Sunday, 20 September 2026
Malaysia Design & Play Game Design Competition 2026 Results
Saturday, 19 September 2026
Azure
This is a game I have been keen to write about since I played it. In recent months, my to-do list of blog posts to write has been hovering around 15 to 20 items long. I generally write in a first-in-first-out manner, but sometimes some blog posts cut queue, for example when I write about exhibitions I attend. I have heard a little about Azure, and I thought it was just another flavour of the month thing. In the past year there were several hugely popular games which I found uninteresting. Azure took me by surprise and it will be one of my favourite new-to-me games in 2026.
Azure is a two player game. To describe it in the most boring way, you take turns placing stones onto the board until one of you win by reaching 25 points, or until one of you lose by being unable to place a stone. Let me describe how the game works in more detail for you to see the beauty. The board is randomly set up using four pieces. Each segment corresponds to one of four heavenly creatures - dragon, tiger, phoenix and tortoise. The creature piece is placed on a mountain in the section belonging to the creature. Players compete for the creatures, which give various benefits.
Notice that every space on the board has one or more icons. To place your stone in a space, you must pay cards in the colour of the segment, and you must pay as many cards as the number of icons. You start the game with 2 or 3 cards, which means in the early game you don't have many options. When you place a stone, you gain the benefits on the space. Most of the time it is points, or cards in a specific colour. You must make sure you have enough cards to keep playing. If you are unable to place a stone, you lose immediately.
The importance of a placed stone is it gives you a discount for any space in the same column or row, unless blocked by a mountain. You notice some spaces have as many as 6 or 7 points. That means you need to pay 6 or 7 cards in the right colour. Spaces that give you cards only give 1 or 2. To place a stone on a 6 or 7 point space, you must rely on discounts.
Every time you place a stone, you are building your network of discounts. To get to those high valued spaces, you need to have placed stones in the same rows and columns. You must plan ahead. You will be competing with your opponent for those juicy spaces. Can you beat your opponent to those spaces?
You claim the creatures in a similar way as those discounts. For the dragon and the tiger, as soon as one player has two stones in the same row or column as their mountain, that player gets to claim the creature. The other player can win the creature over only by exceeding the influence of the current controller. The dragon and the tiger are worth 3 and 2 points respectively. You win the phoenix not by placing stones in the same row or column as its mountain, but by placing stones in its segment. When you claim the phoenix, you gain 2 more cards. If you lose it, you discard 2 cards. Claiming the tortoise also works a little differently. You claim it by having placed stones in serpent circles, and these serpent circles are scattered around the board. The tortoise isn't worth points either, but it allows you to place one stone on its mountain. This stone works just like your other stones.
This is a confrontational game. It may look zen, but every space that you manage to claim is a space you have prevented your opponent from using. Other than the initial card draws, this is a perfect information game. You know which cards your opponent has taken, because which cards to take are listed on the board. You have to fight for the creatures. Allowing your opponent to dominate puts you at a huge disadvantage. You must constantly pay attention to your control over the creatures. Placing stones must be done strategically, helping you towards those high valued spaces. Sometimes you place stones for the sake of getting the right cards. You do still need cards to place stones in specific spaces. You need to build a good discount structure across the board, and at the same time you try to prevent your opponent from doing the same. You fight a multi-front battle, competing for the four creatures and building your power structure. The rules are pretty straightforward, but the game is strategic. You must think ahead.
Friday, 18 September 2026
Zombicide
Zombicide has been around for quite some time. I have never been a zombie fan, so I never got around to trying it until recently, when I played the second edition of the game. This is a cooperative game. Every player controls two characters. You try to survive in a zombie apocalypse. The game is scenario based, and every scenario has a different set of winning conditions. Sometimes you need to escape through a certain location. Sometimes you need to find certain items. If any of your party dies, you lose.
