Game Title:
Machi Koro
Designer: Masao
Suganuma
Manufacturer:
IDW Games & Pandsaurus
Year: 2012 (?)
I recently picked up Machi
Koro in a charity shop in Cambridge, UK for a bargain of just £1. However
much bad press I have heard from fellow gamers about the game, especially since
its Spiel des Jahres nomination, £1
is an undeniable bargain and I was therefore happy to give the game a chance
and form my own opinion after playing the game.
Machi Koro is a card
and dice game in which each player is developing their own city to please the
city’s demanding inhabitants and increase the cities wealth. Each development
is represented by a card, available to be bought by any player from the central
tableau of 15 cards. There are 6 of most types of card and when they have all
been bought, the supply of these buildings runs out, much like in Dominion. Players may also choose to
build their landmarks, which are four cards that each player can buy to gain a
special ability. The first player to build all four landmarks wins the game.
On a player's turn they first roll the dice. At the start of
the game one die is rolled, however once a player has built the Train Station,
they may roll two dice. The resulting total on the dice activates all card
bearing that number. Sometimes this result activates only for the current
player (on green cards), but sometimes it activates the blue cards which give
the bonus to all players with that numbered card. Typically the result of a
dice roll means that players gain money either from the bank, or in the case of
red and purple cards, from other players.
After rolling the dice, the player may then purchase one
card. Cards have differing costs depending on their reward, the likelihood of
given numbers of the dice roll and whether the card activates on every dice
roll, or just your dice rolls.
The game has an attractive and cute art style and is simple
to learn and therefore has become popular with a certain group of people and
this probably explains its nomination for the Spiel des Jahre. But, ever since playing this game for the second
time, I have really not enjoyed it. As I feared, the bad press I have heard was
very true to my thoughts on the game. The game is almost entirely luck based
and has a huge runaway leader, or ‘the-rich-get-richer’, problem. If you make a
successful roll and gain money, you can then buy cards that make it more likely
you will make money on your next turn. Meanwhile your opponent may get unlucky
and roll no matches with their own cards, or even worse, rolls that seem to
match everyone else’s cards except their own! There is also no tactical player
interaction, you can’t prevent the runaway leader from winning, no matter how
hard you try to buy up all the cards they want or buy the attacking style red
or purple cards.
Halfway through the game and it would be very surprising if the player at the bottom of the image did not win! |
It is a shame that my opinions on the game are so negative.
The game actually contains some nice ideas, such as the different cards that
might activate on every turn or just your turn, or the level playing field
created by being able to build your tableau from a central pool of cards available
to all players. It also saddens me that a game that is so suited as a gateway
game, requiring no prior knowledge of games whatsoever and looking attractive
on the table, is likely to give new players a lack-lustre 30 minutes where all
but one player feels very hard done by due to dice luck alone. I am sure this
game would not have got me into gaming!
Unfortunately Machi
Koro has not found a place on our shelves and gets a 3/10 rating, mainly for looking nice and being playable. Hopefully
someone will take some of the positives and make a better game with them soon.
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