Showing posts with label real-time games. Show all posts
Showing posts with label real-time games. Show all posts

Tuesday, 21 July 2026

The Kejap Food Game

The Kejap Food Game is not available for sale. You can get this as a free gift if you visit Kejap Food (a Malaysian fast food chain) and buy MYR 30 or more of food. While stocks last, of course. This is a simple, real-time game that is played in five minutes. It is a cooperative game. You work together to serve as many customers as you can within the time limit. 

Before a game starts, everyone gets a character card. Your card tells you which dice you manage and what role or roles you play. Depending on the number of players, you may need to manage up to three dice colours and you may have up to two roles. Let’s talk about how you serve a customer. 

The first step is taking an order. That just means revealing a card from the deck. You can have at most four active orders. You can’t reveal a new order until an existing one is fully served. An order consists of several spaces for dice in different colours. Everyone prepares food in this game. You are in charge of rolling and placing dice assigned to you. On each order card, all dice placed must add up to 10. This is why you need to keep rolling dice. You will need dice is specific values. When all the food is ready for an order, your next step is to serve the food. Someone is in charge of moving the order card to the next column. This frees up space for that player in charge of orders to reveal a new order card. 

Next, you need someone to clean up. That means returning all the dice on a served order to their respective owners, then flipping the card and placing it in the score pile. 

Everyone has specific tasks to do, and you cannot do others’ work for them. You can scream at them to hurry up but please don’t do that. Just ask nicely. You run a timer before you start the game, and you try to serve as many customers as you can within five minutes. 


I must declare I have not visited Kejap Food before. I received this copy as a gift from the designer Qing Ye. This is a casual game and I would even call it a children’s game. However I played this with a bunch of seasoned hardcore gamers. Well, it was a good filler in between heavy games. The moment we finished, Julian asked me where he could get one. Now this is definitely not a gamer game. It is not designed or balanced for gamers. We finished the order deck in 4.5 minutes. For gamers, this is not about how many orders we can complete in five minutes. It is about how much time we need to complete all orders. We had fun with it. It’s simple and hectic, and it’s perfect for playing with our families and non gamer friends. 

Designer Qing Ye in white

Qing Ye has been more and more active in designing games, and I find that I really like many of his designs. There is one card game originally about Penang shophouses then rethemed to political ideologies which I find very clever. It’s still work in progress. I like the difficulty of needing to collect both item cards and scoring condition cards at the same time to maximise your points. And your cards are also your money to spend on bidding. I’m looking forward to more of his games from Specky Studio. 

Saturday, 25 October 2025

Note Flash


Note Flash is a simple card game designed by Malaysian students for a local fundraising event. This is certainly not a gamer’s game, which means this is not of interest to 99% of the readers of this blog. For me, it is interesting to see people who are not gamers design games because they will come up with ideas which are different. They have fresh eyes which I do not have.


Note Flash challenges you to identify musical notes accurately and quickly. This is a solo game which can also be played competitively between two players. You have a time limit of 4 minutes and a stack of 46 cards. The front side of a card shows a musical note, and the back shows what note it is, i.e. the answer. Before you start a game, you set up seven columns, C, D, E, F, G, A and B. Once the timer starts, you start assigning cards to the right column as quickly and correctly as you can. 


The game ends when you assign all cards, or when the timer runs out. You have a base of 50 points. You earn more points if you beat the clock. You lose points per card remaining if you run out of time. You also take a heavy penalty for each incorrectly identified note. To check whether you get all of the notes right, you simply flip them all over. Each card back is coloured based on what note it is, so you can quickly check correctness at a glance. 


If you want to do a two-player game, you use the other side of the column header cards. The time limit is shortened to 2 minutes, and each player gets 23 cards instead of 46. 


This game is a good exercise for music sight-reading. It serves an educational purpose. It is certainly something different from what gamers usually play. 

I have started work on one game design which is related to music. It is a real-time game about beats. I never got very far with it. I worry it might be too complicated for the average casual gamer who does not know music, yet too easy for anyone who knows music. It's certainly an interesting topic to get into - designing a game related to music. 

Tuesday, 19 December 2023

Nuts A Gogo


The Game

Nuts A Gogo is a lovely dexterity game from Japan which plays in 15 minutes. The nuts in the game are supposed to be peanuts, but somehow it makes me think of nuts as in nuts and bolts. You don't actually see peanut shaped components in the game. You do see wooden pieces in various shapes and sizes. The core idea in this game is you need to pack as many wooden pieces as possible into a small paper cup. This sounds like the kind of game people come up with at a game jam when the organisers throw a few random ideas together. Crazy! 


A game is played in two stages. The first stage is about claiming wooden pieces, and it is done in real-time. You put all the pieces in the box like in the photo above, and once you say go, everybody grabs pieces from the box to put in their own cup. You want to take as many as possible. The pieces come in five different general shapes. They are not exactly the same, just similar enough that you can tell the type. They also come in different sizes. Smaller is better, because it means you can squeeze more into your cup. 

