Machi Koro Review

Release: 2012
Players: 2 - 4
Playing Time: 0.5 h
City Building Dice

Summarized Review

Intro

Machi Koro drops you into the mayor's chair of a sleepy town that's basically just a wheat field and a bakery. Your mission? Transform this humble hamlet into a bustling metropolis before your rivals do the same. This Japanese city-building game has been charming families since 2012, and it's easy to see why it earned a Spiel des Jahres nomination in 2015.

The game works beautifully with 2-4 players, though it really shines with a full table of four. Each session wraps up in about 30 minutes, making it perfect for weeknight gaming or as a warm-up for heavier fare. With ratings hovering around 6.6 out of 10, it's clearly not for everyone, but its accessibility is undeniable. The rules are simple enough that kids can jump in, yet there's enough strategy to keep adults engaged.

How It Plays

Every turn in Machi Koro follows the same satisfying rhythm: roll dice, collect coins, build stuff. You start with just a few basic buildings and four landmark cards that represent your path to victory. Roll the dice, and if the numbers match any buildings you own, those buildings activate and shower you with coins.

Here's where it gets interesting: some buildings activate on anyone's turn. Your opponent rolls a 2? Your bakery still pays out. This creates a delicious tension where you're simultaneously rooting for and against certain dice results. Some buildings are even nastier, letting you steal coins directly from other players when the right numbers come up.

With your hard-earned (or stolen) coins, you can either buy new buildings to expand your economic engine or construct one of your four landmarks. Buildings come in different colors that determine when they activate and what they do. Blue buildings work on anyone's turn, green ones only work on yours, red ones let you steal from opponents, and purple ones offer powerful special abilities.

The first player to build all four landmarks wins. It sounds simple, and it is, but the interplay of dice luck and strategic building choices creates more depth than you might expect.

Highlights

The genius of Machi Koro lies in how it makes everyone invested in every dice roll. When your opponent rolls, you're not just sitting there waiting for your turn. You're watching those dice like a hawk, hoping they'll trigger your buildings while avoiding theirs. This keeps the energy up and makes downtime practically nonexistent.

The building variety is another strong point. Each structure has its own personality and role in your growing city. The cheese factory pays out for every ranch you own, encouraging you to build an agricultural empire. The family restaurant steals coins from whoever just rolled, making high-rollers think twice. These interactions create satisfying combo potential without overwhelming new players.

There's something genuinely delightful about watching your little city grow. The cartoon artwork is charming without being childish, and the theme comes through beautifully. You really do feel like you're building a community, complete with its quirky businesses and landmarks.

The game strikes an excellent balance between luck and strategy. Yes, dice rolls matter, but smart building choices and risk management separate the winners from the also-rans. You can't control the dice, but you can position yourself to benefit from the most likely outcomes.

Criticisms

The biggest knock against Machi Koro is its susceptibility to runaway leader problems. If one player gets an early economic advantage, they can sometimes snowball into an unstoppable position while others struggle to catch up. The red "stealing" buildings help with this somewhat, but they don't always appear when you need them most.

Dice dependency can also frustrate players who prefer more control over their fate. You can build the perfect economic engine, but if the dice don't cooperate, you'll watch helplessly as opponents surge ahead on lucky rolls. This randomness is part of the game's charm for some, but it's a deal-breaker for others who want their decisions to matter more than their luck.

The base game can feel a bit samey after multiple plays. There are only so many viable strategies, and once you've seen all the buildings and landmarks, the surprise factor diminishes. The expansions help address this issue, but the core game alone might not have the staying power that some groups crave.

Conclusion

Machi Koro is a gateway game in the best sense of the term. It welcomes newcomers with open arms while offering enough meat for experienced players to chew on. Families will love its accessibility and interactive gameplay, while casual gamers will appreciate how it delivers meaningful decisions without rules overhead.

If you enjoy light engine-building games with player interaction, or if you're looking for something that works equally well with kids and adults, Machi Koro deserves a spot on your shelf. Just be prepared for some dice-induced groaning and the occasional runaway winner. Sometimes the best games are the ones that make you want to immediately play again, and Machi Koro definitely scratches that itch.

About this Game

Welcome to the city of Machi Koro. You've just been elected Mayor. Congrats! Unfortunately the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery and a single die.

Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors' coffers. Just make sure they aren't doing the same to you!

Machi Koro is a fast-paced game for 2-4 players. Each player wants to develop the city on their own terms in order to complete all of the landmarks under construction faster than their rivals. On their turn, each player rolls one or two dice. If the sum of the dice rolled matches the number of a building that a player owns, they get the effect of that building; in some cases opponents will also benefit from your dice (just as you can benefit from theirs). Then, with money in hand a player can build a landmark or a new building, ideally adding to the wealth of their city on future turns. The first player to construct all of their landmarks wins!

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Machi Koro

Age 10
Players 2 - 4
Playing Time 0.5 h
Difficulty 1 / 5