YAMI rules

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YAMI rules

A cooperative trick-taking game with limited communication for 2 to 4 players: win the right tricks to place the Spirit tiles that will surround the Mission tiles, mission after mission, until the Lyken is defeated.

Players
2 to 4
Age
10 and up
Playing time
15 min per mission
Mechanic
Co-op trick-taking, polyomino placement, campaign

Overview

Yami is a cooperative game with limited communication, combining trick-taking mechanics and polyomino placement, all set in an open world. That open world includes 22 missions: successfully completing Mission 22 earns you final victory and saves the kingdom from the Lyken.

To complete a mission, you play a series of tricks to fully surround the Mission tiles on the board, while meeting specific conditions. Each trick won produces a Decision card, which tells you the Spirit tile to place — and sets the trump colour for the next round. Spirit tiles represent the spirits that adventurers can now see thanks to the mist generated by the lianas.

Components

  • 35 Spirit tiles (numbered from 1 to 7, in 5 different colours)
  • 35 Spirit cards (numbered from 1 to 7, in 5 different colours) — each Spirit card corresponds to a unique Spirit tile, indicated at its centre
  • 1 Trump card
  • 1 double-sided game board (front: Forest / back: Water)
  • 1 double-sided 2-player board
  • 8 Player aids (4 cards × 2 types, double-sided)
  • 29 Mission tiles
  • 5 Magic tiles (to be used only when indicated)
  • 8 Whirlpool tokens (to be used only when indicated)
  • 10 Mist tokens (to be used only when indicated)
  • 6 Power tokens
  • 8 Adventurer meeples (2 × 4 colours) and 1 Kakapo meeple
  • 10 envelopes (5 white, 4 black and 1 red)
  • 1 rulebook, 1 introduction card, 1 scorepad and 1 travel journal

Setup

  1. Place the game board in the centre of the table, on its Forest side.
  2. Sort the Spirit tiles by colour and place them next to the game board.
  3. In a 2-player game, add the 2-player board next to the game board: it will hold the cards of the Automa, which acts as a third player.
  4. Place the Trump card in the corresponding space on the game board.
  5. Place the Mission tiles on the board following the setup illustration for the current mission. For Mission 1, take tiles 5 and 9.
  6. Shuffle the 35 Spirit cards and deal them out: with 2 players, 10 cards per player (including the Automa) and 5 unused cards; with 3 players, 10 cards per player and 5 unused cards; with 4 players, 9 cards for the 1st, 2nd and 3rd players and 8 cards for the 4th, with no unused cards.
  7. Put the unused cards back in the box without revealing them. The cards you have been dealt form your hand: do not show them to the other players.
  8. In a 2-player game, out of the Automa's 10 cards: place 6 face down in a pile on the leftmost space of the 2-player board to form its deck, and place the remaining 4 face up on the following spaces.
  9. Give 2 different Player aids to each player.
  10. Each player takes 2 identical Adventurer meeples: this meeple will be your character throughout the campaign. The Automa does not receive any.
  11. Randomly determine the first player. In a 2-player game, the player who starts the mission takes the Kakapo meeple — the Automa cannot start.
  12. Leave everything not mentioned above in the box (envelopes, Magic tiles, Whirlpool and Mist tokens…). Only take them out when specifically instructed.

How to play

For each mission, you play up to 7 rounds, either until you complete it or fail at the end of the 7th. Each round consists of four phases, in this order.

  1. Determining the Decision card — all players take part in the trick.
  2. Selecting the Spirit tile — you take the tile matching the Decision card.
  3. Placing the Spirit tile — you put it on the game board.
  4. Checking the victory condition of the mission.

Playing the trick

you must follow suit

The first player begins by playing a Spirit card from their hand, face up, in front of them. The other players then play a Spirit card one after the other, in clockwise order. They must follow the colour of the first card played if possible (Must Follow); if they have no card of that colour, they can play any card.

Winning the trick

trump beats the requested colour

The player who played the Spirit card of the requested colour — the colour of the first card played — with the highest value wins the trick. However, if one or more Spirit cards of the trump colour have been played, the player who played the trump card with the highest value wins the trick instead.

Example — the blue 5 wins the first trick and becomes the Decision card, so blue is the trump for the second trick. Players must follow purple in the second trick, but the last player has no purple in hand: they play the blue 2, win the trick thanks to the trump, and their card becomes the new Decision card.

The Decision card

it sets next round's trump

The winning card of the trick becomes the Decision card for the current round. It tells you which Spirit tile to place, and it also sets the trump colour for the next round — which means the trump can change every round. For the first round of each mission, the Trump card provided in the box sets the trump colour.

Example — six rounds have already been played and the red 4 is the Decision card: red is the trump colour for the final round.

Storing the trick

keeping track of the rounds

At the end of the phase, gather all the cards from the trick into a pile, place the Decision card on top, and put this pile on the corresponding space on the game board. This lets you keep track of the number of rounds played, and reminds you of the trump colour for the next round.

Selecting the Spirit tile

The players take the Spirit tile that corresponds to the Decision card. Each Spirit card shows the unique Spirit tile it is linked to at its centre.