Once one player decides they have enough, they declare the end of the first half. What you do is you claim the Mr Peanut token from the box, and then count to ten. Once you reach ten, everyone else must also stop taking wooden pieces. Whatever is in your cup is yours now. If anything falls out, sorry, you must return it to the box. This is the first stage. 

The cup is small


At the start of the second stage, you empty your cup and hide all your wooden pieces behind your hand. The player with the Mr Peanut token is the start player, and you take turns playing start player. As start player, you get to issue a challenge. You discard one piece, and everyone else must discard a piece of the same type. If anyone fails to do so, they are eliminated from the game. One by one players will get eliminated, and the last person standing is the winner. 

The Play

Nuts A Gogo is quick an easy. It's the kind of game that you'll pick up by just watching others play. It's an excellent casual game. You barely have to learn. The second stage can be quite funny. There is a little bit of psychology. You try to guess what pieces your opponents do not have. Winning is not necessarily about having the most pieces. Even if you have the most, if you happen to be short of a certain type, you can still get eliminated early. 


The Thoughts

For experienced gamers, this can be a good filler because it's something very different from the typical heavy games we play. It's quick. It's a nice change of pace. It's a good break between heavy games. For casual gamers and non-gamers, this game is painless to learn and engaging. 

Tuesday, 28 November 2023

Fit to Print


The Game

The graphic artist for Fit to Print is Ian O'Toole, who is currently the graphic artist in the boardgame industry. I wasn't aware it was him initially. I thought the art was fantastic and evocative. It was after the game that I realised it was his work. Good artwork contributes a lot to the play experience. 

Fit to Print is about newspaper editing. It is a real-time, spatial game. Over three rounds, you will be arranging the front cover of your own newspaper. It will be for the Friday, Saturday and Sunday editions of your paper. Players work on their own personal newspapers. You try to arrange your front page well in order to score points. After three rounds, the highest scorer wins. 


During setup, you get your own player board (your newspaper front page) and a work desk. The desk is 3D, although you can't really tell from this photo. It's a nice touch. At the start of a round, all tiles are spread around the table face-down. You need a countdown timer to play a round. We were all new to the game, so we agreed on 5 minutes. Within 5 minutes, you have to claim tiles from the centre of the table, and also fit them all onto your newspaper. The tiles are articles, photos and ads. Everyone does this simultaneously. 

When you take a tile. You flip it over to see what type it is. You can decide whether to keep it. If you want to keep it, you place it on your desk. Otherwise, you return it face-up to the centre of the table. That means others can see it and they can decide to take it. When you are still claiming tiles, you can't arrange them on your newspaper yet. Only when you are done with claiming tiles can you switch to tile arrangement. 

Ideally you are able to place all your tiles. Any leftovers entail a penalty. There are rules around tile placement. Articles of the type (business, entertainment or technology) cannot be adjacent to each other. Ads cannot be adjacent. Photos either. Some photos score points based on adjacent articles. You want to place them next to relevant articles. Every round everyone gets a special headline article which provides some special ability or an additional way to score points. Articles can be cheery or gloomy, and your newspaper needs to be balanced. Imbalance leads to a penalty. You also don't want to leave too much blank space. Players will compare their largest blank space at the end of every round. They gain and lose points based on how well they have managed their blank space. 

This particular headline offers an additional way to score points.


This was my newspaper from the first round, i.e. Friday. The difference between the three rounds is the size of your canvas. Friday is 7 x 14, Saturday 8 x 16, and Sunday 9 x 18. 

The ads are orange, and they have $ signs. Over the three rounds you total up your advertising income. Whoever earns the least is automatically disqualified. Only the rest get to compare points to see who wins. This can be quite brutal. 

There are three types of articles - green, blue and pink. Articles of the same colour must not touch. If you make a mistake, you have to flip over the offending tile. This will cause you to score fewer points. In the photo above, my photo tile on the left scores points for each adjacent green and pink article. So it scores 3 points in total. 

Some news articles are positive (cheery), some are negative (gloomy). The positive ones have yellow circles, and the negative ones blue circles. Your newspaper must try to be balanced in this. Any imbalance causes you to lose points. In this photo above I have 3 positive icons and 4 negative icons. This imbalance forces me to lose 1 point. 

The Play

The real-time aspect of Fit to Print feels like Galaxy Trucker, but this is a simpler game and is probably better for families. Being real-time makes the game exciting and engaging. It is not easy to accurately gauge whether you have claimed just the right number of tiles. If you claim too few, you are missing out on scoring opportunities and too much blank space can cost you points. If you claim too many, tiles you cannot place cost you points. 

This is mostly a multiplayer solitaire game. There is some player interaction, but it is not direct. You can look at tiles discarded by others to see whether they suit you. You can't really meddle with other players' newspapers. You do have to pay attention to the ads. Being faster than others is useful, because for the next round you'll get to pick your headline tile first. Most of the time you're working on your own paper. 

