How to Play Machi Koro 2: Dice, Establishments & Landmarks

Machi Koro 2 is a light economic engine game where die results activate establishments across the table. On your turn you roll, resolve every relevant card in the correct color order, then buy one establishment or landmark if you can afford it.

Roll one or two dice

Your available landmarks determine when two-die rolling becomes possible. Choose the number of dice allowed, roll, and use the total to identify which establishments activate.

Resolve establishments by color

  • Red: opponents may owe money to other players on the active player’s roll.
  • Blue: can pay their owner on anyone’s roll.
  • Green: generally pay their owner on their own roll.
  • Purple: special major-establishment effects resolve on the owner’s turn.

Use the rulebook’s color-resolution order so payments are handled correctly when players have limited coins.

Then buy one card

After income resolves, buy one available establishment or landmark by paying its coin cost. Market rows are replenished according to the Machi Koro 2 display rules.

Landmarks change the engine and advance victory

Landmarks provide special abilities and are central to the win condition. Because they are available from shared rows rather than being fixed personal starting objectives, players can pursue different landmark combinations.

Victory comes from completing the required landmark count

The first player to construct the required number of landmarks in the current rules wins the game immediately.

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