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Topicanother year of tabletop rankings and writeups
SeabassDebeste
01/06/20 9:34:54 PM
#122:


109. Machi Koro (2012)

Category: Player vs Player
Genres: Tableau-building, engine-building
Rules complexity (0 to 7): 1
Game length: 30 minutes
Experience: 1 play with no expansion, 1 play with expansion 4 players (2015, 2016)
Previous ranks: 61, 94/100 (2016), 66/80 (2018)

Summary - You build your tableau in Machi Koro by buying property cards with money. Those property cards generate income based on communal dice rolls.

Experience - My first play of Machi Koro was super-fast and super-pleasant. It was one of the very first strategy games that I wound up winning, and there were very few feel-bad moments for anyone, though of course a winner can easily have a biased opinion. My second play included the Harbor expansion, and it took at least twice as long for zero added depth, and for a game with such light decision-making, it almost tanked it.

Design - I love the way that Machi Koro distills the feel-good aspect of Catan - to me, the part where you get money from the roll of dice (also, incidentally, one of the pluses of Monopoly) - but takes away the meanness in the robber, the route-blocking, and being locked out of trading. In so doing, it might actually strike most of the "game" from the game - Machi Koro's decision space is small and rather simple; arguably it plays itself, as you're almost always taking the best property available on your turn.

The Harbor Expansion forces you to buy from a rotating market instead of a fixed market. This introduces a big tactical element, but it's not particularly fun, as it slows the game down as players have to adjust their strategies, plus gives everyone a reason to pause and squint and read what each new card does. It's not like it's super-complex, but part of the appeal of Machi Koro as a game/activity is its frictionlessness, even on a first play. Harbor might be better for big Machi Koro expansions, but my experience with that slotted in 30 slots under the play of the original.

Future - Odds are against MK coming to the table, as I usually see the owners of this game in larger groups. I'd be totally willing to play the base game again; even though I'm worried that the thinness of it would become more and more apparent with each play, it never really reached monotony due to its quickness and lightness. The Harbor Expansion I'd also give another chance to see if I misjudged it (or to see if the "5-5-2" variant, which evens out the cost curve, might be worth it) - but I wouldn't coutn on that one winning my favor.
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yet all sailors of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
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