I noticed Albert tended to be the first to complete his work. He applied a clever tactic. He specifically chose larger tiles of about the same size. This way he didn't have to claim many tiles, and arranging them was easy, almost like laying out a checkered floor tile pattern. This also helped in minimising blank space. However I am not sure how effective this is in scoring points. With fewer tiles, it seems points will be less too. 

Some photos have good scoring abilities. I took a different approach, and claimed many small tiles. I wanted to fulfil the scoring conditions of the photos as much as possible, by placing many relevant articles around them. 


This was my Saturday (Round 2) paper. The rule in this game is similar to that of Blokus. Tiles touching at corners are not considered adjacent, but tiles sharing an edge are. In this photo above, my three photo tiles are touching at the corners, so they are not considered adjacent, and thus their placements are legal. 

At the top right I have a vertical article placed in a weird position. The reason is I wanted to avoid creating a large empty space. Had I placed it along the right edge, I would have a 10-square empty space. Now I had a 6-square empty space and a 4-square empty space. When players compare empty spaces, you don't add up all empty squares, you only look at the largest empty spaces and compare their sizes. My largest empty space is that at the bottom right: 8 squares. 


My Sunday paper. This time I didn't plan as well as previous rounds. I had one extra ad left at my desk (on the right) because I couldn't squeeze it in. This time my headline allowed me to earn extra $ for each ad above the fold, i.e. in the top half of my board. It turned out to be crucial for me. Without this $2 more, I would have come in last in ad revenue, and would have been disqualified. With that $2, I barely managed to squeeze into second last place. This is an interesting mechanism. I know Cleopatra and the Society of Architects has this too. It can be brutal, and that's why it's fun. 

The Thoughts

Fit to Print is pretty, engaging and also easy to learn. It is a pleasant play experience. In real life, newspapers are on the way to become a relic. How many still read them in physical form? Playing this game is like playing a historical game. You get transported to a past age. There is not a lot of player interaction, but the real-time aspect and the spatial element keeps you busy enough. 

Friday, 15 April 2022

Klask

The Game

I want to call Klask a sports game, but that will likely cause misunderstanding. When I say sports game people think of sports themed games. I classify it as a dexterity game, but I know that is problematic too, because people think Jenga and Toc Toc Woodman when we say dexterity game. Or Animal Upon Animal. Technically it is a real-time game too. I'm probably making things worse by throwing all these descriptions about. Klask is a game of skill for two players. I find it best to describe it based on football (soccer). 


The field is surrounded by walls, which means the ball will bounce off these walls. The two players each control just one pawn. You can only move your pawn within your half of the field. You have a goal - the round indent in light blue. Your objective is to score a goal - getting the ball into your opponent's goal. Whoever scores 6 points first wins the game. 


You control your pawn using this rod beneath the board. Both this rod and the pawn have magnets. That's how they are attached to each other. 


The magnets are strong, so when you move the rod below the board, the pawn on the field follows suit quickly. It gives you good control. The pawn is very responsive. However if you move too fast, you can still lose control of your pawn. If this happens your opponent scores 1 point. 

You also give your opponent a point if your pawn falls into your own goal. 


The standard way of scoring points is to score a goal, but there are many fouls which will award points to your opponent. New players will often commit these fouls. When players are new, you will likely score more points from your opponent's mistakes than from actual goals. 


One important element are the three white obstacles in the game. When a round starts (i.e. at the start of the game, or after a player scores and the board is reset) the three obstacles are lined up at specific positions in the middle of the field. These obstacles contain metal. If your pawn gets close, it will attract the obstacle. If you ever get two obstacles attached to your pawn, you concede a point to your opponent. The obstacles can get in your way and also blocks the ball. 


When a pawn catches two obstacles, we call it Mickey Mouse. It looks like it has two huge ears. 

Whenever any player scores a point, the field has to be reset. The obstacles are repositioned. The player who conceded a point gets to serve, and must start the ball in one of his corners. Whoever reaches 6 points first wins. 

The Play

Your first game of Klask will be exciting and funny. Since you are unfamiliar with it, you will be clumsy and you will likely commit many fouls. Scoring a goal will be challenging, but when you manage it, you'll stand up and cheer. Klask is this kind of game. The rules are simple. Any observer standing next to you will be able to pick up the game immediately and be able to play the next game. Learning the game is mostly about getting familiar with controlling the pawn. If you are new and you play against an experienced player, you will be at a disadvantage. There is skill in this game. As you get better at the game, it becomes more challenging and rewarding. Maybe less funny, but more intense. 

The three obstacles are a clever and important element of the game. You can intentionally knock them to your opponent's half and thus hinder his movement. He will need to carefully avoid the obstacles. Although the obstacles contain metal and can be attracted by your pawn when you get too close, if you are fast and hit them hard, you can actually use your pawn to knock them to your opponent's side. It's a little risky, but it's doable. 

