Showing posts with label Japan. Show all posts
Showing posts with label Japan. Show all posts

Friday, 31 July 2026

boardgaming in photos: Rumble Nation, dnup


I played the physical version of Rumble Nation. This is a minimalistic area majority game. I normally dislike area majority games, but this one is just so clever. It's a game from Japan, and the setting is Japan too. 

You roll three dice to determine what options you have on your turn. You must use two of the dice to choose the region you will place your cubes, and the third dice determines how many cubes you will place. You are somewhat restricted in what you can do, but you do have meaningful choices throughout the game. I played this in KK with Buddhima and Jon. This was Buddhima's copy. 


Now that I have added Malaysian Holidays to my list of published games, I need to update this group photo. My next game Pilgrim Poker is coming out soon too, so this group photo will need to be updated again soon. 


I played the physical version of dnup. I must say it is much better playing this in person compared to playing in online async mode. This doesn't work so well in async because you don't remember well what has been played before. You break your session down to many small turns over several days. dnup is much more fun with table talk and discussions. You are able to better gang up on the leader. 

Reference card showing the four options on your turn

Notice the cards are rounded only at two corners

That day we playtested Buddhima's upcoming game called Change. I have played this before and this was a game I already wanted to buy after the first try. Buddhima has been a little worried about the timing of publication for his game, because it shares a similarity with SCOUT, dnup and Panda Spin. It too has cards which have different numbers at the two ends. You will also rotate your cards and change their values. After dnup, we played Change, and I am confident it delivers a different play experience compared to other games which shares this rotate concept. It requires a different strategy. 


This is Jon's worker placement game, about Grab Food and Lalamove delivery services. You prepare and deliver food, or you deliver items. In game design Jon is heading towards slightly more complex games. Not yet heavy games, but around light-medium to medium weight. 


One challenge Jon presents in this game is storage for goods. You can exceed storage temporarily within a round, but you need enough storage space to be able to carry over goods to the next round. To increase storage you must recruit, and once you recruit, your salary cost increases permanently. 


This is the worst starting hand in Mahjong Rummy. I don't have a passport - a straight flush meld of at least 3 tiles. Without a passport I can't play. I have already lost in the first round of play. Now that's player elimination. I can heap on tons of complaints as a modern gamer, but this is just a traditional gambling game and people have fun with it. There is some skill involved but it is mostly luck. You play this to spend time with family and friends, not for good game design. 


Now that younger daughter Chen Rui is back in Malaysia for her summer break, we have started playing our Regicide Legacy campaign. We are on Mission 9 out of 12 now. It has been an interesting ride so far. I am amazed by the amount of work they have put into creating this campaign. There is so much art created, and much of it is only used in one mission. If you beat the mission on your first try, you will use this art only once. Playing the campaign is playing many variants of Regicide. There is a story which unfolds as you progress. Your deck changes. You get to play with different powers. You fight different bosses. Some of the missions took us many attempts to beat, we also managed some with just one attempt. 


I have played a second game of Quartermaster General: East Front. This time I played the Soviet Union and Han the Axis. Han managed to get to Moscow, and even Vologda. At one point (above) I managed to encircle his forces, cutting off his supply lines. I gradually pushed back, but by game end I did not manage to reach Berlin. We were tied in points, and I lost on tiebreaker. What a close game! 


We played Soothsayers again. It's July now, and I'm still pretty confident this will be my favourite new-to-me game in 2026. 


I only recently discovered that the art is from a real tarot card deck, and not art created specifically for the game using the style of tarot cards. 

We played Madeira. I did horribly because I have forgotten many of the rules and I didn't relearn it properly. I want to blame BGA for making playing blindly too easy, but I know it is my own fault. 


I had a session with Jon, Ji Li and Buddhima. It's great to meet up in person to play. Nowadays I play more games online than in person. I should do physical sessions more. 


For probably less than 24 hours, the designer diary of Malaysian Holidays was on the front page of BGG. Of course I took a screenshot. 

Thursday, 30 July 2026

Haratama


Haratama is a trick-taking game from Japan with a horror theme and great art. Every round, three card values are randomly drawn to become the penalty values for the round. That means if you win these cards you will be penalised. This is a game about scoring as few points as possible. Points are bad. 


Most standard trick-taking rules apply. You must follow suit if you can. There is a trump suit. However you are not allowed to lead with a trump card until someone has played a trump card. In the game story, the trump suit represents the demon, which is initially sealed and suppressed. However at some point when the first trump card is played in a trick led by a regular card, the seal breaks and the demon is freed. 