The game is intuitive to learn. Every character has some action points. You spend them to move, attack zombies, break doors, search for items, exchange items with other characters and so on. After every character has acted, it is the zombies’ turn to act. They move towards you, or if they can’t see you, they move towards noise. Making noise to redirect zombies is a valid tactic here. Zombies in the same space as you attack you. You don’t want to end up in the same space as any zombie still alive. Hah! “Alive”!
One mechanism I like is how zombies slow you down and even completely bog you down. Moving costs one action point, but it costs an additional action point for every zombie in the same space. You really don’t want to share space with zombies. If there is just one, you can try to kill it first then move. If you are swamped by several, you are probably going to die and lose the game, unless you have some special ability or powerful weapon, or your friends manage to help you. In one game I was trapped by four or five zombies. Thankfully I had the legendary Japanese sword which could deal much damage. I barely managed to kill that group of zombies which surrounded me.
Characters have either two or three life points. You die quite easily. Once anyone dies, everyone loses. Every character has an adrenaline meter. Various things increase this adrenaline value, like killing zombies and completing missions. As your adrenaline reaches certain thresholds, you unlock new abilities for your character. This is fun. However adrenaline value also increases the number of zombies spawned. The spawn rate is determined by the highest adrenaline level among all characters. There’s escalation in the game. Your characters get stronger. You also get more zombies, and stronger zombies. Sooner or later you will be overwhelmed by zombies. You must complete your missions before you get overrun. The build-up of zombies is effectively a timer.
One exciting element I like is how searching for items can get you unexpected zombies instead. I always like searching. Maybe I like that lucky draw feeling. Now I have learnt (the hard way) that you probably shouldn’t search with your last action point. If you find a zombie, you won’t have any action point left to try to kill it.
I like that the scenarios are pretty challenging. This is not a feel-good cooperative game. You need to play purposefully and not waste actions. I find this an accessible game. There is a fair bit of rules and the many characters, weapons and zombie classes have various abilities. However the rules are intuitive so you don’t feel you have to learn them. You’re just doing what you’d be doing if you were in a zombie apocalypse.
Thursday, 17 September 2026
Quick takes: Neon Reign, Mercado de Lisboa, Jurassic Snack
Neon Reign is a simple game I have played several times, and still don't understand. This is a 2-player card game about those 1v1 fighting arcade games. There are several characters you can play, and every character has their own deck of cards. To win, you need to reduce the opponent's life points to zero.
You have a hand of seven. Your cards are mostly button presses or joystick moves. Some are specific defensive moves like blocks and throws. On your turn, you either play cards to attack, or you draw to seven. Some cards when played in combination give you extra effects. For example extra attack points, or storing energy for your power attack. Some cards can be used in response to your opponent's attack, possibly cancelling some of their card plays.
Every character has a different power attack. You need to store energy for this. Once the energy bar for this is full, you unleash the power attack. Usually you'll deal some damage, and there are usually other effects as well.
Although I have played three games, I feel I have been doing the equivalent of button-mashing. I still don't quite know what I'm doing, and I am losing consistently. I always complain that when I play complex games on BGA, I don't have patience to learn the game properly. Neon Reign is not a complex game, and it's not hard to learn. I don't know why I am so clueless about this game. Is this just a pretty random game? Or are there tactics I have not discovered? Looking at how consistently I am losing games, my hunch is I don't really get the game yet. I need to play this more.
So far I have been mostly playing as many buttons and joysticks as I can, until I'm out of cards, and then I replenish. I suspect that is not necessary the best move. Maybe I should be replenishing more to try to get better combos. Also I suspect I need to be building up my shields more. Possibly I need to be saving cards for defence. Maybe I need to anticipate attacks and keep cards that can break the opponent's combos.
I can't conclude about this game yet. I'm still need to figure it out, despite it being such a simple game.
Mercado de Lisboa is a game about opening market stands, placing restaurants, attracting customers, and most important of all, making money.