If you can get all three obstacles into your opponent's half, you will give him a big headache.

The Thoughts

Klask is a game of wide appeal. It is a mass market game. It is easy to learn and fast to play (probably 5-10 minutes). Once you get better at it, it becomes more and more a game of skill, and that can be satisfying. This is the kind of game which startup companies put at their pantries, so that employees taking a break can play a couple of rounds. It's much smaller and more portable than foosball. 

Saturday, 5 May 2018

Diner

Plays: 3Px3.

When Allen did some spring cleaning on his game collection recently, he gave me a bunch of card games from Dice Hate Me Games, which he had bought through Kickstarter. I have not heard of most of them, and randomly picked one to play with the children one recent weekend.

The Game

Diner is a real-time card game. You are waiters at a diner and you serve food to your customers. Whenever you finish serving all the food ordered by a table of customers, you score points. However if there are customers you fail to serve when the game ends, you lose points.

This above is how a game is set up. The cards are double sided. One side shows a meal, and the other side a table. The table side shows 2 - 4 meals, representing what that table of customers are ordering. There is also a tip amount at the centre. This is the score value. The first row of three stacks at the centre are the draw decks. They show the meal side. The second row with three cards are the customers waiting to be seated. Below these two rows is a discard pile.

At the start of the game, each player gets 1 or 2 round action tokens. Whenever you perform an action in the game, you must give a token to the player on your left. If you don't have a token, you can't do anything. You need to wait for the player on your right to pass you a token after he performs an action. There is no concept of taking turns. It's all done in real-time.

One action you can take is to simply claim a meal card from the top of one of the three draw decks. There is no hand limit. You can collect as many meal cards as you want, just that each costs an action token. Another action you can take is to claim a table card from the second row. You place that table in front of you. This means you have seated a party of customers, and you will be responsible for serving them. Nobody else can touch your customers. Now that you have meals cards and customer cards, you can serve your customers. When you have the right combination of meals in hand to fully serve a table of customers, you may discard these meals, and then score that table. The table card is set aside for scoring at game end. Claiming meal cards, claiming table cards (customers), and then serving customers form a complete process flow. However there is a fourth action you can take. You may spend an action token to discard a table card. Sometimes you want to do this because you don't like any of the three table cards available. Whenever a table card is discarded (or claimed), you replenish by taking a meal card from the corresponding draw deck and then flipping it over to the table side. Sometimes you want to discard a table card because it is too good but you don't want to take it yourself, and you want to deny your fellow waiters. So you tell the customers the restaurant is full and there will be a 45-minute wait, so sorry sir.

In the photo above I only have one table of customers to serve. If I manage to serve them, I will earn $8 in tips.

Meals have different rarities and values. Pancakes and eggs are cheap, steaks are expensive. Tables which ask for steak will tip more. Often you want to claim these high tip value tables, even though it may be harder to collect the meal cards to fulfill them. Some meal cards are jokers. These are normally snapped up quickly.

When two meal card decks run out, you take a short mid-game break. You shuffle the remaining deck together with the discard pile, then create three new meal card decks for the second half of the game. The next time two meal card decks run out, the game ends. You score points for tables fully served, and lose points for any tables still waiting for their meals.

We used an optional rule when we played. If all action tokens get stuck with a single player, which means he has been particularly slow in taking actions, the player to his left may take one of his action tokens. This optional rule helps keep the game going, and also creates some tension. No one wants to be the slow poke.

The Play

Playing Diner is a hectic affair. I'm always watching out for table cards I want and meal cards I need. I don't have time to pay attention to what others are doing, what they want, what they need etc. Maybe I'm still new, and if I play more, I may be able to watch my opponents better. Even without watching them closely, there is enough competition and tension. Normally everyone wants the higher valued tables and meals. Certainly everyone wants those jokers. You don't need to analyse your opponents' play areas to know they want a joker. Even if they don't need it, they'd take it to deny others.

When you already have a few tables before you, you need to be more careful when claiming cards. Claiming too many tables is risky. You don't want to get penalised at game end for not serving all your customers. Also you want to avoid wasting actions claiming meal cards you won't get to use, even if they are expensive meals.

I found that the children were able to play competitively. I had no advantage over them at all. My much richer experience in boardgames did not give me any edge. There is not a lot of strategy in this game. It is all about being watchful and being quick. A game lasts around 10 minutes. Maybe less. After we finished a game, I suggested trying another card game. As I started explaining the rules of the next game, the children became impatient and said why not just play Diner again. So we did. We eventually played three games, and each of us won once.

The Thoughts

To veteran boardgamers, Diner is nothing to write home about. If I were to read a blog post about it, I wouldn't buy it. Now that I have played it, I don't see myself itching to play again. However I can imagine situations where I would suggest it. Diner will work well as a party game. It is easy to teach, and new players can be competitive quickly. It is suitable for casual gamers and non gamers. They will feel they can achieve mastery easily, and that's a positive experience. It's a gateway game - it looks simple and unintimidating. The real-time nature makes it automatically engaging. It's a good travel game too - compact and simple.

