Thursday, 7 August 2025
The Fox in the Forest
Tuesday, 5 August 2025
Coco Boom
The Game
Coco Boom is a game I am excited to write about, because I had so much fun with it. I played it at the Asian Board Games Festival in Penang. I only bought two games that whole long weekend and this was one of them. It is a party game, and I am not even a party game person. I normally blog about games in the sequence that I play them. I am supposed to write about seven other games before I get to Coco Boom. However, I am going to let it cut queue because hey, life is not fair.
Coco Boom is a push-your-luck party game from Taiwan. it is a card game and there are only four types of cards in the game. There are three types of coconut cards valued at 300, 500 and 1000. There is a bomb card valued at -500. At the start of the game, everyone gets a hand of cards. Every round, everyone adds one card face-down to a central deck. You know what you have added but you don’t know what the others have added. The start player adds two cards instead, so he has a little bit more information. The shared deck is shuffled, and the round starts.
On your turn, you try to guess what the top card is. If you are right, you can choose to claim that card or you can take a risk and guess the next card. If you are right again, you will be able to claim all the cards you have guessed correctly so far. However, if you are wrong, you leave empty handed. If you keep guessing correctly, you can continue guessing, further pushing your luck. Pushing your luck is tempting because if you can win a second or third card, the values of your cards increase.
You play until the deck runs out. Then you start a new round with everyone contributing cards again to form a new deck.
Coco Boom is a simple and happy game. It works better with more players. It's a game you can teach easily and it's great for non-gamers. There is a fair bit of luck, so this is not the kind of game your distrusting aunt will complain about you being the expert gamer always winning. It is a simple game so the playing field is pretty level. For gamers, this is a fun filler. You don't schedule game night around it. I bought a copy despite not generally being a fan of party games because I see there are lots of situations I can bring this out. This is a party game which is not about trivia, not about judging one another, not about doing any performance, and not about persuading people. If these are the things which make you stay away from party games, check out Coco Boom.
Sunday, 3 August 2025
Innovation Ultimate
The Game
I wrote about Innovation 15 years ago, in 2010. That was when the first edition of the game was released. This is a slightly older game, so some newer hobbyists may not have tried it, or may not have heard of it. Since I'm a big fan, I'll give a quick overview. Having played the game many more times compared to when I first wrote about it, I now have a different appreciation of the game.
Innovation is a card game about human civilisation and inventions, ideas and technologies. Every card in the game is unique and has a different power. The cards are divided into 10 ages (11 in Innovation Ultimate). You start from the ancient age and gradually progress through the eras, possibly advancing to the near future. The basic actions in the game are very simple. You draw cards, you play cards, you activate powers on your cards. When you play a card before you, it becomes part of your empire. Cards come in five colours, and you can have up to five stacks of cards in your empire, each for one colour. Every card has four icons, and there are six types of icons in the game. You will be regularly comparing icons with your opponents. When you have more icons of a particular type than your opponent, you will be able to attack them using some card powers. Also when they use a power on their card, you also get to use it. You piggyback on their actions because you are stronger in that particular icon type.
One important concept in the game is splaying. This is how you can increase the number of icons in your empire. In the beginning of the game, cards of the same colour are stacked together. When you gain the ability to splay some of your card stacks, you will reveal some icons on the non-top cards. Depending on whether you can splay your stacks left, right or up, you will expose a different number of icons.
Some cards let you score points. When you do so, you claim some cards face-down and tuck them under the left edge of your player board. The age number on these cards now become point values. You don't win by having the most points. In fact the points you score are not secure. Your opponents may rob you of your points. Whenever you reach certain thresholds of points, you can claim achievements. It is the achievements which help you win the game. You need a certain number of them to declare victory. Collecting points is one way of claiming achievements. The other way is completing specific missions, which are quite difficult.
Innovation is a crazy game. There are many powerful cards in the game. Some cards don't look like much, but under certain situations they suddenly become deadly. This is a game with huge swings. The game situation can shift quickly. A trailing player can become the biggest threat just because of one new card being played. There is certainly some luck and randomness in the game. There is always a sense of hope. You never know - the next card you draw may just be the killer card you need to turn things around. It's a lot of fun trying to figure out how to make good use of the combination of cards you have in play and in hand. This is a game with variety and surprises.
Innovation Ultimate
The Ultimate edition (2025) is released 15 years after the first edition. Over the years there have been four different expansions released for Innovation. The game is perfectly fine without any expansion. Only if you have played a lot of it you might want to have even more variety. The Ultimate edition includes all four expansions and adds one new expansion - Unseen.
One change introduced is Age 11. I'm not sure whether that's necessary. In my previous games of the older Innovation, I rarely even get to Age 9. The rulebook recommends arranging the card stacks in a circle like an analogue clock, placing the row of achievements at the 12 o'clock position. I find that cumbersome. I just place my stacks in two neat rows.
