Gameplay photo of the board game Let's Go! To Japan featuring various components and board state.

Let's Go! To Japan

Teaching Curve
Procedural
Learning overhead
EASE TO TABLE
Table-Ready
Physical logistics
SOCIal dynamics
Parallel Play
Interactive vibe
Official box art cover for Let's Go! To Japan board game.
TL;DR: FOUR THINGS
- Hook: Medium-weight set collection; immersive travel theme rewards efficient itinerary planning. - Teacher’s Note: Stress daily itinerary bonuses; players frequently overlook completion rewards during early rounds. - Logistics: Deluxe Matsuri edition includes cloth bags; dense box requires careful organization during teardown. - Verdict: Ideal gateway-plus choice; vibrant theme bridges casual play; upcoming France edition noted.
Let's Go! To Japan
Official Description:
In "Let's Go! To Japan," players take on the role of travelers planning and experiencing their dream vacation to Japan. The game unfolds over thirteen rounds, during which players draw activity cards illustrated by Japan-based artists and strategically assign them to different days in their week-long itinerary. Each decision shapes the journey, as players aim to create the most fulfilling and memorable trip possible. Throughout the game, players must balance their choices to maximize experiences in both Tokyo and Kyoto, considering the unique opportunities and challenges each city presents. The activity cards represent a variety of authentic Japanese experiences, and careful planning is required to optimize the sequence and combination of activities for the highest score. At the end of the game, players walk through their planned itinerary, experiencing the trip they have crafted and scoring points based on how well they have managed their time and activities. The player with the most points, representing the most satisfying trip, is declared the winner.
Let’s Go! To Japan is currently seeing weekly play, driven by its satisfying blend of set collection and itinerary optimization. The core appeal for experienced tables is the way it rewards forward planning—each card placement is a small logistical puzzle, and the travel theme is more than window dressing. The scoring system nudges players to maximize daily bonuses, but even seasoned gamers can miss the timing on completion rewards if they don’t map out their week. The game’s momentum is sustained by its ability to engage both planners and opportunists, and the upcoming France edition has collectors watching for regional variants. Physically, the Matsuri edition’s cloth bags are a nice touch, but the box is densely packed and needs some component organization to avoid component sprawl. Setup and cleanup are both manageable in about 15 minutes. With a 60-minute runtime, it’s best slotted as a main event for a mid-sized group—too involved for a filler, but not so heavy it drags down the pace of a casual evening. The box’s footprint is reasonable, but you’ll want a dedicated table to keep itineraries clearly organized and separate from other players' areas. Teaching is a 20-minute investment, mostly spent clarifying how daily bonuses and endgame scoring interact. Once players are drafting and slotting cards, the parallel play structure means you can step away to handle other tables—there’s little risk of rules confusion mid-game. The room stays focused but relaxed; interaction is minimal, so the energy is more about individual progress than table banter. For hosts, it’s a reliable gateway-plus option that bridges casual and hobbyist groups, and the travel theme makes it an easy sell for mixed-experience nights.
MY score
8
Our Total Plays
22
Last PLayed
17 Feb 26
🚀 High Velocity
Player Count
1-4
Playtime
60 mins
👑 PREMIUM
Play on BGA