Machi Koro Boardgame

The deckbuilding game Machi Koro has been a success in Japan since its release there in 2012, but English speakers had to wait until this year to visit the fictional town that gives the game its name. Machi Koro players have their entire decks in play all the time, which makes it much more accessible to younger players and shifts the strategy into buying decisions rather, but at the same time makes the game a little simple for adults.
The player’s goal in Machi Koro is to acquire enough money to construct his/her four “landmark” cards, part of the starter deck (and identical for every player), costing 4, 10, 16, and 22 coins respectively to activate, which involves flipping the card over and allowing the player to use its special function. All other purchases are thus geared toward increasing a player’s income, with fifteen different cards available in the central market, each bearing a separate activation number from 1 to 12, corresponding to potential rolls of one or both of the dice that each player rolls on his/her turn. (A player can only roll one die until he constructs his train station for 4 coins, after which he has the choice on each turn to roll one or two.)
The market cards come in four categories, with separate cost/benefit calculations depending on when they’re activated. Blue cards are activated on any player’s turn; for example, the Forest card is activated when someone rolls a 5, and anyone who has at least one Forest card gets one coin per card when that occurs. Green cards are only activated on the player’s own turn; if you roll a 4 and have a Convenience Store, you get three coins, but if anyone else rolls a 4 you don’t get anything. Red cards are activated when someone else rolls their activation number, at which point s/he must pay you—if you have a Cafe, an opposing player who rolls a 3 must pay you a coin, perhaps because you sell a damn fine cup of coffee. The three purple cards, all of which carry an activation number of 6, are activated on your turn only, and let you do something mean to another player—take 5 coins from one, take two coins from each, or swap any one of your non-landmark cards for one from any opponent.