Wednesday, 11 February 2026
boardgaming in photos: playtesting at Apollo
Tuesday, 10 February 2026
Popcorn
Sunday, 8 February 2026
Miams
Friday, 6 February 2026
Chu Han
Every round after cards are dealt, there are still some left in the deck. You will have some idea which cards your opponent might have, but not precisely. This is something you have to be aware of. There are 46 cards in the game, and each player is dealt 15, leaving 16 in the draw deck. If you don’t have a card, there is half a chance that your opponent has it. You can draw two cards on your turn by taking a writ. There are two risks. You may draw bad cards which make it harder instead of easier to go out. Also if your opponent wins the round, he scores extra points based on the writs you have taken.
The 3’s and 6’s have many different powers. One 6 can be played to specifically defeat the single 9. So your 9 is not necessarily invincible. Another 6 allows you to not respond, forcing your opponent to play the next set to defeat his own set. Using this power sometimes lets you win the hand because your opponent can’t respond. There is a 3 which lets you play a set of different numbers, and they are treated as the smallest number in the set. This can allow you to play many cards at one go, taking your opponent by surprise. It can even help you play a set of six 2’s and score the bonus. There is a card which cancels the power of another card just played. And then there is a card which cancels this cancel power.
This above was one interesting situation. I played against Han. I had only one card left. He played a 9, the highest card in the game. Normally only one card can beat that, the 6 named Liu Bang. However my last card was Xiang Yu (also a 6). Xiang Yu's ability was to double the victory points for the rest of the hand while passing. Technically I lost this hand, because I passed, but I had played my last card, which meant I won the round. The various interactions of the card powers create interesting situations like this.
Chu Han certainly offers the shedding game experience. You have to start devising a plan to go out right from the get go. Or if your hand is horrible, maybe you can only plan for minimising losses. The game is not about playing as many cards as possible immediately. You may feel a lot of pressure if your opponent plays many cards early in the round. However your ultimate goal is to go out. You don't necessarily have to rush. It is very much possible to come from behind, if you are able to keep playing sets that your opponent fails to respond to. Based on how your opponent plays, you get hints about what kind of hand he might have.
The special powers of the cards create the character of this game. It is not just the card distribution and the core mechanism. The game becomes more fun after you get familiar with the characters. You start thinking about counter moves, and how to counter those counter moves. You can better anticipate your opponent's moves. I find Chu Han exciting and clever.
Chu Han is designed by Tom Lehmann. His Race for the Galaxy is one of my favourite games, a game I have played more than 2200 times. Chu Han is published by Matagot, and so is my game Dancing Queen. It's exciting for me to know that I share this link with the designer of one of my all time favourite games.
Wednesday, 4 February 2026
Altay: Dawn of Civilization
Monday, 2 February 2026
boardgaming in photos: Clans of Caledonia, Hanamikoji, Molly House, Caylus, Regicide
Caylus, arguably the first worker placement game. It was highly popular when it first came out. It popularised the worker placement mechanism in boardgames. I own a physical copy of this and so far it has survived every purge even though I have not played it for a long time. It is a milestone game in the modern boardgame history.
The game takes quite long to play in asynchronous mode. I made several embarrassing blunders, e.g. claiming a spot to exchange money and cloth for a favour, and forgetting that I'm only getting that piece of cloth at a later building activation. It's fun to revisit an oldie. From 2005.
I almost played Clans of Caledonia when I was back in my hometown, and now I have actually played it online with a different group of friends. This is another game with a long gap since I last played, so I had to relearn the whole thing. When I play such games, one thing I do is I reread my own blog post about them. It helps give me a brief summary and a strategic overview. At least I hope this helps avoid stupid mistakes from my previous plays.
I took the MacKenzie clan, which specialises in brewing whiskey. I earned some extra money for brewing whiskey, and if I stored and aged them, I could make extra money too.
There is contract fulfilment, and buying and selling goods affecting their prices.
I played A Feast for Odin. I had many occupation cards but I didn't know how to utilise them well. They seemed to be useful only for very specific situations. I ended up not playing most of them, and for some I only played them for the four points.
I played Molly House. This is quite a difficult game to learn to play because the rules are unusual. Although I have played it before, I still don't quite grasp the game. The first game we played ended abruptly with the following results. We didn't manage the gossip pile well, and there was a major crackdown. Everyone lost.
When you chat on BGA, they are quite strict about the language you use and will warn you if you use potentially inappropriate language. So we couldn't joke about these results, which people familiar with contemporary Malaysian politics would probably make fun of.









































