Hawaii - General game info
Hawaii
2-5 players, 60 minutes, 10 years and older
AuthorGregory Daigle
IllustratorDennis Lohausen
Published byHans im Glück
Rio Grande Games
Online since 2012-08-08
Developed byKai Aust (kai96)
Boardgamegeek106217
Complexity2,9/5
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Note: This online implementation uses slightly changed rules!
Hawaii - Rules
header

The players live on this well-known island in the middle of the Pacific Ocean.
The main island is well-populated and everyone follows his own business.
Fishermen fish, surfers surf, dancers dance, and the fruits grow…
Also the surrounding islands look very beautiful from the main island
and offer many interesting places to visit.
As chieftains, the players have been granted land by the island’s king. Now they must
prove their value by making their own realms prosper. They build huts and temples, plant
fruits, catch fish, support the arts of dancers and surfers, seek out kahunas and acquire
tikis. The player who finds the best combinations will be declared the most valuable
chieftain and win the game.


The following rule changes apply here on yucata.de:

  • In the online version, all fruits, shells and feet of each player are visible for everyone.

pdf Hawaii: Rules by Rio Grand Games

Game Setup

1. The players assemble the 6 puzzle sections to create the board frame. Then shuffle the 10 large rectangular places face-down and put them face-up within the frame, beginning on the lower left, moving to the right and then doing the same for each row above, in order, aligning all with the beach. See figure to the right for a possible configuration.

2. Now put the 126 place tiles on the places. Most place tiles have different front and rear sides. The fronts have a I in the upper left corners, the rear sides have a II in the upper left corners.
Stack the place tiles face-up (side I) on the places matching the illustrations on the place tiles.

3. Each player selects a color and takes a player board, 1 fishing boat, the chieftain, and 2 sub-chiefs in his color. The player places the player board and fishing boat in the area near him. He puts the chieftain on the beach. He puts one sub-chief on the player sequence track, and the other on the scoring track.

4. Shuffle the islands, then draw 4 islands and put them face up next to the 4 docks. Put the other islands as a face-down stack near the beach (Yucata does not show the stack). The players sort the round indicators by the value shown on the turtle shell and stack them face up on the space provided on the beach, in order, with the 17 on the bottom and the 9 on top.
board
boat play area
round5 round4 round3 round2 round1
Round 5 Round 4 Round 3 Round 2 Round 1

5. Each player gets 13 shells and 7 Feet.
In addition, distribute 2 green fruits to the player whose sub-chief is on space 2 of the player order track, 3 fruits to the player on space 3, 4 fruits to the player on space 4, and 5 fruits to the player on space 5. The player on space 1 gets no fruits!
2nd player: FruitFruit
3rd player: FruitFruitFruit
4th player: FruitFruitFruitFruit
5th player: FruitFruitFruitFruitFruit

Note:
The players normally put and keep their resources behind their screens. On Yucata.de, it is a common practice that you can see the resources of your opponents.

Lay out the price tokens

These determine how much the place tiles cost.

  • Beginning at the lower left of the board, the banker puts price tokens on each empty circle on the 10 places.
  • Each place has 1, 2, or 3 purchase circles on which the banker puts the price tokens. One circle in each place is pre-printed with a number between 5 and 12. In addition, each place has 0-2 un-printed circles.
    purchase circles

The banker does the following, for each place:
  • The banker draws 1 price token from the bag for each un-printed purchase circle and puts this with the numbered side up on the un-printed purchase circles. When putting the tokens on the un-printed circles, the banker takes no special note of the different colored tokens (orange/red with spears). Places with only one purchase circle do not have un-printed purchase circles and, thus, the banker will put no tokens there.
  • Next, he draws 1 additional price token from the bag for the pre-printed purchase circle. Next, he adds the numbers on all the price tokens he has drawn for this place.
  • If the total of the price tokens is equal to or lower than the number on the pre-printed purchase circle, then he puts the drawn price token on it.
  • If the sum of the price tokens is higher than the pre-printed number, he puts the drawn price token, with the fish side up, on the cove. The pre-printed purchase circle remains uncovered in this round.

Hint:
On Yucata.de, all free purchase circles will be shown without the pre-printed numbers. So it easier to see, that these purchase circles cannot be used in this round.

