Living rulebook
Tokyo Coin Laundry
In this book
TOKYO COIN LAUNDRY
TOKYO COIN LAUNDRY is a game consisting of many smaller games from a conglomerate of international designers. The main gameplay focuses on real miniature laundry and washing machines. Each game is unique and may not utilize all included components.
CONTENTS
- 4 - Washing Machines
- 2 - Dryers
- 1 - 100 Page Notepad
- 1 - Mr.Sudsy Notepad
- 16 - Fabric Clothing Items
- 4 - Detergent Bottles
- 20 - Mini-Sized Cards
- 21 - Die-Cut Yen Coins
- 2 - Die-Cut Magazines
- 2 - Die-Cut Newspapers
*To help choose the best game for your group, use this washing machine gauge for an estimation of the game's complexity. The more water, the more complex.

MR.SUDSY’S COIN LAUNDRY
- Players
- 2-6
- Time
- 45-60 MIN
- Designer
- JORDAN DRAPER, LUKE CRANE
- Game type
- JARP
Welcome laundry doers! In Mr. Sudsy's Coin Laundry RPG, you play as a member of society in Tokyo, doing your laundry, and you are in a mood! Will that mood lead to fulfillment, or complaining. There’s only one way to find out.
SETUP: Each player will need a writing instrument (not included). Tear off one large laundry ticket character sheet for each player. Place a number of washing machines equal to all players minus one in the center neatly, and both dryers. Place the 2 magazines and newspapers around the laundromat as you see fit. Set the yen, detergent, clothes, and cards aside.
One player takes the role of the facilitator in addition to their character. The facilitator is responible for understanding the rules of the game and distributing resources to players; however, all players are responsible for the flow of the game.
SETTING: The game will be played over 3 days. You first randomize the time of year, which will continue for all 3 days. You will write these conditions on one sheet of the small notepad, in one of the three sections. To randomize the time of year, shuffle the cards, and draw the top card which indicates the time of year for this game session:
Each day before players enter the laundromat randomize the time of day, and weather, by drawing new cards based on the chart above. You should have a sheet similar to below.
The game takes place in a Japanese coin operated laundromat. Players act as persons coming to do their wash.
CHARACTER GENERATION: All character sheet information should be kept to yourself. Give each player a large character sheet. Digital character sheets are available at jordandraper.com/rules. Have each player write a Japanese name different than their real name next to the ‘NAME’ section of their character sheet. Some example names include:
- DAI TOBE
- KIYOSHI ONO
- JUN YANO
- MARU TADA
- RYO HOGA
- HIDE KOBAYASHI
- SACHIKO OKAWA
- HIROSHI ITO
- YASUO TSUJI
- TARO TANAKA
- MINA WADA
POLITENESS: Each player shuffles the cards and flips thems one at a time until they get one of the items shown at the top of the character sheet. Check the politeness it corresponds to.
BACKGROUND/QUIRK/MOOD SELECTION: Shuffle the cards again, and flip until you get an item for the top and left row of the background grid section. Check the corresponding background. Shuffle the cards again and repeat this process for the quirk. Finally, shuffle the cards one more time and repeat for the mood section.