Every penalty card you win gets you a point, which is bad. However if you manage to win at least 8 out of 12 penalty cards, the demon possesses you. You become one. Now everyone else gets points instead. This, of course, is no easy feat. 



That’s basically it. What is interesting is how the penalty values will differ from round to round. You will need to adjust how you play depending on whether they are large or small, and how many of them you have in hand. 

Card backs - so scary!


This is a pretty clean design that’s quite close to standard trick-taking. The small twist that it offers is fun and viable. I have a soft spot for games which allow you to shoot the moon. One minor problem we had was with the font style. We thought the 8 was a 0. 


Friday, 24 July 2026

Bean to Bar


Bean to Bar is not your typical Japanese game. When I hear Japanese game, by default I imagine a short, minimalistic and clever card game with few components. Bean to Bar is a complex and heavy Euro style game with many more stuff than just cards. It is a game about making and selling chocolate. You build and run an artisan chocolate empire. 


In the game you need to do many things to complete the process of producing and selling chocolate. You will source cocoa beans, turn them into chocolate, submit your chocolate for competitions, recruit specialists to your company and open stalls to build your brand.


The core mechanism is this board with nine action tiles randomly arranged into a 3 x 3 grid. At the start of a round, you must advance your chef along the perimeter of this grid. Where it stops determines the three possible actions you can take that round, the ones your chef is facing. To take an action you must place one of your player tokens. The more actions you take this round, the more expensive it will be, in terms of time. Time is one precious resource you have to manage in the game. Taking an action does not block other players. In fact, if you take an action someone else has already taken, you get a discount.


Making chocolate is a mini polyomino game. You can turn the cocoa beans you have collected into dark chocolate, medium dark, or milk chocolate. Dark chocolate is more valuable and requires more cocoa beans. You take polyomino tiles from a limited supply to place on your own player board. For a chocolate product to be valid for sale or entering competitions, you need to have complete rows. That is a little puzzle you need to figure out.


Making money is very difficult. That means spending money, for example to buy time or to recruit a specialist, is painful. Another resource which is difficult to manage is your player tokens. Many actions require using one, sometimes committing it permanently. When you are the largest buyer in a region, you can score points from the region regularly, but you need to commit a player token. Points are hard to earn, so this is tempting. But player tokens are highly valuable too. Can you afford to lock down one player token?


Every few rounds there will be a competition. You probably want to enter as many competitions as you can.  Even if your product or products don’t win, you might still score some points. You do have to spend an action to sign up. Also when a chocolate product is entered into a competition, you cannot modify this product until after the competition. You will not be able to improve it for the time being, and your opponents might be able to develop an even better chocolate before the competition registration closing date. In case of ties, the earlier entry wins. So signing up early can be a strong advantage.


You can recruit specialists and promote them. At Levels 1 and 2, they give you special powers. At Level 3, they have no power but they can score more points. 

Two separate bags for cocoa and fruits

You can have at most four chocolate products

Bean to Bar is a tight game. There are many things you want to do, but your resources are limited. You must plan your actions carefully to do as much as you can with the limited resources you have. For me this is just okay. I found it a little fiddly. I don't think it is necessary to streamline this game. Simplifying it may not make it better. It is what it is, and players who like this type and weight of game will understand the charm. I appreciate how strategic the game is. It is an open information game. It's just that I am less attracted to this genre now. This is certainly a challenging game and if you like a challenge, go for it! 

Wednesday, 22 July 2026

National Economy


National Economy is a game from Japan. It is a worker placement card game. It is pretty compact. There are many elements which at first made me think - isn't this just like Agricola? As I played, I soon discovered it is more than that, and less than that at the same time. All in all, a different beast, despite several familiar concepts. 


The game is played over 9 rounds. You start with two workers. There are some common starting cards on which you can place your workers to use their effects. Every round a new common card is added. You can construct your own buildings, which are placed in front of you. They are your private buildings and only you can place workers on them. One interesting thing about this game is you will be selling your buildings in order to be able to pay your workers' wages. You must pay wages at the end of every round, and workers' wages gradually increase throughout the game. Expect to be selling buildings frequently. Sold buildings become public buildings. They are placed at the centre of the table, and anyone can use them now. 


The card powers are mostly simple. Some let you draw building cards from the deck. Some let you construct buildings. You can recruit new workers. You can gain consumer items. These are just generic cards which can be spent on constructing buildings. Building costs are expressed in cards and not money. You pay in cards, and this can be either other building cards or consumer item cards. Some buildings help you score points at the end of the game. That is, if you manage to keep paying your workers without selling these buildings. Money and remaining buildings are also points at game end. 


