Impressions from “Machi Koro. “Machi Koro”: how I was mayor-san Koro balls rules of the game

When I finished writing a review of a board game Machi Koro, then by that time the second addition had already been released in Russian called Sharpe(if we count the one that was included in the base box first). I was very interested to find out what new he came up with Masao Suganuma, author of the game. And finally I got this opportunity!

I invite you to join me in looking into the box of the new addition to the board game. Machi Koro.

The box is small, it contains a piece of paper with the rules and a deck of cards. Haters may claim that such a box can fit not one, but two decks of cards, but it seems to me that the size of the box is appropriate - very small boxes are, of course, cute, but they can easily get lost.

The add-on contains only business cards - you won’t find any new tokens or attractions in the add-on.

The rules have also not changed, so I suggest going straight to the analysis of the cards. For convenience, I will divide them into “before 6” and “after 6”, since usually the purchase of these buildings depends on whether you have already moved to 2 cubes or not yet.

Until 6

2 Supermarket (cost 0) - a good card for a start, especially since there are plenty of “twos” in Machi Koro - you can hit the jackpot. The only thing when you start building attractions is To the supermarket turns to dust.

3-4 Corn field (art. 2) — “corn” is practically an analogue To the supermarket. If you take “corn” together with supermarket, then don't plan on using 2 dice for most of the game.

4 Dismantling company (Article 2) - cool card! This is one of the best maps in the extra. She may seem very tough to you because " we built, we built and didn’t build anything". But in the middle of the game, with the help of attractions for “2” and “4” you can make an excellent carousel and swim in coins.

5 Prestigious restaurant (Article 3) — in the later stages it plays quite well. You can take it at the start and scare the players with the map so that they are afraid to build attractions.

5-6 Credit bank (Article 0) - the enterprise is very funny. Several times I tried to actively purchase by banks, then build Dismantling Company and hope for luck with the dice. So I’ll say that I lost only once. You need to try to build a landmark for 22, which allows you to re-roll the dice once, and then try to re-roll Credit banks other players with the help of another cool card from the extra. Interesting map!

After 6

7 Vineyard (v. 3) — city residents have stopped drinking cheap but tasty fruit wine, so they will have to build vineyards. An ordinary card that brings in ordinary income.

8 Cleaning company (Article 4) — a funny trick card with a new “closing” game effect. Select 1 enterprise and announce that it is closed. All players who have this enterprise tap it for themselves, i.e. rotated 90 degrees. To turn the enterprises back, you need to discard their number on your turn. Bad person who played cleaning company, receives a coin for each enterprise closed in this way. Cool card, it’s a pity that you can only buy one of these =)

9 Winery (Article 3) — life is much more fun with wine! As you can see, this card only works with Vineyard, so the usefulness of the card is very conditional, although on occasion it can generously reward you with coins.

9-10 Transport company (Article 2) - remember the trick I mentioned with Credit Bank? That's what we'll save for the bank, dear one. Transport company. The card plays quite well even without banks, when you need to fuse all kinds of garbage in the second half of the game for 1 and 2. But for a cool effect, you need to buy 3-4 of these cards, and then sit and wait until you get a 9 or 10... IMHO , for a long time.

10 Venture fund (Article 1) - “long” card. It plays well with a maximum number of players, in a duel there is absolutely nothing to worry about. The fund seemed like a very specific card to me.

11 Beverage plant (Article 5) - for those who have not yet been given a passport =) Drinks, bastards, are expensive, but they allow you to make good money at the expense of those who love red cards (the same ones that rob other players). If no one builds red cards, then Beverage plant a completely useless thing. Optional.

11-13 Park (Art. 3) - one of the strangest extra cards. As they say, “just have a laugh.”

12-14 Private bar (art. 4) — I rarely see any players focus on cards higher than 10. Therefore, personally in my company bar somehow it didn’t go very well. Take all coins from the player who rolled the die if he has 3 or more points of interest. The map is very cruel and allows you to rob the leader who is one step away from victory. But will the leader roll 2 dice if someone builds Private bar, that is the question…

Sharp - aka sharp, aka prickly, aka Machi Koro

As you probably already know (and whoever doesn’t know, I recommend reading this one of mine), Machi Koro- a very simple game in which you need to roll a dice and buy cards that bring income in the form of coins. I noticed that this game is either loved for its simplicity and fun, or they do not understand it at all and do not accept it, calling it primitive. Addition Sharpe don't change the game. Therefore, if someone had hopes that the game would become less casual with the addition, then this someone will be disappointed. Machi Koro all the same.