BACKGROUNDS: Find your background below, and read it. Imagine what it’s like to be this person based on their daily routine and lifestyle.
ARCHITECT: Fascinated with light, communities, and flow of space, your work has gained much traction. You know the world of architects and craftsmen in Japan well.
ARTISAN: You are famously known for your pristine woodworking. Architects across Japan respect you and hire you for finer detailing in historical restorations and contemporary architecture alike. You never boast.
BICYCLE PARKING ATTENDANT: Your living is made from the parking garage under your home. Every day, you welcome guests and park their bikes for them, taking 300 yen in compensation. There are many bikes in Tokyo!
CITY CLEANER: 5am-5pm every day. You’ve seen it all, from people sleeping in the streets to stray turtles. You scrub subway tunnels and bathrooms with a toothbrush.
COFFEE ROASTER: Tokyo has had a surge of coffee lovers, which was perfect timing for you to open your own roasting house. You know many things about coffee.
CONBINI GRANDPA: Retirement wasn’t everything you thought it would be, so, you’re back at it! You’ve recently started a new job at 7-11, managing the young folks and making sure they stay organized and polite.
CREPE CHEF: 73? That’s a tuna and mayo. 14? Strawberry cheesecake with bananas. You work at Club Marion Yodobashi Akiba! This is the best crepe shop in all of Japan (I promise it really is)! You can whip out crepes from a hot griddle in less than a minute, and you memorized all 112 items on the menu years ago.
CULTIST: In the late 90’s you were turned on to a leader that truly understands the deeper working of meditation. You follow a regimen every week, and meditate religiously. The greatest relief would be enlightenment.
DOG TRAINER: You love dogs! Every day you walk several dozen, and train some to shake hands.
FARM HAND: You grew up 2 hours outside of Tokyo, on your parents apple orchard. You helped care for the animals from a young age, and harvest thousands of apples every summer, even to this day. You hope to move to Tokyo.
FOREIGN EXCHANGE STUDENT: Waseda, WA-SE-DA! You’re so excited to be in Japan, life is like double bubble boba tea!
FRIEND FOR HIRE: You work at an agency that hires out friends for lonely people. You can handle anything from being insulted, to cried on. You are a professional friend!
GAME DESIGNER: Freelance graphic designer by day, tabletop designer by night. You always attend Tokyo Game Market twice a year, and other designers look to you for your simple and strange ideas.
GAME SHOW HOST: You host a show called “TOKYO GAME SHOW,” with ridiculous challenges for everyday people who become contestants. You are very outgoing and presentable.
GOVERNMENT WORKER: You work in the department of public safety.
JAZZ MUSICIAN: You play many instruments on the weekends at Jazz clubs, living for the music! You are very poor.
JR TRAIN DRIVER: Your entire life you wanted to be a train driver. You worked furiously and quietly, until one day your dream came true! At least partly. You help conduct the day-to-day of loading passengers, and play train simulators in your free time. You love your job. Friends say you could stop a train on a one-yen coin.
KAWAII LOVAAA: Takeshita street. Takeshita street. Takeshita street! Crepes, and fun fashion! Dressing up is your game, and falling in love with boots is also your game! =D
MODEL: You’re wary to talk to strangers because you have become quite famous. You know there are a lot of stalkers after you. You are famously known for your appearances in pop music videos.
POKEMON PLAYER: You play Pokemon trading cards five days a week, and go to many competitions. While you only consider yourself average, you have had dreams since you were young of becoming a regional champion.
RETAIL WORKER: Once you were two minutes late for your job at H&M, and you had to apologize to all 17 employees.
ROBOTICIST: You create robots to help the elderly for work. In your free time, you dabble in projects that bring joy to your local community such as cute dancing robo-cats.
SALARY MAN: You save vigorously, and secretly bolster an anxiety about living in a capitalist system. Your dream is to one day own a beautiful house and car in Ogikubo. Maybe you’ll find a wife too, but that’s uncertain.
SALARY WOMAN: You work in an office in Shinjuku, with a great salary, but you have some pent up energy. However there’s no reason to bother anyone with it.
STREET PERFORMER: Ueno park, that’s your favorite spot. Last month you started an instagram, and you became very good at balancing on umbrellas. You like to make kids smile and laugh, even if you don’t make much money.
TECH WORKER: After many years of schooling, you graduated and worked at three companies before landing a prestigious job at Toyota. You love to learn systems and consider them a fun challenge.
TOUR GUIDE: You started by giving tours around Fukuoka, but recently moved to Tokyo as business wasn’t doing well. After five years here, you know the area quite well, including some quirky shops and entertainment.
TV PERSONALITY: Somehow you slowly shifted into doing television commentary, and now you appear on many TV shows and are well known in Japan.
VAMPIRE: You work at the vampire cafe in Tokyo. You are a vampire. You tell the customers they are squabbling trash, and entertain yourself with their chattel.
WHALE ACTIVIST: You are honored to have been on three anti-whaling expeditions. You give panels often and speak out against whaling, with an ultimate goal of saving the animals of the world from extinction. Whenever possible, you use organic detergents that do not harm the environment.
YAKUZA UNDERBOSS: Things are not looking up lately. Your subordinates have been flirting with a higher up family member. You’re friendly, but your eyes are wide open.
YOGA INSTRUCTOR: Life is measured in internal understanding. You want to bring peace to others. Flexibility is key!
ZOO KEEPER: Your favorite animal is the sloth, and secretly you don’t really like any other animals, but you work at the zoo because that gets you closer to the sloths.
QUIRKS/HOBBIES: Find your quirk/hobby below. Write your favorite complaints listed in the ‘complaints’ section on your character sheet. Sometimes, you cannot help but express your quirk. You love to share your hobbies, and hope to have time for them after laundry.
ALCOHOLIC: Since you were a teenager, you’ve loved to drink! You’re drunk more than not, but you like it that way.
- COMPLAINTS: Ay-ya, keep it down. Why is this machine so loud? I am dizzy watching the dryer. I might be sick.
BASEBALL LOVER: Yomiuri Giants, the best team in the world. Season tickets, there’s nothing better. You play on an amateur team at Ueno park every year, and helped design the stadium layout.
- COMPLAINTS: The Giants are losing today. I should be there cheering for them.
BODY PILLOW BOYFRIEND/GIRLFRIEND: Your boy/girlfriend is a body pillow, well, one of them anyway.
- COMPLAINTS: Waifu is cold. Waifu doesn’t like to get wet. Waifu is too hot in that dryer.
CAREFREE: You want to explore! Work is just a necessity to get out, and you switch jobs often.
- COMPLAINTS: This place is so small. Imagine a world where no one had to do laundry. This takes too long; I think I’ll finish this all tomorrow.
COMPETITIVE EATER: EAT! Ramen! Eggs! Mackerel! If only this 3-day fast to prepare your stomach would be over already.
- COMPLAINTS: Excuse me, I have a very bad stomach. I’m not feeling too well today. I think I ate too much. Why is this vending machine out of Calpis water?
CONSERVATIVE COMMENTARY: The world has started to shift to insanity! Someone needs to be loud about what’s right. No more foreigners, no more nonsense.
- COMPLAINTS: Can you believe what Abe has done now? Umbrellas are for the weak minded. China is disrespectful.
CABLE-KNIT WOOL SWEATERS: Last night had a high and a low point... The high point involved you sourcing some special hand dyed wool from Northern Ireland, and the low point was when you fell asleep tangled in your knitting.
- COMPLAINTS: I’m cold. This place is so drafty. Oh, I should not have put my sweater in the dryer, it has shrunk too much. I should not have stuffed it in my body pillow last night.
CEPHALOPOD TRANSLATOR: You think you can talk to cephalopods. You have a pet octopus, she tells you things... only you.
- COMPLAINTS: Octopus are very sensitive. They have many feelings. We should be sensitive to their feelings. They are very smart. They solve many puzzles. If you lock an octopus in a washing machine, it will find its way out. Don’t lock my octopus in the washing machine.
DRUGS: Your hobby is doing recreational drugs. All of them. Even at work.
- COMPLAINTS: I am itchy. It’s so hot in here. This is taking so long. I am going to be sick. Everything is on fire.