  • Even if the number on the pre-printed purchase circle is equal to the price token(s) the banker put on the unprinted circle(s), he still draws a price token and places it fish side up on the cove.
  • After all places have been filled with tokens in this way, the player draws more price tokens from the bag: 1 fewer than the number of players in the game. He puts the price token with the lowest number on the circle under the 2 on the beach. He puts the next higher price token on the circle under the 3, and so on. If 2 tokens have the same number, the one (if any) with the spear is considered higher. Thus, there is a price token under each sub-chief, except on the 1.
Now the preparation is complete and the game can begin.

Overview

The players develop their realms in the course of the game. They establish up to 5 villages, build boats in order to trade, train kahunas, and honor the Gods. Although the players score points during the game, the winner is not known until the final scoring.

The game is played over 5 rounds. Each round consists of the following 2 phases:
I. The turn of the chieftains
II. End of the round
After the 5th round, the final scoring occurs and the winner is determined!

I. The turn of the chieftains

The players move their chieftains from place to place in order to buy place tiles. They can also move their chieftains to the beach in order to fish, to visit islands, or end their turns.
The player whose sub-chief is on space 1 of the player sequence track, begins. The other players follow in order based on their positions on the player sequence tracks: 2, 3, and so on.
Note: thus, Hawaii is not played in clockwise order!
When all players have moved their chieftains once, the players move them again beginning with the player whose sub-chief is on space 1 of the player sequence track. This continues until no player can or wants to move his chieftain. Then the phase of the chieftains ends and the round end phase begins.

How do players move their chieftains?

The player can move his chieftain from the beach to a place, from a place to another place, from a place to the beach, or not move his chieftain, leaving him where he is. When moving their chieftains, the players follow these rules:

  • The chieftains begin each round on the beach. Only the two lower places are neighboring to the beach.
  • 1 step from the beach to a neighboring place costs 1 foot.
  • 1 step from a place to a neighboring place also costs 1 foot. The chieftain can cross several places in his move before stopping. Each step (from place to place) also costs 1 foot. If the chieftain does not move, but remains where he is, that also costs 1 foot.
  • If the chieftain moves from any place to the beach, that does not cost anything! Likewise, it costs nothing to move the chieftain from one space on the beach to a different space on the beach or for him to leave his chieftain on the same space on the beach.

Example:
example example example example
2 steps cost 2 feet diagonal moves are allowed the move back to the beach
costs nothing
remaining in a place costs 1 foot

The places a player may move his chieftain

  • On any of the 10 places with 1 or more place tiles and 1-3 price tokens at the start of the round. Note: it is possible for places with 1 purchase circle to have no price tokens at the start of the round.
  • A player can move his chieftain only to a place which has at least 1 place tile and at least 1 price token. If both are not on a place, the player may not move his chieftain there, but may move across the place.
  • A player can leave his chieftain on a place where he already stands only if there is at least 1 price token still there.
  • When a player moves his chieftain to a place (or leaves it in a place where it was), he must buy a place tile from that place.
  • A chieftain of another player does not prevent a chieftain from crossing a place or moving to a place as long as there is at least 1 price token in the place the chieftain stops.

The purchase of place tiles

  • A player who moves his chieftain to a place must choose one of the place tiles there to buy. If only 1 type is there, he must buy this one. If there are 2 types there, he can choose freely from those 2. He may buy only 1 place tile per turn.
  • Then he must pay for the chosen tile. To do so, he selects one of the price tokens in that place and puts it face-up in his play area. He next pays the amount shown on the selected price token in shells by moving the shown number of shells from his play area to the general supply. The price token remains in his play area and will play a further role at the end of the round.
  • Finally, he takes the tile he has chosen and puts it in his play area.
  • The player can choose to pay either the amount shown on the price token or double that amount. If he pays the amount shown, he puts the place tile in his realm with side I showing. If he pays the double amount, he puts the place tile in his realm with side II showing. As the kahuna and tikis have no side I or II, if the player pays the amount shown, he takes and puts 1 tile; if he pays double, he takes and puts 2 tiles.
  • The player places the price token in his play area face-up whether he pays the amount shown or double.