This is a tile laying game. You will place market stands, which will cost money depending on how crowded the row and column are. You will also place customers along the edges. When you do this, all market stands in the row or column which sell something the customers want make money. The board starts with some restaurants. When market stands are placed next to matching restaurants, they can earn more money. If a market stand is placed on top of a grey restaurant, you claim that restaurant and you can place it (coloured side) on a future turn.
You win by having the most money. In the early game, you need to earn money to fund your subsequent market stands. This means spending victory points to earn more victory points. Money is victory points. This is a perfect information game. You have to plan carefully how to position your market stands well to make the most profit, and at the same time try not to help your opponents. A market stand can potentially earn money from four customer tiles. Customer placement spots are valuable and you have to watch out. The game looks simple, but I think if you want to play well you have to play thoughtfully, considering your opponents' possible moves.
Wednesday, 16 September 2026
See you in Klang
I'm going to booth at a mid-autumn festival event in Klang on Saturday 19 September, 5pm - 10pm. If you are in Klang, come play with me!
Tuesday, 15 September 2026
Tash-Kalar: Arena of Legends
Tash-Kalar: Arena of Legends is a 2013 game from Vlaada Chvatil. This guy is a genius. He made Through the Ages, Galaxy Trucker, Codenames, Mage Knight, Space Alert, and many more. Most of his games are very different from one another. Tash-Kalar too is very different form his other titles. He makes bold publishing decisions.
The basic premise is you are two teams of fighters in an arena. There are several game modes, and I have only played one of them. You have pawns that you can deploy into the arena. There is a basic action of deploying a common pawn on any empty spot. Your fighters come in three levels - common, heroic and legendary. You can deploy common fighters directly, but heroic and legendary fighters can only be summoned by fulfilling conditions on your spell cards. One thing that's very unusual in this game is you can't move your fighters anywhere you like. Your fighters can only move as the result of triggering spells, and spells are triggered when you have fighters positioned in specific orientations.
You have your own deck of cards, representing your faction. In your hand you will have basic cards, advanced cards, and a catch-up card. Configurations on basic cards are easier to achieve. Those on the advanced cards are much harder, but the effects of these cards are more powerful too. The catch-up card can only be used if your board position is much weaker than your opponent.
You can activate a card when you have fighters on the board which fulfil the criteria. Some cards let you deploy fighters, or upgrade fighters, or kill enemy fighters. You rely on these cards to get yourself heroic and legendary fighters. Cards allow you to move fighters too.
Red and green spaces on the board are sometimes relevant to card effects. Red means danger, and usually that's where fighters get killed. Green means life, and sometimes fighters get deployed or upgraded here. In the screenshot above you can see that the light green faction has all three levels of fighters. Most of the time fighters can only kill enemies of the same level or lower. If you manage to kill enemies on your turn, you score them at the end of your turn. You gain 1 point for every two common fighters, 1 point for every heroic fighter, and 2 points for every legendary fighter. In the game mode I played, we raced towards 18 points.
This advanced card is quite hard to activate because two of the fighters in the configuration must be at least heroic fighters. You need to find ways to either upgrade common fighters in those positions, or somehow move heroic fighters into position using other cards.
Tash-Kalar is certainly an interesting game. There are tons of team-based tactical battle games, but I have never seen anything quite like this. This is certainly refreshing. I wonder what it feels like to play this game at a higher skill level. When you know your own deck well, you will be prepared for the kind of configurations you will need. You will place your fighters in the patterns you expect to need, before you draw those cards. When you know your opponent's deck well too, you will try to place fighters to prevent them from making the patterns they need. In the game I played, since it was my first game, I played in a mostly tactical manner. I just tried to make use of the cards I had. I tried to use them under situations where their effects would be maximised, e.g. being able to kill an enemy fighter. It is satisfying to plan a combo play of your cards. You can use some cards to set yourself up to use other cards. It feels great to pull off those advanced cards.





























