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Machi Koro» Forums » General

Subject: Fun game, except when it's incredibly tedious...better setup rules? rss

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David Fischer
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I've played 2.5 games of Machi Koro, with and without the Harbor expansion. One game was brisk And fun. The other 1.5 games were overly-long slogs; high-number, high cost cards out to start making the first half of the game a boring march to eke out the coins to build up two-dice cards and unlock the two-dice rolling, so gameplay could actually begin.

The random aspect seems to wreck the game half the time, and change it from a 30-min quickie to a 45 minute exercise in tedium.

It seems like a different setup is needed, to make sure the game gets going.

Are there alternate rules recommended for base or expansions?

Thanks!
 
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Richard Sampson
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This is the main variant people use.

Make 3 decks:

2-6 non-purple cards
7+ non-purple cards
Purple cards

Play harbor rules but make 2 of the 10 piles from the Purple cards deck and 4 piles from each of the other decks.

You can vary the number of piles as needed, even exceeding 10. What I described works pretty well for Harbor, but you may want more piles with Millionaire's Row.
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Peter Strait
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Yes, there's a "5-5-2" variant (unofficial, so far as I know) where you separate out the 1-6 cards, the 7+ cards, and the purple cards into three draw piles, and divide the offer between them such that there's always 5 low number cards, 5 high number cards, and 2 purples.

It's described elsewhere in the forums, but that's the gist of it.
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David Fischer
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I think I found the answer
The 5/5/2 deck setup sounds like it should fix the problems I've had with MK. I look forward to playing it with this variant.
https://www.boardgamegeek.com/thread/1315037/3-draw-pile-var...
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Sebastian Zarzycki
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I think it's fine as it is. Sometimes, when we agree that the current "market" state is meh, we wipe them all and deal 10 different ones again. But that's rarely the case.
 
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Gillum the Stoor
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EmilSkoda wrote:
I've played 2.5 games of Machi Koro, with and without the Harbor expansion. One game was brisk And fun. The other 1.5 games were overly-long slogs; high-number, high cost cards out to start making the first half of the game a boring march to eke out the coins to build up two-dice cards and unlock the two-dice rolling, so gameplay could actually begin.

The random aspect seems to wreck the game half the time, and change it from a 30-min quickie to a 45 minute exercise in tedium.

It seems like a different setup is needed, to make sure the game gets going.

Are there alternate rules recommended for base or expansions?

You can play the base game with all cards available at all times.
 
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