After playing with the new expansion, I realized that the game has become modular. You can customize the desktop the way you like. All of these add-ons are simply tools that allow you to customize the game to your liking. You can play with 4 attractions, you can play with all of them, you can play without red cards, you can remove cards for 10-14, you can experiment with the number of purple cards, etc. If you don't like the abilities of some cards, just don't play them! You now have a wonderful choice.

But at the same time, I warn those who are eager to play with all the cards at once (base + 2 extras) - the paralysis of analysis is incredible! It's better not to play like that. First time I played with the expansion Sharpe, I did just that - I laid all the cards on the table. As a result, every move I got stuck and thought about what was better to buy. There are now a lot of business cards, and it is sometimes very difficult to stop at just one. So it’s better not to play with all your cards, my advice to you.

If someone likes the mode in which all the cards are shuffled in one deck, and enterprises are laid out from the deck in a row in the amount of 10 pieces, then the new cards fit well into this mode and do not spoil anything.

No wonder the new addition is called Sharpe. There are practically no ordinary enterprises in it that simply bring 1-3 coins on your own or someone else’s turn, as is the case in the database. IN Sharpe many different cunning cards, adventurous, sometimes cruel, allowing you to completely rob the player or become bankrupt in an instant.

I didn’t really like all of the 13 new types of cards - my preferences can be judged based on my comments above. But I note that in Sharpe There are some really cool cards that allow you to look at the game differently. For example, I have repeatedly tested a rush development strategy on 3-4 maps, which could not be done with just cards from the database. It was a very interesting idea with the “closing” of enterprises; all my friends liked it.

I'm still delighted with the game's design. The extra came in a small bright orange box, it smells like summer and orange juice. The design of the cards remains the same - minimalistic, which I also really like. I would also like to note that in the new cards the green paint has a different shade, so the green cards from the base box are slightly different from the green cards from the last expansion. Fortunately, the cards in the game do not interfere and their “speckling” does not affect the gameplay at all. The green just became a little darker.

If you already have the game Machi Koro, and you like it, then I advise you to purchase the new addition Sharpe. The expansion contains many “bold” cards that directly affect the interaction between players. If you like to do mean things and make trouble for other players, then you will like this add-on. I would not recommend playing with all cards Machi Koro, but with new maps you can customize the game to your liking. Masao Suganuma managed to make a nice, “edgy” addition to a good city-building game.

Next time we’ll try to cross a wolf and a man in the countryside...

Board game Machi Koro Sharp was provided for review by Hobby World

To win, you need to become an excellent mayor who masters the budget better than anyone and makes the city more beautiful and better. A small town, drawn with care and love for tea houses, sushi, gardens, sakura petals and other advantages of Japan, and a simple economic game for adults and little Japanese.

Everything as you like

In the board game Machi Koro you need to build and earn money. Thanks to the right strategic decisions of the mayor, the city is becoming richer, and therefore larger, turning from a village into a real metropolis. You will find out which of you will be the best mayor of your city at the end of the game. But “Machi Koro” is translated into Russian as “throw-city” (this has nothing to do with China), that is, the main role is played by six-sided dice, through which your success is controlled by fortune.

Count and build

Each turn is divided into two phases:

  • Income calculation: the active player rolls the dice, and the result of the roll affects all players, if they have suitable cards - buildings bring money,
  • Construction: The player can build a business or landmark.

When someone has four points of interest, they are the winner.

“Machi Koro” just begs to be given as a gift

The Japanese game Machi Koro will be an excellent gift for lovers of strategic and economic games and everything Japanese. Orientalists, Japanese scholars, anime artists, samurai re-enactors, students of Japanese courses, Kurosawa fans - can you imagine which companies can build train stations and markets in the land of the rising sun? And for players who are quick to learn and ready to challenge themselves, there's an expansion for experienced city builders right in the main box.

Board game

Number of players
From 2 to 5

Party time
30 to 60 minutes

Game difficulty
Average

Japanese economic strategy. You have to become the mayor of a small town, which with your help can become the most magnificent and prosperous in the area. Here you are given the opportunity to build shops, cafes, factories and increase your budget.