Notice that box cover in the background. This area is called the budget. It is a separate pool of money from the money supply. Most of the time you pay money to and get money from the budget. The only time you get money from the supply is when you sell buildings. This is a little unusual - having two pools of money to manage. This has gameplay implications and it is important, and I would say it is worth the effort. How much money is in the budget affects what you can and cannot do. 


Consumer items are just a generic resource. They are all the same in terms of gameplay, but the art on the cards varies. This is a nice touch. Not absolutely necessary for the sake of gameplay, but I like that they spend a bit more effort to improve the play experience. 


What I find most interesting is how you have to manage the buildings you construct and sell. Which ones you choose to construct, and which ones you choose to or are forced to sell will affect your play. When you construct a building, it means you have exclusive access to its power. This can give you an advantage over others. However you have to be prepared that you might have to sell that building later, and others will gain access to its power. This game makes me feel that life is fleeting and nothing is permanent. It's a zen feeling. You need to be able to let go. 


As the game progresses, there will be more and more common buildings at the centre, and you will have more choices. However not all are good choices. As better and more expensive buildings become available, you don't want to use those weaker ones anymore. So the worker placement remains competitive and tight. 

One interesting challenge is the hand limit of five which is checked at the end of the round. This makes planning challenging. If you have multiple good buildings in hand, you might have to sacrifice some, spending them as payment for the one you decide to build. Or you may have to try to gain cards (including consumer items) early in the round, then spend these cards for construction before the round ends. 


This is a mid-weight game. It is clean and compact. The fun is in maximising your efficiency by making good use of the public buildings available as well as the buildings you manage to build for yourself. There is fun in analysing the game situation and trying to find an effective strategy. As a worker placement game, it does offer something a little different from other worker placement games. 

National Economy was first published in 2015. Two variants were released after that. The latest edition of the game published in 2025 includes all three ways to play. If you enjoy gameplay like this, this is a great deal. 

Saturday, 18 July 2026

boardgame shopping in Japan

I visited Kyushu, Japan on a family holiday. Needless to say, being a gamer, I looked up boardgame stores to visit well before the trip, and also took the opportunity to look for games at bookstores, 100 yen shops and such when I was there. I found some games at Don Quijote. Don Quijote is a discount store which sells lots and lots of different stuff. Most of the games I found seemed to be heavily language dependent. So I didn't buy anything. 


The Google Translate app on my phone has been tremendously helpful. I point my camera at the box, and Google Translate does the translation from Japanese to English for me. The translation is decent. I can get a rough idea of the games. This particular game above seems to be popular. It has grown into a series. 

Back of the box

This one has sold 300,000 copies! 

Something to do with marriage proposals

50,000 copies sold! Not as impressive as 300K, but still very impressive.

A game about nasty LINE messages maybe?


This is not a boardgame. This is a map showing merchant ship routes approaching the port of Nagasaki. This is displayed at a museum. When I saw this I immediately wondered whether this could be turned into a boardgame. 


I visited Sunny Bird boardgame cafe and shop in Nagasaki. It was a 4-minute walk from where I stayed in Nagasaki. I did not sit down to play, but I did take a look at the cafe section. They have a huge library. One title that caught my eye was the early edition of Power Grid, when it was still called only Funkenschlag. This was the 2001 edition. The play area is cosy, not big. The cafe is in the city area, so I imagine rent must be expensive. Space is a premium. It's nice to have a boardgame cafe and shop so conveniently located. 

The shop section was not very big, but there was plenty for me to browse. I think there were more Japanese designed titles than foreign designed titles. That was perfect for me. I mainly wanted to look for Japanese designed games. I can find international titles easily in Malaysia. The shopkeeper was friendly and helpful. He recommended me several titles. It took me a while to browse, since I needed the assistance of Google Translate. 


I found a copy of the latest Japanese edition of Ra. I already own one, but Benz had asked me to find a copy for him. Mission accomplished. This edition comes in a pretty small box. It is compact and the price point is low. JPY 2200 is about MYR 55 or USD 13.50. 


These were the games I bought at Sunny Bird. Loop is by a designer from Nagasaki itself, so this is a meaningful souvenir. I bought it not only because of that. The gameplay did intrigue me. Let's see how it plays. I have not played it yet. The third game here is not by a Japanese designer, but the gameplay description is interesting enough that I decided to buy it. 


At one of the malls I visited, I saw this shop selling lots of TCG (trading card game) cards. There were tables for gamers to play. 