Other rules for buying and putting place tiles

  • The player must be able to immediately and legally put the chosen place tile into his realm. If he cannot do that, he cannot choose to buy it. The rules are given in the descriptions in the supplement.
  • Once a player has put a place tile in his realm, he may not later move it or turn it over to its other side (e.g. from side I to side II).
  • Each row represents a village. During the final scoring, only villages that are long enough to reach the player’s row of tikis will score points for the player.

The beach and what a chieftain can do there

The beach has 3 spaces, which the chieftain can visit (one in each turn):
1. The fishing cove, where the chieftain can fish.
2. The docks, from which the chieftain can visit the 4 islands.
3. The player sequence track (5 spaces) and the round indicators.

Beach

Note: For everything that a chieftain does at the fishing cove or at the docks, the player must pay with feet Feet instead of shells.
In general:
The place tiles are paid with shells.
The chieftain movement is paid with feet.
Fish and island visits are paid with feet.
The use of fruits is explained later.

1. The fishing cove

  • If the player wants to fish, he moves his chieftain to the fishing cove and takes 1 or more of the fish tokens that are there (remember, these have the numbers face-down). He puts the fish tokens with the fish side up in his play area. Like the price tokens, the fish tokens play a role at the end of the round.
  • For each fish token the player takes, he pays 1 foot, regardless of the quantity of fish or the number on the underside of the token. Also, the player must use one of his unused boat spaces for each token he takes. Afterwards he turns the used boat(s) as shown below to indicate they cannot be used again this round.

2. The docks for the 4 islands (island visit)

  • If the player wants to visit an island, he moves his chieftain to the island dock of his choice. Then, the player immediately moves his sub-chief on the scoring track to record the points indicated.
  • Then the player takes what is shown on the island (place tiles or points).
  • Next, the player must pay for the island visit with feet. The cost (in feet) is shown on the chosen dock. Additionally, he needs 1 or more boats to accommodate the feet shown. If a player has too few feet or not enough space on his available boats, he cannot move his chieftain to this dock!
  • The player returns the visited island face-up under the island stack.
  • If the player cannot put the place tile that is shown into his realm, or if there are no more place tiles of the kind shown available, he scores only the points on the dock for the island visit.

3. The player sequence track and the round indicators

  • When a player cannot or chooses not to buy anything else, he places his chieftain under the player sequence track on the empty space (no other chieftain) of his choice. He takes the price token there (except with space 1, where there is none) and puts it in his play area with any others he collected this round. Thus, he ends his participation in the round and can no longer move or use his chieftain this round. All other players who have not yet placed their chieftains under the player sequence track continue to take their turns as they have during the round. When all the chieftains are there, the phase of the chieftains of this round ends.
  • The round indicator remains in place, as it is needed for the second phase of the round.

II. End of the round

At the end of each round players score points, recording them by moving their sub-chiefs on the scoring track. Then, all players take new shells, feet, and fruits.

  • For the end of the round scoring, each player adds the numbers on all his price and fish tokens. All players compare their sums with the large number (required to keep people in the player’s realm happy) on the round indicator. If a player’s sum is smaller than the large number, the player does not score any points. If the player’s sum is equal to or larger than the large number, the player scores points as described below.
  • The player with the highest sum scores the points shown on the round indicator under the 1. The player with the second highest sum scores the points under the 2. All players who do not have the highest or second highest sum, but have a sum at least as high as the large number, score the points shown under the 3. If several players tie for the highest sum, each scores the points shown under the 1. All other players whose sum is at least as high as the large number, score the points shown under the 3. If there is just one player with the highest sum (he scores the points under the 1) and several with the second highest sum, those with the second highest sums all score the number under the 2.

Examples of the points scored at the end of the 1st round:

scoring

Red, Green and Blue had sums of their price
and fish tokens equal to or greater than
the large number (9).
These players score points as show below:
Red has the highest sum with 14 and scores
8 points as the first player.
Green is second with 11 and scores 5 points.
Blue scores 2 points.
Yellow has a sum less than 9 and scores
no points.
All players had sums of their price and fish tokens equal to or greater than the large number (9).
All players score points as show below:
Red and Green tie for the most with sums of 11 and each scores 8 points.
Because there was a tie for first, the second player points are bypassed, so no player scores 5 points.
Blue and Yellow each score 2 points for having sums equal to or greater than 9, but not finishing first or second. It matters not that Blue has a higher sum than Yellow.