Board game Machi Kora: rules of the game

Preparing Machi Koro

  • Each player receives two Enterprise cards (Wheat Field and Bakery) and places them face down in front of them.
  • Each participant receives 4 attraction cards and also places them face down in front of them (“Radio Tower”, “Shopping Center”, “Station”, “Amusement Park”).
  • Each player receives 3 coins as initial capital. Reserve cards must be sorted by type and placed in the middle of the table.
  • All other cards (if any remain) are placed in the box. In this way, the player’s city is formed, which will further develop.

Gameplay Machi Koro

All players take turns.

Each player makes his own move, which consists of two phases:

  1. Income phase.
  2. Construction phase.

Income phase.

The player rolls the dice. If a player has a station, then he can choose how many dice he will roll 1 or 2. Based on the results of the roll, all players, without exception, receive income. The number in the top corner of the card indicates which dice result triggers the card's effect. And at the bottom of the card the effect itself is described. The effect of the card also describes where the player takes coins from his opponent or from the bank.

Construction phase.

In this phase, the player chooses one of three actions:

  • Build one enterprise. The player pays for the construction to the bank and takes the corresponding card from the reserve and places it in his town. In one city, you can build only 1 enterprise of each type with a special symbol indicated on the map. If the symbol is not on the card, then you can build as many of them as you like.
  • Build one landmark. Here the player selects and pays for an attraction. The landmark effect is now active in your city.
  • Refuse construction. You do nothing and the turn passes to the next player.

Completing the game Machi Koro

The board game Machi Koro ends as soon as one of the participants has built 4 attractions in their town. He is declared the winner.

In a small ordinary room, a man covered with stubble lies lazily on the sofa and clicks the TV channels with the remote control. Stupid news, an idiotic movie, stupid blondes wearing makeup, stupid pop hits... Everything is wrong... He begins to doze off... But his sleep was interrupted by advertising...

... Ta-dam!!! (music sounds loud)

Drawn scissors appear on the screen on the left side, and a pack of colored paper crawls out from the right side.

The scissors begin to randomly cut sheets of paper. The cut pieces are placed in one pile.

Suddenly the cut colored paper begins to form into pictures. A cafe and a stadium appeared, which the announcer spoke about.

(voice behind the scene) And here is a bakery that will bake the most delicious bread in the world. On weekends you will go with your family to the shopping center for shopping... Here it is, beautiful, huge, with a large parking lot. Each building will be guaranteed to bring you a profit, for which you can then purchase something new. For example…

Water appears on the screen outside the city, and scissors begin to cut out new figures. The port appears.

Little people appear, they scurry back and forth, sometimes stopping and waving at you. You watch a flat paper city grow.

A small helicopter flies out from the left, holding a box on a hook with Machi Koro written on it.

A year ago board game Machi Koro(MK) appeared at the exhibition in Essen. Moreover, it lit up and immediately disappeared into oblivion, because very few copies were brought to the exhibition. The excitement around the game was serious - those who managed to buy the game were delighted with the simple mechanics and insanely cool gameplay, and the rest who also wanted to join the lucky ones who bought the game had to wait for the English-language edition. I was among the second ones who were waiting.

As a person who is greedy for hype (hype is loud advertising, praise), it was very difficult for me to resist the temptation to add the game to the wishlist. Here's what stood out to me in the game first of all:

- this is a Japanese game, but it is not traditionally Japanese, which they love to treat those whose heart belongs to Japan, and an evil fate has thrown them to a completely different place on the planet. This is a typical modern Japanese game - here you are served with simple gameplay, minimalism and compactness;

— in Machi Koro you need to roll dice! Cubes! Hooray!

- a card game, no fields and hundreds of resource tokens. Only cards.

It seemed that one could wait forever for this miracle game, which did not inspire optimism. But here Hobby World I was stunned by the news that they are releasing this game in Russian. It's very nice when the game you've been waiting for so long can be easily purchased at your favorite board game store located in your city. I haven't been so happy for a long time Hobby World.

Machi Koro is a card-based Sim City - a city construction simulator with a unique infrastructure. Any enterprise brings money, for which you can build new enterprises or attractions. The players' task is to build all available landmarks. Whoever does this first wins.

The game cannot be called unique. Machi Koro is a fusion of what you may have seen before. Imagine what will happen if you mix Monopoly, Colonizers and I’m not afraid of this word, Dominion. The resulting vinaigrette (or you can take the Japanese version - sushi) is MK.

