Machi Koro - General game info
Machi Koro
2-4 players, 30-90 minutes, 8 years and older
AuthorMasao Suganuma
IllustratorNoboru Hotta
Published byKosmos
Online since 2019-03-24
Developed by (Ccybrina)
Boardgamegeek143884 owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
Machi Koro - Rules
If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.

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Machi Koro

→ Original Rules (pdf)

Welcome to the city of Machi Koro, the Japanese card game that is sweeping the world. You’ve just been elected Mayor. Congratulations! Unfortunately, the citizens have some pretty big demands: jobs, a theme park, a couple of cheese factories, and maybe even a radio tower. A tough proposition since the city currently consists of a wheat field, a bakery, and a single die. Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments, build public works, and steal from your neighbors’ coffers. Just make sure they aren’t doing the same to you! Machi Koro is a fast-paced, lighthearted game for you and up to 3 friends. Once you’ve had a taste of Machi Koro, this infectiously fun game may have you wondering if the dinner table ever served another purpose other than gaming. They say you can’t build Rome in a day, but Machi Koro will be built in less than 30 minutes!

The player to construct all four of their Landmarks first wins the game!
Game Components
Cards (84 Supply Establishments, 8 Starting Establishments, 16 Landmarks)
Coins (worth 210)
Game Setup
  • Each player receives:
    • 2 starting Establishments (Wheat Field and Bakery)
    • 4 different Landmarks (Train Station, Shopping Mall, Amusement Park, Radio Tower)
    • 3 Coins
  • Each player places their two starting Establishments face-up and their four Landmark cards face-down.

Each player receives:

  • 2 starting Establishments (Wheat Field and Bakery)
  • 4 different Landmarks (Train Station, Shopping Mall, Amusement Park, Radio Tower)
  • 3 Coins

Each player should place their two starting Establishments face-up in front of their play area, and their four Landmark cards face-down (Under Construction). This is the starting area of each player’s city. Any excess starting cards for a game of less than four players (Establishments and Landmarks) should be returned to the box as they will not be used in the game.

Next, create a marketplace for all of the Supply cards (Establishments and Major Establishments) by creating stacks of cards of the same type (e.g., all Wheat Fields in one stack, all Mines in another, etc.) arranged in order of their dice roll requirements (e.g., Wheat Field first and the Fruit and Vegetable Market last). Finally, give each player three coins and form a bank with the remaining money. Determine a starting player and begin play.

Game Flow
  • Roll Dice
  • Earn Income
  • Construction
Players take turns in clockwise order. A turn consists of the following three phases:
  • Roll Dice
  • Earn Income
  • Construction
Roll Dice

To begin their turn a player rolls the dice. At the start of the game each player will roll a single die.

Once a player has built their Train Station, they may roll one or two dice on their turn.

When rolling two dice, the dice are always summed together.

Earn Income

Players earn income based on the dice roll and the numbers on their cards.

Green/Purple - Only as active player

Blue/Red - In everyone's turn

Players earn income based on the dice roll and the effects of the Establishments that they own that match the dice roll.

The card symbols show when the players receive income:


Only the player who rolled the dice receives income.


Each player receives income for their cards.

Each card says if income is received from the bank or from other players. The players put their coins in front of themselves, so that everyone can see how much money they have.

Types of income

Wheat Field

Blue: Primary Industry

Get income from the bank, during anyone’s turn.


Red: Restaurants

Take coins from the person who rolled the dice.


Green: Secondary Industry

Get income from the bank, during your turn only.


Purple: Major Establishments

Get income from all other players, but during your turn only.

Order of activation

Establishments are activated in this order:

RedBlue & GreenPurple

Payment to multiple players is processed counter clockwise.

It is possible that multiple types of Establishments are activated by the same die roll, in this case the Establishments are activated in the following order:

  1. Restaurants (Red)
  2. Secondary Industry (Green) and Primary Industry (Blue)
  3. Major Establishments (Purple)

If a player owns multiple copies of a single Establishment, the effects are multiplied by the number of Establishments of that type owned.

If a player owes another player money and cannot afford to pay it, they pay what they can and the rest is exempted (a player’s coin total can never go below zero), the receiving player is not compensated for the lost income.

If payment is owed to multiple players at the same time, payment is processed in reverse player order (counter clockwise).

Special Note: The “Shopping Mall” Landmark affects each card.

Example: a player owning multiple copies of the “Bakery” would see each copy of that card earn +1 income.

Building New Establishments and Completing Landmarks

At the end of their turn, the active player may build 1 Establishment or 1 Landmark.

Noone may own more than 1 card of each of the purple Establisments.

To conclude a player’s turn, he or she may pay to construct one single Establishment OR pay to finish construction on a single Landmark by paying the cost shown on the lower left-hand corner of the card.

Once constructed, an Establishment is taken from the supply and added to the player’s play area.

Players may not construct more than one of each of the purple Establishments in their town. A player may construct as many unique cards as they choose, but may never construct a second of the same purple card.

Players may construct multiple copies of all other Establishment types as described in the Income section of these rules.

When constructing a Landmark, the Landmark card is turned right-side up (full-color side) and the Landmark’s effects are active from the player's next turn on. Landmarks may be constructed in any order the player chooses.
Ending the Game
Play continues clockwise until one player wins the game by completing all four of their Landmarks first.
Differing to the original rules, on the game continues, even after a player has won. As soon as one player has completed all four of their Landmarks, they have secured their final position and exit the game. The other players continue playing. Players who have finished do not pay or receive any money anymore and their cards can not be exchanged anymore (Office). The game ends when all but one player have completed all four of their Landmarks.
Variable Supply Variant

All Establishments are shuffled into a face down draw pile. The supply is formed by drawing cards until there are 10 unique cards.

Whenever only 9 card types remain in the supply, cards are drawn from the draw pile until there are again 10 unique types.

If you have played the game a few times, you should try this variant, in which not all Establishments are available all the time.

Since each player is only allowed to have one of each of the purple Establishments, those cards that will definitely not be needed are taken out of the game (i. e. two of each purple cards in a game of 2, one of each in a game of 3).

Before the game, all Establishments are shuffled into a face down draw pile. Then the supply is formed by drawing cards and putting them face up onto the table until there are 10 unique cards. Cards of the same type are put on top of each other. (So there will usually be more than 10 cards in the supply.)

Whenever an Establishment is built during the game, and only 9 card types remain, cards are drawn from the draw pile until there are again 10 unique types in the supply.

If the draw pile should be empty, the supply will not be filled up anymore.


Explanations of the Landmarks

Train Station: Each turn the player may choose if they want to roll 1 or 2 dice.
Shopping Mall: Each time the player receives income through an Establishment with the shown symbol, they receive an extra coin for each of those cards. For example, if they have 2 Bakeries, they get 4 instead of 2 coins. A Restaurant gives 3 instead of 2 coins.
Amusement Park: A player may roll 2 dice only if he/she has already built a Train Station. In case of a double the player receives a complete additional turn. They may choose again whether to roll 1 or 2 dice, receive income and may build an Establishment or Landmark. The Amusement Park never gives more than one extra turn.
Radio Tower: If the player chooses to reroll, the same number of dice have to be used as in the original roll. Only the result of the second roll counts.
When a TV Station is activated and only one other player has money, the (up to) 5 coins will automatically be taken from this player.
Clicking the name of a player will show an enlargement of their 4 Landmarks.
The numbers in the upper left corners of the supply cards say how many cards of the corresponding type there are in this pile. In the Variable Supply Variant, an additional number in () says how many cards there still are of this type in the draw pile.
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