What I love about this game is a new player can play it instantly and learn on the go, by the first few rounds they can usually carry themselves, pausing occasionally to explain a few cards here and there.
Mentioned on BGG, but for YT... Great review as always. Just to clarify, first to 40 points doesn't win the game, 40 just indicates the final round; highest points tallied wins.
Machi Koro is better with expansions. I think they fixed the base game problems in Machi Koro 2. But watching your playthrough of Space Base it was obvious everyone was having a blast. Problem is, granddad loved Machi Koro before burning out on it, so I don't think I can pull out another similar game.
@@BoardGameBollocks The scenarios are designed mostly for just introducing the new mechanics a half dozen cards at a time. There are two modules at the end of the campaign, the first module is worth a play but it isn't all that great, then you'll just want to leave the second module shuffled into the game as a new option, especially at the higher player counts. It's not that important that you play through with the same group either imo.
Amazing, thanks for the positive re-enforcement, just picked the base game and Shy Pluto expansion up today for £30, I assume you recommend getting the other expansions at some point?