The cards were arranged in shelves like this. This might be the norm everywhere around the world, just that I am not a TCG player so I'm not familiar with this sight. 


At a bookstore I visited, I did not find boardgames or card games, but I saw many tarot card sets. I think people use these for fortune-telling or self-help. 

There were sample copies provided to allow shoppers to browse the content. 

Tarot cards is a whole new world I know very little about. 

One Piece version of UNO. I saw UNO with many other IP's attached. 

I saw a shop in Canal City Mall, Fukuoka selling a Gundam TCG


These are starter sets. JPY 1650 (around MYR 42 / USD 10) for one pack. That's quite cheap. I'm assuming one set is sufficient for one player to play. 

These starter sets come with three figurines. 

Player mat for the Gundam TCG


There were people playing another TCG. I wanted to take photos, but I didn't want to interrupt them or make things awkward. I took these quick shots while walking past. That's why the photos are poorly framed. Many players brought their own playmats. The play tables had player guides printed on them. 



We visited several cities in northern Kyushu, and our last stop was Fukuoka. I was pretty happy with the few games I bought in Nagasaki. Although I knew there was a Jelly Jelly Games cafe and a Yellow Submarine shop in Fukuoka, I listed them as optional destinations. If I had time I would go. By the last day, I almost decided not to go. I only changed my mind the evening before we flew back to Malaysia. It was late afternoon. We didn't have plans for the evening. The next morning we would be heading to the airport at 5:30am. Although I was tired, I decided to visit Yellow Submarine. They were still open. 


They are on the third floor of a commercial building. If you don't know about them, you would not discover them by chance. They are a destination store, not a shop you will chance to walk past at a shopping mall. More than half the shop is dedicated to TCG's. They have play tables. However they have a boardgame section too, and for me there is a lot to browse. They too have many Japanese designs, not just foreign designs. 


This is a weird one. It is a game about investigating the colour and pattern of a lady's underwear. I guess this is humour in Japan, slightly risque. In many other countries and cultures this would be inappropriate. 


Love Letter is one of my favourite games. It has a legacy version! Unfortunately this seems to be pretty language heavy. I did not buy this. I wonder whether there will be an English version. 

Back of the box


Trendy is an older game from Reiner Knizia. I have played it many years ago. I absolutely love the cover of the Japanese edition. It looks like a fashion magazine cover. I'm already starting to regret not buying this. I remember the game was just okay. That was why I didn't buy the game. Now that I think about it, this would have been a nice souvenir or memento, even if I don't buy it for the gameplay. 

Back of the box


This is another game I almost bought but didn't. I like the art direction. I looked up reviews on BGG, and most people think it is just so so. 

I find that many games come with English rules. 


I ended up buying 7 games from Yellow Submarine, more than I expected. I didn't go to Jelly Jelly Games after that, because it was getting late, and I was already feeling a little guilty for having gone on a splurge. Ukiyo-e is a design by Michael Schacht. I like his games. This game is originally called Crazy Chicken, later published as Drive. Ukiyo-e is the Japanese edition, and it has a very Japanese theme - Japanese art. This is definitely a good souvenir for gamers visiting Japan. 

There is a game called New Old in the photo above. It looks like two boxes, one new and one old, but this is actually one game. The cover design is done this way intentionally to make this look like two games placed side by side, a worn out copy next to a new copy. 

Later I discovered that Cat Poker is actually Panda Panda. I already own Panda Panda. I didn't know Cat Poker is the original Japanese version. Rikka (六華) - the black box - is by Hashimoto Atsushi, who designed Tiger & Dragon. That was what made me buy it. I really admire Tiger & Dragon


By looking at the box cover and the box back of Ult: Coldburning, it seems this is mostly played with numbered cards in different suits. There are some cards with some text, probably scenario cards or something along those lines. I thought this should not be too much work so I decided to buy a copy. 


After opening the game, I realised how wrong I was. This game is fully packed with cards. It has two huge stacks. And guess what, almost half the cards are text cards! See that stack below on the right. I'm going to spend a lot of time translating all those cards. 

If I sleeve these cards there is no way they can still fit in the box. 


Sai Beppu is a superstar in the Japanese boardgame industry. So many games are illustrated by her, and she has such a wide range of styles. I also notice how prolific Kaya Miyano is. He is best known for Trio / Nana.  


I bought three decks of poker cards from various 100 yen stores. I bought one deck because during the trip I had an idea for a game design, and I wanted to playtest my idea with my family. I bought the second and third decks because they looked nice and they were cheap. 100 yen is MYR 2.50 or USD 0.60. The Sanrio deck is cute, and the fruit one too.