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Gaming Blog

Machi Koro 2 - First Play!

30/4/2022

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30th April 2022

It's a Saturday afternoon and Wogglecon 3 with the Woking Gaming Club is in full swing.

The next game of the day was Machi Koro 2 which is the follow up to the most excellent original Mach Koro and which you can read about here.

Like its predecessor, Machi Koro 2 is a tableau and engine building card game all about constructing a city,

What's in a game?
  • Cards: Machi Koro 2 makes use of several types of colour coded cards which are broadly divided into 2 categories, establishments and landmarks
    • Establishments: Each establishment card has various icons.
      Type: In the top left corner of each establishment card it shows its type and whether it can 'combo' off of other cards.
      Activation number: In the middle at the top, each card has an activation number that ranges from 1-12 and the card's colour determines when activation is applicable.
      Action: The lower half of cards contain text explaining how they function when activated.
      Cost: The bottom left corner of each card is the cost to buying it.
      Finally, establishments are further divided into 2 sub-categories, depending on their activation number; these are 1-6 and 7-12, which is displayed on the card backs.
    • Landmarks: Each landmark in Machi Koro 2 is unique but they all share some similar features.
      Cost: Most landmarks have a set of 3 costs, generally rising in value from left-to-right.
      Type: Each landmark will also have symbol determining whether it has a single use or ongoing effect.
      Action: The bottom half of each landmark will also contain text explaining how that card works.
  • Coins: The game comes with chunky plastic coins which are definitely and upgrade from the original's card coins.
  • Dice: These are 2 typical six-siders.

Components in Machi Koro 2 are all good. The cards are pretty standard cards as you'd expect. The coins feel solid and the dice are slightly larger than usual dice, they're plastic but also rounded, chunky and have a bit of heft to them.

Machi Koro 2 uses an art style that's identical to the original. Brightly coloured stylised almost cartoony illustrations of establishments and landmarks. The colours are very distinct, which is good because colour plays an important part in the game.

There are a few icons in Machi Koro 2, for the different types of establishment and types of effects on landmarks. It's all pretty clear what they mean and it won't provide an problems for players.


How's it play?
Setup
  • Drafting area: Sort the cards into their 3 types, then shuffle them into 3 individual face-down decks and place them into a vertical line.
    Draw cards from each deck and place them face-up in a row next to their respective deck. Do this until you have 5 different kinds of card in each row. Any duplicates drawn should be stacked on a single space.
  • Coins: Give each player 5 coins.
  • First player: Determine a start player.
  • Buy-in: Beginning with the first player and proceeding in turn order, each player has the opportunity to purchase 1 of any available card in the drafting area. Any spaces that appear after a card is taken are immediately refilled.
    Repeat this 3 times.

On to play
Machi Koro 2 uses the traditional turn order with the active player playing their turn before the the player to their left becomes the active player.
During their turn, the active player has 3 phases to play through.
  • Roll the dice: The active may choose whether to roll 1 or 2 dice.
    This is different to the original where a landmark had to be constructed to unlock the 2nd die.
    The result of the roll is the activation number.
  • Activations: When the activation number is declared, all players must look at their own cards to see which, if any are activated - cards with a matching activation number are potentially activated! Thus if the activation number is a '5', any card with a 5 activation may possibly be activated.
    When a card is activated, the action described on the bottom half of the card is resolved.
    Whether a card is activated or not, depends on its colour.
    Red cards: Red cards generally allow you get coins off of other players during the game and are only activated in another player's turn, the active player never actives their own red cards.
    E.g., if any non-active player has 1 or more red cards with a matching activation number it will allow that player to take money off the active player. Only the active player is affected by red cards.
    Blue cards: These cards are activated in any player's turn, thus both the active and non-active players may activate blue cards. Blue cards always earn coins from the bank and are obviously the most activated type of card.
    Green cards: Only the active player may activate green cards. Non-active players cannot activate their green cards. As with blue cards, green cards earn the controlling player coins from the bank. Some green cards are combo cards and earn coins dependant on other cards with the matching type.
    Purple cards: Like green cards, purple cards can only be activated by the active player. Purple cards have a variety of effects, including taking coins from other players, swapping establishments with them and more!
    Landmarks: While landmark cards have no specific activation numbers, if they have an ongoing effect, then they will have some other criteria, that when met will activate the landmark. Criteria include rolling doubles or having having a type of card activated by the roll and so on. Each landmark is unique and they have a wide variety of actions that can be resolved.
    Pity coin: Not an action per se, but the pity coin rule occurs at the end of the activation phase: If after resolving all activations, the active player has 0 coins in their personal supply (Perhaps due to other player's red cards!), then they can take 1 (Pity!) coin from the bank for their troubles to use for purchasing.
  • Purchase card: The active player may purchase any 1 single card from the drafting area by paying it's cost. Players may over several turns purchase more than 1 copy of red/blue/green cards, the exception being purples; players may only have 1 copy of each purple.
    Landmark: Each landmark card has 3 costs. The 1st landmark a player purchases costs the 1st value, the 2nd landmark costs the 2nd value and the 3rd landmarks costs the 3rd value. If a landmark card is single-use, it's effect is triggered immediately upon purchase.
  • Next turn: Once the active player has bought a card or passed, play progresses to the player on their left who becomes the new active player.