DANGEROUS SUSHI: Oh yeah that’s the thrill of life, eating Fugu. Tastes good, shows your status, and gives great pleasure.
- COMPLAINTS: Can you get fugu in this neighborhood? I hear it is not too fresh. I once ate a fugu fresh from the ocean.
EATING CREPES: You sneak out any time you can to get two savory, and one sweet crepe. Your partner is always telling you to stop that because they are full of sugar, but you don’t care! You love crepes!
- COMPLAINTS: Do you prefer savory crepes or sweet crepes? Did you know that savory crepes are called galettes? No one loves crepes as much as me!
EMOTIONALLY UNSTABLE: You break down crying, or laughing, nearly every day. Life is a roller coaster of extremes!
- COMPLAINTS: I wish you had not done that. Now I am upset. This machine should not have upset me. Why do the machines always upset me? They’re against me.
EXOTIC PET COLLECTION: A large cat friend is like owning silk sheets.
- COMPLAINTS: The dryer filter is clogged with too much animal hair. It’s not drying fast enough. They should allow pets in this laundry. Your cat could be friends with my hyena pup!
FEED STRAY CATS: You have 16 stray cats that you know by name and feed every day. You love them, so much.
- COMPLAINTS: Do you mind if I leave this litter box here? I need to bring more food next time. Poor cats.
FOREIGNER FEVER: You want to marry a foreigner. You know it in your soul. You only date foreigners.
- COMPLAINTS: She was wearing a wig. I think those were contacts. People should tell you where they are from; it should be law. I wish I was in Azerbijan right now instead of doing this laundry.
FRUIT IS GROSS: “Don’t eat that fruit; it’s disgusting”, you often ruminate.
- COMPLAINTS: Is that a fly? I think I saw a fruit fly. Stand still so I can catch it. Fruit always attracts flies.
GAME SHOW CONTESTANT: You’ve been on 23 game shows, and you’ve won 311,400 yen.
- COMPLAINTS: Did I win? I am very good at the physical challenges, but the puzzles are too difficult. Next time I will give it my best try. I won a year’s supply of Calpico once.
GRAND PARENT FETISH: You like grandmas and grandpas. You like how they smell. How they walk and talk.
- COMPLAINTS: Grandparents are usually so cute, but they were too rude. I wish my grandma was here. When she did laundry it smelled like jasmine and old houses.
GUNDAM COLLECTOR: GUNDAM! You build them, paint them, and trade them. Nothing brings peace to your day like a new Gundam kit, relaxing at your desk.
- COMPLAINTS: Char Aznable must have made these machines! What is this Pat Labor?
HOARDER: It’s not a matter of collecting things, you just never can let things go. You have items scattered everywhere in your apartment, including many things from several generations back.
- COMPLAINTS: I think I lost a sock. Oh, I found an extra sock. I will keep it just in case someone wishes to reclaim it. This empty Detergent-Sama bottle might be useful. People waste so much; they should save more.
HOME DECORATION: What is life without home?! You make sure all of your family and guests are comfortable and happy in your meticulously curated home.
- COMPLAINTS: We should clean these windows. Next time I will bring some candles. My curtains would look good here.
JAPANESE HISTORY: Japan is rich with useful and fun history! You hold a PHD, and curate several small museums.
- COMPLAINTS: The Bakufu Goverment was a very important period of Japanese history. Most people don’t understand that it wasn’t Tokugawa, but his grandson.
KENDO PRACTITIONER: The Book of Five Rings was useful to guide your spirit. Martial arts are a tool for understanding self.
- COMPLAINTS: Uus. These hakama smell like Godzilla. I want bouken.
LOWRIDERS: Custom fitted-out low riding scooters, one centimeter is the goal of the drop. Yes, you can snap a photo. I would be honored.
- COMPLAINTS: I scraped my skid plate and it fell off today. I can’t wash my leather jacket in this machine. Have you seen my black pants? I think they were in this dryer.
MOM LOVER: Your mother is the most amazing person, and should be appreciated. You love mom.
- COMPLAINTS: Mom didn’t call me today. I will video chat her tonight. Mom forgot to include detergent, but it’s okay.
MUDLARKING: Storm drains, old forests, ancient irrigation, you know all the best spots to find history and won’t share!
- COMPLAINTS: These mud-stains won’t come out of my herringbone tweed coat. The Kamakura period yen coins were in my pants pocket! They must have gone into the drain.
NOISE MUSIC: Patterns are the soul. Some of your favorite musicians are Ryoji Ikeda, Keijo Haino, and Akifumi Nakajima.
- COMPLAINTS: You’re bored. You wish there were more things to tap on, why aren’t there more things to tap on.
OCD ORGANIZER: Everything must be perfect! You like to touch things many times over and over, to make sure it’s perfect.
- COMPLAINTS: You cannot mix detergents of different brands! You cannot mix colors! You cannot mix male and female laundries! That machine is not perfectly in line with the others!
PACHINKO ADDICT: After work, it’s Pachinko time. You crave those steel balls, rippling music, and crazy lights!
- COMPLAINTS: You washed your golden ticket because it was left in your pocket!! Where did all your money go?!
PARASITOLOGY: The thrill of study keeps you going; there are parasites in us all!
- COMPLAINTS: These clothes are still damp. There still could be eggs in them. I should dry them again on high heat. I will leave a note to the matron to sterilize the washing machine. Did you know a tape worm can grow up to 20 meters inside of you?
ROBO SOCCER: You constantly improve your robo soccer squad. There’s only a few months until the quarter final!
- COMPLAINTS: We lost again. I forgot to charge the robot; it is moving so slowly. Our robot falls over on penalty kicks.
SACRED LOVE: Love belongs to the soul and is needed for balance and replenishment. You have spent much of your life on this healing art.
- COMPLAINTS: Why is so much love being made unsacredly these days? Love is the highest emotion. We must cherish love always. Do not abandon love, but love always. I do not think this washing machine loves me very much, it has taken another one of my socks.
SPORTS ADDICT: You love to go to the bar and talk sports with your friends, and you also wonder what cricket is like to play... It is the sport you haven’t tried.
- COMPLAINTS: The wash is taking too long. I am going to miss kick off. Next time, Japan is going to be in the World Cup Finals! Look out, Korea!
SWEETS BUFFET: Unlimited sweets for 90 minutes! You love those cafes.
- COMPLAINTS: My mom ate most of the brownies she made, and I wanted at least one corner, which isn’t fair. The Sweets Paradise was out of swedish rolls again.
TOO NICE: No one is ever wrong; they are just scared and need help. Everyone should be put first! You are determined to make the world wonderful!
- COMPLAINTS: It’s too bad there aren’t more seats in here, so everyone could sit down, I feel bad. You should use my Detergent-Sama, I’m not using it. I have plenty. I can do my laundry tomorrow. It makes me feel good when you use my dryer. I have too many loads of laundry to do, you go first. Sing, “The sun will come out tomorrow.”
FAVORITE PLATITUDE: Given your mood, copy one or two platitudes (general meaningless compliments) from the back of the character sheet that your character might give.
ASSIGNING LAUNDRY: At the start of each of the three days, the facilitator will give a combination of laundry and resources to patrons of the laundromat.
You will follow this process for each player, including yourself: First draw one card at a time until you get a dryer card. Take all laundry items with an exact match shown on the cards drawn and give them to the player (max five items), and 100 yen for each item given (max 300 yen). If an item is not available in the supply, it will be ignored and no resources will be given for that card. Give 1 detergent for each washer card (max 2). If there is no detergent left in the supply none will be given. If a player would not receive any clothing items this round, give them one random clothing item from the supply, but no yen. Note that any unspent yen may be kept between days.
Upon the start of the next day, draw cards and give resources and laundry using the same method above; however, be sure to start with the last player to receive resources on the previous day and go around in the opposite direction.
COMPLETED CHARACTER: See page 29 for an example of a completed character sheet with the cards drawn, and pages 15-16 for a blank version capable of being copied. If you wish to speed up character creation, you can simply check one box for each section, of your choice, instead of randomizing.
You can also roll a d6 instead of flipping laundry cards.


