01Discover the game
At the Mikado, the sticks fall in piles and cross. Each player tries to remove them one by one without moving the others. An almost free baguette can be easy to take; another, yet clearly visible, can support the whole pile. You have to look at the contacts before choosing his gesture.
The overall difficulty is Medium, because the precision and the mastery of his hand count more than the length of the rule. This tutorial follows the Mikado Jeux Faugère G033, a game of 41 sticks totalling 170 points. The scale and the permitted aids vary according to the boxes: here, only the large baguette Mikado allows to help once won. We do not add the permission of the Mandarin coming from another notice.
02Equipment
The game consists of a Mikado baguette of 20 points, five Mandarins of 10 points each, five Bonzes of 5 points, fifteen Samurai of 3 points and fifteen baguettes of 2 points, named Coolies in the historical record. The total is 20 + 50 + 25 + 45 + 30 = 170 points.
The Mikado is marked by a spiral. The other families wear different coloured rings. In an educational drawing, add values in numbers or words to the colors: the reader will not need to memorize bands difficult to distinguish. It also needs a stable and flat table. No dice or holding ring is used in this edition.
03The goal
Picking up the chopsticks that give the largest total of points. Winning a lot of small chopsticks is not necessarily enough: two Mandarins are worth ten chopsticks of two points, so you don't win the simple number of sticks collected.
The most precise player can also create good opportunities for the next one by removing one piece that releases another. It is necessary to accept that the pile changes after each take, instead of preparing a final plan for the whole run.
04Prepare the pile
A player gathers the 41 sticks in his fist, placing them standing in the centre of the table and then opens his hand at once. The sticks must fall freely into a fan and cross naturally. Do not then put the pile away to make some shots easier.
The younger one begins. Players then play in turn; for this table, the chosen order is the direction of the hands of a watch. Install each one's reserves at a distance from the pile, so that a already won baguette does not mix with the parts still in play. Examine together the five families and the scale before the first gesture.
05Remove one baguette without moving the others
A successful take allows to continue
In your turn, choose a stick and try to remove it with your fingers without moving any other. If you succeed, keep it in your reserve and try a new catch. So you can win several sticks in the same round. The game does not limit each player to a single success.
The movement of the wand that you remove is naturally allowed. It is the movement of another wand that stops the turn, even if it is very light. A visible shimmer is sufficient: does not declare that only a great translation counts.
When another wand moves
Your turn stops as soon as you move another coin. You don't keep the stick that you were removing. Leave it in the pile, or gently put it back if it was almost out, then give way to the next player. The sticks won successfully earlier in the same round remain yours.
Do not use the handle, the edge of the table or any other object to push the pile. A grip is a precise gesture on a stick, not a sweep. If an external accident shakes the table, stop for a moment and agree together on an honest resumption: this is not a game technique.
The Mikado as a tool
If you have already won the Mikado by 20 points, you can use it to lift or remove the stick you want to remove. This does not give the right to move other sticks: the same precision requirement applies. You keep the Mikado in your collection and it will always count for 20 points at the end.
The privilege concerns the Mikado won by a real take. You can't borrow another player's one or lift him while he's still in the pile to serve him. In this edition, having a Mandarin doesn't open that privilege.
Continue to the last stick
After each end of the lap, the heap remains in the state where it is located. It is not revived or tightened. The last rods, often more unobstructed, remain played normally until no more remains.
06An example handle
Alice pulls out two 2-point sticks and then a 3-point Samurai without moving anything. She has won 7 points of material. She then tries a Mandarin; a nearby baguette rolls slightly. The Mandarin stays in the center and his turn finishes. Her first three sticks remain at her.
Bob pulls the Mandarin free and wins 10 points. Later, Alice manages to recover the Mikado by 20 points. On her next try, she can use it as a lever to lift a stick, but still has to avoid any movement of the rest of the pile.
Example of the final count: one Mikado, two Mandarins, one Bonze, three Samurai and four sticks of 2 give 20 + 20 + 5 + 9 + 8 = 62 points. This collection contains eleven sticks, but the number eleven is not the score. In an illustration, shows the families grouped with a subtotal: the calculation becomes immediately verifiable.
07Count and end of part
When the last baguette is picked up, each one sorts its collection by families and then adds up its values. The largest total wins. The 41 baguettes must be distributed among the players and the sum of all their scores must reach 170; this control allows to spot a forgotten baguette or a badly read scale.
The package leaflet also offers several rounds with a goal, for example 200 points. Advertise it before the first round and add the totals only after each pile fully played. For a single round evenly, our agreement is to share the victory; the booklet does not describe a mandatory split.
08Frequent errors
- Count the sticks instead of their dots.
- Continue after simmering a nearby baguette.
- Keep the stick responsible for a catch failure.
- Throw the sticks into the center after each player.
- Use any won wand as a tool.
- Copy colors and values from another box without comparing families.
09Tips for starting
Starts with the sticks from the top or those with one end passing without being stuck. Observes where the stick touches its neighbors: removing from the wrong end can lift a piece that seemed independent.
Don't rush into the highest value if it's taken under several others. Several small safe shots can be worth more than a spectacular missed attempt. Look at how the pile relaxes after a success and chooses again: the best piece isn't necessarily the one you were aiming for at the beginning of the round.
10Express summary
- 41 sticks, five values, 170 points in total.
- Remove one wand with your fingers without moving another.
- Success: keep it and keep it going. Movement of another: stop the turn and do not keep the missed catch.
- Only the Mikado won serves as a tool in this variant.
- The pile stays in place between the towers.
- After the last wand, the biggest total of points wins.
FOR FURTHER READING
References and variant
Manufacturer's notice consulted on October 31, 2026. Accurate scale 1×20, 5×10, 5×5, 15×3, 15×2; shared equality announced as a convention.
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