Chinatown

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Chinatown

Overview

New York, 1960s. Players are Chinese immigrants buying buildings, establishing businesses, and negotiating ruthlessly to accumulate the most money. The board shows 85 numbered buildings across 6 districts. Each round, players draw building cards (which grant ownership of specific buildings) and shop tiles (which they place to build businesses). Adjacent shop tiles of the same type, owned by the same player, form a business — the larger and more complete, the more income it generates. Between drawing and placing, there is a simultaneous free-for-all trading phase where anything can be negotiated: buildings, shop tiles, and money, in any combination. The game runs 6 rounds (1965–1970). The player with the most money wins.

Components

Item Quantity
Game board (85 buildings across 6 districts) 1
Building cards (numbered 1–85) 85
Shop tiles (12 types, max size 3–6) 90
Blank shop tiles (customization) 15
Ownership markers (30 each in 5 colors) 150
Money cards ($10k, $50k, $100k, $200k) 80
Player Aid cards 5
First Player card 1
Year marker 1
Linen bag (for shop tiles) 1

Shop Tile Types

There are 12 types of shop tiles. Each tile shows its maximum business size (3, 4, 5, or 6). The tile count for each type is always 3 more than the max size (e.g., Photo max size 3 → 6 tiles; Restaurant max size 6 → 9 tiles).

Setup

  1. Place the board in the center of the table.
  2. Each player chooses a color and takes their 30 ownership markers.
  3. Each player receives $50,000.
  4. Put all shop tiles in the bag; place it next to the board.
  5. Shuffle the 85 Building cards and place them face down in a pile.
  6. Place the Year marker on 1965 (Year of the Snake) on the Chinese calendar.
  7. The last player to have visited any Chinatown (New York, Montréal, Paris, etc.) takes the First Player card.

Turn Structure

Each of the 6 rounds (years) has 6 phases:

  1. Deal Building cards
  2. Draw Shop tiles
  3. Trades (simultaneous, free-for-all)
  4. Place Shop tiles
  5. Earn income
  6. Move Year marker

Actions

Phase 1: Deal Building Cards

The first player distributes Building cards according to the table below. Each player receives the higher number, chooses which to keep (lower number), and discards the rest. Discarded cards are reshuffled into the draw pile. Players then reveal their kept cards simultaneously, place an ownership marker of their color on each corresponding building on the board, and discard the cards.

Round 3 Players (receive/keep) 4 Players (receive/keep) 5 Players (receive/keep)
1 7 / 5 6 / 4 5 / 3
2 6 / 4 5 / 3 5 / 3
3 6 / 4 5 / 3 5 / 3
4 6 / 4 5 / 3 4 / 2
5 6 / 4 5 / 3 4 / 2
6 6 / 4 5 / 3 4 / 2

Shop tile draw counts (the “red number”) are printed on the Player Aid card only — not in the rulebook. Refer to the physical card.

Phase 2: Draw Shop Tiles

Starting with the first player and going clockwise, each player draws the number of shop tiles shown on the Player Aid card (varies by round and player count). Tiles are kept face down until all players have drawn, then all are revealed simultaneously.

Phase 3: Trades

All negotiations happen simultaneously — there is no turn order. Players may trade with anyone, intervene in any negotiation at any time, and negotiate any combination of:

When a building changes hands, update the ownership markers on the board immediately. A marker removed from the board returns to its owner’s supply.

Critical rule: Once a shop tile is placed on the board, it can never be moved or removed for the rest of the game. However, the building it sits on can change ownership — the new owner then earns income from that shop.

Trades continue until all players agree to proceed.

Phase 4: Place Shop Tiles

Starting with the first player clockwise, each player places as many shop tiles as they wish from their hand. To place a tile:

Forming a business: Adjacent shop tiles of the same type, belonging to the same player (touching orthogonally, never diagonally), form a single business. Tiles of the same type adjacent but owned by different players are separate businesses.

Overflow rule: If a player has more adjacent same-type tiles than the tile’s maximum size, it splits into two separate businesses: one at max size, one with the remainder.

Example: Chang owns 5 adjacent Photo tiles (max size 3). This becomes one Photo business of size 3 and a separate one of size 2.

Phase 5: Earn Income

Each player earns money for every business on the board (placed tiles only — tiles in hand and empty buildings earn nothing). Income is based on business size and whether it is complete (at max size) or incomplete.

Business Size Incomplete Income Complete Income
1 $10,000
2 $20,000
3 $40,000 $50,000
4 $60,000 $80,000
5 $80,000 $110,000
6 $140,000

Example: A complete Seafood business (at max size) earns $50,000. An incomplete Laundry of size 3 earns $40,000. Two non-adjacent Factory tiles of sizes 2 and 1 earn $20,000 + $10,000 separately.

Money must be kept secret from other players at all times.

Phase 6: Move Year Marker

Advance the Year marker one space on the Chinese calendar. After the 6th round (1970, Year of the Dog), the game ends.

Scoring / Victory Conditions

The game ends after 6 rounds. Players earn their final income, then reveal their money.

Special Rules & Edge Cases

Shop Tiles on Board Are Permanent

Once placed, a shop tile cannot be moved, removed, or traded away by itself. Only the building it occupies can change hands. The new building owner earns income from any shop tile on that building, regardless of who placed it.

Ownership Markers on Tiles

When placing a shop tile, an ownership marker must be placed on top of it. This marker tracks income entitlement separately from the building ownership marker underneath.

Building Ownership vs. Shop Tile Ownership

A building and the shop tile on it can be owned by different players. The building owner holds the real estate; the shop tile owner earns the income.

Unplaced Shop Tiles

Shop tiles remaining in a player’s hand at the end of the game are worth nothing.

Blank Tiles (Custom Shops)

The 15 blank tiles let you create new shop types. When using custom tiles, replace an existing type with one that has the same tile count. A custom type of max size N requires N+3 tiles total.

Trading Strategy Note

You may pass money, tiles, or buildings during trades with no obligation to receive anything in return — gifts are legal.

Player Reference

Round Summary

Phase Action
1. Building cards Receive, choose which to keep, reveal, place markers
2. Shop tiles Draw from bag (number per Player Aid) — reveal simultaneously
3. Trades Simultaneous free-for-all — anything can be traded
4. Place tiles Clockwise; place on buildings you own; marker on each tile
5. Income Earn per business (size × complete/incomplete table)
6. Year marker Advance one space

Income Quick Reference

Size Incomplete Complete
1 $10k
2 $20k
3 $40k $50k
4 $60k $80k
5 $80k $110k
6 $140k

Building Cards per Round

Round 3p (receive/keep) 4p (receive/keep) 5p (receive/keep)
1 7 / 5 6 / 4 5 / 3
2 6 / 4 5 / 3 5 / 3
3 6 / 4 5 / 3 5 / 3
4 6 / 4 5 / 3 4 / 2
5 6 / 4 5 / 3 4 / 2
6 6 / 4 5 / 3 4 / 2

Key Numbers

Item Value
Starting money $50,000 per player
Buildings on board 85 (in 6 districts)
Rounds 6 (1965–1970)
Shop tile types 12
Win condition Most money after round 6
Tiebreaker Most shop tiles on board