DOING YOUR LAUNDRY: Each day you need to do your laundry at the laundromat before you can leave. When you walk up to use a machine, remember to be polite to others in the laundromat; perhaps ask if it is ok for you to use a machine.
To run a load of laundry, you need to use a detergent bottle and spend 100 yen. To run a dry cycle, you need to spend 100 yen. It is also necessary for the door to be completely shut to start a cycle. Place your yen or detergent back into a general supply after using them. In certain cases, it may useful to ask for yen, detergent, or to share a load of laundry with a stranger. This should be handled through polite conversation.
After you place your clothes in the washer or dryer, close the door and pay for the cycle, then wait a few minutes before the cycle completes. If you are not able to complete your laundry for the day, you may be forced to leave it undone. You will have to take it with you and try again the next day in addition to any new laundry received.
POINTS OF CONFLICT: If a point of conflict ever arises, such as two players not agreeing to let the other use a machine, or disagreeing on whose socks are whose, shuffle the cards and give half the deck of cards to each player. They will then flip one card at a time, until the first player to get a washer or dryer, who will win the conflict. If you both get a machine, you will be forced to share or compromise.

MOOD, COMPLAINT, AND PLATITUDE: In addition to doing your laundry each day, you explore your mood. Playing with your mood will either lead to you complaining or offering a general insincere platitude to a person or the whole laundromat.
Never reveal your mood directly. To explore your mood, engage in conversation with others in the laundromat. For example: If your mood is bored, try to have someone entertain you. If your mood is frantic, did someone calm you down? It is very important that you do not explicitly ask for someone to fulfill your mood; it must happen naturally. You can engage in topics other than what your mood indicates.
Before you leave the laundromat each day, you MUST do one of the following:
MOOD UNSATISFIED: If you feel that your mood persists toward the end of the day, you must complain before leaving the laundromat. Use one of the complaints you wrote down.
MOOD SATISFIED: If you feel that your mood has been engaged and fulfilled this day in the laundromat, you must offer a platitude that you wrote on your character sheet to a person or the laundromat in general before leaving.
DAY 1: When everyone is ready to start, players may begin entering the laundromat at their will. Remember that you are a new person now; you are the character on your sheet. It will bring more excitement and put everyone at ease if you embody your characters background, quirk, and mood.
After you have attempted to do your laundry and given a complaint or platitude, you should then leave the laundromat and fill out the Mr. Sudsy Customer Satisfaction Survey which will guide you through any additional steps that are needed before the next day begins.
DAY 2: Randomize a new time of day and weather (leaving the season the same), and write them in the next section on the small notepad. Randomize and give players new laundry/resources using the cards, remembering to start with the last player and go in reverse order. All resources left over from the previous day will also be kept by players. In addition, you will also draw cards and state an extra event for day 2 using the chart below:
7-11: 7-11 has free ice cream today!
ABE ABE ABE: “Abe Abe Abe” is shouted from megaphone vans every 30 seconds.
BUBBLES: There is a foam of bubbles coalescing around the drain on the floor.
CANDY: There are individually wrapped candies about.
CAT: There is a Coin Laundry cat sitting on the dryer.
DETERGENT-SAMA: One free sample of Detergent-Sama detergent is sitting on a washing machine (place a detergent on a machine if available).
DOG: There is a lost dog begging for food at the door.
EMPTY OFFICE: The office door is ajar and the office is empty.
FINCHES: Finches flutter into the laundromat.
HAT: A hat is sitting unclaimed on one of the benches.
MEOWS: You hear soft meows from the streets every so often...
NO CHANGE: ‘No Change Given’ sign is posted on the door.
NO SOCKS: No one can find their socks (remove all socks and place them in the box).
POPCORN: Free popcorn being handed out by the laundromat owner.
SPILL: Someone spilled coffee on the door and just left it there! Outrageous!
Read the event aloud to the group before starting the day. At the end of the day, everyone will fill out Mr.Sudsy‘s Customer Satisfaction Survey again.
DAY 3: The day 3 setup will be the same as day 2, however you will use the chart on page 21 instead. Note that this is the final day, and your last chance to finish your laundry and satisfy your mood. Once everyone has left, you will give a short outro for your character, stating what was on your character sheet and what happened during these past three days at the laundromat if you wish. It is also advised to share what happens to your character in the future.

BODY PILLOW: What was not clear to one of you, is suddenly apparent! You are a body pillow, being brought to the laundromat by one of the other patrons... If you have this realization, confront the person you belong to.
CELEBRITY: There is an infamous TV celebrity in the laundromat today! Everyone is too shy to talk to them, but whispers spread quickly among those doing their laundry. Who is it, and what are they famous for?
CLOSED: Upon arriving at the laundromat, you find a sign that reads ‘closed for the day’. All of the lights are out, and you can see a woman sitting in the very back eating a sandwhich with the TV on. She never responds.
DETERGENT-SAMA: The Detergent-Sama mascot, and a full team, come in singing the Detergent-Sama chant and handing out free detergent.
EARTHQUAKE: At some point during the day, the player who drew for earthquake must make loud beeping sounds. This signifies a large earthquake is inbound, and will likely arrive within 5 seconds. The earthquake causes the walls to sway, detergent falls from the shelves, and the store owner looks bored throughout the entire process.
FIRE DRILL: The large office building next door has the fire alarm blazing. The sidewalk in front of the laundromat is packed full with people in business suits. You can barely move through the tightly packed crowd.
FREE PASTRIES: Someone left a box of cakes and cookies on top of one of the machines with a note that reads, “We made too many pastries this morning at Cocofulu, enjoy!”
KAIJU: There is a loud thumping sound of drums in the distance... The Kaiju is AWOKEN!
MONKEY: There’s a monkey all alone in the laundromat, sitting complacently on one of the benches, looking around.
MOODY: Swirling lights dance around the laundromat, making you dizzy. Give the person to your left your mood.
MURDER CASE: A TV in the laundromat broadcasts the constant story of a multi-murder case in the local neighborhood, stating that the killer has not been caught...
PENIS FESTIVAL: It’s the time for the Penis Festival! Let us celebrate fertility with a penis banana.
POWER OUT: The power is cycling on and off, you notice a backup light is constantly flickering in the back with some zit-zat sounds. You must draw a card every time you attempt a dry cycle. Clothes = Your money comes back out, Washer = It works correctly, Dryer = The machine permanently breaks.
ROBOT GREETER: You enter to find a robot greeting you, explaining how the laundry machines work. It is clear that there are brand new machines at the laundromat, state of the art, but they now cost 200 yen to operate.
SOCKS: Put all the socks in the washing machines and dryers (taking them from players if necessary); they are dirty and mysteriously left there...
STEAMY: The laundromat is warm and steamy inside, you can only see a few centimeters in front of your face.
SURVEY: You find surveys scattered all around the laundromat seats. To fill out the survey for Mr.Sudsy, please visit jordandraper.com/mrsudsy and email your completed survey to talk@jordandraper.com.
Thanks for visiting Mr.Sudsy’s Laundromat!

