Your favorite lovably quirky city is back at it again! Welcome to Machi Koro 2, where new adventures await, but the bakeries and business centers still abound.
In Machi Koro 2, veteran players will notice some big changes. Under the new zoning laws, players receive a limited budget to choose their own starting establishments. The available cards are pulled from three decks and arranged for all to see. It's a race to grab the coolest new establishments and landmarks in the land!
The cards in this set have exciting, never-before-seen effects. But choose what you build wisely, as your landmarks might also benefit your opponents! With more variety than ever before, no two games will be the same. Machi Koro 2 will have fans visiting again and again!
—description from publisher
- Faster start
- Engaging landmarks
- Catch-up mechanism integrated with landmarks
- Interactive elements
- Well-crafted elements
- Space Base
Mechanics (from transcript analysis)
- Dice choice — The player rolling the dice can choose to roll one or two dice, influencing the number that triggers card activations.
- Dice rolling — Players roll two D6 dice, and the result is used by most or all players to activate cards in their tableau.
- Landmarks — A card type that is how players trigger the end of the game and win. Some provide one-time benefits, while others impact all players.
- tableau building — Players activate cards in their tableau to gain benefits.
- take that — Some cards have interactive effects, such as taking coins from opponents.
Video topics + discussion points
Quotes (from this video)
- So, all players are engaged in every turn. That's great.
- I think that's a neat twist on it compared to Space Base.
- this sequel gives you a faster start in that at the beginning of the game, you have a little bit of money, and you get to spend that money player by player on cards that are available to you.
- So, in both ways, when you get a landmark, not only are you advancing yourself towards a potential victory, but you're also doing something that helps all players participate, engage, and potentially catch up, which I thought was really clever.
- That is definitely I think my favorite mechanism in this game.
- Even in a vacuum, I think these elements are really well crafted for Machi Koro 2 and made me really enjoy the game.
References (from this video)
- fast-paced and quick to play
- two-dice-from-start mechanic speeds early turns
- starter cards and auto coins accelerate the start
- variety of landmarks with varying costs and effects
- two-player dynamic with less stealing can feel more approachable
- landmarks can feel flat or less interesting for some players relative to other editions
- developing a city by constructing various establishments to earn money and attract tourism
- building a city among competing towns
- tabletop play-by-play narration during a live playthrough
- Space Base
- Happy City
- Machi Koro Legacy
Mechanics (from transcript analysis)
- auto coin — If you have no money at purchase time, you gain an auto coin to buy something.
- Card types — Cards are color-coded (red, blue, green, purple) with different activation rules (opponent, any player, self, and more expensive purple cards).
- Dice rolling — On each turn you roll one or two dice to activate buildings in your tableau or in your opponent's tableau.
- dice-rolling — On each turn you roll one or two dice to activate buildings in your tableau or in your opponent's tableau.
- landmark pricing — Landmarks have three price tags depending on whether they are bought first, second, or third, creating variability in the early game.
- Landmarks — Players purchase landmarks that provide ongoing effects and contribute toward the win condition; three landmarks are needed to win.
- Multi-use cards — Cards are color-coded (red, blue, green, purple) with different activation rules (opponent, any player, self, and more expensive purple cards).
- starter phase — An initial phase lets players purchase three starter cards with five money to kickstart the game.
- two-dice from start (MK2 only) — In MK2 you can start rolling two dice from the outset, speeding the game.
Video topics + discussion points
Quotes (from this video)
- Machi Koro 2 does play in very much the same way as classic Machi Koro
- on each turn you'll roll one or two dice and you'll activate buildings that are in your tableau or opponent's tableau
- the landmarks will get more expensive as you go along
- the aim is to build three landmarks and the first to build three landmarks wins
- you can start rolling two dice from the beginning if you wish
- there's an initial phase of purchasing three starter cards with our five money to kickstart
- if you have no money at the start of purchasing you gain an auto coin
References (from this video)
- Easy to grasp and good for introducing to friends
- High replayability and multiple viable strategies
- Strong interactivity through simultaneous play
- building up a town with dice-driven production
- an island town
- machikoro
- katan
- kanban ev
Mechanics (from transcript analysis)
- card_purchase_and_buildings — Purchase buildings as cards to expand your island and generate actions.
- Dice rolling — Roll dice to activate buildings you own and others' buildings.
- dice_rolling — Roll dice to activate buildings you own and others' buildings.
