We’ve loved Nippon for a long time.
Back when the original game released in 2015, it quickly became one of our favourite economic eurogames. It was simply a game where everything seemed to fit together. Building factories led to more production, production led to influence, influence led to scoring, and somehow every decision created a new problem to solve. When Nippon: Zaibatsu arrived, it kept everything we liked while cleaning up a few rough edges. For us, it became the version we’d happily choose every time.
That’s why we were both excited and a little cautious when we heard about Genro.
The thing is, Nippon never felt unfinished. Even after many plays, it still offered plenty to explore. So when an expansion was announced, our first reaction wasn’t necessarily “finally”. It was more “okay, what exactly are you adding to a game that already feels complete?”
As it turns out, the answer is politics.
Genro introduces government influence, political loyalty, regulations, labour unrest, educational reforms, and a collection of powerful statesmen who all seem interested in making your life more difficult. The result isn’t simply more Nippon. It changes the importance of decisions you were already making.
The Genro Expansion launches on Kickstarter on 23 June.
👥 1-4 players, ages 14+
⌛ Playing time: 90-120 minutes
📝 Designers: Nuno Bizarro Sentieiro & Paulo Soledade
🎨 Artwork: Maya Kurkhuli
🏢 Publisher: CrowD Games (preview copy provided)



About Nippon: Zaibatsu
For those unfamiliar with the base game, Nippon: Zaibatsu is an economic strategy game set during Japan’s rapid industrialisation in the Meiji era. Players take control of powerful business conglomerates and compete to build the most successful industrial empire.
Over the course of three periods, you’ll build factories, improve technology, expand mining operations, send ships abroad, construct railways, fulfil contracts and spread influence throughout Japan. Most of your points come from that influence, which means producing and delivering goods becomes one of the central activities throughout the game.
One of the reasons Nippon has stayed on our shelf for so long is that every improvement seems to create a new problem. You upgrade a factory and suddenly realise you need more coal. You invest in research and discover you’ve neglected your position on the map. You build the perfect production engine and then notice you can’t take workers in the right colours to support it. The game constantly asks you to manage competing priorities.
The worker system remains one of our favourite parts of the design. Every action requires taking a worker from the board and adding them to your personal board. Eventually you’ll run out of space or resources and be forced to consolidate, which is where those worker colours suddenly become incredibly important. Nippon has a habit of punishing mistakes long after you’ve forgotten making them. Sometimes the worker you casually hired fifteen minutes ago ends up ruining the consolidation you were planning around.
It’s also one of those games that encourages post-game discussions. Not because players are arguing over luck or balance, but because everyone can usually point to two or three decisions that completely changed the direction of their game. Sometimes you spot them immediately. Other times you only realise what went wrong when somebody else explains why they scored thirty points more than you.

The Genro Expansion
Historically, the Genro were influential elder statesmen who advised Emperor Meiji and helped shape modern Japan. In the game, they become powerful political figures whose influence extends into some parts of your industrial empire.
At the start of each game, two Genro are selected from a pool of five. Each one changes a different part of the game, whether that’s making actions more expensive, introducing strikes, pushing players up development tracks, increasing government oversight, or creating new opportunities through international trade. Because only two appear in each game, the political situation changes every time you play.
The expansion revolves around the local markets action. In the base game, serving a market usually means taking a regional reward or receiving money. Genro introduces a third option: gaining political approval.
Choosing political approval allows players to place loyalty tokens on one of the active loyalty boards. The position of those tokens depends on both the type and quantity of goods used. Once all local market activations are complete, those newly placed loyalty tokens allow players to interact with the corresponding Genro and benefit from their abilities.
The Legislator influences government priorities and can make certain actions more expensive. The Enlightener focuses on educational development and industrial progress. The Lawkeeper introduces strikes and social unrest. The Regulator monitors economic development and places restrictions on players who fall behind. The Exporter shifts attention towards international commerce and overseas influence.
Loyalty itself also becomes a source of points. At the end of every period, players compete for favour with the active Genro through loyalty scoring. This adds another area of competition alongside the familiar regional battles from the base game.


Artwork, Components and Visual Design
Before going any further, it’s worth mentioning that we played a preview copy, so some production details may still change before release.
The first thing that stood out when opening the box was the amount of content. Genro isn’t a small expansion that quietly slips into the base game. Between the loyalty boards, the individual Genro boards, and the various new components tied to each politician, there’s a lot more here than we expected. When we laid everything out for the first time, there was definitely a moment where we realised our table was going to be a little busier than usual.
Fortunately, the presentation feels completely at home alongside Nippon: Zaibatsu. The colours, iconography and overall visual style match the base game so closely that the expansion boards look like they were always meant to be there.
The portraits of the Genro deserve a special mention. They’re all wonderfully serious-looking gentlemen, the kind of people who probably schedule meetings to discuss future meetings. More importantly, the artwork gives each politician a distinct identity, which helps players quickly associate different mechanisms with different characters. After a couple of games, we found ourselves referring to the politicians by their portraits almost as often as by their names.
Everything remains readable despite the amount of new content. There are certainly more things to look at, but the visual language stays consistent. If somebody set up Genro next to Nippon: Zaibatsu without telling us which components belonged to which box, we probably wouldn’t notice immediately. That’s about as strong a compliment as we can give the production and visual design.


