Game notes: 1) General info 2) Marketplace setup 3) Turn Summary 4) Card breakdown (stats) ============= 1) General info: More info can be found at: http://www.boardgamegeek.com/boardgame/175239/machi-koro-deluxe-edition ( which is where I found the '4-4-2' rules, for the alternate Marketplace layout, which are implemented here ) At game start, there is very little visible; On the main board, is a button marked '1D', and on each player color board, there is a 'coin' with text attached: To right of that, is the current treasury for that player Below it, is that player's player # ( game turn order ) For 'inactive' players, both numbers are set to zero. The first step, for an incoming player, is to use the 'setup' action, attached to the coin on -their- player board, to register. This assigns a player # to them, and gives them their initial 3$, and starting cards ( 6 Landmarks, 1 Wheat Field, and 1 Bakery ) The landmarks start in one stack ( row, in player hand ), and need to stay in a single stack ( although the order can be rearranged; They start, in ascending order of purchase cost ) Any other cards you have, can be arranged in any way you wish. The object of the game, is to build all of your Landmark cards. ====================== 2) Marketplace setup: Once at least 2 players have registered, the game can begin - the first player presses the '1D' button, to roll their die, and start the game. This is delayed, because the # of active players affects how many Unique cards are in play ( and how many piles are in the Marketplace for them ) At game start, this -also- will deal out the Marketplace ( cards available to buy ): 2 rows of cards ( 6 of each type in deck, divided by the activation roll at top of the card ). The first row, all require a 1-6 ( ie, can be activated with a roll of -one- die ) The second, require 7 or more ( requires rolling two dice, which you can't do until you've built a Train Station ) Below that, are the 'Unique' cards; There is only one of each of these per player, as no one can build more than -one- of each type. Each row shows a number ( # of cards left in that draw deck ), and then has several stacks of cards to the right; The number above the card(s) in a pile, shows how many are in that pile. These are generated by taking the top card off the deck, and either placing it in the pile with existing cards of its type, or starting a new pile, until the row is filled. For Uniques, there will be # of players -1 [ min 2 ] piles; for the other 2 rows, 4 piles are dealt. Similarly, when the last card in a particular pile is bought, that pile will be automatically replaced, drawing from the deck until a card shows up that is NOT in an existing pile, ( or until the deck runs out ), so the replacement pile will only have one card in it. Prior to setup, the first deck contains one of each NON-Unique card ( 16 of which are 1-6, and 14 of which, are 7+, for a total of 30 ) and the Unique deck, contains the full set of 9 Purple cards, which will get duplicated as each player logs in. Note that, the process of duplicating and dealing all the cards for the Marketplace , takes some time; The game may appear to freeze for up to a minute, before updating.. It is -strongly- suggested that, after the Marketplace is dealt, the starting player then right-clink on whitespace on the main board, as this process leaves -all- cards dealt, marked 'selected' ( which that will clear ). In 'Preferences', under the 'File' tab, the first player can choose which expansions to use, and several other options, which will go into effect when the Marketplace is initially dealt, when they first roll their die. The default, is 'Deluxe' [ all 3 ], and Marketplace '442' setup [ which is described above ]; One also can choose to use the default setup from the rules, which is 10 piles, drawn from all cards. Also, one can choose to remove the 'Diamines' cards [ alternate artwork, from the Deluxe edition, for the Mines cards ], or remove the Convention Center purple cards. ( both of these options are also enabled, by default ). Choosing the 'Basic Only' game, -disables- both of these, and the Marketplace is dealt per the basic game rules - all cards are dealt, into 15 piles ( one for each type ). ======================= 3) Turn Summary: Note that all of the buttons mentioned below, also have tooltips, to help remind you of what they do. The normal turn sequence is to press the '1D' button ( or '2D', if you own a Train Station, and choose to roll 2 dice ); This will roll, show the dice face, and announce the roll in the chat window. Then, several other buttons ( may ) appear to the right of the dice. The 'Accept Roll' (AR) button, always shows - use this button to accept the current roll, and activate any establishments with a matching number at the top. If you own a Harbor, and the roll was 10+, a '+2' button appears - press it to add 2 to the current roll, and then accept it. If you own a Radio Tower, the 'Reroll' button appears; Pressing this, rerolls your dice ( and that button then disappears, as you can only do this once per turn ). Once the roll is accepted, any establishments that qualify with a matching activation number, at top of card, ( and are not 'under renovation', showing a bulldozer ) are activated; First, all RED cards, that -other- players have collect, from the current player. Then, all BLUE cards, owned