  • After the scoring, the supply manager distributes new shells, feet, and fruits to the players.
    How many each player gets is shown on the round indicator. The round indicator depicts a man carrying a shell and a foot, each with a number. That is how many shells and feet the supply manager gives to each player. In addition, he gives players extra shells and/or feet when they have special place tiles that award them extras at the end of the round.
    The supply manager gives fruits to players who have place tiles that award them fruits at the end of the round, giving them the number shown on those tiles. Players without such place tiles will receive no fruits at the end of the round.
  • Afterwards, the supply manager puts the top-most round indicator back into the box.
  • The banker arranges the sub-chiefs above the player sequence track exactly according to the order of the chieftains who are under it. They indicate the player sequence for the next round. Then each player places his chieftain back on the beach.
  • The banker puts all price and fish tokens back into the bag. Then he puts them out again in the same manner as described at the beginning.
  • Players move any islands remaining next to the docks to the left and draw new islands from the stack to fill any empty spaces. If no islands were visited in the previous round, the current set of islands remains in place. As before, if face-up islands appear, shuffle the islands in the stack and place them face-down as a new stack.
The next round begins with the turn of the chieftains. The player whose sub-chief is on space 1 of the player sequence track begins and the others follow in player sequence order.
At the end the fifth round, players execute the scoring, skip the preparation for the next round and move directly to the final scoring.

The final scoring (after the 5th round):

At the end of the 5th round, the player who places his chieftain in the first position on the player-sequence track is awarded a bonus of 2 VP when calculating the end-of-round scoring. The following place tiles are scored:
the kahunas, the Gods KANALOA and LAKA, the irrigation systems, the hula dancers, and the long huts side II.
A kahuna, an irrigation system, a hula dancer and a long hut side II only score points in the villages in which they are located. The two Gods score points regardless of which village they are in. For a village and the place tiles or kahuna in a village to score, the village must be long enough to reach at least one tiki that the player has put along the top of his realm. Otherwise the player removes the entire village from the final scoring! After all players have scored their villages, the player with the highest score wins. If players tie with the highest score, the player among them with the highest total of remaining shells, feet, and fruits wins. If there is still a tie, the tied players rejoice in their shared victory.

Example 1:

Before the final scoring: the foot hut in the 4th village is removed, because the village does not reach at least 1 tiki. The 10 kahuna points expire. Also, the 1st village is removed from the final scoring, at which point the 5 kahuna points expire.

For the final scoring: the kahunas on the 2nd and 3rd villages, the Gods LAKA and KANALOA, the hula dancer and the irrigation system score. The player scores the following points:
Kahunas for the 2nd and 3rd villages: 15 points
KANALOA I: scores 2 points for each boat and for each surfer for a total of 8 points.
LAKA II: scores 2 points for each fruit on the fruit tiles (not for the wooden fruits!) for a total of 8 points.
scoring
Hula-Tänzerin I: 7 space tiles in her village for 7 points.
Irrigation system: there are 3 fruit tiles in the village for a total of 6 points.
Thus, the player has a total of 44 points, which he records on the scoring track.

Example 2:

Before the final scoring, the 3rd village is removed as it does not reach at least 1 tiki. Thus the 10 kahuna points and KANALOA are not scored in the final scoring.

Kahunas for the 1st and 2nd villages: 10 points.
LAKA I: for 4 fruit tiles it scores 4 points.
Hula dancer II in 1st village: 10 points.
Hula dancer I in 2nd village: 8 points.
Irrigation system in 2nd village: 10 points.
The player scores a total of 42 points, which he records on the scoring track.
scoring

The place tiles: where to put them and what they bring.

  • Put all rectangular place tiles within the angle of the realm.
  • Put fishing boats to the left of the realm.
  • Put kahunas on the realm, beginning on the top to the bottom without gaps.
  • Put tikis on the realm, beginning at the right side to the left side without gaps.
A row of place tiles is called a village. A player can build up to 5 villages.

shell hut Fusshütte spear hut Tauschhütte long hut A player may only start a new village with one of
these 5 place tiles (all picture a hut of some kind).
A player can also add them to an existing village.