The rules are incredibly easy to explain. Literally after half a minute of listening to a lecture on urban planning, I was already making my first move!

Attractions

There are 2 types of cards in the game - enterprises and attractions. Businesses generate income in the form of coin tokens. Landmarks have one useful property and lead to victory - for this they need to be built, i.e. pay money for them. Each player starts the game with only two enterprise cards and 3 coins (like a small town or even a village). On his turn, he can buy for coins and immediately build any of the enterprises that are arranged in piles and available to all players. In order for the enterprise to generate income, at the beginning of the turn the player rolls the dice. Each enterprise has a number on top - from 1 to 12. At the beginning of the game, the player rolls one die and receives profit from the enterprise card corresponding to the number rolled (how many coins to take is written on the card). Having built one of the landmarks, the player will be able to roll 2 dice, thereby gaining the opportunity to use the abilities of buildings with a higher number. As a rule, the higher the number, the more profit the card brings.

Starting village

Enterprises, in turn, are divided into 3 types - catering/red (take money from other players), raw material enterprises/blue (bring income on any player’s turn), shops, factories, markets/green (bring income only on their turn), large enterprises/purple (bring income from other players, but on their own turn). Due to the fact that enterprises differ in the way they generate money, players’ tactics may differ.

As soon as the player builds the last, fourth landmark, he wins the game.

Let them talk

The opinions I heard about the game before playing it can be divided into 2 parts. Some said that the game was simple, but cute and very enjoyable, while others said that it was boring and too gateway. Those “second” ones, as a rule, were hardcore players, accustomed to while away the time playing complex games that could break your brain. It’s surprising that for the most part these geeks were Russian board gamers, many of whom I used to trust.

So what is it Machi Koro? Which side did I choose?

Let me start with the fact that when I unpacked the game, I already had a rough idea of ​​what awaited me. After all, this is a game from my wish list!

I really like the style in which the game is designed. It is mosaic-animated. It feels as if you are building a toy city. It seems to me that this style definitely adds value to the game.

I mentioned at the beginning of the article that MK reminds me of 3 games. The thing about Monopoly is that you roll the dice and get a profit from the building if you bought it. You just don’t need to move the chip anywhere. From the Colonizers - the opportunity to make a profit during someone else's turn. And from Dominion is that all enterprises available for purchase are in piles, and they have the ability to run out.

The gameplay itself may seem primitive to an experienced player - you throw a roll and hope that the number of the enterprise you own comes up. The same thing happens when another player rolls the dice - now you hold your fingers so that the number of any blue enterprise appears (brings profit on any player’s turn, I remind you).

The player's task is divided into two stages:

1) choose the moment when it is better to switch to two cubes. To do this, you must already have built several enterprises above 6 in order to receive profit from them;

2) make sure that money flows into your pocket every turn as quickly as possible. One of the attractions costs as much as 22 coins, which at the beginning of the game seems like a huge amount. There is no way to do this without a cunning strategy ;)

It seems that your success depends only on one roll of the dice, but the player’s task is to build enterprises in such a way that every move (even someone else’s) is beneficial for you. What are the best maps to build? Green, blue, red? If this article were about strategy in MK, then I would give a whole bunch of tips on how you can win the game without putting in much effort and without casting spells on the cube =) But it will be better if you try to come up with your own strategies, and then share them here or on Tesera.

You can play MK with 2 to 5 players. I tested the game with 2, 3 and 4 players. The feeling is a little different depending on the number of players. I liked playing together least of all, because... the influx of money decreases during someone else’s move. The difference between minimum and maximum players is that the fewer players, the greater the constancy of capital. When the game was played out at 4, while you were waiting for your turn, you could go up a dozen coins and on your turn create something incredibly cool. The fewer players there are, the less chance there is of unexpectedly getting rich (and sometimes even losing all your money). I personally liked playing with a larger team - it’s a little more fun. But at the same time, the dueling game also has no flaws in gameplay.

In the game, it is important to guess the moment when it is worth buying buildings with a number greater than 6 and switching to rolling two dice. If you do this earlier than necessary, you will have to save coins for a long time. If it's too late, other players will get passed and it will be difficult to catch up with them.

My opinion? Cool toy! Now I know what to get Monopoly fans hooked on. The same purchase of real estate, the same making a profit from it, but MK is a modern game and it looks cool.