- interactive_economy — Card interactions and purchases influence other players' income and options.
- Landmarks — Aim to complete three landmarks to win the game.
- Simultaneous Actions — Multiple players perform actions in parallel; each player's role can affect others.
- simultaneous_play — Multiple players perform actions in parallel; each player's role can affect others.
Video topics + discussion points
Quotes (from this video)
- we are omni gamers so we basically enjoy anything you put at the table
- it's important to stay on the positive things
- open communication is key for success
- board games are for everyone
- they bring people together
References (from this video)
- familiar family-friendly engine with refinements
- less broken than the original according to the speaker
- rule familiarity required; the speaker was unsure how to play at first
- family-friendly urban development
- city-building with a light, accessible theme
- casual and approachable
- Machi Koro 1
- Harbor expansion (referenced)
Mechanics (from transcript analysis)
- dice-based city-building — dice determine income/actions; core to Machi Koro family play
- set of strategies — original Machi Koro had a few viable strategies; the sequel aims to reduce perceived brokenness
Video topics + discussion points
Quotes (from this video)
- I've decided not to do paid Kickstarter previews. we want to hear about what reviewers actually think of games.
- the first one is Trolls and Princesses... I thought it was a cute theme.
- Beacon Patrol is a Cooperative tile placing game.
- it's a draft and write records a game about building a band.
- I don't like trading mechanic but here's the thing when you're trading to a Cooperative end we had a really fun time with it.
- the White Castle is a dice worker placement game which I love. I love engine building.
- Praga Caput Regni... it's messy. teaching it... not fun.
References (from this video)
- Clear engine-building loop that remains accessible
- Interactive income generation that benefits all players
- Fast-paced and easy to teach
- Dice luck can dominate early progress
- Limited depth for veteran euro players
- dice-triggered income and property development
- Modern city building and development
- Analytical overview of engine-building and accessibility
- Monopoly
Mechanics (from transcript analysis)
- Dice rolling — Income is triggered by dice results, and those results can affect all players with matching cards.
- Dice-driven income — Income is triggered by dice results, and those results can affect all players with matching cards.
- engine building — Players acquire cards that generate income; buildings synergize to increase revenue over time.
- Investment — Investments accumulate as players buy more cards to extend income streams.
- Set/portfolio growth — Investments accumulate as players buy more cards to extend income streams.
Video topics + discussion points
Quotes (from this video)
- Monopoly is the bestselling branded board game of all time
- engine building is what makes these games addictive
- Isle of Sky what makes this game so cool is you're acquiring let's say properties again but in this case it's tiles
- it's such an active game it's practically chaos
- no thanks is a game for three to seven players
- everyone's in the game until the very end
- Isle of Sky is my favorite game on this list
References (from this video)
- Easier than the original Machi Koro
- Simplified landmark system (only 3 instead of 4-5)
- Fun card selection
- Random dice rolling adds excitement
- Take that can feel mean sometimes
- City development and commerce
- Building a city
- Light theme
- Machi Koro (original)
Mechanics (from transcript analysis)
- Card Collection — Collecting different establishment cards (cafe, bank, farm, flower shop)
- Dice rolling — Rolling dice to determine card activations
- take that — Players can affect each other negatively
Video topics + discussion points
Quotes (from this video)
- do those things that's going to keep us safe yeah so that we don't get overcome again
- the games from 2021 that we loved and we picked our top 10 games from that
- board games that bring the fun to the table
- i used to read yes you did when we first got married i would read yes i loved uh books
- i can do so much more yeah with board gaming than with golf
- they want to be known as the steam platform for board gaming
- embracer is becoming that you know so big that they're gonna be so diversified for geek culture
- we want to be that one-stop shop where if you're looking for people of color you want to hear what they have to say
- diversity inclusion that's what we're shooting for
- it's a beautiful game and you know the market you know because you gotta always look at the market
- i ain't mad at you
- the dice ain't nice
- we love you guys we we we're just glad you're still with us and keep on coming back
References (from this video)
- accessible for families
- quick plays between sessions
- some players may seek deeper strategy
- light, family-friendly city management
- city-building with dice
- humorous, casual
Mechanics (from transcript analysis)
- Card drafting / set collection — acquire buildings to build your own city
- Dice rolling — dice determine which buildings activate
Video topics + discussion points
Quotes (from this video)
- We love you and we will always love you.
- these are games your family will enjoy.
- I love Unmatched.