Machi Koro has a devoted fan in our house: our older daughter. She loves it because you get to build your own city. And honestly, I get it. The game is very accessible and looks really lovely on the table.
What is Machi Koro?
A dice and city-building game by Masao Suganuma; our copy is the German edition from KOSMOS. The box says 2 to 4 players, about 30 minutes, ages 8 and up.
Taking turns, you roll one die, or later two. Each building in your city pays out coins when a certain number comes up. Some only pay on your own roll, others also when other players roll. With the coins you buy new buildings and gradually build your four landmarks. The first to finish them all wins.
Luck over tactics
Machi Koro lives on that moment of luck. Your number comes up and the till rings. It doesn’t, and you wait. There isn’t really much tactical depth. You decide what to buy, but in the end it’s mostly the dice that decide who’s ahead.
With kids, for us that’s more of an advantage than a drawback. Kids can beat the adults here too, and our older daughter just loves watching her city grow.
With kids
For us, Machi Koro works from around 7. The rules are simple, the buildings almost explain themselves, and you can see right away what you’ve built. Our older daughter loves it. Our youngest isn’t so keen, so it doesn’t click with every kid the same way.
Two players or a group?
We often play it as a pair, and that works. Bigger groups bring a lot more energy, though, because a number that pays you something comes up all the time.
By the way, we only play the base game, without expansions.
What we hear in the community
Most voices match ours: a great gateway game for families, but with lots of dice luck. Some families like exactly that, because it levels the playing field between kids and adults; others find it frustrating. Experienced gamers often find it too light, and many play it with family rather than at game group.
On player count, many agree: Machi Koro is best with a full table and weaker with two. That fits our experience with the energy at the table.
Who is Machi Koro for?
For families with kids from around 7 who like building something and can live with dice luck. Especially for younger kids, it’s a lovely way into games where you build something up.
It’s nothing for anyone after tactical depth or who gets annoyed by bad rolls. If you want a building game with more decisions, have a look at Kingdom Builder.
Over to you: which building do you always buy first?

Where it shines
- Very accessible, quick to explain
- Watching your own city grow is great fun for kids
- Looks lovely on the table
- Dice luck means kids can beat the adults too

Where it pinches
- Lots of dice luck, little tactical depth
- Less energy with two than in a bigger group
Fact sheet
- 2–4 (box)
- about 30 min (box)
- 8+, about 7+ for us
- Masao Suganuma
- our copy: KOSMOS (German edition, 2014)
- family, mostly our 10-year-old; no expansions
FAQ
How does Machi Koro work?
Taking turns, you roll one or two dice. Each building pays out coins when a certain number comes up, some even on other players' rolls. You use the coins to buy new buildings. The first to build all four landmarks wins.
What age is Machi Koro for?
The box says 8+. For us it works from around 7. Our 10-year-old loves it; our youngest isn't so keen.
Is Machi Koro good with two players?
We often play it as a pair, and that works. Bigger groups bring a lot more energy, though.
Is Machi Koro a game of luck?
Largely, yes. The dice decide a lot, and there isn't much tactical depth. With kids, that's more of an advantage: they can beat the adults too.