The card backs now have new art. It's okay for me. The old art worked just fine for me too, and I don't tire of it. Different expansions use card backs in different colours. Beige is the base game. Grey is the Unseen expansion.
Younger daughter Chen Rui and I tried one game with the latest Unseen expansion. The first thing I noticed was that they had changed the base game too. My base game is the first edition. Even before Innovation Ultimate, the base game had been updated several times, up to the fourth edition. So my copy is pretty outdated. I haven't paid attention to what have been changed. I'm so used to my first edition that this latest edition is a little unsettling.
The Unseen expansion is about weird stuff in history like magic, superstitions, legends and witchcraft. There are some powers which remove whole stacks of cards from the game. That's shocking! When this happens, it means we will advance more quickly to the higher ages. That's a good thing I guess. In the past, I rarely even get to Age 8.
One new-to-me concept in Innovation Ultimate is the Junk keyword, which means permanently removing cards from the game. This Medicine card above junks an achievement. This is the first time I see achievements being removed. This doesn't happen in the first edition of Innovation.
This card April Fool's Day is from the Unseen expansion. When I first read it, I thought this was an easy way to score an achievement. Upon rereading it, I realised you can only achieve if you have no hand cards and also no score cards at all. If by Age 4 I still have no score cards, I probably deserve some pity and thus this achievement.
The Knights Templar is also a card from the Unseen expansion. This is an attack card and it can force your opponent to unsplay their cards. This is such a nasty thing to do! I did it to Chen Rui several times. Thankfully she hasn't disowned me yet.
In the past when I played Innovation with two or more expansions, I thought it was a little bit too much. Too many things to juggle at the same time, and it felt tedious. Now in the Ultimate edition, the rulebook says play with just one expansion at a time. In addition to the base game the expansions have also been adjusted. They are tweaked to be more independent of one another. When these expansions were previously released one after another, the later expansions used mechanisms introduced in the earlier expansions. This means if I want to skip some expansions and play with only a later one, I still need to learn the new rules introduced in the earlier expansions. In the Ultimate edition, this has been greatly reduced, so that from the base game you can choose to proceed to any of the expansions. There are still some rules which are relevant to all expansions, but this is much more manageable than before.
Innovation is an important game in the world of boardgames. It is like Hamlet. If you like English literature, you have to read it. Innovation is an amazing achievement. It is a game with crazy swings and much replayability. It should always be on this kind of list - the top 100 games that every gamer must play.
Friday, 1 August 2025
Flip 7
The Game
Flip 7 is currently H, O, T, hot! I remember coming across it before it was this hot. I thought the game mechanism was clever indeed but I didn’t sit down to play or buy a copy. By now it has been nominated for and won several awards.
Flip 7 is a push-your-luck game and a party game. Every round everyone has a chance to score points. If you want to score more you need to take bigger risks. There is a risk of leaving empty handed. Cards in the game are numbered 0 to 12. There are twelve cards numbered 12, eleven cards numbered 11, and so on, down to a single 1 and also a single 0. Every round you start with one card. On your turn you choose to either draw a card or exit the round and score. If you exit, you score the sum of the values of your cards. Drawing means you are potentially increasing that sum, but if you draw a number you already have, you go bust and you are out of the round, scoring nothing.
If you manage to flip over 7 cards without going bust, you score a huge bonus. There are some special cards in the game. You can force another player out of a round. You can get an extra life, i.e. in case you draw a repeat number, you can discard it without going bust. You can also make one player draw several cards in a row (including yourself). That can force them to go bust, or possibly suddenly give them many points.
The game ends when anyone reaches 200 points. That’s all there is to the game.
The Play
I did a three player game with Allen and Han on BoardGameArena.com. The first thing I’ll say is this is a game that is best played in person. The excitement of seeing what card is revealed is mostly lost when the game is played in asynchronous mode. Han made it to seven cards once, but we weren’t there to cheer for him. It must have been a very exciting moment when you are on your sixth card and you need to decide whether to attempt the seventh.
There is certainly some luck in the game. If you are unlucky, you’ll go bust even on your second card. However you always have a sense of control because after all you are the one deciding whether to draw another card. Some cards seem to be very powerful take-that cards. At first I wondered whether this would lead to a poor play experience because players may feel they are arbitrarily attacked. Now that I have played the game, I realise these are a good way to balance the game, allowing players to slow down any unusually lucky leader who has sprinted far ahead.
Although you can only control your own fate, whether to draw a card is not a solo game type decision. If your opponents are far ahead, you’d need to take risks to catch up. If you are leading comfortably you probably want to go slow and steady, and get to 200 safely. So this is a game with good player interaction.
The Thoughts
Flip 7 is a game about gambling and greed. When you are behind, you will have that mindset of I just need to go big and I'll turn the tables in one round. You really see human psychology in play in this game. Yet this is a simple game. There is nothing particularly new about it, but it works very well and provides an enjoyable experience. Non-gamers will pick up the rules in no time. Experienced gamers will have fun with it too. The concept is so simple that it makes me wonder why this game wasn't already designed twenty years ago. Sometimes genius is in the simplicity.