Endgame
When any player purchases their 3rd landmark, they immediately win the game.


Overall
Machi Koro 2 is a that's fairly easy to pick up and play light-to-mid weight game that has a quick playtime.
The game generally presents players mostly straightforward but meaningful decisions about buying cards.

Should a player spread their cards over a range of numbers to get better coverage, or concentrate on fewer numbers but getter pay outs when the numbers come up.
Players will also need to consider what those numbers are. e.g., 6-8 will come up most often - provided players are rolling 2 dice have a good chance of being activated.

Speaking of rolling dice, in Machi Koro 2 players are able to choose to roll 1 or 2 right from the start. This is another decision that players can make, sometimes they'll want to roll certain numbers or avoiding rolling them and using 1 or 2 dice can alter odds of doing this.
Much of this ties in with how the activation numbers are distributed across the cards. A lot of the 1-6 cards will immediately generate cash but the cards that combo off of them tend to be in the 7-12 range. Going to 2 dice was described by a player as 'going up a gear'.
It can be pretty hard to slowly build up cash over rounds to get landmarks because other players can essentially 'nickel and dime' it away, gearing up makes it easier to get big cash in a single roll to avoid this.

And talking of nickel and diming, another strategy to consider is the red card strategy.
Using red cards to fleece other players of their coins is a pretty effective strategy, it denies them coins and earns them at the same time - but you won't make any friends that way!
The downside of this approach is that canny players will try their best to spend all their coins, the game's timing explicitly states that red activations occur before any other, thus if opponents have no coins, you can't collect them with a red since their blues/greens/purples activate after red.
It means that in a quirky reflection of real cities, players will want to be as close to bankruptcy as possible!
Unlike blue/green cards, reds are not guaranteed to generate income.

Machi Koro 2 is a little on the light side (Not that I consider that an issue.) and perhaps a little too quick to end, which may not be to everyone's taste.
One other thing to mention is that there's definitely a dollop of luck to the game, I'm fine with it and actually think it's an important part of the Machi Koro experience but some players will find this off putting.

I do have a couple of relatively minor issues with Machi Koro 2.
In the original Machi Koro, the card variety in the base game was fairly low, when 'The Harbour' expansion was added to the base game, Machi Koro went from being a 'nice' game to a 'great' game.
I feel the same is true of Machi Koro 2 as well. There are only 20 different types of establishment and 10 will be visible right from the start. After playing a few games, players will have more or less seen everything the game has to offer at a basic level and and will habitually fall into familiar patterns or strategies depending how establishments emerge. An expansion would shake that up, I would love to see extra cards for Machi Koro 2.
Finally, the rules for landmarks having actions that all players can activate in their turn is a little inelegant, requiring players to remember what landmarks other players have acquired or be reminded of them by those other players.

​Otherwise, I think Machi Koro 2 an un-taxing (Sic.) fun and breezy game to play that's worth trying if lighter games are your thing.

How does it compare to Machi Koro?
I've heard Machi Koro 2 described as Machi Koro 1.5 and there's definitely a sliver of truth to that. Anyone who's played the original will be familiar with nearly everything in Machi Koro 2. If it's not broken...

So apparently there was also some criticism of the original where it was stated that there was a lot 'whiff' in the early game - where players would roll the dice and nothing would be activated. There was further criticism that the original had too long a play time.
It's clear that Machi Koro has tried to address these issues.

The 3 rounds of buying will allow players to have a better spread of numbers at the start. 
Having to only buy 3 landmarks will also make play quicker (Although the cheaper landmarks are way more expensive than the cheapest landmarks from the original.).

Landmarks with ongoing effects that activate in any player's turn also make the game quicker and can add an extra layer of interaction between players, although I've frequently seen players avoid these cards, instead optioning for once-only landmarks and I sort of feel that way myself.
This is the only thing I see as a possible misstep.

Changes to the game have made the red cards a bit more powerful, there's little opportunity to punish players who buy red cards in Machi Koro 2, other than one of the landmarks (Machi Koro had the publisher card to do this.). I don't think this is too much of change though and YMMV.

So anyway, all of this makes the game clearly quicker to play but I feel that perhaps it's a little too quick. Sometimes (Especially when someone gets a good roll or two.)  a game can be over before players can adopt an emergent strategy.
I never found that the original was overlong.

Don't let this put you off playing Machi Koro 2, it's of a similar quality as they original. Even though I own the first game, I was happy to buy and play the second  and would recommend it to players of the original as well as to people who have never played it.
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