A player must begin building villages at the top of his realm and work his way downward without gaps. A village need not be completed to start a new one.
A player may never put a second place tile of the same kind in a village, even if it is the opposite side (side I vs side II). However, a player may put 4 different fruit tiles in a village.

Note:
On Yucata.de, fishing boats will be shown next to the player info.
There is not enough space to show all ships of your opponents. If a opponent owns more than 3 boats, you can see only the unused boats. If he owns more than 3 unused boats, you will see the biggest ones.

What the place tiles offer the players and when

Shell huts (round end)
shell hut I shell hut II
Side I: the player receives 1 extra shell when the supply manager distributes the shells at the end of the round. Side II: 2 extra shells instead. 1 extra shell (foot) means that the player gets an extra shell (foot) during resource distribution (in addition to the basic amount). All such shells and feet are added to the basic distribution.

Feet huts (round end)
Feet hut I Feet hut II
Side I: the player receives 1 extra foot when the supply manager distributes the feet at the end of the round. Side II: 2 extra feet instead.

Fruit 1 – 4 (round end)
Fruit Fruit Fruit Fruit
Fruit Fruit Fruit Fruit
Side I: The player receives 1 fruit when the supply manager distributes resources at the end of the round. Side II: 2 fruits instead. Since there is no basic distribution of fruits, only those players who have fruit tiles will receive fruits. What do the players use fruits for? Fruits are the “3rd currency” on HAWAII. And they are the best currency. That is because fruits can be used instead of both shells and feet. For example, when a player buys a place tile and the price token shows 4 shells, he can pay 4 fruits instead of 4 shells. When a player moves his chieftain 2 spaces, for example, he can pay 2 fruits instead of 2 feet. A player may not, however, mix commodities when paying. For example, paying with 2 shells and 2 fruits. The exchange hut offers an exception to this rule.

Long hut (final scoring)
Long hut I Long hut II
Side I: it serves only to bring this village closer to the tikis (see tikis). Side II: in addition, scores 5 points in the final scoring.

Exchange hut (turn of the chieftains)
Exchange hut I Exchange hut II
Side I: when paying, the player can exchange one commodity: feet, shells, or fruits instead of one of the others. Side II: like side I, but he can exchange two resources. A player can use each exchange hut once per turn and cannot split its benefits.

Spear hut (turn of the chieftains)
Spear hut I Spear hut II
Side I: whenever a player acquires a price token with crossed spears, he immediately scores 1 point, recording it by moving his sub-chief forward 1 space on the scoring track. That is also valid for price tokens on the player sequence track. Side II: like Side I, but he scores 2 points. Players cannot use spear and exchange huts in the turn they are bought. Their effects are additive.

Irrigation system (final scoring and end of the round)
Irrigation system I Irrigation system II
Side I: the side I counts only for the final scoring. The player scores 1-10 points for 1-4 fruit tiles in the same village. Side II: in addition, the player receives 1 extra shell, 1 extra foot or 1 extra fruit from the supply manager at the end of each round (the player chooses).

Surfer (round end)
Surfer I Surfer II
Side I: at the end of each round, the surfer reduces the large number on the round indicator for this player by 2. Side II: like Side I, but the reduction is by 4. Surfer effects are also additive.

Hula dancer (final scoring)
Hula dancer I Hula dancer II
Side I: during the final scoring, the hula dancer scores 1 point for each place tile in the village she is in (and only there!). She includes herself and the start hut. Side II: like Side I, but 2 points each.

Tiki (final scoring)
Tiki
The tikis are important for the final scoring. The player only scores villages which extend to the row of tikis. That is, there must be at least 1 tiki above one place tile of the village. To make this clear when scoring villages, the players remove all place tiles of villages that do not reach at least 1 tiki before scoring the villages.

Kahuna (final scoring)
Kahuna
The kahunas (expert) score the points shown during the final scoring (naturally only if the village is scored, see tikis).

Special feature with the tikis and kahunas: when the player puts a tiki on a space, which shows 1 or more feet, he receives these immediately from the supply manager.
The same is true for kahunas, except there are shells instead of feet. The player must first pay for the kahuna; he cannot use these shells to help with the payment. Kahunas can be placed in front of villages not yet started.