Saturday, 3 March 2018

Pit Crew

Plays: 7Px1.

The Game

Pit Crew is a simple team-based real-time game. You are pit crews of 2 or 3 racing teams, and you compete to complete the pit stops in the shortest time possible, allowing your team's race cars to speed off as early as possible.

The game supports up to 9 players. You play in 2 or 3 teams. Each team has between 1 to 3 members. The game is played over 3 rounds. When a round starts, all teams repair their respective cars simultaneously. Once you complete your repairs, your car drives off and tries to go as far as possible. When the slowest team finally completes repairs, their car doesn't get to drive off. Instead they cry halt, and all cars already on the race track stop. The distances they have traveled are their scores. Now you do the end-of-round scoring. All cars are inspected for errors and imperfections. Penalties are applied. When you are penalised, all your opponents get to move their cars forward.

In Rounds 2 and 3, you use different cars, and your team also gains special abilities. After the third round, whoever's car has traveled the furthest wins.

Everyone uses the #27 car in Round 1. The 27 means something. I'll come to that. In Round 1, you need to replace all four tyres, and you need to refuel. Every team has its own deck of cards. Cards are numbered from 1 to 10. The total hand size of a team is 6. In a team of three, everyone holds 2 cards. In a team of two, everyone holds 3 cards. In a team of one, you hold all 6 cards. You perform repairs by playing cards. To replace a tyre, you need to play four cards next to the tyre, one after another. Each card you play must be numbered one higher or lower than the previous number. In the photo above, if you want to replace the tyre at the lower right, you start by playing a 1 or a 3. Let's say you have played a 3. The next card you play must be a 2 or a 4. The big 27 on the roof means the fuel tank capacity. To refuel, you play cards to the rear of the car. There is no restriction when playing cards, but at the end of the round, if the sum of the card values differs from 27, you are penalised. The bigger the difference, the larger the penalty.

The board is not your main playing area. It is mostly a scoring track. You do not race to complete five laps. Instead you try to move as far as possible within the three rounds. You are just trying to score as high as possible.

You use these 6 cap cards to mark sections which are fully repaired. There is one cap card for the engine, one for the fuel tank, and four for the tyres. The engine card is used in Rounds 2 and 3 only. Whenever you complete the repairs for one part of the car, you must place the corresponding cap card there. Once the cap card is placed, you cannot change the cards already played to that part of the car.

Take a closer look, and you will notice that some numbers are white, and some are black. If all cards played to a section have the same colour, you gain a turbo bonus. Your car moves two additional steps. It's not easy to do though. When you are scrambling to find the right numbers, sometimes you don't have the luxury to get the exact colour you need. In this photo you can see we have failed to assemble consistent colours in all six sections.

Car #31 is for Round 3. The XX YY at the engine means you need to play two pairs of cards to repair the engine. We have played a pair of 3's and a pair of 9's. All of them are black, so we are getting the turbo bonus.

When you don't have any cards you can play in hand, you may discard and draw. In fact, you must. However for every two cards in your discard pile at the end of the round, you suffer one penalty point, i.e. your opponents get to move one step forward.

These special ability cards (called Monkey Wrench cards) are gained at the end of Rounds 1 and 2. A number of cards are drawn according to the number of teams in the game. Each team picks one card, starting with the one furthest behind. So this is for balancing in addition to spicing up the game. That card on the left can be used as a 4 or a 5 during a round. The card on the right increases the hand sizes of two team members.

You "drive" your race car by rolling a die. When your team is done with repairs (and you are not the last to do so), one of you becomes the driver, and you keep rolling the die to move your car. You move one step ahead each time you roll a 6. This can be nerve-wracking if you keep failing to roll a 6. If there are three teams, the second team gets to move their car too in the same way. Once the last team is done with repairs, they declare the end of movement. You then do the round-end scoring.

The Play

We did a 7-player game. I was on the same team as Abraham and Allen. The other two teams had two players each. Having three players is probably more challenging, and I'm not saying that just because we lost horribly. Really. With three players, there is a higher need for coordination and communication. Playing Pit Crew is a tense experience. There are multiple parts of the car you need to worry about. You need to coordinate your card plays to avoid getting stuck with no card to play. Finding a valid move doesn't mean it will be a good move. You shouldn't blindly play any card which is technically valid. You need to consider the other cards your team has in hand, and whether your next move can help getting those cards played, and will keep your options open. Then there is also the colour to think about. None of these are particularly complex, but when you are under time pressure, it becomes very hard to keep your cool and to stay rational.

If you find that you really are stuck, waste no time in finding impossible moves. Just discard and draw. Time is precious.