Our Experience
After a few games, it became clear that this isn’t simply a collection of extra modules. It changes the way you approach decisions that already existed in the base game.
The best example is the local markets action. In regular Nippon, we often served markets because we wanted the reward or were preparing for scoring. With Genro in play, that same decision carries more weight. More than once, somebody at the table was ready to take an immediate reward before another player pointed at the loyalty board and the entire discussion changed. We expected loyalty to matter, but we didn’t expect it to become one of the main talking points during our games.
What makes that decision interesting is that loyalty isn’t free. Every time you invest in political influence, you’re giving up something else. Sometimes it’s money. Sometimes it’s a useful reward. Sometimes it’s simply flexibility for a later turn. Throughout our plays, we constantly found ourselves weighing immediate benefits against future scoring opportunities. The question kept returning: do we solve a problem right now, or do we strengthen our position for the next loyalty scoring?
The loyalty boards themselves ended up being more important than we initially expected. On paper, they can sound like another scoring system layered on top of everything else. In practice, they create two additional competitions that are difficult to ignore. Falling behind doesn’t just mean missing out on a few points. It means watching opponents build a recurring source of points over the course of the game. We found ourselves checking those boards far more often than we thought we would.
The biggest surprise for us, however, was the impact of the penalties. Before playing, we assumed the Genro would mainly be a source of bonuses and extra opportunities. In reality, the restrictions often had a bigger influence on our decisions. Actions became more expensive. Strikes interfered with our plans. Restrictions appeared that forced us to reconsider what we wanted to do next. These weren’t minor inconveniences sitting on the side of the board. They were strong enough that avoiding or managing them became part of our overall strategy.
Looking back, that’s probably where Genro finds its identity. It doesn’t simply give players more options. It changes the environment in which those options exist. The game still revolves around factories, production, contracts and regional influence, but the conditions around those systems are constantly shifting.
We also enjoyed exploring the different combinations of Genro. The five politicians don’t feel like small variations of the same idea. Different pairings genuinely change what players care about. Some combinations made development tracks feel much more important. Others placed more pressure on production decisions or worker management. The structure of Nippon remained familiar, but the route through it felt different from game to game.
That variability had another interesting effect. Experienced players often develop habits in games like Nippon. You find openings you like, factory paths that work well, or consolidation patterns that feel reliable. Genro regularly disrupted that comfort. More than once we found ourselves abandoning plans that would normally work perfectly well because the current political situation demanded a different approach.
There’s no avoiding the fact that Genro makes the game heavier. There are more boards, more icons, more scoring opportunities and more things to consider when planning a turn. None of the individual systems are especially difficult to understand, but together they add a noticeable amount of mental load. This is not an expansion we would introduce alongside someone’s first game of Nippon. This really feels aimed at players who already know the base game well and are looking for a more demanding experience.


Our Thoughts
After several games, one thing became increasingly clear: Genro feels like it was designed by people who understand exactly where players spend their attention in Nippon. Rather than introducing a separate subsystem disconnected from the rest of the game, it builds directly on local markets, one of the most important actions in the base game. That’s why the political layer feels integrated rather than attached. You’re not stepping away from the game to interact with the expansion. The expansion is already present inside decisions you were making anyway.
We also think the political theme comes across remarkably well. By the end of our plays, it felt strange to imagine industrial expansion without also worrying about politicians, strikes, regulations, education and trade policy. The idea that powerful businesses need to navigate political realities feels completely natural for this setting, and that connection between theme and gameplay helps Genro feel much more substantial than a typical expansion that simply adds extra content.
Our biggest reservation is simply the amount of game Genro adds. There were moments where we missed how straightforward the base game feels. Not because Genro was doing anything wrong, but because there were simply more things competing for our attention every round. Nippon: Zaibatsu was already a dense economic game, and this expansion pushes it further in that direction. We enjoyed that added depth, but we can easily imagine some people deciding the base game already gives them enough to think about.
The fact that we’re already debating our favourite Genro combinations says a lot. Usually when we’re finished reviewing an expansion, the discussion ends there. With Genro, we kept talking about what we wanted to try next, which politicians we wanted to pair together, and how differently certain games had played out. That’s usually a good sign.
For experienced Nippon players, yes, we would absolutely recommend it. Not because the base game suddenly feels incomplete without it, but because Genro gave us something we weren’t expecting: it made us look at familiar parts of the game differently. After years of playing Nippon, that’s not easy to do.
For newer players, we’d still suggest learning the base game first. There’s already plenty to discover there.
Genro is exactly the kind of expansion we like seeing. It respects what already works, it adds ideas that feel relevant to the setting, and it gives experienced players something new to wrestle with. More importantly, after several plays, we’re still curious. We’re still discussing strategies. We’re still wondering what the next combination of politicians will throw at us.
And honestly, that’s probably the strongest compliment we can give it. Genro didn’t make us stop appreciating the base game. It simply gave us new reasons to keep coming back.
📝 We received a preview copy of the Genro Expansion from CrowD Games.