MR.SUDSY VEND
- Players
- 2-6
- Time
- 45-60 MIN
- Designer
- JORDAN DRAPER, LUKE CRANE
- Game type
- JARP
- Games required
- TOKYO COIN LAUNDRY & TOKYO JIDOHANBAIKI
By adding the vending machine from TOKYO JIDOHANBAIKI to the Mr.Sudsy Laundromat, it is possible to purchase detergent during the game.
SETUP: Place the vending machine in the laundromat, and all excess detergent next to it.
PURCHASING DETERGENT: During your time in the laundromat, you can attempt to purchase detergent by spending 200 yen, and dropping a detergent bottle that is next to the vending machine inside. If the detergent comes out, you may keep it. If it gets stuck, it will remain in the vending machine until it is knocked out by another detergent bottle.
After players use detergent to start their wash cycles, they should discard the used detergent bottles next to the vending machine so they may be purchased again.
WASH MACHINE
- Players
- 2-4
- Time
- 15-30 MIN
- Designer
- JR HONEYCUTT, JORDAN DRAPER
- Game type
- TACTICAL APPLIANCE WARFARE
Wash Machine is an all-out war of washer, dryers, and detergent snipes! Last machine standing wins.
SETUP: Assemble into two teams. Each team has 8 points to spend on drafting units. Alternate between teams choosing units. Draftable units and stats follow:
2 WASHING MACHINES: 2pts. / 2hp / square move / standard attack / detergent snipe.
4 DRYERS: 4pts. / 4hp / triangle move / standard attack / bull rush attack.
After all units are drafted, set them on opposite back lines of the table. Place a number of coins equal to their HP inside of each machine. Give each team a bed sheet. Place the notepad in the dead center of the table, and scatter the newspapers, magazines, and/or any other small items of your choice on the table evenly between both sides. This is terrain. Place all of the cards nearby. The youngest player goes first. Each unit on your team will take a single action, consisting of moving, shooting, or making a special attack.
MOVE: Movement utilizes the bedsheet and is different for each unit. Washing machines have a square movement. Take an unfolded bedsheet, align one edge entirely touching the front of the machine, and then move that unit anywhere. The unit must remain on top of the bedsheet. Dryers have a triangle movement. Fold the bedsheet in half into a triangle. Placement follows the same rules as the washing machine.
It is possible to move past terrain; however, you may not end your movement on terrain.
STANDARD SHOT: Without moving the unit, take your bedsheet and check the distance of your shot by rotating it from corner to corner in front of the unit. If an enemy unit is within range of the corner of the bedsheet, you take a shot. To check for damage, shuffle the cards and turn them over one at a time until the attacking unit is revealed. Compare the number of revealed black and white clothing item cards. If there are more black items than white, the difference is the amount of HP the machines will lose. If there are equal or more white items, no damage is done. Terrain may be shot over.
Remove a number of HP coins from the machine hit, equal to the damage dealt. If a unit runs out of coins, lay it on its back, dead, as new terrain. Reshuffle all cards after each shot.

DETERGENT SNIPE: This special move is only for washing machines, and allows them to take a snipe shot. Place a detergent bottle on top of the machine, and then flick it in any forward facing position. If you physically hit any units (including your own) or multiple units with the detergent, you then check for damage as usual with a -1 hit penalty, and apply this to all units hit.
BULL RUSH: This special move is only for dryers, and allows them to move into an enemy unit using regular movement rules, dealing 1 damage and knocking them back 1 bedsheet width. If the unit collides with any terrain from the knockback, they take1 additional damage as well.

DEAD LOCK: If at any time a unit ends its movement face to face with an enemy unit, they enter a dead lock, a 1v1 showdown to the death! Shuffle all cards, then deal 10 to each player face down. Players then flip one card at a time, with black clothing cards dealing 1 damage each to the enemy unit every time one is drawn. This continues until a unit is dead. Lay them on their back and continue the game as normal.
GAME END: The last machine standing wins!



VEND MACHINE
- Players
- 2-6
- Time
- 15-30 MIN
- Designer
- JR HONEYCUTT, JORDAN DRAPER
- Game type
- TACTICAL APPLIANCE WARFARE
- Games required
- TOKYO COIN LAUNDRY & TOKYO JIDOHANBAIKI
Vend Machine incoporates new terrain and a vending machine unit into Wash Machine.
SETUP: Follow all of the regular rules in Wash Machine, with the following added terrain:
SIGNS: Slide sets of vending signs together in a V shape, and place them around the arena.
CRATES & DRINKS: Fill the six crates with all 36 drinks sorted by color, give each player 3, and have them place them in a chain, 1 bedsheet apart, starting from the notepad.
The vending machine may now be drafted as a new unit! This also opens up a way to play the game with 3 parties, drafting with 6 points instead of 8. The vending machine has the following stats and abilities:
6 VENDING MACHINE: 6pts. / 6hp / triangle move / vend attack.
The vending machine has no basic attack, but instead uses collected ammo (drinks) to take a special vend attack. When the game starts, the vending machine must pick up ammo by moving and touching a crate full of drinks. When the vending machine ends its movement touching a crate, take all drinks from inside. On a later turn, instead of moving, you make a take a shot with the vending machine by dropping any number of collected ammo into the vending machine. As the ammo rolls from the front of the machine, each drink that hits an enemy unit counts as a normal shot, and damage will be calculated just as a standard attack would be, separately for each drink that hits. Any used drinks are returned to their original crate after the shot is finished.


