Overview
Java is a strategic tile-placement and area-control game set on the Indonesian island of Java. Players use action points each turn to place terrain tiles, build palaces, place developers, irrigate rice paddies, and hold palace festivals to earn fame points. The game features a terracing mechanic where tiles can be stacked to create multi-level terrain, with height providing influence advantages. When the last tile is placed, a final scoring determines the winner.
Components
- Hexagonal game board (grid for tile placement)
- Terrain tiles (single and double hexes)
- Palace pieces (numbered, representing palace size/level)
- Developer figures (wooden, in player colors)
- Festival cards (with various icons)
- Irrigation channels
- Score track
- Action point reference cards
Setup
- Place the game board in the center.
- Each player receives a set of developers, palace pieces, terrain tiles (limited supply of singles and doubles), and festival cards.
- Place initial terrain on the board as specified.
- Set the score markers to zero.
- Determine first player.
Turn Structure
On your turn, you have 6 action points (AP) to spend on various actions. You must place at least one terrain tile on your turn (this is mandatory). After spending all desired AP, you may optionally trigger a Palace Festival at one city where you have a developer.
Actions
Place a Terrain Tile (mandatory, 1 AP per tile)
- Place a single or double hexagonal tile on the board, either on empty spaces or stacked on top of existing tiles (creating higher levels/terraces).
- Tiles can be stacked to build the terrain upward. Higher terrain provides strategic advantages for developer influence.
- Each player has a limited supply of single and double tiles.
Build or Upgrade a Palace (1-2 AP)
- Place a palace piece on a tile to establish a city, or upgrade an existing palace by increasing its number.
- A city consists of a palace plus all connected adjacent hexes (same level or connected).
- City size ranges from 2-10 hexes; hexes beyond 10 do not count for scoring.
- Palaces cannot be degraded or removed once placed, even if the surrounding village shrinks.
- Points are scored immediately when a palace is built or upgraded.
Place a Developer (1 AP)
- Place one of your developer figures onto the board. Developers must enter from the board edges.
- Developers must be placed in cities to score points.
- A developer’s influence in a city is determined by their height (elevation) – the highest developer has the most influence.
Move a Developer (1 AP per step)
- Move one of your developers to an adjacent hex. Movement up or down levels may cost additional AP.
Irrigate (1 AP)
- Place an irrigation channel between hexes to create rice paddy connections. Irrigation scores points and can affect city boundaries.
Hold a Palace Festival (0 AP, once per turn, optional)
- At the end of your turn, you may trigger a festival at one city where you have a developer.
- To participate in a festival, players must play festival cards from their hand matching the top card icon in the festival deck.
- Players bid festival cards; the player who hosts/wins the festival scores fame points based on the palace size and their developer’s influence.
- Festivals are a major source of points, especially in larger cities.
Scoring / Victory Conditions
Points are scored throughout the game from:
- Palace construction/upgrades: Score points equal to half the palace value when built or upgraded during the game.
- Festival scoring: Fame points awarded based on palace size and developer influence.
- End-game scoring: When the last terrain tile (a 3-hex tile) is placed, the game ends. A final scoring round awards full palace points for all cities where a player’s developers have the highest or second-highest influence.
The player with the most fame points wins.
Special Rules & Edge Cases
- Terrain tiles are limited per player – careful management of when to place singles vs. doubles is crucial.
- Stacking tiles creates terracing; the height advantage for influence scoring means vertical play is strategically important.
- About three-quarters of the game’s strategic depth emerges when the board fills up and stacking becomes necessary.
- Palaces are permanent – once built, they cannot be reduced in value even if surrounding hexes are altered.
- Developers at higher elevations in a city have greater influence, which determines scoring priority during festivals and end-game.
- Festival cards must match the current festival icon; hand management of these cards affects festival timing.
Player Reference
| Action |
AP Cost |
| Place terrain tile |
1 AP per tile |
| Build/upgrade palace |
1-2 AP |
| Place developer |
1 AP |
| Move developer |
1 AP per step |
| Irrigate |
1 AP |
| Palace Festival |
0 AP (end of turn, optional) |
| Key Numbers |
Value |
| AP per turn |
6 |
| City size range |
2-10 hexes |
| Mandatory action |
Place at least 1 tile per turn |
| Players |
2-4 |