does not feel "tight" – in fact, the phases in a round could probably be re-sequenced in any order without substantially affecting play – whether this is a failing or sheer brilliance I can't quite make out. The overall result is something of a mishmash of good and not so good features. The designer has succeeded better with previous outings Web of Power and Kontor than in this, his first large game published by Queen. It will probably be less to the taste of sophisticated players, but may be appreciated by those less demanding, if the language issues can be surmounted. L
5,000 Years of Chinese History (published in Taiwan, Republic of China)
Basically a variant of Monopoly in which players attempt to collect various properties and not go bankrupt from paying rents. L
Flower of the Lotus by Bruno Faidutti for The Game Cabinet, 1996

Downloadable Game (Game Cabinet)
Later published in physical form as China Moon. L
Formula Dé: Grand Prix China / Malaysia by Eurogames/Descartes, 2000
This expansion kit for basic version of this auto racing game depicts a track in Zhuhai, China. L
Gang of Four by Days of Wonder, 2002
3-4 players

Card game that seems to be quite closely related to the Chinese game Zheng Fen. L
Great Wall of China invented by Reiner Knizia for Kosmos, 2006
2-5 players
Card game in which players are building the Great Wall. Each has a hand of seven wall cards, three gate cards and one watchtower card plus nine special cards. Cards are shuffled and five drawn. Some card rows are created. On a turn players can either draw another card or add an identical card to a card row. When a player begins a turn with a majority he may place a prestige tile which weakens him, but when claimed by another player both score. The special cards add one-off advantages/restrictions.
L
Great Walls by Microcosm Games, 2002
2-4 players
Players compete to build the largest wall in Ancient China. Choosing from a hand of possible structures, players take turns adding sections to their walls, forming barriers to surround territory and gain military might.
L
Hong Kong by Piatnik & Söhne, 1999
Two-player abstract game of perfect information by Reiner Knizia is about the building of skyscrapers in Hong Kong, thinly. Actually it's more a matter of who can build up faster and higher and thus cap his opponent's buildings. Or try the strategy of trying to cover territory. This strategic dilemma makes things interesting while the double move pieces afford difficult tactical decisions. Thus should appeal even to those who are not normally fans of abstracts. L
Huang Di invented by Bryan Johnson for JKLM Games, 2008
2-6 players
Players represent master builders working on the Great Wall of China for the Huang Di, the first emperor of China. Each player has an identical set of cards to perform functions such as hiring workers, getting treasury grants and building. The goal is to have the majority of blocks at each level and/or to perform favors for the emperor. L
I Ching by Hexagames / TST-Enterprises, 1987 L
Im Jahr des Drachen by Stefan Feld for Alea, 2007
Set in the year of the dragon around AD 1000. Each player represents a sovereign trying to protect himself from various catastrophes, including the Mongols. L
James Clavell's Noble House by L. Ross Babcock III for FASA, 1981
From the novel Noble House, set in Hong Kong's 1960's business world.
[Review] (this site) L
James Clavell's Tai-Pan by FASA
From the novel Tai-Pan. From the novel of the same name, 1840's trading in Canton, Hong Kong, India and Europe. Players sail clipper ships from England to India where they buy up opium, from India to China where they sell the opium and pick up silk, tea and spices and then race back to England. Each clipper sailing is a race in which greater profits are realized for coming first, and realized in ways that are very sensible for the theme. Arriving in England first means one gets to sell at the highest price and then lower the prices of whatever was sold for the next clipper. But clipper speed is dependent on card play, cards which also affect prices, the faster the card, the more it lowers prices. A very nice tradeoff. Another tradeoff is deciding to skip buying opium and sailing to China directly in order to be the first to buy there. In China, it is not simply a mechanical matter, but instead one actually directs three small lorcha boats to the various Chinese ports to discover what commodities are available and at what prices. There is also a wares auction at Canton (later Hong Kong). A large number of flavorful event cards also make things interesting, although some may complain that there is too much luck in the "take that" cards. Definitely the best entry in the James Clavell series. L
Kathai by Michael Andersch for Adlung Spiele, 2000
3-5 players age 10 and up
Multi-player card game is about trading commodities in old Cathay, collecting and trading cards and deciding the best time to turn them in for points. Offers at least two possible strategies, one of achieving a large, valuable collection, the other of turning in several smaller collections, but rather quickly. Of course which one to use greatly depends on what the other players are doing. Definitely worthwhile for just about all players. L
Lao Pengh invented by Patrick Inauen (graphics by Jürgen Martens) for Adlung Spiele, 1999
Card game of placing Cranes and Dragons in 3 piles. L
Lotus invented by Dominique Tellier for Ravensburger Spieleverlag GmbH, 1998
Simple racing abstract for up to four features stacked checkers which travel a number of spaces equal to the height at which they are stacked. The Lotus space adds the twist of being a space where no checker may stop, but must instead trampoline forward a number of spaces equal to those already moved. Although sometimes it seems a good game to for a computer to play to perfection, features a very accessible system and plenty of scope for tactical and strategic planning. The two-player game appears quite balanced while with more than that it is perhaps better to be the last player than the first. Each space features a different Chinese character which translated from end to start mean "Army", "Middle", "Light", "No", "Go", "Agile", "Lotus", "Car", "Go", "Big Tool", "House". From here, if one regards the board with "House" toward the bottom, the spaces on the left are "Truth", "Sky" and "Straight" while those on the right are "First", "Move" and "Black". In Ravensburger's Chinese edition, the title means something like "Chain Reaction Flying Dragon".
L
Lotusblume by Bruno Faidutti for Eurogames, 2003
for 2-5 players
A tactical racing game based on a fairy tale about a mandarin duck and several frogs set in China. Originally published as Flower of the Lotus and also known as China Moon. L
Macao by Ravensburger Spieleverlag GmbH, 1982
Apparently a dice game. L
Mandarin invented by Jean du Poël for Historien Spielegalerie, 1995 L
Mandarin invented by Tom Kremer for Mattel, 1991 L
Marco Polo invented by Tom Kremer for Schmidt, 1983
For 2-4 players.