SUDSY MONEY
- Players
- 1
- Time
- 20 MIN
- Designer
- JORDAN DRAPER
- Game type
- STRATEGY PUZZLE, PUSH YOUR LUCK
In this business game, you run a laundromat in the hopes of earning enough money to buy Japanese items you’ve wanted for your whole life!
SETUP: This game requires a writing utensil. Set out two washing machines, then take 400 yen, 4 detergents, and the notepad and place them in front of you. Shuffle the cards and place them to the side, along with the rest of the yen, all of the fabric clothes, and the rest of the laundry machines.
The goal of the game is to purchase all of the items you set out to purchase at the beginning of the game. If you don’t manage to buy them all, you will lose. If you purchase them all before game end, their sum value will be your score!
GAMEPLAY: The game will take place over 6 rounds, or until the deck runs out. At the end of each round, you will have one opportunity to purchase a single item from your list. Before you start playing, you will write 1-6 items on your notepad next to each of the boxes in the first section. You may only write each unique item once, picking from the list below:
- 100 Yen: BOSS Coffee, Grape Soda
- 200 Yen: Kawaii Keychain, Wallet
- 300 Yen: Gotcha Gotcha Toy, Catzilla
- 400 Yen: Umbrella, New Socks
- 500 Yen: Special Ramen, Washi Cats Game
- 600 Yen: MUJI Plant, Japanese Flute
Here is an example wish list, with BOSS Coffee, a MUJI Plant, Kawaii Keychain, and an Umbrella. Note: The items picked do not have to be in any particular order, as you can choose which to purchase at the end of each round. You may pick 2 items that are the same price, but not the same item twice.
PLAYING A ROUND: Each round, you will do the following before starting a new round. All steps before ‘6) ROUND END’ are optional and may be skipped.
1) LOAD: If you have an empty washing machine, open the door to prepare it for loading.
2) DRAWING CARDS: If you have a single washing machine door open, begin flipping cards one at a time. If you get a clothing item, take that exact item from the main pile and load it into the open machine. You now have the option to close the door, or keep drawing cards to try adding more similar color items. If you continue drawing cards, keep loading items of the same color until you draw an item of a different color. When this happens, you must close the door, and choose to either open a new empty machine should you have it and load the item there, returning to the beginning of step 2, or, close the door and discard the new item. All discarded clothing items are out of the game. You may continue this process until all your machines have clothes inside if you wish.
NOTE: All drawn cards are kept in a discard pile, if you draw the final card, finish the round as you normally would. The game will then end.
MAINTENANCE CARDS: If you draw one of these cards, you must pay 100 yen to the supply if you have any of those machines (thus you will always pay 100 yen in total if a washing machine card is drawn). NOTE: If you draw a maintenance card and have no yen, you will lose the game immediately.

3) RUN A WASH: After you have finished loading and drawing cards for the round, you may run wash cycles. Choose any number of machines with clothes inside, pay 1 detergent bottle per machine to the supply, and take all clothes out. Count the number of clothes you washed (a pair of socks count as a single item), and receive 100 yen from the supply for each item. *Optionally, you may refuse the 100 yen per item from the supply, and move like color items into an empty dryer, or a dryer with similar color items inside.
*DRYING CLOTHES: During step 3 of rounds 3 & 6 only, you may run free dry cycles. This happens after you run a wash, should you wish to. Take all items out of the dryers you wish to use, receive 200 yen from the supply for each item, and discard all clothing items.
4) SUPPLY RUN: You may now purchase items from the supply, for 100 yen each, in any quantity: Detergent bottle, washing machine, or dryer. Take them for use from the supply.
5) WISH LIST: You may now purchase a single item from your wish list. Pay the yen to the supply, and check off one of your beloved items of wanting.
6) ROUND END: Return to step 1, unless it is the 6th round or the deck of cards has run out. If any items on your wish list were not paid for, you write DEBT! on your list and lose. If you managed to purchase everything, add the sum value, and this is your score!

COIN-OP
- Players
- 2
- Time
- 15 MIN
- Designer
- JORDAN DRAPER
- Game type
- ABSTRACT STRATEGY
The objective in Coin-op is to wash and dry your laundry for more points than your opponent by the time the game ends.
SETUP: Each player needs a writing instrument (not included). Tear off one laundry ticket for each player. Give them one matching set of fabric clothes (laid out openly as shown), 2 detergent, 1 magazine, 1 newspaper, and 10 yen coins. Place the 4 washing machines in the center between both players, with 2 facing each player. Place the 2 dryers at the edges, and decide which one is a ‘score dryer’ and which is a ‘no score dryer’.
GAMEPLAY: To begin, both players secretly assign a value to each of their clothing items. Write two 1s, two 2s, and two 3s on your laundry sheet. Next to each one, write the item you wish to assign to that value. Note: Don't write down socks; they are worth 5 each.
The first player to speak up goes first and marks their sheet with a circled 1. If this player triggers game end on their turn, the other player receives one more turn. Players alternate turns, performing one of four actions on their turn:
LOAD: To load a machine, simply choose any one item of clothing in front of you, open any of the four washing machines (picking up one facing away from you if necessary), and place your clothing item inside. Players cannot touch or move any items in the machines.
*Note: Socks are loaded separately, not as a pair, and count as a single item.

WASH: To run a wash, pay 200 yen and a detergent bottle to the center. Open the machine you want to wash and pull out all items inside. Then, make the following checks:
2 ITEMS OR LESS: If there are 2 or less items, move them into the ‘no score’ dryer.
3-4 ITEMS: If there are 3 or 4 items, move them into the ‘score’ dryer, with the exception of 2+ socks (see below!).
5+ ITEMS: If there are 5+ items, the machine is overloaded. Place the detergent bottle you used for the wash on top of the machine, it requires one more wash action performed by any player before the wash will complete. Return all items back to the washer.
*2+ SOCKS: If any completed wash has more than 1 sock in it (of any color combination), regardless of the other items, all socks from that wash are moved to the ‘no score’ dryer. Other items in this wash still move to the ‘score’ dryer.
DRY: To run a dryer, pay 200 yen and a magazine or newspaper to the center. Choose a dryer, and pull out all items inside. Place the items inside next to the dryer they were pulled from, openly displayed for all to see.
SHOP: To shop, trade in 200 yen to the center for an available resource there, either a detergent bottle, magazine, or newspaper.

GAME END: If both of one player’s socks have been dried, or if all of a player’s clothing items other than their socks have been dried, the game will end.
SCORING: Mark all the clothing items of your color that were successfully dried from the ‘score’ dryer on your laundry sheet, receiving points for them. Each sock you successfully dried is worth 5 points. Laundry dried from the ‘no score’ dryer are not worth any points, unless in pairs as follows:
BOTH SOCKS: 1 point
UNDERWEAR & BRA: 1 point
PANTS & SHIRT: 1 point
BEDSHEET & PILLOWCASE: 1 point
Count up your points, marking them on your laundry sheet, and the player with the most points is the winner!
In the case of a tie, the player who scored more 5 pt. socks wins. If still tied, share in freshness!