And yet I believe that the game is random, no matter what anyone says. How can you influence the cube? There is only one point of interest that allows you to re-roll the dice. Therefore, if you are afraid of randomness, then you should immediately save up for this card. On the other hand, dice should be like this - they should surprise, upset and delight =) This is a hexagonal mechanism for obtaining different emotions =)

Expansion cards have a special icon at the bottom right

Maybe some people will find the base simple and fast. For example, it seemed to me that the game went by too quickly. For those people who find the base not very strategic, expansion cards were included in the box. By the way, this is just a great decision from the outside Hobby World, because it would be possible to release additional separately (and there would be so many screams...). In our case, if someone wants to “load up the game,” they won’t have to run to the store for new cards—they are all in the box.

The addition does not introduce anything radically new to the game. One new starting card will give you the opportunity to take one coin at the beginning of your turn if you don’t have any. 2 attractions and 10 types of different enterprises have been added. In particular, new enterprises are diluting old ones, and now you will have a choice of which, for example, to take a 4-r, because there are already several of them. So I recommend moving on to additional games immediately after the first game to the base.

Enterprises from additional

Machi Koro- an excellent choice for those who have recently become interested in board games. I think that through this game you can easily get hooked on board games, because it has almost everything that beginners like so much - bright colors, cards, cubes, coins, ala Monopoly, etc. But the reaction of geeks can be ambiguous, because the game is essentially simple, and they themselves know how they react to board games, where you don’t have to think a lot. That's exactly why I like her. He quickly laid out the cubes, quickly threw the cubes, accumulated coins, built everything, won (or lost). I understand why some people don't like the game, but, fortunately, their quibbles don't bother me at all.

I can't say for how long Machi Koro can hold the player. I'm sure that if you don't play too often, it will last for a long time.

For some reason I’m still tempted to call it hipster. Mostly because of the design =)

Recently HW made us happy that they released another addition to the game. Of course, there will be new businesses and attractions. Or maybe some other new mode. What else do we need to be happy?

So, to summarize - a stylish game about building a city using dice rolls and developing enterprises. You can learn to play very quickly; you may even have no board experience behind you. Simple, moderately random. It is recommended for beginners and those who love casual games, but experienced players are not deprived of the opportunity to enjoy the game. Good game, my recommendations to you!

Board game Machi Koro Supplied for review by Hobby World.

Denis Akimov talks about his impressions of Machi Koro: what is good about the basic set, how the addition improves it, what distinguishes the game from other modern board games and how it could be completed.

In 2014, the publishing house World of Hobby released another promising and interesting localization from Japan, which is distant and unusual for our tables.

Machi Koro is a card game. In the box we will find nondescript cubes, several decks of enterprise + establishment cards and a pack of tokens - the local currency. The quality of printing and card material is at an average level, typical cards from the Fantasy World. The size of the cards is standard American (Uno, Munchkin, Train Tickets) To protect the game you will need a couple of packs of protectors 56 x 87 mm. The box is bright, not the most “air intake” size, here we will also compare the size of the classic Munchkin. In addition to the basic set of cards, the Russian version of the game also contains an add-on, which is sold separately in the game’s homeland. For this it is worth saying a special thank you to Hobby World.

Game process

During the entire game, players do 2 actions:

1. Roll the dice - earn money (mechanics like in Colonizers...)

2. We build cards of buildings and various establishments that will bring money from the successful completion of the 1st action (here, too, warm greetings to Klaus Teuber, you have to build cards of enterprises based on a certain number that can appear on the dice)

The goal of the whole game is to roll the dice and develop your city from a set of the highest numbers on the dice / dice to build 4 super-mega buildings, such local wonders of the world. The cost of these buildings is quite high, and depending on the chosen tactics of each player and the general trend at the table, this can happen either very early, or drag on for an indefinite period of time (both options usually go a little crumpled)

Did the process and goal of the game seem a little bland and dry? This is exactly how it really is, this taste is felt especially clearly by already experienced players (experienced even in fillers and other monopolies, not to mention characters who have completely turned on board games.)

What is this unpleasant factor?