The most stressful part of the game turns out to be also the most brainless part - when you are driving. It's just rolling a die over and over hoping to roll a 6 as many times as you can. There is no skill and no strategy (unless you are trying to cheat). It's all luck. Yet this is when you and your teammates will be holding your breaths, or cheering, or groaning.

My team had a poor start. We were last to complete our repairs in Round 1, and we also had a huge discard pile. Our opponents sped far far ahead of us. In Round 2, we managed to not be last. I took the driver's seat, and hard as I tried, I could not roll a single 6! By the time the bell sounded, I was still in the pit. What a waste! Needless to say, despite having first picks of the Monkey Wrench cards in both Rounds 1 and 2, we still came last. By far.

The Thoughts

Pit Crew is a party game. I think it will be best with 9, i.e. the full complement. The more chaotic the better. The rules are simple so you can easily get casual gamers and non-gamers to play. It will work as a children's game too. It is not a particularly deep game. You shouldn't be looking for depth here. It's a face-paced, heart-pumping fun kind of game. There is also a sense of satisfaction when your team manages to work well together.

Saturday, 28 October 2017

Magic Maze

Plays: 5Px5.

The Game

Magic Maze was nominated for the 2017 Spiel des Jahres. Recently it won the most innovative game award at the Essen game fair. I had not heard much about it before, and even if I had seen the box cover, I would have dismissed it as a game I wouldn't like. It was in a cartoonish style, and it had the typical fantasy RPG characters. And I would have missed playing a wonderful game. Ivan brought the game to Friday game night at Boardgamecafe.net, and that was how I got to try it.

The premise is silly. A team of mage, warrior, elf and dwarf has lost all its weapons, and decides to raid a shopping mall to steal what is needed. These jokers are not familiar with the mall so they need to explore it to find the right shops. Naturally, each adventurer's favourite weapon is sold at a different shop. They only have a limited amount of time to pull of this heist, before they are caught up by mall security.

Magic Maze is a real-time, cooperative game. The players don't play any specific character. Instead everyone controls all four of the characters. Every player has one action tile which specifies the action or actions he can make a character perform. Actions include moving north, south, east and west, taking an escalator, teleporting, and exploring.

This is how a game is set up. The adventurers arrive at the central court of the shopping mall. They are unfamiliar with their surroundings and need to explore to find the weapon shops. They explore by going to the edge of the tile and then drawing a new tile to place next to the current tile. The spaces which allow exploration are colour-specific. The colour code refers to a specific character. Only that character may perform exploration in that space. In this photo, the space at the right edge only allows the orange character, the barbarian, to do exploration.

The round icons are portals. You can do teleportation here, i.e. move immediately to another portal of the same colour on another tile. Again, these are colour-specific - restricted to specific characters.

This is one of the action tiles. The portal icon means I can make a character teleport. The left arrow means I can make a character move westwards.

You need to explore the mall, you need to find the right shops, you need to get each character to their respective exits, and you need to do all these in a collaborative manner where each player can only do a few very specific actions. This sounds messy, but not exactly hard. The twist is this - you can't communicate with your fellow players! You can't talk. You can't point. You can't hint with gestures or winks. You can't give any directions. Everyone needs to stay observant and think on his own. You need to be alert of where each character is and what they should be doing next. When they need to do something which requires your action, you must do it quickly. The communication restriction makes collaborating difficult. It is not easy to keep up with all four characters on the board, since everybody is moving them about all the time. It's like trying to keep track of four hyperactive toddlers at a nursery. One difficulty is sometimes when you have a certain plan for a character, your fellow players do not understand your intention. If they don't know what you are thinking, they can't help you. They don't know how to. It can be even worse. Sometimes players have different opinions about what a character should be doing. You end up angrily pushing the poor old mage back and forth, insisting yours is the right way, clenching your teeth because you can't explain what you're trying to do to your slow friend across the table.

The rulebook says there are two ways you can communicate with your fellow player. #1 is to stare at him intently (I'm serious). #2 is this big red pawn in the photo above. You can place the pawn in front of your friend to indicate to him that there is something you want him to do. Hopefully he can soon see what it is you mean. Else you can try to stare at him more intently.

The timer is an hourglass, as you can see in the photo above. It's an approximately 3 minute hourglass. A game will last longer than that, unless you are horrible at it. There are some locations on the board which let you flip the hourglass over, giving you more time. Naturally, it is best to flip right at the last moment before the sand runs out, so that you will have more time. In the photo above, you can see a red hourglass icon at the top right corner of the start tile. Every such icon can be used only once. The hourglass icon appears again on other tiles. You need to find them before you can use them.

Hourglass icons have another important use. They give you a special break time in which you are allowed to talk. This is the only exception in the whole game. After you flip the hourglass and before you take any action with any of the characters, you can talk. You can discuss, you can plan, you can agree on what to do next. You can also scream at your teammates for being dumb, but while you are doing all these, the timer is running. Say what you want to say quickly, and resume playing. Once anyone executes the next action with any of the characters, break time is over and you return to being mute. You get to talk again the next time you use an hourglass icon.