WASH MATCH
- Players
- 2
- Time
- 10 MIN
- Designer
- itten
- Game type
- MEMORY, STRATEGY
SETUP: Place 4 washing machines on one side, and the 2 dryers on the other side with all of their doors open. Take out 2 washing machine cards, then place the remaining cards face down and shuffle them around. Give each player one full color set of clothes. Each player takes 5x 100 yen coins (500 yen total).
GAMEPLAY: The goal of the game is to earn 5 laundry points before your opponent. On your turn, you will flip two of the face down cards on the table:
DIFFERENT CARDS: If the cards do not match (for example a shirt and a dryer card) flip them over again, your turn ends.
CLOTHING MATCH: If the cards are matching clothing items (both shirts, both pillowcases, etc.) you will take that item from in front of you, and load it into one of the 4 washing machines. You may also put it in a machine that already has your clothes or your opponent’s clothes in it. If the matching cards are for an item you no longer have in front of you turn the cards face down again and do not shuffle the cards on the table or put any items in a machine. Hold onto those specific cards until next shuffle. (You do not put any items in a machine in this case.) The door of the machine is kept open until a player runs a wash, until then other laundry may still be added to it.
LAUNDRY ITEMS & POINT CALCULATION:
- Each laundry item is worth 1 point except for the bedsheet and the pair of socks.
- A bedsheet is worth 2 points. If a bed sheet is put inside a washing machine, no other laundry can enter this washing machine. (Also, a bedsheet can only be put into an empty washing machine.)
- When you make a match for socks, take the pair of socks worth 2 points. They may be put separately into two different washing machines, or together into a single machine. A sock is worth 1 point when counted individually.
WASHER MATCH: If you find two washing machine cards, choose a washing machine and run a wash by spending 100 yen (close the door of the machine when you do this). Then put all cards you have taken back to the center and shuffle them all to start a new round.
DRYER MATCH: If you find two dryer cards, choose a washing machine that has run a wash and transport all items in that washing machine to a dryer and run it immediately by closing its door and spending 100 yen. Then put all cards you have taken back to the center and shuffle them all to start a new round.
WASHER & DRYER MATCH: You can choose a dryer and take all the clothes out of it. Deliver each item to whoever it belongs to (if there are 1 black sock and 1 white t-shirt, the black sock goes to the player playing black laundry and the t-shirt goes to the player playing white laundry). You don’t need to pay for making this action. If no dryer is being used, simply put all cards back and shuffle them to start a new round. Once laundry items have been collected from the dryer, the items count for laundry points.
NOTES:
- When there is a washer match or a dryer match, it is mandatory to pay and operate a machine unless there is no machine that has any clothes in it.
- When you make a match but have no washer or dryer with clothes in it, simply put all cards back and shuffle them to start a new round.
- Whoever makes a pair and triggers a shuffle plays first in the next round.
- If you lose all 5 of your 100 yen coins, keep playing until you finish 5 points. However, if you flip cards to make another pair of washer or dryer cards, you run out of money and lose the game immediately. Make sure you plan your way through finishing 5 laundry points with the starting budget.
GAME END: Whoever earns 5 laundry points first wins. If both players finish the game at the same time, whoever has more laundry points wins. If the points are even at this point, continue the game until either earns more points.
TOTEM OF THE LAUNDRY GOD
- Players
- 2-4
- Time
- 30 MIN
- Designer
- JORDAN DRAPER
- Game type
- DEXTERITY, PUSH YOUR LUCK
Can you appease the detergent-sama with your laundry transfer skills??
SETUP: In the center of the table, stack the two dryers, and then two more washers for easy difficulty, three for medium difficulty, or all four (totalling six machines) for hard difficulty. When stacking the machines, rotate each one 90 degrees clockwise from the one below.
Split the 21 yen coins evenly among players, discarding any remainders. Remove all of one color laundry clothes cards, then shuffle the remaining cards and place them in a draw deck face down. Place all of the detergent, magazines, and newspapers in a pile. Place one color of clothing on the table, and the other in the box.
OBJECTIVE: To collect the most laundry.
GAMEPLAY: The last player to do their laundry will go first. They flip the top card, take the item drawn, and place it into the top machine.
*Note that you may only touch the machine you are loading into, and any machines below it. It is never allowed to touch machines above the machine you are using.
*For extra hard difficulty, place a detergent bottle, magazine, or newspaper, on top of the machine you just loaded an item into at the end of your turn. At most a machine may have two items placed on top of it, if there are already two items, you will not place anything.
The next player in clockwise order then draws a new card, and loads that item into the top most machine, and so on. If you draw a clothing card and the item is already in a machine (thus not in the laundry pile), you must take it out of the machine it is currently in, and then move it into the machine directly below it.
If you draw a washer or dryer card, you will move an item that is in a machine directly above a washer or dryer of your choice (depending on which card you drew), and move it into that machine. If there are no valid options, you will draw a new card.
PURCHASING CLOTHES: After you have moved your clothing item for the turn and shut the door of the machine, you have the option to buy this item for yen. To figure out how much the item will cost, count up how high the machine is on the stack, and this will be the amount to pay. For example, if the item is in the third machine up, you pay 300 yen to purchase it. Pay your yen to the center, and attempt to take out the item. Place it in front of you as part of your new collection. *Note that if a clothing item makes it all the way to the bottom machine, it is free to purchase at the end of your turn.
PENALTIES: If any items fall off of the stack on your turn, you must pay 100 yen per item that fell. You will not replace these items. If you do not have yen to pay for the fallen items, you must pay with clothes you have purchased. If you do not have any yen or clothes, and no other players wish to give you yen, you will not pay anything.
GAME END: When all of the laundry items have moved through the machine stack, or a player knocks over the machine stack, the game ends immediately. The player with the most clothes is the winner! Yen breaks ties.
SOLO MODE: See how far you can get, starting with ten 100 yen coins.
CREDITS
Framework Design and Artwork by: Jordan Draper
Rulebook Editing: Travis D. Hill
www.jordandraper.com
talk@jordandraper.com
MR.SUDSY VEND
- Players
- 2-6
- Time
- 45-60 MIN
- Designer
- JORDAN DRAPER, LUKE CRANE
- Game type
- JARP
- Games required
- TOKYO COIN LAUNDRY & TOKYO JIDOHANBAIKI
By adding the vending machine from TOKYO JIDOHANBAIKI to the Mr.Sudsy Laundromat, it is possible to purchase detergent during the game.
SETUP: Place the vending machine in the laundromat, and all excess detergent next to it.
PURCHASING DETERGENT: During your time in the laundromat, you can attempt to purchase detergent by spending 200 yen, and dropping a detergent bottle that is next to the vending machine inside. If the detergent comes out, you may keep it. If it gets stuck, it will remain in the vending machine until it is knocked out by another detergent bottle.
After players use detergent to start their wash cycles, they should discard the used detergent bottles next to the vending machine so they may be purchased again.
VEND MACHINE
- Players
- 2-6
- Time
- 15-30 MIN
- Designer
- JR HONEYCUTT, JORDAN DRAPER
- Game type
- TACTICAL APPLIANCE WARFARE
- Games required
- TOKYO COIN LAUNDRY & TOKYO JIDOHANBAIKI
Vend Machine incoporates new terrain and a vending machine unit into Wash Machine.
SETUP: Follow all of the regular rules in Wash Machine, with the following added terrain:
SIGNS: Slide sets of vending signs together in a V shape, and place them around the arena.
CRATES & DRINKS: Fill the six crates with all 36 drinks sorted by color, give each player 3, and have them place them in a chain, 1 bedsheet apart, starting from the notepad.