1. There is randomness. The cube sometimes ruins the whole strategy. It seems like you’re doing everything right, building groups of houses with the maximum values ​​according to probability theory, etc. - but you’re not happy! and on two dice instead of the required 6-7-8, much more often everyone can roll a total of 3 or 11! How can you explain and accept this if you haven’t built a single additional triple and you essentially only have the initial location from the one-liners... It seems like you’re trying and, logically, you’re acting correctly - but no, it’s not your day, my friend. come back next time :)

2. Complaint about the basic rules for 2-3 players: Full accessibility of all locations to everyone at the gaming table. In fact, with a small number of people at the table, you can build absolutely identical cities and the first player will win. This is somehow not right, perhaps this is a “balance in the game”, but the spirit of competition between the participants completely disappears! There is sometimes a certain despondency at the table. Each one is boiled in its own cauldron, usually similar to its neighbor's cauldron.

But here the official rules of the basic set and expansion come to the rescue: all the cards are mixed into one deck, 10 different types of cards are laid out from it, and only these are available for purchase. A set of 10 different types is added to the complete set after each construction. These rules bring crazy competition and save you from having the same city at the table - the basic process of the game changes incredibly!

Well, if you are not satisfied with this official version of the “quick empire”, you can rule the game using your local “house rules”. There are a lot of variations: limit the number of copies of cards in the general pool (those who managed to do it, well done), limit the number of identical cards of a certain location or a certain number in the player’s city (the option with a limited number is generally very interesting, again from the more correct balance in the game)

The game should have excitement and competition - in the basic Machi Koro there are few of these important points, it’s good that this can be changed/added not with the help of the first addition that the publisher included in the basic set of the game.

If we talk a little more about some improvements, then the game has a good element of the classic monopoly about the “circulation of money at the table” - we are talking about an additional deck of event cards in which items about “paying a fine” or “grandmother’s inheritance” would look good (by the way, here you can add a small circle of the enterprise cards themselves, because the grandmother could have been the largest shareholder of the plant :)" If you create such a deck with more positive and positive content, then the process of playing these cards would fit perfectly on a new card of an establishment like "Field of Miracles studio" or " Las Vegas" of some kind, for example with the number 6. (by rolling 6 on the dice, in addition to collecting money, we draw an event card if we have a corresponding location in the city).

The game has a certain type of building that essentially implements and redistributes money among the participants at the table using its dice values. But sometimes these cards, if several players have them, work idle (you give me, I give you). Again, the problem is fixed when playing with the expansion! I would like to once again note how Hobby World approached the publication of this localization - they were probably based on foreign reviews and their own tests of the game!

And one more point that I would like not to leave unnoticed. The game has conditionally 2 levels of locations. The first ones require dice values ​​from 1 to 6, the other 6 - 12. So, over the course of many games in the basic version, in our company, second-level cards were required in a minimal way. The initial cards of the first level were enough for everyone, and the players who for some reason began to build more “expensive” establishments, subsequently observing the picture of unprofitable rolls of two dice on their turn and the complete logical absence of rolls of two dice from their opponents, began to bite their elbows and lament the wasted money to some stadium or hotel... I think that this moment can be attributed to the fact that the games were introductory and everyone tried to get by with minimal expenses. Now the situation has changed radically. With experienced players, the process becomes much more interesting; it is necessary to follow each other’s step and adapt as profitably as possible to the current situation on the table...

In the game of Machi Koro (preferably with its own modifications to the rules), you can attract absolutely diverse participants: both beginners and battle-hardened geeks. Girls will also try to portray themselves as some distant prototype of famous female top managers. 🙂 The game is perfect for a game with children (you can play with both a teaching group: an adult + a bunch of kids, or equally with children of a generation below), it is absolutely friendly to young and inexperienced players. You can spend a great winter evening with your parents playing the game; by the way, it’s a very good quality that many serious, interesting and high-quality board games lack. All this is undoubtedly a sign of another particularly successful filler.

During the time that we had the opportunity to spend playing this game, the majority had the same opinion - the game is good, it is quickly mastered by new players at the table, and the process as a whole is easy and not forced. But there is a drawback in the form of basic rules, perhaps only suitable for starting games. A significant moment - we played two games in a row with the starting set only on the first day of getting to know the game, since the first one ended with my quick victory in the first level locations and the rest of the participants essentially did not understand the full taste of the game. In a game with an addition, you want to play more and more, the process is more acutely felt by each player, the new “main buildings” change the concept of development depending on the order of their construction, and the competition is at the highest level for such board games.

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