Must be imagined the whole thing, in principle, similar to The Settlers of Catan. Only without raw materials, hexagons and trade. Otherwise, as usual diced, built with the yield and thus collects more in later turns. And we can steal the players again.
The city is growing
At the beginning of a match Machi Koro is our city of little more than a wheat field and a bakery. To change this we grab us in our train a dice and hope that the number rolled is consistent with one of our building agreement. If so, we will be rewarded with some money. Depending on the building, we can even participate in the course of the goal and its use also as a source of money throws. Have we conceded our income, we must build even one of the 15 ausliegenden building. For a small fee, we divided them into our city and thus increase for subsequent rounds, the financial yield. On top of that let some buildings poach in the monetary reserves of the other players by luring them into overpriced amusement parks or shopping malls.
A station full of dice
Although it may be quite refreshing to see grow their own city the game victory only indirectly brings us closer to this. Because in order to take as the most successful mayors in the annals of the dice cities, specific buildings need to be built. Not surprisingly, these are relatively expensive on the one hand, provide the other hand also special skills. So, for instance the station from now on to roll two dice and using the sum. In this way you can also reach the figures of the most significant and most lucrative building. Other special building permit dice to throw new, bonus features or simply generate more income. Common to all is that you win once you have built four.
Conclusion
Machi Koro came ready in its original version on brisk enthusiasm. The new cosmos version is highly praised since its release and is on everyone's lips. To put it straight to the point: I have no idea why. Yes, Machi Koro is understood catchy and fast. Yes, you rooting for even in the throws of the players and hopes each round to the big hit. Yes, it motivates to see grow their own city. And yes, I had in the first few games quite some fun.
This leaves but then very quickly, you even notice that almost every game runs the same. The game structure is initially always the same, the possible approach whites can thereby count on one hand. As a result, the cities at the end often differ only in details. To set it to the second cube is usually purely decorative and had (at least in my teammates) rarely competitive. Something exciting I felt only the enclosed variant in which not all the buildings are available, but only the 10 but that is only a step in the right direction for more variety are simply too few different cards included.
In sum Machi Koro is for me a while entertaining discussions, but does not carry more than a handful of games. Nevertheless, I am already looking forward to the expansions, the basic idea is namely quite potential.
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