by -any- player, pay the owner Then, all GREEN cards owned by current player, pay the owner. Then, all PURPLE cards collect, as shown on the card. Finally, any cards with a bulldozer, that -would- have activated, are cleared. Note that some cards, require the owning player to also own a Harbor, or have a certain number of Landmarks, in order to collect any coins. Also, if the owner has a Shopping Mall, any Shops or Restaurants ( Red ) cards, collect an -additional- coin. In the case of a Flower Shop, each card collects -two- coins, per Flower Orchard owned All of these actions are automated, and will generate status messages in the Chat window, as they execute. There is no 'negative' treasury; If a RED or PURPLE card would require collecting more than their treasury from a player, they pay only the amount they have. Also note that the RED cards collect in reverse of the player order ( previous player, collects first ), and they collect -before- any BLUE or GREEN cards pay out. After the automated process above is complete, certain cards will still require further input, and will be highighted with a yellow border, if activated. These cards are: Demolition Company - each activated card, requires you to select ( and demolish ) one of your active landmarks. Moving Company - each activated card, requires you to give away one of YOUR ( non-Unique ) cards, to another player ( and you collect 4$, when you do ) Note that you CAN give away a Moving Company - and if it's not been processed yet, it will just be cleared. Business Center - Select a ( non-Unique ) card from another player, and trade it for one of yours. TV Station - Use action on card, to select a player # - that player, pays you 5$ Renovation Company - Select a non-Unique card ( in ANY player's hand ); ALL cards of this type will then be closed for renovation, and the owning players, will pay you 1$ for each one closed. Once all of these have been cleared, the 'Buy' phase is active. If you have no cash at that point, the City Hall pays 1$ ( so you'll always have at least that to spend ). At this point, you will have several choices: A button marked 'Pass' appears, to right of the dice - pressing this, ends your turn, without buying anything. If you own an Airport, you then collect 10$ You can buy a card from the Marketplace ( ending your turn ) You can buy a Landmark ( ending your turn ) ( The price is shown in bottom left corner of card ) If you own a Tech Startup, a button marked 'Inv' will also appear; Pressing this, invests 1$ into the card ( as described there ). If the Convention Center activates, you can -choose- to use it, and activate any other ( single, non-Unique ) card in your hand ( regardless of its activation roll ), instead; The Convention Center is then moved back to the Marketplace. Note that RED cards, can be cleared of bulldozers, but NOT activated, by this card ( as they only pay out when it's NOT your turn ). If the City Hall bonus was paid, it will be removed, and reevaluated, after the other card activates, so that message may display twice. Once you have bought something ( or passed ), play then passes to next player, UNLESS you rolled doubles and own an Amusement Park, in which case you get another turn. =========== 4) Card breakdown (stats) For those of a statistical bent, here's a breakdown of the various cards, as well: ( best viewed w/ fixed font ) By type/set: Type: Total Basic Harbor Row Landmark (7) 4 3 - Start cards (2) 2 - - Uniq (8) 3 2 3 + Convention Center Red (Dining) (7) 2 3 2 Blue ----- 10 5 3 2 Field (5) 2 1 2 Gear (2) 2 - - Boat (2) - 2 - Ranch (1) 1 - - Green ----- 13 5 2 6 Shop (4) 2 1 1 Factory (5) 2 1 2 Office (3) - - 3 Market (1) 1 - - RBG (Reg cards) 30 12 8 10 w/ duplications 270 117 73 75 + 5 5th player (Harbor exp) -9 +9 Landmarks, Start cards, & Uniques (Purples), are one of each, per player The other cards (Reds, Blues, & Greens), have 6 copies of each card In the -printed- game, the base set comes with cards for only 4 players; the 9 cards for the 5th player, come with the Harbor expansion. The 'Diamine' cards in the Deluxe set, are just alternate artwork for the Mine' cards (replacing them), so are not itemized in the above totals. Roll: by set by color Card List: (hex) ( some duplications ) B G R P 1 2 1 1 - 1 - 1 - Sushi Bar, Wheat Field, 2 3 2 - 1 1 2 - - Bakery, General Store, Ranch 3 3 2 - 1 1 1 1 - Bakery, Cafe, Corn Field 4 4 1 1 2 2 2 - - Corn Field, Convenience Store, Demolition Company, Flower Orchard 5 3 1 - 2 1 1 1 - Forest, French Restaurant, Loan Office 6 5 3 1 1 - 2 - 3 Flower Shop, Loan Office, Business Center, Stadium, TV Station 7 4 1 2 1 1 1 1 1 Cheese Factory, Pizza Joint, Vineyard, Publisher 8 5 1 3 1 1 1 1 2 Furniture Factory, Hamburger Stand, Mackerel Boat, Renovation Company, Tax Office 9 5 2 1 2 1 2 1 1 Mine, Moving Company, Family Restautant, Winery, Tax Office A 4* 2 - 2 1 1 1 1* Apple Orchard, Moving Company, Family Restaurant, Tech Startup, Convention Center* B 3 1 - 2 - 2 - 1 Fruit Market, Soda Plant, Park C 5 1 2 2 1 2 1 1 Fruit Market, Members Only Club, Tuna Boat, Food Warehouse, Park D 4 - 2 2 1 1 1 1 Members Only Club, Tuna Boat, Food Warehouse, Park E 2 - 1 1 1 - 1 - Members Only Club, Tuna Boat By Range ( # of activation #s ) 1 27* 12 7 10 9 8 5 7* * ( + Convention Center ) 2 8 3 2 2 - 5 1 1 3 2 - 1 1 1 - 1 - Roll 12-14 = Members Only Club, Tuna Boat