A papercut lighthouse with a string of paper lanterns on deep teal card.

Roll · Collect · Build

How to play Lantern Harbour.

Grow a fishing island into a festival port. Roll the dice and every boat, stall and tavern showing that number pays out; buy one building a turn and be first to build all four landmarks. Plays like Machi Koro, cut from paper. Play with bots or invite friends. Lantern Harbour is a fan edition of Machi Koro. It is for two to five players, with bots to fill empty seats and is free in your browser: no download, no account.

The rules, briefly

How a turn goes

Everyone starts with 3 coins, a Seaweed Farm and a Noodle Cart. On your turn:

  1. Roll one die. Once you have built the Ferry Pier you may roll two.
  2. Collect. Every building showing the number you rolled pays out: everyone's Tide buildings, your own Trade buildings, other players' Hospitality buildings (paid by you) and your Majors on a 6.
  3. Build one thing: a building from the market, or one of your four landmarks. Or save your coins.

The first player to build all four landmarks wins.

The four kinds of building

  • Tide (blue): pays you from the bank on anyone's roll.
  • Trade (green): pays you from the bank on your own roll only.
  • Hospitality (red): takes coins from whoever rolled it, on other players' turns.
  • Major (purple): pays on your own roll of 6. You may own one of each.

The landmarks

  • Ferry Pier (4 coins): roll one die or two.
  • Night Market (10 coins): your Noodle Carts, Bait Shops, Tea Stalls and Harbour Taverns each earn 1 more.
  • Festival Tower (16 coins): roll doubles on two dice and take another turn.
  • Lighthouse (22 coins): once a turn, you may roll again.

The Breakwater

Adds ten buildings, a fifth seat and two landmarks you must also build to win (six in all): the Breakwater (2 coins: on your roll of 10 or more you may add 2) and the Seaplane Dock (30 coins: if you build nothing on your turn, get 10). Everyone also has the Village Hall from the start: if you have no coins when you come to build, you get 1. The market becomes ten different buildings dealt from one shuffled deck, refilled whenever a stack runs out.

Hilltop Row

Fourteen more buildings for richer, harder towns: shops that only pay while you have fewer than two landmarks, restaurants that only charge players who have built up, a Moneylender that pays you 5 to build and costs 2 whenever it rolls, a Wrecking Crew that knocks down one of your landmarks for 8 coins, a Removal Barge that makes you give a building away, an Inventor's Shed you feed a coin each turn, and the Refit Yard, which closes every copy of a building for renovation (a closed building skips its next payout, then reopens). It uses the same market of ten.

Lantern Harbour II

A different game with the same pieces. Start with 5 coins and nothing built, then take three opening rounds of one building each. Anyone may roll one die or two from the start. The market is three rows of five: buildings 1–6, buildings 7–12, and landmarks. Each landmark costs more the more landmarks you already have, and many help every player. Build any three landmarks to win, or the Sky Lantern Launch at any time.

Card symbols

Every building shows its type beside its roll number. Cards that pay per type (“+2 per grain card”) count the buildings with that symbol.

  • Grain
  • Livestock
  • Shop
  • Food
  • Gear
  • Factory
  • Fruit
  • Major
  • Boat
  • Business
  • Flower

Promo and Deluxe cards

An option for either game. The classic game gains the Games Emporium (roll 10, works like the Exhibition Pavilion), the Black Pearl Bed (roll 9, +5 on anyone's roll, and a gear card for the Boatyard), the Bell Tower, which replaces the Lighthouse (22 coins: you may roll three dice, remove one and count the other two), and the Toy Workshop, which everyone starts with: if your dice land crooked, take 3 coins. Lantern Harbour II gains three landmarks: the Lantern Hall (roll one die and get nothing: get 2), the Paint Shop (on a 6, 1 coin per food building) and the Captain's Club (when built, take 5 from each opponent with two landmarks).

The split market

An option for the classic game: instead of ten different buildings from one deck, three piles are kept face up, five different buildings 1–6, five different buildings 7 and up, and two different majors. A major that every player already owns is set aside and replaced.

Table rulings

  • Hospitality pays first, going backwards round the table from the roller; then Tide and Trade; then Majors.
  • Someone who cannot pay in full pays what they have. Nobody goes below zero.
  • There are four of each Major (five with five players) and six of every other building. Each player may own one of each Major.
  • You win the moment your fourth landmark is built.

An original papercut game in the family of dice-and-buildings games like Machi Koro. Each step of a turn has a minute; after that the table moves on for you.

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