Sunday, 30 March 2025
session report: Indonesia
Friday, 28 March 2025
Ketupat Rendang
Wednesday, 26 March 2025
Point Salad
I must say the name of the game did not inspire confidence. The term "point salad" has a negative connotation to me. It reminds me of soulless games which are a mishmash of different ways to score points. I want to play a game. I do not want to play the role of an Excel formula trying to maximize numbers. I played my first game of Point Salad with a little trepidation.
The Game
This is a pure card game in which you collect vegetables and also scoring criteria which help you score points based on those vegetables. A turn is super simple. You are just taking a card from the centre of the table to add to your collection. Everyone takes a card until all cards are gone, and then you score points to see who wins.
The game is set up like this: three draw decks and six face-up vegetables. Depending on the number of players, some cards will be randomly removed from the game. In this game the card backs all have a scoring condition, and the card fronts are vegetables. On your turn when you take a card, you can take any of the six vegetables, or you take a scoring condition at the top of one of the draw decks. If you take a vegetable, you must refill that spot with a card from the draw deck of the same column. This means the scoring condition previously available is now converted to a vegetable, and you have a new scoring condition.
The scoring conditions vary greatly. Some give you points per a specific vegetable type. Some give you points per set of specific vegetables. Some give you points for certain vegetables but penalises you for others. Some give points based how many you have compared to other players, for example when you have the least, or when you have the most of a certain vegetable.
The Play
What you do on your turn is super simple. You are just picking a card. But which card? That is a juicy decision. First there is the tricky balance between collecting vegetables and scoring conditions. You need both to score points. Collect too many scoring cards, and you may have difficulties fulfilling them all. Collect too few, and you may not be competitive. You still need the vegetables to fulfil the scoring conditions. When a vegetable you need turns up, but there is also a scoring card which matches your collection well, you will be forced to make a difficult decision. And this is just things that affect only you. You also need to watch your opponents. If there is a scoring card that is going to help your opponent a lot, you might be forced to take it. Well, you don't necessarily have to take the scoring card itself. You may take a vegetable in the same column, and that scoring card will be flipped over to become a vegetable. Sometimes you also want to stop your opponents from collecting certain vegetables. You only have one simple action every turn, but there can be a lot to consider behind that one simple action.
The Thoughts
Technically, I guess you can still call this a point salad game, because indeed there are many ways to score points. And yes, if you look at the various ways of scoring points, they seem to be pretty arbitrary and general. You've seen these kinds of scoring criteria is many games. Yet, Point Salad turned out to be a pleasant surprise. I not only did not dislike it, I truly enjoyed it. I like the difficult decisions it presents. You need to carefully balance between collecting scoring conditions and vegetables. You also need to watch you opponents. There are many factors in play. And yet the game is short and succinct. It is not the kind of tedious cube conversion exercise that many point salad games are. So this gets a thumbs up from me.
Monday, 24 March 2025
Isn't this just a relaxed daily life? (てか、ただのゆるい日常じゃないですか!)
The Game
This is a game entry I submitted to the BoardGameGeek database. I Googled the meaning of the original Japanese title and submitted the English translation - Isn't this just a relaxed daily life? That's quite a mouthful indeed. I'm going to just call it Relaxed Daily Life. This is a simple card game. The three main characters in the game are the policeman, the thief and the rich musician. The policeman wants to catch the thief. The thief wants to steal from the musician. The musician wants to bribe the policeman. They have a rock-paper-scissors relationship. To win the game, you need to collect a main character and help him catch his target.
You have a hand size of three. On your turn you play a card then draw a card. There are 16 different characters in the game and they have different powers. E.g. peeking at an opponent's cards, swapping cards with an opponent, skipping the next player, reversing the direction of play and protecting yourself for a full round. Some powers are actually handicaps, e.g. one card can never be played, which means you may be forced to play another card which you normally wouldn't want to play. After you play a card, it is placed in front of you and added to your collection. Everyone can see what cards are out.
The game mechanism of the main characters is interesting. You need to have played two cards of the same main character before you in order to use his power. When you use the power, you are attempting to win the game. You pick another player, and if that player has the target of your main character, whether in front of him or in hand, you win. For example you have played the second policeman card. You want to pick a player who has a thief, whether before him or in his hand. If you fail to catch the thief, you discard the second played card, but you still keep the first card in front of you. This is dangerous, because that policeman card is vulnerable to the musician. The second card requirement means if you attempt to win, you are also taking a risk. Playing main characters is not to be taken lightly.
If the deck runs out before any main character manages to catch his target, you need to check the secondary victory conditions. There are four rare cards in the game. Whoever has more wins. If there is a tie, the player with the most main character cards wins.
The Play
This is a party style game. I am probably making it sound more strategic that it is. This is a straightforward game and you don't really need to think very hard. The game is in Japanese so if it is your first time (and you don't read Japanese) it will be a little cumbersome to play. You need to regularly refer to a cheat sheet. Some of the characters are of the same animal type, e.g. there are two bears, and two cats too. So on my cheat sheet I needed to differentiate the two types of bears and cats. Still, this is a simple game. Once you get familiar with the characters, it plays smoothly.
There is a big dose of luck. Whether you draw a main character is luck. Whether you attack the right person is often also luck. Many of the card powers do let you do things which reduce the luck element. But then whether you get good cards is also luck. That said, since this is a casual and relaxing game, luck is not an issue. The card powers do give you some control, so you don't feel it is the game playing you. You still get to make meaningful decisions and take useful actions.
