Bright Lights, Bad Kitty
So, the TaoLing got the new Machi Koro for his birthday. I would have recommended he save his money, because the scuttlebutt was that it was not great value — especially since we already have Machi Koro. But I was not consulted. So — how does it play?
Bad Kitty has a number of incremental improvements over base game plus harbor:
- Instead of having 10 available cards, you have 5 ‘cheap’ (1-6 cost) cards and 5 expensive (7+) cards and two purple cards (which are their own stack). This is a good idea. You could replicate this by sleeving your game with three different colors, or just stacking them. I’ll probably steal this.
- The 22 cost development is “Roll three dice, choose 2” which seems better, and is also liftable into the base game.
- There are a few new buildings.
The new buildings are decent. The Member’s only club is a red 12-14 that steals all of an opponents money, if they have 3+ developments finished. The french restaurant is a ‘5’ red that steals 5 if they have 2+ developments finished. There is a building that forces you to undevelop one of your developments, but pays $8. And another building that forces you to give up a building to an opponent for $4.
So? My opinion? This is a perfectly fine version of Machi Koro with a few nice improvements, but not worth $30 if you already have it. [I am ignoring the much worse box insert, with which I agree, and complaints about poor card quality, which I did not notice].
Rating — Whatever your rating of Machi Koro is, roughly. For me? Suggest.