The mapboard depicts ancient Asia and its cities, connected by roads and water routes. There are also 6 areas for the 6 colored card decks (4 types of commercial cards (56 in all), 1 of golden pass (4) and 1 of secret cards (4)). Each player symbolizes a trader, who travels to a certain city, trades and then returns home with wealth.

At the beginning each player receives starting capital and a play figure. One uses the spinner to see how far one can move, either by land or sea. Trade is permitted in certain cities where one can buy or sell cards of certain colors. Cards are purchased for 20g and sold for whatever price is printed on the card. Some of the cards however are actually events which must be played immediately. Sold and event cards are eventually shuffled back in to their respective decks. If a player reaches a city where another player is, he may give the other 30g and take a card. Once a player has 3 cards of value 80, the trader may visit the Khan and receive a golden pass, which provides protection against pirates and bandits, which are usually encountered via the spinner and resolved via dice. Losing traders must discard a card to the pirate area or pay 50g. A victory gains however all the cards on the pirate area. A golden pass card also lists a place, which, if the trader goes there, he receives a Secret of the Orient card which is worth 240g. The game ends when the first player reaches the number of gulden needed to win (which is dependent on the number of players) and returns to Venice.

The game seems to have a rather prosaic endgame since once one acquires the golden pass, victory becomes almost certain.
[rules] L

