Tokaido Duo Board Game Review
- Jim Gamer
- 3 hours ago
- 7 min read
WBG Score: 7.5/10
Player Count: 1-2
You’ll like this if you like: Quick, chill board games where you can chase multiple paths
Published by: Stonemaier Games
Designed by: Antoine Bauza
This is a free review copy. See our review policy here.
Tokaido Duo is a stand alone game set in the world of Tokaido. A game we reviewed here. It changes a fair few things from Tokaido, mainly making this a two-player only game. However, after Stonemaier acquired the rights to the game from the original publisher, they have now added in a new solo version, making this now play one to two player. They also tidied up the rules and made separate player guides. If you have the original and want to play solitaire, you can simply buy the solo add on pack here (be sure to click on your local store first!). If you don't own this game yet and want it, be sure to get the new updated Stonemaier version here to get access to the new elements. But is this game any good? Let's get it to the table and see how it plays.

How To Set Up Tokaido Duo
Place out the game board and take one character board and character guide for each player. There are three character guides and boards each. One player takes the green meeples, painting tiles, viewing pegs, and colour marker; and the other takes the purple ones. Place the meeples on their starting spaces marked on the board, and lay out the money into two separate piles next to the board. Each player places their colour marker in front of them, along with their three character boards and guides.
Next, place the eight Boutique tokens on their spaces on the board. Do this at random. Add the 26 Ware tokens into the cloth bag and give them a shuffle. Place the bag next to the board along with the three dice. Place the three Wave tokens on the top of the board; they can be placed either side up. This affects the variety in the game. Place the Hot Spring token onto its space on the bottom left of the board. Each player adds their viewing pegs into the starting spaces on the Pilgrim board, then shuffles their Painting tiles and places them face down onto randomly assigned spaces on their Artist board.

In solo mode, just set up one board per character or one player. The opposition, known as the Automa, takes three character cards instead. Place a single coin on the starting spot for each of these cards. There are a few different difficulties of character cards. You can pick whatever works best for you. The game recommends you start with level two. Also, place one coin into two central areas on the game board and one purple painting token onto the Coastal Town on the top left of the board as shown here. The Automa's meeples are placed on the southern end of the board.

You are now ready to play.
How To Play Tokaido Duo
Players will now take turns rolling the three dice. Each die represents one of the three characters that each player has. The player who rolled chooses one of the three dice and moves the corresponding character the shown number of spaces. The other player then chooses from the remaining two dice, leaving the first player with one remaining die to activate. Play then moves to the next player, who now has the first and third pick. When you move your character, you must move the full extent of the movement shown on the dice. If you land on a space occupied by another player that isn't a Mountain Town, you must move forward one extra space. The Mountain Towns can hold two characters.
The Pilgrim moves around the edge of the board in a clockwise manner. The Artist moves around the central areas, crossing over the orange hatched trade routes, moving from grey image to image. The Merchants move along the orange trade routes from Mountain Towns to Coastal Towns.

The Merchant is either buying or selling goods. From the four Mountain Towns in the center of the board, when you land on these, you will either take two, three, or four tokens from the bag and add them to your character board, depending on the number shown next to the Town they are in. You must draw as many tokens as shown, but you can only hold up to five Wares on your board. So if you end with six or more, you must discard down to five after you have drawn all your new tokens. When at the Coastal Town, the Merchant will be able to sell the Wares matching the token added at random during setup. You will sell for two, three, or four coins, as shown by the token at the Coastal Town. Add the Ware tokens back into the bag, and add the coins to your player board. Whenever you get ten or more coins, you must exchange these for one gold coin and add this to the bottom of your character board. When you get your sixth gold coin, the game will end. At the end of the game, each player will gain points for their Merchant based on how many gold coins they acquired during the game.

The Artist is either painting or gifting. When painting, reveal as many face-down Painting tiles from your Artist board as there are characters within your area. The nearby spaces in the middle and edge of the board directly next to your current position count for this. Opposition characters, including the Artist, which could be in the same space as you, all count towards this. Painting tiles are revealed from top to bottom, from left to right. If the icon of the arrival area matches the icon on the top leftmost tile on your Artist board, then you may Gift that Painting by removing it from your board and adding it back to the box. If you Gift your final painting, that triggers the end game. The Artist will score points based on the amount of Paintings they were able to Gift during the game.