Thursday, 31 July 2025
Hadrian’s Wall
The game is played over a fixed number of rounds. After the final round, the highest scorer wins.
The Game
The game is intimidating at first, but once you get over that initial hurdle, this becomes a game with a lot to explore. Building the wall and training your army are a must. It is a matter of deciding how fast and how complete. You can do okay without completing everything but you’ll be in trouble if you are too far short.
The five classes of citizens is where the game opens up many possibilities for you to explore. The five classes offer different abilities and scoring opportunities. You can’t be everything everywhere. You have to choose.
The game is pretty much solo. You don’t interact much with your opponents. It works well on BoardGameArena.com as an asynchronous game. In fact it might work better in this mode than playing in person. If you have a slow player and you play in person, everyone must wait for him to finish the round before you can start the next round. If you play in online asynchronous mode, just logout and come back the next day.
This is almost a deterministic game. Little randomness, no hidden information. Your challenge is how to make the most of your resources. You have many options. There are different ways to increase your abilities and different ways to score more points. You choose some and you need to commit to work on them to get a worthwhile return on investment. One particular building type lets you reduce points lost due to poor defense against the Picts. If you go for this, you can afford to work less on defense.
The game ends after six rounds. This is like life. There are many things you want to achieve but your time and resources are limited. So you must decide and utilise your resources well to maximise your score. Towards late game you will get a sense of which things are too late to start work on and which you need to prioritise to get the most out of.
The Thoughts
This is almost a solitaire game. You mostly work on your own boards. There is a lot to keep you busy. There are many different strategies to pursue so there is replayability. Every game you can only specialise in a couple of functions provided by specific citizen types. Each new game you can try different functions and different combinations of functions. There is fun in creating chain reactions. If you utilise your resources well, you can spend them to generate more resources which you then spend to do more things. It is fun to do this kind of planning. It’s all open information so it’s up to you to analyse your board situation and find those opportunities.
Wednesday, 30 July 2025
boardgaming in photos: Jaipur, Blood Rage, Agricola, Caverna, Puerto Rico
These are some older boardgames which I recently played with my old friends Allen and Han, all played on BoardGameArena.com.
Jaipur is a 2-player card game. It has been a while, but the game is still as enjoyable as I remember. It is always tempting to take multiple cards from the centre row, but then you are always anxious whether the new cards which refill the row present an even better opportunity to your opponent. There is always the tension of collecting more to redeem a greater reward, or redeeming quickly before the juiciest rewards are claimed by your opponent.
Blood Rage is my weakness. I really suck at playing this game. We've played this some years ago, and I did poorly. Now, I am doing just as poorly, if not worse. It isn't really a complex game. I have no idea why I can't even play this half decently. I think I have some kind of mental block when it comes to this game. It's not because of the battle theme. I'm not against wargames. I have no idea why.
I had played a lot of Agricola in the past, but it had been a while, so I was a little rusty. This was my farm in the early game. I had two cattle, but I couldn't breed them because I did not have enough space. In fact the cow had to live inside my house. Not exactly hygienic.
Caverna is a reimplementation of Agricola. Some aspects were changed and simplified, several things were added. This was the early game.
Tuesday, 29 July 2025
Jakarta Traffic
Monday, 28 July 2025
17: Diciassette
One interesting aspect of the game is some cards show their values on their backs. So everyone knows what they are even if you play them face down. Some cards have special abilities, e.g. reversing the order of play, or removing other cards from the row. There is a trap card which penalises whoever calls for the round to end.
The Play
I did a 2-player game. The game supports 2 to 6. The 2-player game wasn’t interesting for me. I think the game will work better for a larger group. You have three cards in hand, but you don’t always have many options. If you have exposed cards (cards with values on their backs too), and the total will hit 17 when you play them, then they are not valid options. You might get caught in a situation when you’ll go bust openly no matter what you play. So you probably want to consider playing those exposed cards much earlier before you have too many of them. There is a bit of hand management in this game. You can save good cards for the right moments.
The feeling of playing this game is everyone taking turns to be the vulnerable one who might get penalised. Wherever you decide to play a card to the row, you are taking a risk that the total might hit 17 and someone might call for the round to end. Based on player count and turn order, you can manipulate who will be more vulnerable. Which card you choose to play, and whether you play it face up or face down influence this. Let's use an example. If you can play a 5 to make the apparent total go to 16, and you want to put the next player in a difficult position, you would choose to play the 5 face up, so that everyone knows the end is near. The next player will have a dilemma, unless they have the special power card which removes other cards from the row.
The Thoughts
I need to play this with more players. I feel this should be a minimum 3-player game. It works differently from both of my games, delivering a different experience. This is a light game so non-gamers can easily learn to play and can quickly enjoy the game. There is bluffing and hand management, so even for experienced gamers there are interesting tactics to consider. This is a clever game with some original ideas.