Marco Polo Reisespiele invented by Wolfgang Riedesser for Schmidt, 1996 L
Ming by Jürgen Reiche for Siebenstein Spiele
For 2 players
Abstract. L
Ming-Dynastie by Robert F. Watson, unpublished
Region-influence game in which players try to gain the most influence with the founding emperor of the Ming Dynasty.
[Description] (Brett & Board: Svellov) L
The Mysteries of Peking by Milton Bradley, 1988, 2002
A logical deduction game. Also published in German as Die Peking Akte. L
Pagode by Valentin Siena for FX-Schmid L
Passage to Cathay by Eric Olson for Ragnarok Enterprises, 1984
2-6 players Trade in the Indian Ocean, 1680-1830. 2-5 hours
Later re-released as Passage to Cathay Deluxe. L
Peking Akte, Die by Milton Bradley, 1987
by Parker-Spiele, 2002
Literally, "The Peking File", also published in English as The Mysteries of Peking. L
Playing Cards - Chinese Costumes by Heraclio L
Qin invented by Reiner Knizia for Queen, planned for 2000, but still not released
For 2-4 players
About building walls in ancient times. Graphic design by Franz Vohwinkel. L
Romance of the Three Kingdoms (published in Taiwan, Republic of China)
Roll-and-move game with almost no decisionmaking. Published in Taiwan, Republic of China. [Rules] (this site) L
Seidenstraße, Die invented by Hartmuth Kommerell for Schmidt, 1997
2-7 players
The game is about Marco Polo's return from his expedition to faraway China on the Seidenstraße (Silk Road). This is a trading and racing game, but victory is to the player who has the most silver at the end. Players interact via cardplay, in every turn counterbalancing own interests with those of rivals. For example, an early Market Day may only give you a few coins, but it might make your visits to the next Trading Posts very profitable.
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Shanghai by Sid Sackson for Ravensburger Spieleverlag GmbH, 1997 L
Shanghai Trader by Panther
The corruption in Shanghai's International Bund during the early part of the 20th century. Players represent a national side, one of Americans, British, French, Germans, Russians or Japanese. Players attempt to dominate different areas of the city which gives special moneyraising powers, including the ability to extort money from other players. Often players are required to practically ruin other players with amazingly high cash demands. It is not surprising that the game often turns into a bitter shouting match. In addition, not only do players need to make the most money, they must get out to the airport and hope they can roll well enough to escape alive, an endeavor that needs a fair amount of luck. Each side has special powers, but if playing with more than three, these should be omitted since they are not balanced. L
Shendao Valéry Fourcade for La Mèche Rebelle Editions, 2002
for 2 players
Tile-laying abstract with the theme of Shendao, the way of the spirit, based on a Chinese god and goddess. L
Siedler von Catan, Die: Historische Szenarien by Klaus Teuber for Kosmos, 2001
3-6 players
One of scenarios in this game is named "Die Große Mauer" which translated is "The Great Wall". "The Great Wall" casts each player as a guardian of a segment of the wall, trying to prevent the raids of steppe nomads. Because nomads inevitably seem to cross the wall somewhere, placing the other settlements far away from it seems a good idea. Interesting dilemma about whether to deliberately let them in just so that they deprive opponents of production. There is a lot of ore available on the fixed map, making the development card strategy look attractive, but this can be a trap because the value of the largest army award has been cut down to just one victory point and three victory point cards have been removed. One problem is that without the robber -- the pirate only affects players with ports – it becomes a little too difficult to haul back a leader. [Rules] (this site) L
Silk Road by L. or R. Edwards for Tsukuda Hobby, 1985
2-8 players
This multi-player game of trade on the Silk Road has a game-map which covers the entirety of Asia from Italy to Japan. Each player buys goods at one location and sells them at a different location. The game is now out of print. L
Snap by Gamewright, 2002
1-4 players aged 5 and up
Tile-laying game is not without interest for adults. Depicted on the tiles are Chinese-style dragons, long and curly, in varying colors. Players must match up like colors and snap dragons together like puzzle pieces. The goal is to complete as long a dragon as possible to maximize points. Of course it won't hurt to prevent opponents from doing same. Each player has a hand size of three so there is a decent amount of planning. Further interest is added by the fact that while dragon heads are common, tails are relatively rare, concentrating interest on how these tiles are positioned. On top of this, there are three tiger tiles which confer even more points. (In Chinese lore the dragon and the tiger are the mythic creatures of east and west respectively.) One particular play of interest revolves around the tiles which have the same color emerging twice, which come in pairs. When combined they emerge a good number of points, so a player who holds one might like to watch carefully for the other to appear. Opponents who notice it appearing might like to void this possibility by defensively playing some other tile on it first. Tiles are nicely illustrated and made from fairly nice cardboard. While one might like the interesting longer dragons to arise more often, can make for a colorful and absorbing twenty minutes. L
Somewhere in China by Jim Deacove for Family Pastimes, 2004
2-5 players
Players operate fishing boats attempting to satisfy particular consumer demands, but the good fishing grounds are hard to find and sometimes dangerously far out. Choose your gear, bait and amount of fuel carefully and watch out for hull leaks, sharks and storms. L
Ta Yü by Kosmos and Rio Grande Games, 1999
Abstract tile-layer and connectivity game of river construction. Ta Yü is the legendary Chinese hero who saved the Realm of the Middle Kingdom from a flood by creating a multitude of rivers to divert the torrent to a distant sea. A pricey package, but the very high quality components are suitable for museum display, or your coffee table when guests come over. Quite enjoyable for those who find fun in something like Streetcar and makes a very nice outing for competing couples. The rules are few and not difficult, so it can even work well for your non-gameplaying friends. Seems to work best with the "save one tile" variant and in four-player mode where half the fun is figuring out what your partner is doing. L
Verbotene Stadt, Die by Ravensburger, 1992
"The Forbidden City"
[Rules] (Game Cabinet) L