The Pilgrim can help the other characters during the game by gaining extra money for the Merchant from the Coastal Towns, or gaining the Wave tokens from the Seashore spaces, gaining additional powers for any character they choose. When they visit the Temple or Garden, however, they gain points themselves, either moving the viewing peg up one space on the Temple or Garden track, depending on where they are. At the end of the game, they gain points of the Temple space multiplied by the Garden space. If they reach the final space on either track, they trigger the end game.
When the end game is triggered, make sure you use all dice from that current turn, then each player adds up their total points scored from all three of their characters. Most points, wins.

In the solo game, the Automa characters all follow a clockwise path around their respective spaces. The Automa's Merchant only visits Coastal towns this way. When the Automa's Artist lands on an area without a coin, their coin on their Automa track moves up one space. The Merchant moves up a space when they land on any Coastal town without a Painting tile. The Pilgrim moves up when they land on a Garden, Temple, or Coastal tile without a Painting tile. If a coin reaches the final space, this triggers the end of the game.
The dice are thrown and organized in order of how physically close they were to the other side of the table. The dice are selected by a prescribed method as shown in the solo rules, which I won't go into here, but it makes it clear and simple for you as you play. The Automa scores victory points equal to the sum of her three final spaces reached on the Automa tracks.
Is It Fun? Tokaido Duo Board Game Review
Tokaido Duo offers a fascinating spin on the original Tokaido, focusing on a two-player experience with a thoughtful solo mode added in the new Stonemaier edition. The premise of controlling three different characters, each with their own path to victory, creates an engaging puzzle where your choices ripple across multiple strategies. The dice draft mechanism adds a layer of tension, as every roll gives both players opportunities and dilemmas. For fans of elegant games with a serene pace, this blend of movement, timing, and character interplay can be deeply satisfying.

However, Tokaido Duo may not be for everyone. The game’s relaxed tempo can feel too slow for players who prefer high-stakes interaction or quick payoffs. Managing three separate characters at once can also be fiddly, and some might find the bookkeeping of Merchants, Artists, and Pilgrims a little overwhelming in a compact two-player setting. Solo mode is welcome but may not scratch the itch for those who prefer dynamic opponents over predictable Automa routines. In short, if you are looking for drama or heavy conflict, this will likely fall flat.
I have also found some luck in the game around which Wares you pull, based on which Coastal towns you are near and can sell to next. This can be a little frustrating for some. Although, this is a quick game. 25 minutes I have found to be plenty for most games, even when taking it easy. So, you are never to upset when the dice or bag draw doesn't go your way.
For the right audience, though, Tokaido Duo is a peaceful yet strategic experience. It retains the charm and beauty of the original while carving its own identity through clever dice drafting and varied character paths. Fans of relaxing, thematic games that feel like a journey rather than a battle will find plenty to enjoy here. It is best suited for pairs who want a thoughtful head-to-head game or solo players seeking a meditative puzzle. Like its predecessor, Tokaido Duo is more about the experience than the competition, and that is where its beauty lies.

Pros
Clever dice drafting creates tension and choice
Beautiful theme and artwork carried over from the original Tokaido
Offers both a tight two-player duel and a solo puzzle
Three-character system adds variety and depth
Cons
Slow pace may not appeal to everyone
Managing three roles can feel fiddly
Solo mode can feel predictable
Low direct player interaction
Tokaido Duo is a beautiful reimagining of a modern classic, set now in a one or two player world. Offering a tighter, more strategic experience while keeping the calming spirit of Tokaido alive, this game will appeal to fans of Tokaido. It may not appeal to players who crave speed, direct conflict, or heavy complexity, but for those who enjoy a thoughtful, relaxing game with layers of subtle strategy, it shines. Whether played competitively as a duel or reflectively in its solo mode, Tokaido Duo captures the essence of a journey well taken, thoughtful, peaceful, and rewarding in its own quiet way.