Placing the Spirit tile

12 × 12 grid

Place the Spirit tile on the game board following these rules: you cannot exceed the limits of the 12 × 12 grid; you cannot place it on an already placed Mission tile or Spirit tile; you cannot move Spirit tiles that are already placed, unless you use a Power tile that allows it; you can place it on the side of your choice, front or back; you may place it only on empty spaces, unless otherwise indicated (Whirlpool and Mist tokens, see the Travel Journal).

You may place Spirit tiles on spaces containing a Rock icon. These icons will be used later in your adventure, in the Water and Corrupted Forest environments.

Example — the green 6 Spirit tile sticks out of the grid: invalid placement. The purple 6 and orange 3 Spirit tiles cover tiles that are already there: invalid as well.

Mission tile constraints

coloured edges

Some Mission tiles have coloured edges — that is already the case in Mission 1. When an edge is coloured, the Spirit tile you place against it must match that colour. You can physically place a tile of another colour there, but the mission will then fail, since the constraint has not been respected.

Limited communication

rule points marked with the symbol

Communication is limited during missions: players are not allowed to talk to each other about any rule point marked with the corresponding symbol. When placing a tile, you may only discuss where the Spirit tile goes; you cannot share any information about your hand or your intentions.

2-player game: the Automa

2 players

With 2 players, an Automa acts as a third player. It also receives 10 cards: 6 face down as its deck and 4 face up on the 2-player board. The player (excluding the Automa) who wins the trick takes the Kakapo meeple and becomes the Leader: the Leader decides the Automa's choices. The Automa never receives the Kakapo meeple, even if it wins the trick and becomes the first player.

If the Automa is not the first player: if one of its face-up cards matches the colour of the first card played, it must play that card; if several of its face-up cards match, the Leader chooses which one; if none match, the Leader either chooses a card from the face-up cards or takes the first card from the Automa's deck. If the Automa is the first player, the Leader chooses one of its face-up cards or takes the first card from its deck. Whenever a face-up card has been played, draw a card to refill the river back to 4 cards.

Whirlpool tokens

Water environment

A Whirlpool token can be covered with a Spirit tile. When that happens, immediately discard the token, then every player also discards one card from their hand face down, without showing it to the others.

Mist tokens

Corrupted Forest environment

A Mist token can be covered with a Spirit tile. When that happens, immediately discard the token: the next trick must then begin with the colour of that Mist token, if possible. If several Mist tokens are discarded at once, start the next trick with one of their colours, your choice.

Rewards

shown on the Kingdom map

The Totem reward unlocks a Power space on the game board. The Castle reward gives you a Power token: once you gain one, you keep it until the end of the adventure and can use it in every mission. The White Envelope reward has you open the white envelope matching the letter shown — each one contains a Power tile. Before starting a mission, you may place Power tiles on unlocked Power spaces on the board for extra help. The Purified Holo Liana reward reduces the difficulty of Mission 22.

The Moon Path

time runs out between missions

Whether you succeed or fail a mission, take a sheet from the scorepad and check a box on the Moon Path, starting from the left. When you check a box showing a moon phase, open the matching black envelope and place the Moon tile you obtain on the corresponding space on the board. Moon tiles bring disadvantages that stack and last until the end of the game.

The envelopes

only open them when instructed

The box contains 10 envelopes holding additional elements (Power tiles, Spirit cards, Moon tiles…). Only open them when instructed to do so. At the end of each game, store all the items back in their respective envelopes. The red envelope is opened at the end of the game, and only if you have completed Mission 22.

End of the game

A mission is completed if every Mission tile is entirely surrounded by Spirit tiles before the end of the 7th round. You need to cover all the spaces adjacent to its sides — not the ones adjacent to its corners.
If the victory condition still isn't met once the 7th round has been played, the mission fails. If no empty space is available on the grid to place a Spirit tile, the mission also fails immediately.
If you fail, start the mission again from the beginning. The Moon Path advances either way.
Check the star on the Mission space if you complete the mission in 5 rounds or fewer.
The campaign is won if you complete Mission 22: the kingdom is saved. If you finish it before reaching the end of the Moon Path, gain the 2 stars from every Moon Path space you have not checked yet.

Night Mode

Switching to Night mode

only when the game says so

To switch to Night mode, turn each Mission tile over to its Night side, making sure its black triangle ends up in the same place on the board as when it was on its classic side. Only flip Mission tiles to Night mode when the game instructs you to do so.

In Night mode, if a Whirlpool or Mist token is adjacent to a Mission tile that must be surrounded, that space must be covered in order to complete the encirclement of the Mission tile with Spirit tiles.

Download the rules

22 missions, 7 rounds each, and a kingdom to save

YAMI — 2 to 4 players, ages 10 and up, 15 min per mission, a 22-mission campaign (about 4 hours). €29.99.

Enjoy games that build up tile by tile? Take a look at Tanbo or Haniwa too.

Designers: Hiroki Ohba, Ryoji Suzuki, Hikaru Tezuka, Anthony Perone · © 2026 Musoka Studio
© 2025 Musoka Studio — 58 rue de Monceau, 75008 Paris, France