As the game progresses, you will gradually scout out the terrain (i.e. the shopping mall). The game is divided into two phases. In the first phase you find the four shops and steal the four weapons. In the second phase you escape the mall through specific exits. The key difference is in the second phase you are not allowed to use portals anymore. The moment all four characters steal their respective weapons, portals go out of order. The characters need to run to their respective exits without relying on portals. You flip that large tile at the top left of this photo to remind yourselves that portals are no longer functioning.

The Play

When Ivan explained the game, I was puzzled. The mechanisms were unusual. They felt tedious for no reason. There was no game here. Only later I realised that Ivan had saved the best for last. He only told us that we could not communicate at the end of the rules explanation. Everything clicked then. There were five of us, and we played game after game after game. I am actually unsure how many times we played. It might have been more than five.

We played the scenarios in the rulebook one by one, progressing to the next one only after winning the current one. Some rules were added in each new scenario. Sometimes tiles were added too, with new features. We were introduced to more advanced rules bit by bit. The difficulty and complexity increased gradually. It was a smooth learning experience. We never felt overwhelmed. I peeked ahead at other advanced rules we hadn't reached. Even after learning all the advanced rules, there were variant rules we could play. If we had played scenario by scenario until we tried all the variant rules, we would have had many plays of this game - good value for money! A scenario does not have a fixed map like most games with scenarios. A scenario is just a set of rules and a set of tiles. You pick a scenario based on what difficulty and complexity you want to play at. The map you build during play will be different because the deck of tiles is shuffled every time.

Magic Maze is a stressful game. It is not just the time pressure. There is also the pressure of not wanting to let your team down. You need to keep up with the board situation, and you need to keep up with what your friends are strategising in their heads. You don't want to be the weakest link. When the big red pawn is slammed down in front of you, and all your mates are glaring at you with wide eyes, it can be downright nerve wracking. What am I not seeing?! On the other hand, when your team works together seamlessly, it is extremely satisfying. Your hands flit from character to character, and you watch the characters move about purposefully and without hesitation. You feel like a master level mochi team working in perfect unison.

Source: giphy.com

We established one constant strategy when we played. We always explored the whole shopping mall before we stole the weapons, i.e. we found the exits for all four characters before doing the stealing. The reason was once we stole the weapons, the portals would be disabled, and we would lose much mobility. It was better to complete our exploration before that. The rules didn't require completing the exploration before phase 2. It was our own unwritten rule.

We all played standing up. It was simply too exciting a game to play sitting down civilly. It was a quiet rowdy game, if that makes any sense at all. We had to pay attention to all four characters all the time. We had to pay attention to where they were needed to further explore. All this while we had to remember to watch the hourglass and prepare to flip it. In one game we neglected that. We concerned ourselves with the more complex rules and tactics, and forgot about the basics. We lost that game very quickly.

The Thoughts

I was pleasantly surprised by Magic Maze. In the past few months I have had a long backlog of games to write about. I normally write about games in the order that I play them, so Magic Maze had to take a number like every other game. I have been looking forward to write about it. It was an absolute joy to play. Unfortunately it was close to impossible to take photos during play, so I do not have many photos to show.

Magic Maze will work with casual gamers, non gamers and families. It has a gentle learning curve, and the immersiveness makes it an attractive game. It has a hook. It gave me a new experience. I have never felt anything like it before. What comes close is Escape: The Curse of the Temple, specifically when suffering from the silent curse. Magic Maze requires an even higher level of collaboration than Escape. You are not moving your own pawn doing your own thing. Everyone needs to move every pawn on the board.

Magic Maze is a game of suppression and elation. For most of the game you are suppressing your eagerness to communicate. Then at the breaks you get temporary relief. You quickly catch up on the crucial coordination work, and then you switch back to suppression mode. Only when the game ends that you feel the final elation. This is a game that makes you want to laugh.

Friday, 29 September 2017

Project: ELITE

Plays: 4Px1.

The Game

Here's the scenario. Earth has been invaded and overrun by aliens, and only small pockets of humans continue to resist the invaders. The human resistance forms an elite team, and sends them on critical missions in the fight against the aliens. You are part of this elite team.

Project: ELITE is a cooperative game and a real-time game. Each game is a mission. You have a fixed number of rounds, and you need to complete your mission before the final round ends. Sometimes you need to kill specific enemies, sometimes you need to retrieve some artifacts, sometimes you need to sabotage some facilities. The game is partially real-time, and this is what makes the game different. At the start of a round, new aliens appear on the game board. Then you, members of the elite team, get to perform actions. Finally the aliens perform actions. The human action phase is the part which is done in real-time. You only have two minutes. Everyone has a set of four dice. You roll your own dice, and use the icons you roll to perform actions. After you use an icon, you may reroll the die and use it again. If you don't like what you roll, you can simply pick up the die and reroll. It seems that the faster you roll, the more you will get to do, but there is a catch! If you roll the alien icon, you must move an alien. This can result in the alien attacking you or your teammate. So rolling dice comes with risks.