The vending machine may now be drafted as a new unit! This also opens up a way to play the game with 3 parties, drafting with 6 points instead of 8. The vending machine has the following stats and abilities:
6 VENDING MACHINE: 6pts. / 6hp / triangle move / vend attack.
The vending machine has no basic attack, but instead uses collected ammo (drinks) to take a special vend attack. When the game starts, the vending machine must pick up ammo by moving and touching a crate full of drinks. When the vending machine ends its movement touching a crate, take all drinks from inside. On a later turn, instead of moving, you make a take a shot with the vending machine by dropping any number of collected ammo into the vending machine. As the ammo rolls from the front of the machine, each drink that hits an enemy unit counts as a normal shot, and damage will be calculated just as a standard attack would be, separately for each drink that hits. Any used drinks are returned to their original crate after the shot is finished.
ARCHITECTS ALSO SHOP
- Players
- 2-5
- Time
- 30 min
- Designer
- Stefan Brakman, Jordan Draper
- Game type
- Pick-up & Deliver, Dexterity (Optional)
- Games required
- TOKYO JIDOHANBAIKI, TOKYO TSUKIJI MARKET, TOKYO JUTAKU & TOKYO COIN LAUNDRY
In this game you are a Japanese architect, on a shopping spree for a plethora of the most expensive items you can manage to grab!
SETUP: Take the Jutaku cards and create a grid as shown on page 24. Note the width of the pathways should be gauged by the architect tokens.
- 1) Place the vending machine, and one crate with all 6 black drinks next to it.
- 2) Pull the rest of the drinks randomly from a box lid, until there are 5 on each of the cards on the second to top row.
- 3) Place the 6 color drink cards out, with 300 yen on all but the black, which gets 200.
- 4) Give each player an empty crate, and an architect token, at the bottom of the map.
- 5) Place magazines/newspapers on the bottom middle card, 2 washing machines and a dryer on the top 3 center cards.
- 6) Place one clothing item on each of the lower outside 16 cards. Note that socks are a single item.
- 7) Place a washer and dryer card in a stack with 500 yen.
- 8) Place the bed sheet and pillow case card in a stack with 400 yen.
- 9) Place the shirt and pants card in a stack with 300 yen.
- 10) Place the bra, underwear, and socks card in a stack with 200 yen.
- 11) Place two ‘15’ tuna and 500 yen on the top left most cards, with the other tuna in the bag.
- 12) Place 5 salmon on each of the top two middle cards.
- 13) Place two ‘4’ crabs on the top right most cards, with the other crabs in the bag.
- 14) Place mackerel barrels equal to 3x the number of players next to the cards.
- 15) Place yen as a general supply somewhere.

GAMEPLAY: There are two options for playing the game, with dexterity, or without. Decide as a group which version you would like to play. With the dexterity version, you will have to add items to your shopping basket, and once added, you may not touch them anymore and must push your basket using your architect token. If anything falls out, it is discarded as lost. With the strictly economic version, there is no pentaly for items falling out and you may touch everything in your basket as you wish.
The player to last go shopping will go first, then play will follow in clockwise order. On your turn you must move between 1-3 spaces (shown by the blue dots on page 19), and then you may take 1 item from a card you are directly in front of (or use the vending machine if touching it). From a blue dot location, you may move to any other blue dot connected by a line with no other blue dots between as shown on page 19. This is 1 space. You may make a 180 degree U-turn as a movement, but you may not end your turn on the same space you started on.
Begin moving through the shopping center, grabbing as many items as you can manage, and when you are ready, make your way back to the entrance at the bottom of the map. You may only exit out the double lanes in the center. You will exit the store with your lot of goods a total of two times. When you exit, take the items, a mackerel barrel, and a payout for each as shown by the market prices. Place the items in front of you. Then reduce yen on cards you were paid out for by 100 yen only, regardless of the number of items you took in that category. On your next turn, enter the store again at the middle double lanes.
EXAMPLE: You exit the store first with two shirts, a red drink, a salmon, and a crab pulled from the bag. Nice haul. You take 600 yen for the two shirts, removing 100 yen from that card stack. You take 300 yen for the red drink, and take 100 yen from the red card. You place the salmon with the ‘f’ side up in front of you and take 500 yen. You place the ‘6’ crab you pulled from the bag in front of you, and take 600 yen. Your turn is now over and you will enter the store again on your next turn.
While most items have a direct payout price, some are special as follows:
NEWSPAPERS/MAGAZINES: These are used as tie-breakers, and the player with the most will break any end game ties.
DETERGENT: Each detergent you exit the store with will double the value of a single clothing item payout. EXAMPLE: You leave the store with 2 bras, 1 shirt, and 2 detergent. You choose to apply the first detergent to the shirt, incresing the payout from 300 to 600, and the second to a bra, increasing the payout from 300 to 600. You may not apply multiple detergent to a single item.
CRABS: Instead of taking a crab from a card, you instead pull one from the bag randomly.
TUNA: First, you must have 500 yen and pay it to the bank, then pull a random tuna from the bag. Each tuna you purchase after the first will cost +500 yen.
SALMON: Take a salmon from the card, and if you are the first player out of the store, you will get 500 yen per salmon and place them with the ‘f’ side up. If any player (including yourself) has already left the store with any salmon, take 400 yen per salmon and place them with the ‘4’ side up.
VENDING MACHINE: To use the vending machine, you must be at one of the two blue locations shown with grey lines touching the vending machine. Dump the entire crate of black drinks in the vending machine. Take all drinks that come out, and remove any stuck drinks and place them back in the crate next to the machine. If any drinks are paid out, or dropped from carts, add them to the vending machine crate (or next to it if full).
GAME END: When all but one player have 2 mackerel barrels from exiting the store 2 times, the game will end immediately. The player left in the store will not receive any payout for current cart items.
Count up all of your yen, and the player with the most is the winner! If there is a tie, the player with the most magazines/newspapers wins. If there is still a tie, you are all consumers.

