Machi Koro Harbor Expansive Expansion

Machi Koro Harbor Expansive Expansion

machi koro harbor

I’m not the biggest fan of board game expansions. Maybe it’s because I haven’t given them a chance or not too sure which ones are worthy to purchase. Regardless, my library has seen only three expansions– Carcassone (with a buch of mini expansions), Ticket to Ride Asia, and now Machi Koro Harbor Expansion. What am I afraid of you may ask? I don’t want to spend money on an addition that will only hinder game play (let me elaborate). I have a few groups in mind that may not enjoy the length of time each expansion adds to the base. I have groups that don’t enjoy reading too many rules (especially if it’s hard enough to remember the base rules). I also have groups (like my parents) that just don’t get it and would rather play something else. With all this in mind, I proceeded in purchasing the Machi Koro Harbor Expansion.

Machi Koro (For a full review of Machi Koro click here) Expands the concept of building your city and dedicates the strategy to having built the largest city before your opponents. Through dice, cards, and a bit of luck, you will be activating establishments, collecting coin, and buying more establishments or landmarks to further your progress and quicken your way to victory. Like the rulebook states,

“They say you can’t build Rome in a day, but Machi Koro will be built in less than 30 minutes”!

machi koro harborMachi Koro Harbor Expansion elicits a very balanced addition to the already great Machi Koro. With the addition of the expansion, to setup the game, you will now be shuffling up and dealing out the establishments until you have 10 unique buildings laid out face up (yes, doubles, triples, quadruples, and so forth will be played on top of the face up cards when played and will not count as a unique). Like a normal game of Machi Koro, you will begin rolling the dice to begin collecting coin. This time, we have a very expansive new list of goodies to fulfill all our Machi Koro needs.

We have 3 new landmarks available which can almost completely 180 anyones original strategies (I know I have developed a completely new strategy to my Koro-ing). You will begin with an already developed Landmark titled “City Hall” which gives you 1 free coin from the bank if you have no coins. The Machi Koro Harbor expansion also introduces to us the Airport and the Harbor. Airport cost 30 coins and can truly be the game changer that recommends a brand new strategy to prevent any play from possessing this gem. After a whopping 30 coins to unlock this bad boy, you will begin collectign 10 coins every turn you roll and not build on. Yes, that means you could potentially rack up all the coins you need to end the game. The Harbor landmark (costing 2 coins) unlocks the ability to add 2 to any roll after a roll of 10 (so rolling 10, 11, or 12) which means yes, new cards are introduced that activate at 13 or 14.

The establishments introduced in Machi Koro add the utmost flavor to the board game. It does a fantastic job at balancing out some of the base game gems (like Cafe and Convenience Store–which I spammed a lot). So those players who rack up Cafes to punish your rolls of 3 can now feel the wrath of the Publisher, which recieves 1 coin for each cup and bread symbol that the opponent who rolled a 7 has (>:]). My new favorite card is Tax Office, which will remove half (rounded down) of the coins from each opponent who has 10 coins and more (>:}}). Along with a few more red cards that give you 1 coin per player who rolled the dice, there are the new card additions that activate at 13 and 14. We have Food Warehouse and Tuna Boat. Rolling 12-13 will grant you 2 coins from the bank for each cup symbol that you own, simple. The Tuna Boat card is a bit trickier. When rolling a 12- 14 (this works on anyones turn), you will then reroll the two dice you previously rolled and if you have the harbor, get as many coins as the new dice roll says. That means doubling up on this card ( or tripling) brings in the bacon.

machi koro harbor

My final thoughts? This makes a good board game a great board game. It doesn’t add too much to the length of the game, the rules (while many) aren’t overbearing and follow suit to the rest of the game, and Machi Koro has already been a quick and easy game to pick up, Harbor is no different. I think this is an essential addition to the base– now to try Millionaire’s Row.


Joseph Nicholas

Founder and Editor-in-Chief of Indietabletop. Communication major. Favorite mechanics include: Bluffing and Deduction, modular boards, and action point allowance. Favorite video game genres are Rpgs, Puzzles games, and Sim/Tycoons.

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