The white dice are the player's action dice. The red icon is the alien icon, which is bad news. The other icons let you do various different actions. The green dice are the attack dice. You roll them when you attack. Each weapon has an attack value - you need to roll a certain number on the attack dice for them to count as hits. The card on the right is a character card. Each character has a special ability. The three circles at the bottom are spaces for life tokens. You remove a token each time an alien hits you. When you lose all three, you lose one die and then refill the tokens. You start the game with four dice. If you lose your last die, your character dies and everyone loses the game.

Before the game starts, you draw two cards per player. This can be any combination of equipment cards and weapon cards. You lay them all out, and then as a group you decide who takes what. The icons on the cards specify what die icons are needed to activate the card. The two cards on the left have icons with red backgrounds. This means when you activate the card with a die, that die is locked. You only take the die back next round. This means the card can only be used once per round. Also once you use it, you will have one die less for the rest of the round. Normally a weapon has three properties - range, the number of attack dice you may roll, and the minimum die value required to score hits.

My special ability is if I kill an enemy in melee combat, I may move into its space for free. This is why I have chosen the duel blades as my weapon. They are melee weapons so they synergise with my ability.

This is the game board. It is two sided and the two sides are different. On this side, the players' base is at the bottom left. This is where you start out, and this is also where you must return to after completing your mission in order to win the game. At the three other corners, there are spawn points for the aliens. All over the board you can see small arrows. These indicate how aliens move. The arrows all flow from the spawn points to the player base. You must not let any alien enter your base. If this happens you lose. On the board there are structures which block movement and line of sight. At the top left there is a schedule, which needs to be set up based on the scenario you are playing. In specific rounds there will be events (usually bad), and in some others there will be alien bosses appearing (also bad news).

These grey aliens are the foot soldiers. Each soldier type has its own set of characteristics, e.g. how fast they move, how strong their attacks are.

Player characters are beige in colour. This kind of situation is very common - you are often swarmed by aliens. There is wave after wave of aliens. While trying to stay alive by mowing them down before they overwhelm you, you also need to remember to complete your mission objective.

In the game we played, our mission was to retrieve four artifacts - those large tiles with red backgrounds and yellow hand icons. They were scattered around the board and we had to go out to them and bring them back. To move an artifact by one step required committing a die with the hand icon for the rest of the round. The number of hand icons on an artifact is also the limit on how many moves it can make per round. At the time of this photo three artifacts had been retrieved, but the fourth one was still some ways away.

Green coloured aliens are the lieutenants. They are stronger than the foot soldiers. In the background you can see a blurry red patch. That's a boss-level alien. They are tough nuts to crack and often come with very annoying powers.

Standing in the path of an alien is dangerous. If the alien moves, it will push you back and also injure you. Alien movement is performed by the players. You decide the order in executing their movement, and sometimes you have options where they move to. Naturally you want to execute all these while minimising damage. However there are often too many aliens on the board and it is not easy to completely avoid damage.

The Play

Project: ELITE is a dungeon crawl style game, in a sci-fi setting. You have special abilities, you carry weapons, and you kill monsters while trying to complete a quest. What makes the game different is the real-time execution of player actions. The real-time segments come in short bursts, unlike in Escape: The Curse of the Temple where it is all in a single 10-minute take. Still, the game does deliver adrenaline-pumping excitement. It is certainly more complex than Escape. There is more admin work, like handling alien movement and attacks, so it may not be possible or desirable to make the whole thing real-time. I think the experience would be even better if it could be done.

The break time between the real-time segments is useful. You want to catch your breath, discuss tactics, assign responsibilities and decide what to do next round.

We won the game, but it was not easy. Early on we decided to split into two teams of two, each team going in a different direction to retrieve different artifacts. Ivan's team did their part quickly, but my team struggled. We were swamped by aliens and could barely keep them at bay. Our progress was slow. There were three spawn points for aliens, and we couldn't predict where and how many would enter the board. It depended on the cards we drew.

Sometimes we had to make personal sacrifices. In one situation we had options in moving the aliens, but both options would result in some of us to getting injured. It was not just a matter of seeing which option would result in less injury, or which option would prevent already injured players from getting further injured. We also had to consider who were in more useful locations and would be able to contribute more towards the objective. Ultimately, the objective was most important. Well, unless someone was going to get killed, because then everyone would lose.

The Thoughts

The real-time gameplay is exciting. I rarely see such being implemented in dungeon crawl type games. I can only think of Space Hulk. The dungeon crawl aspect of the game is common, nothing that strikes me as outstanding. It works well enough. It is the real-time mechanism and the dice mechanism which gives the game its novelty factor.