Sunday, 2 November 2025

Caper: Europe and game reviews

 

I have written about Caper before. I played the physical game then. Caper: Europe is an updated version of Caper, and I played it online. It is mostly the same game with minor adjustments. The game seems to be doing well. It's getting a new edition after all. Had the first version not done well, the publisher wouldn't have started work on an updated version. 

Unfortunately for me, I didn't find the game interesting. It is certainly well produced and it looks great. The back-and-forth drafting means any card you don't use now will potentially be used against you by your opponent. Competition is not only around being stronger in the three locations. This is just one part of scoring. During the game there are several other ways to score points, and you need to consider them all. You want to collect sets of artifacts. You want to make use of specific cards which can score points for you. You must consider the unique powers and bonuses at each location. 

Another game which has a similar tug of war mechanism is Zenith, and that works much better for me. For me, I like that in Zenith you have a sense of building up something, e.g. choosing to advance in techs, and accumulating cards so that you get better discounts in future. In Caper: Europe, I feel I am reacting to the cards I draw trying to make good combos. My reason for a game not working for me is often the same - it doesn't offer me anything I haven't seen or experienced before. That is not a very good way of judging whether a game is good or not. It is only a measure of whether I have played something similar. I might like a game which many others don't like because they have played similar games and I have not. Let me diverge into a different topic. 

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I am always a little uncomfortable thinking about my blog posts as game reviews. The first problem is I often play a game just once. This might not be sufficient for me to give a fair review. Most of what I write should probably be called first impressions than reviews. Some game reviews by other bloggers and vloggers regurgitate the rules, which is not something I like doing. I omit many rule details, but I do write about some specific rules which I find interesting. 

When I write a blog post about a game, it is more of sharing an experience and introducing a game which others may not have heard of. I share why I like or do not like the game. If I help someone discover a game they like and enjoy, that makes me happy. One thing I have now come to appreciate is that generally there are no bad games. I have this appreciation after going into game design and publishing myself. Games as a product are designed to be fun and to make people happy. Most of the time they will work for the people they are designed for. There certainly are many games which don't work for me, and I can explain why they don't, but now I can better appreciate who they will work for. I can see what they have which makes them fun for their intended audience. There are no bad games, only bad fit games. You can easily imagine how Brass: Birmingham will completely kill the joy of game night if you try to foist it on a group of non gamers.

One awkward situation as I transition from purely a gamer to also being a designer and publisher is how I write about other local Malaysian games. In the past I never thought highly of local games. Now that I am friends with many local designers and publishers, it would not be nice of me to write poor reviews of my friends' games. I don't want to hurt their feelings. I often have my own games criticised, and it doesn't feel good to hear people say that your game is bad. It is something I have to learn to handle. I know I can't please everyone. I just hope I do please someone. I have now come to appreciate that in most cases I am not the intended audience of local games. That's why they don't work for me. But I want to talk about them, because I want to help my friends reach their intended audience. It's about finding the right game for the right person. 

I still do what I do. I'll tell you I don't like this massive hit of a game. And I promise to do my best to articulate why. Perhaps the reason why I don't like a game will be exactly why you will like it. 

Saturday, 1 November 2025

Ali Baba and the Forty Thieves 2nd edition

It's a scary thing to browse the ratings and comments page of my own games on BoardGameGeek.com. It's not easy to take criticism. I try my best not to be defensive about my games. I try to understand why some don't like my games. I try to learn from feedback my games receive. The most important thing about rejection is what we learn from them. And then there are some comments which give me huge encouragement. 

I came across this comment from a gamer in the US about Ali Baba and the Forty Thieves: "Seems a luckfest at first, then you realize that you can share info to collude, then you realize that you can give false info for your own gain..."  It is such a wonderful feeling to feel understood. I know one of the weaknesses of my games is that the fun part is not immediately apparent. In an age of short attention spans and more new games than anyone can keep up with, this is a handicap. It was a very moving moment for me to read this comment. A fellow gamer from the other side of the world understands what I am trying to do with my design, and he appreciates it. 

I ran out of stock of my first print run of Ali Baba around mid of the year. In preparing for the second print run, I made few changes. The first batch of games has just landed. I was a little late in starting work on this, resulting in a tight timeline. I needed the games to be ready in time for the upcoming Thailand Boardgame Show in Bangkok 7 - 9 Nov 2025. To be safe, I had to arrange some of the games to be sent by air. The rest would be by sea. 


One thing I added in the second edition is Chinese language. Both Simplified and Traditional Chinese rules are added. I added Chinese text to the cover too. I am hoping to promote my game in the Chinese language world, not only the Chinese community in Malaysia, but also China, Taiwan and Hong Kong. One interesting point which Jon shared with me was adding Chinese to the cover might cheapen the look, and I realise I do agree with that. When I pick up a boardgame, if it is a Chinese edition, I automatically wonder whether this is a pirated copy. There is an association with inferiority. This is a problem with Malaysians. We still have this mindset, even though by now most of the boardgames from international brands that we buy and play are made in China. 

I also needed to do some standardisation. In the first edition, I had forgotten to put my logo on the box front. Yes, rookie mistake. The cover has not been designed to allow for the logo, and adding the logo now makes the whole thing look a little too busy. But I think I should have the brand up front.

I wanted the "2nd edition" to be prominent, because I wanted the cover to say "this game is so good  that they needed to print a 2nd edition". So yes. Marketing. 


For this printing I went through the formal CE testing. This is in preparation to be able to export the game with minimal hassle. 

Three rulebooks in different languages


I make use of the four sides of the bottom box piece to advertise my other games - Pinocchio, Snow White and Dancing Queen

1st and 2nd edition comparison - box front

1st and 2nd edition comparison - box back

I love taking shots like this

There is no change to the components or gameplay

Coinsides #4

 

The latest version of Coinside is on Kickstarter! This is a luxury accessory which works well with role playing games, because one Coinside works as multiple types of dice, from D2 to D20. And it looks amazing! 

Check it out here: https://www.kickstarter.com/projects/ex1stgames/cosmic-coinsides-14-dice-in-one-luxury-spinner