Related:

Chinatopf by Stefanie Rohner and Christian Wolf for HABA-Habermaaß GmbH, 1996
for 2-4 players (ages 4 and up)
"China Pot" is a dexterity game for children who must place wooden facsimile food pieces into a wok without tipping it over. L
Chinatown by Karsten Hartwig for Alea and Rio Grande Games, 1999
Negotiation game about acquiring property and building up businesses in New York's old Chinatown owes something to Metropolis. Gorgeously illustrated and easy to play. Players must be very careful to watch players lucky enough to build a profitable enterprise on the first two turns however as they usually manage to win. It is nice if everyone agrees to embargo such players, but usually someone gives in because failing to trade with them hurts their own fortunes too seriously. It has been observed on rec.games.board that the Chinese writing on the business tiles uses simplified characters devised in mainland China only in the 1950s and that the historic center of New York's Chinatown is the corner of Mott and Pell streets, neither of which are shown. L
Drei Chinesen mit dem Kontrabass by Ravensburger Spieleverlag GmbH, 1999
(Three Chinese on the Double Bass), a word game based on a children's song in which all the vowels are being replaced with different sounds. L
Himalaya by Günter Burkhardt for Piatnik & Söhne, 1998
[Review] (Spielbox)
[Review] (Toy-Net) L
Himalaya Expedition by Dirk Troyat, self-published, 1995
2-6 players
Each player controls a two-man team, climbing by cable. The players do not compete but attempt to mount the "Shaka Kang" peak together. They must endure the cold as well as frequent weather changes. The best weather is rare at the summit. Also difficult are special areas such as rock transitions, glaciers and ice breaks. Only by working together can they succeed in attaining the peak. L
Mah Jongg A Rummy-like game, perhaps the progenitor of it in fact, of melding and discarding, often played for monetary stakes. However, is a challenging exercise without this additional drama. The traditional tiles provide nice tactile and even aural pleasures as they click, click, click along. Comes in Chinese, Japanese and American rules versions, with many additional variations besides. Those which do not use the flowers and seasons reduce the luck and are the most interesting for serious players. Probably invented around AD 1850 in the city of Ningpo, China, by two brothers from the earlier ma tiae. It was imported to the United States c. 1922 and in just two years became so popular that Congress had to enact a law regularizing the name under which it was published. Read more at https://www.daniel.gottesman.com/maj/majHistory.html or at https://members.aol.com/pungchw3/brief.htm. Mah Jong Handbook: How to Play, Score, and Win the Modern Game [analysis] [scoring chart] L
Mhing by Robert Sun for Spear, 1986
A simplified card version of Mah Jongg. L
Tichu by Urs Hostettler for Fata Morgana Spiele, 1998
Trick-taking card game that seems to be quite closely related to the Chinese game Zheng Fen. The special pack for this game contains 56 cards, and is essentially like a standard pack with four jokers. The normal suits are replaced by suits of jade, sword, pagoda and star, and the four jokers, each of which has a special property, are the sparrow, the phoenix, the dragon and the dog.
[translation] [Illustrations] (Association of Tichu Players) L
Wei Qi Better known in the United States as Go. L
Wu Hsing for Franjos by Sid Sackson, 1993
Refers to the 5 Elements: air, water, earth, fire, metal. L
Xiang Qi Also known as "Chinese Chess", the game probably has a common ancestor with Chess and similar mechanics. Some of the differences are that pieces travel on the line intersections rather than on the squares and the cannon pieces which are required to leap over others. Overall appears to have less depth than Chess. L
Zheng Fen Card game from China is in the family of climbing games which includes Corporate Shuffle, The Great Dalmuti, Tichu, Zoff im Zoo, and others. This realization has some quirky rules. Since in communist society everyone is supposed to be equal, cards are not dealt as this would make the dealer subservient. Instead they are drawn from the top of the deck by each player. An illustration of the inefficiencies of communism! The game play is a bit strange as well as easy-to-achieve hands like the full house seem to have more values than those which are harder to form. Probably the least interesting form of this game one could play.
[Rules] (Pagat) L

Do you know of any more that I should add?

See also Military Games Set in China.

If you liked this Ludography, you may also enjoy traveling west to the SILK ROAD.

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