Machi Koro

machi koro box artwork

1. Cards (108)

1.1. Table of Cards

Type Cost Roll Name Description
Landmark 4 - Train Station You may roll 2 dice
Landmark 10 - Shopping Mall +1 coin for bakery, cafe, conv. store, restaurant
Landmark 16 - Amusement Park Extra go if you roll a double
Landmark 22 - Radio Tower You may reroll your dice once per go
Blue 1 1 Wheat Field Receive 1 coin from the bank (anyone's roll)
Blue 1 2 Livestock Farm Receive 1 coin from the bank (anyone's roll)
Green 1 2-3 Bakery Receive 1 coin from the bank
Red 2 3 Cafe Receive 1 coin from any player who rolls a 3
Green 2 4 Convenience Store Receive 3 coins from the bank
Blue 3 5 Forest Receive 1 coin from the bank (anyone's roll)
Purple 6 6 Stadium Receive 2 coins from each player
Purple 7 6 TV Station Receive 5 coins from the player of your choice
Purple 8 6 Business Complex You may exchange 1 card* with an opponent
Green 5 7 Cheese Factory Receive 3 coins for each Livestock Farm
Green 3 8 Furniture Factory Receive 3 coins for each Forest or Mine
Blue 6 9 Mine Receive 5 coins from the bank (anyone's roll)
Red 3 9-10 Restaurant Receive 2 coins from any player who rolls a 9 or 10
Blue 3 10 Apple Orchard Receive 3 coins from the bank (anyone's roll)
Green 2 11-12 Produce Market Receive 2 coins for each Wheat Field or Apple Orchard
* excludes Landmarks and Major Establishments

2. Game Start

Each player is allocated a player number 1,2,3 or 4. Clockwise order is Player 1, Player 2, Player 3, Player 4, Player 1 etc. Anticlockwise order is Player 1, Player 4, Player 3, Player 2, Player 1 etc. Each player gets 3 coins, a Wheat Field and a Bakery.

3. A Turn

Each postal turn consists of one dice roll per player, plus an additional go for the player going first. This way the first player rotates clockwise throughout the game. For example in a 4-player game, in turn 1: Player1, Player 2, Player 3, Player4, Player1. Then in turn 2 it's Player 2, Player 3, Player 4, Player 1, Player 2 and so on.

3.1. Dice Roll

A single dice is rolled unless the player has the Train Station, in which case he may choose to roll two. The default is to roll two if possible.

3.2. Payments

Payments are processed before income. If a player rolls a 3 (Cafe) or a 9/10 (Restaurant) he must pay opponents in anticlockwise order until he runs out of money. If the paying player cannot afford the full payment, they pay what they can and the receiving player is not compensated for lost income.
Example: Player 3 has two coins and rolls a 3. Player 2 has one Cafe and receives one coin. Player 1 has no Cafes. Player 4 has two Cafes but only gets one coin as that is all Player 3 has left.

3.3. Income

All players receive income (from the bank) from blue cards matching the rolled number. Green cards only generate income (from the bank) for the player who rolled the dice. For Factories and Markets only count the player's own cards to calculate the income.
If the rolling player owns any purple cards and a 6 is rolled, they all take effect (the order is not important). Owners of the TV Station and the Business Complex should supply orders for these cards. The default for the TV Station is to take the coins from the richest player. The default for the Business Complex is to elect not to swap, and no swap takes place in the unlikely event that the named card (e.g. one of player 2's Mines) is not available. Note that the card to give to the victim must also be named and be present in the player's town.

3.4. Purchase Card

Each player may purchase one and only one card on each go. Players may not own more than one of each Landmark and one of each Major Establishment (purple), but for other cards there are no restrictions.
Players may name up to 5 candidate cards to buy for each go. The GM will attempt to purchase these cards in order, and to succeed there must be at least one card of the type remaining and sufficient funds in the player's bank. If no cards are listed (e.g. NMR) no cards are purchased.
Funds for the selected card (if any) are paid to the bank, remaining funds are kept for later. There is no limit on the number of coins a player can hold.

3.5. Special Actions

Each player has two special actions that can be used once per game, and they only work for a single roll (if a player has two rolls in the same postal turn he must specify which one the special action applies to).
1) Choose Number - the player states what his dice roll is to be.
2) Number Shield - the player states a single number that the dice roll cannot be.

Note that the number shield merely forbids a named total, but for the choose number you can state the exact dice (relevant if you have an Amusement Park). If you do not have a Train Station you only have one dice to choose the roll of.

3.6. Conditional Orders

Conditional orders are not permitted other than the very limited options as follows:

4. Turn Report

The result of each roll is reported. For each player, the cards and number of coins owned are listed. The number remaining of each Establishment card is also reported.

5. Game End

The winner of the game is the first to construct all four Landmarks. If no one has constructed all the Landmarks at the end of 12 turns, the player with the most Landmarks constructed wins. If there is a tie it is the highest total cost of the constructed Landmarks, and if still a tie after that, most leftover coins. If still a tie, victory is shared.

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