Procedure:
At the start, players receive two identical hole cards. The remaining cards form the completely open display, the building to be purchased.
The active player rolls, making the building of all the players active and revenue can be generated. Instructions booklet building cards are activated when their number is erwürfelt. Depending on the building type receives / received
its owner during the turn of each player's income from the Bank
the active player money from the bank
the players revenue by the active player
the active player of all players income
Then the active player may build a new facility from the general display or build its own emblem. Own landmark bring special functions (eg another cube or dice again).
The game ends when a player has built all four landmark. This player wins.
Conclusion:
Machi Koro is a fast paced game with very simple basic rules: money receipts by dicing the building numbers. This mechanism is reminiscent of the feel very at the Roll for the raw materials for "The Settlers of Catan". Machi Koro is so to speak a settler without without exchange and settle.
It pleases me very much, that you are involved at any time in the play happening, even if you do not just own the train. This results in very little waiting time. Which can occur only in the first few laps, when the players read the card text of the display (which are, after all, all the cards from the beginning). These are described but very understandable and made in our mutual agreement and no question unanswered.
Certain cards give correct interaction into play, especially the buildings in which the active player has to pay money to his teammates. This brings a certain annoyance potential (and hence potential for schadenfreude) into play and makes it difficult to save money for the larger symbol. Thus, it seems to be more lucrative to generate the power for the extensions in a single train. So it is rather late in the game all on one number (or a few figures). Often the game is what ultimately decides whether you have then "his" number is rolled on time.
In the beginning you should sprinkle his building numbers, so you can generate revenue from many numbers.
And what is the most attractive income opportunity? The more players, the more the buildings are worth "revenue in the game features all the players". In two-player game the other hand rather the buildings are worth "revenue in their own play." In addition, you should definitely matching card combinations form (eg forests and furniture industry; market and fields, etc.).
Actually, one should also take into account mathematical probabilities. Pleasing to the game: The dice had no math-intensive course and ignore the probability theory completely! For those who uses two dice on the (most likely) and only 7 (improbable) rolls 3 & 11er, which is obviously angry - but who knows the phenomenon not from the settlers?
As you can see, the happiness content plays a very big role. That bothers me, however, with such a entertaining game at all. It's more exciting when you meet a fever the winning numbers.
The cards are designed originally done in cartoon style. The colors of the cards corresponding to their function, what the clarity very supportive.
A beautiful game that I really like!