Note:
In the Yucata implementation there is the following restriction when taking Tikis or Kahunas:

Kahunas: If all 5 Kahuna fields on the player tableau are filled the player may not take any further Kahuna tile. If the player has only 1 empty Kahuna field left he may still take the island with 2 Kahunas.

Tikis: If all 7 Tiki fields on the player tableau are filled the player may not take any further Tiki tile. If the player has only 1 empty Tiki field left he may still take the island with 2 Tikis.


Fishing boat (turn of the chieftains)
Fishing boat
The fishing boat is included in the starting equipment. It has only side I and can take 2 feet.

Boat (turn of the chieftains)
Boat I Boat II
Side I: this boat has room for 3 feet. Side II: this boat has room for 3 feet. It also has a pre-printed foot, which counts as a foot from the player’s supply.

The player can pay up to 3 more feet or fruits and launch this boat. If the player pays with fruits, this is not considered as mixing different currencies. To activate this boat, the player must spend at least one fruit or foot.
Please remember: if a chieftain goes fishing, or visits an island, the player must pay with feet (not for the move, but for fishing or the island visit). The player must have room on his available boat or boats for the feet he pays. This can be on one or more than one boat. The player puts the feet used back into the general supply.

The Gods (also they are place tiles):
In each village, a player may place only 1 God (to that extent they are treated like they are the same tiles). A player may have each God only once in his entire realm.

KU (turn of the chieftains and round end)
KU I KU II
Side I: it scores 1 point for the player each time the player takes a price token with a spear (like the spear hut). In addition, the player receives 1 extra foot at the end of the round from the supply manager. Side II: like Side I, but with 2 points.

KANE (turn of the chieftains and round end)
KANE I KANE II
Side I: at the end of the round, the player receives 1 extra shell from the supply manager (as with the shell hut). Side II: like Side I, but with 2 shells. Also, for both sides: immediately after buying KANE (and only then), the player can pay any 2 resources (also mixed) into the general supply, and take 1 tiki and put it in the appropriate place in his realm.

PELE (turn of the chieftains)
PELE I PELE II
Side I: the player need pay only a maximum of 2 feet for moving his chieftain, regardless of the distance. Of course, the player pays only 1 foot for a move of 1. Side II: like Side I, but pays a maximum of 1 foot.

LONO (round end)
LONO I LONO II
Side I: when the player’s sum equals or exceeds the large number on the round indicator, he scores 2 extra points, regardless of his scoring position. Side II: like Side I, but +4 points.

LAKA (final scoring)
LAKA I LAKA II
Side I: during the final scoring, the player scores 1 point for each fruit shown on all his fruit tiles. This means all fruits in the player’s realm, not just in the village with LAKA. Side II: like Side I, but with 2 points.

KANALOA (final scoring)
KANALOA I KANALOA II
Side I: during the final scoring, the player scores 2 points for each boat and each surfer (regardless of whether they are on side I or II). All boats and surfers in the player’s entire realm score (only if they are still in the final scoring). Side II: like Side I, but with 4 points.

The 10 islands

Island
The player scores 5 points in addition to the points at the dock. This island is available twice.

Island
The player takes a foot hut from its place and puts it with side II in his realm. He pays nothing for it and also takes no price token.

Island
The player takes a hula dancer from her place and puts her with side II in his realm. He pays nothing for her and also takes no price token.

Island
The player takes a surfer from his place and puts him with side II in his realm. He pays nothing for it and also takes no price token.

Island
The player immediately receives 4 fruits from the supply manager.

Island
The player takes 2 kahunas from their place and puts them both on empty spaces in his realm. He pays nothing for it and also takes no price token.

Island
The player takes a shell hut from its place and puts it with side II in his realm. He pays nothing for it and also takes no price token.

Island
The player takes any one fruit tile from its place and puts it with side II in his realm. He pays nothing for it and also takes no price token.

Island
The player takes 2 tikis from the supply and puts both on empty spaces in his realm. He pays nothing for it and also takes no price token.

When a player cannot put a place tile legally in his realm, he scores only the points on the dock. If a player can accommodate only 1 tiki or 1 kahuna in his realm, then he puts this one and leaves the other one in its place.
When a place has nothing left, the player cannot take anything.

 
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