The Thoughts
Relaxed Daily Life is a light and casual game. It has the kind of attack cards which casual gamers like. Or perhaps I should say publishers making casual games think casual gamers like this kind of attack cards. I like the game mechanism around the three main characters. You need to hold on to cards, gather information, and wait for the right time to attempt to win. You want to minimise risk and maximise your odds of winning.
In recent years I am no longer easily impressed with heavy Eurogames. I have become more interested in clever and minimalistic Japanese-style games. Now that I have tried more and more of these, the halo effect of Japanese games is starting to wane. The earlier Japanese designs I got to play were mostly famous titles. I heard of them because they had gone through curation by boardgame reviewers and influencers. So they were generally good games. They gave me the impression that all Japanese games were good like they were. Now that I have played more Japanese games, I become more grounded. There are average games from Japan too, and also games which don't click with me. I don't mean to say I dislike Relaxed Daily Life. I do admire the game mechanism, even though it doesn't get me super excited. This game is a keeper for me, because my non-gamer friends who are fans of Japanese culture will like it. This is a nice souvenir from Japan.
Saturday, 22 March 2025
Imperial Miners
The Game
In Imperial Miners you develop your own mining complex over ten rounds of play, adding a mine every round. You get to activate the powers of a series of mines, and these powers do all sorts of things like earning money and scoring points. Every card in the game is a mine, and there are four levels. The level of a mine determines how deep it must be placed. Usually the deeper it is, the stronger the power. Also the deeper mines are more costly to build.
You can only build a level 2 mine after you have a level 1 mine, because you need to dig further down from the level 1 mine. The same principle applies to level 3 and 4 mines. Every time you build a mine, you trigger its power. You trace a shortest path from there to the surface, and you also trigger the powers of every mine along the way.
The Play
You need to do a lot of planning in this game. This is like a project manager’s heaven. Or hell. You need to work with what mine cards you draw, deciding which to build, where to build them, how to create effective activation paths. You need to plan for generating income so that you can afford to build the right mines every round. There are many factors to consider. Every round there is one event which affects everyone. Often these are opportunities you want to utilise.
There isn’t a lot of player interaction. You are kept busy enough with your own mining complex. This is a tableau game. You want to collect mines which combo well. Usually mines of the same faction work well together. The interesting challenge in this game is how to plan your activation path every round.
The Thoughts
This is a complex development game. There are many elements you need to consider and you make plans meticulously. This is the kind of game many heavy Eurogame lovers like. I didn’t like that there is little player interaction. There is a lot of work to keep you busy and engaged, but for me I didn’t find much which is new or interesting.
Thursday, 20 March 2025
Seven Vice
Tuesday, 18 March 2025
Boardgaming in photos: about Malaysia and holidays
Sunday, 16 March 2025
Dancing Queen on Dice Tower
The Dice Tower is the number 1 English-language boardgame media channel. My game Dancing Queen just turned up on their show, reviewed by Chris. This is an exciting moment for me, seeing my game on The Dice Tower. It wasn't a standalone review video. Dancing Queen was reviewed together with several other card games.
Friday, 14 March 2025
Zenith
The Game
Zenith is a two-player (or two-teams-of-two) card game about exerting influence across the solar system. It will be released mid 2025, and it is already available on www.BoardGameArena.com. In addition to Earth, four other planets in the solar system are now colonised and populated. Your goal is to exert enough influence to form an interplanetary government.
The main board shows five tracks representing the players’ influence. These are tugs of war. You want to pull the tokens to your side of the board and your opponent tries to do the same to his side. When a token reaches your edge of the board, you claim that token. A new token is then placed at the middle of the track, and you start competing again for this new one. To win the game, you need to collect three tokens of the same colour, or four of different colours, or any five tokens.
On your turn, you just play a card and then refill your hand. A card can be used in three different ways. The basic usage is to pull a token towards you. Most cards have secondary effects, so you can gain something else in addition to pulling the token. Some effects are conditional so you want to play the card only when the condition is met, so that you gain more. The second way to use a card is to play it to advance yourself on a tech track. You gain some benefit, and this benefit is cumulative. When you advance further, you also claim benefits of all previous steps. The third way of using a card is to just exchange it for some resources, depending on the card type.
Cards you play to your side of the board stay there. This is an important part of the game. The cards you have in play give you a discount for the next card you play to the same planet. There are card powers which manipulate these played cards, e.g. discarding your opponent's cards, getting some free cards, and even stealing your opponent's cards.
The Play
Zenith plays smoothly. There are many cards with many different powers and it is fun to see what you can do with your cards. You have two currencies to manage. Money is needed to pay for card plays to exert influence. Another premium currency zenithium is needed to advance on the tech tracks. Both currencies are tight and need to be managed carefully. There are five different colours and three card types, so you don’t always get what you need. That is an interesting challenge to manage.
One interesting mechanism is the leadership token. Some actions allow you to claim the leadership token, and when you control it, you can take take an action to upgrade it. The leadership token increases your hand size to five or six, depending on whether it is upgraded. This gives you more flexibility. There is only one leadership token in the game so you are fighting with your opponent over it.
There is some engine building in the tech track aspect of the game. If you invest effort in it, in the late game, the tech actions are very powerful. The tech tracks are not static. They can vary from game to game, so there is variability.
This is a resource management game. There is some luck in what cards you draw, and you do your best with what you get. It is an everchanging puzzle to figure out. At the same time you must watch your opponent and which planets he is aiming for. Although this is a game about maximising efficiency, sometimes you must sacrifice efficiency to prevent your opponent from sneaking in a early win.
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Hand size is 6 when you control an upgraded leadership token, but once your opponent steals it away, you go back to 4. |