Friday, 6 November 2026
Soda Smugglers
Wednesday, 4 November 2026
boardgaming in photos: cats, Kyoto and Essen
Monday, 2 November 2026
Red Notice
Red Notice is a two player game of cat and mouse. The criminal and the international police agent race around the globe. The criminal wins by cashing in a total of 1,000,000 in cheques. The agent wins by catching the criminal a third time.
The world map is divided into six regions. The location of the agent is public information. However, that of the criminal is secret. The criminal’s location is only exposed when she performs certain actions. The agent knows where she is at that point in time, but when she starts moving again, her location becomes hidden again.
During the game both agent and criminal are able to collect cheques. Cheques are the winning condition for the criminal. They come in specific colours and they can only be cashed in in matching regions. Whenever the criminal cashes in a cheque, her exact location is exposed. The agent also gains a benefit, for example a permanent road block. The agent can cash in cheques too, and she gains a benefit whenever she does so. As the game progresses, the agent gets more and more advantages that help her catch the criminal.
This action board is how players compete to perform actions. Every round you have three tokens to place. You have your own pool of tokens, and this pool is the same as your opponent's. However every round the three tokens you draw are random. You can place your token next to any of the four action cards and on either side. Tokens are placed face-down and they are only revealed after all have been placed. You compare your token values against your opponent's. If you have the same value, you each perform only the action shown on your side of the card. If you have a higher value, you get to perform the actions on both sides, but your opponent still performs the action on their side. If only you have a token next to a card, you perform both actions. Your opponent doesn't get to perform any, since they don't have a token at all.
Now there is a Pow token, which beats all number tokens. If you have played this, you remove your opponent's token. So you will get to perform both actions, and your opponent none.
Strictly speaking there was no time pressure. I could play carefully and keep a safe distance away. Although the agent gained an upgrade whenever either of us cashed in a cheque, there was no other mechanism that forced me to rush. Sometimes it was the temptation to rush for the win that made me take risks.
The action selection mechanism creates unpredictability. You can't plan your actions precisely. You don't know when your opponent will play the Pow token. You need to put some thought into placing those tokens.
When I switched to play the agent, I realised how difficult it was to catch
the criminal. I should have been more aggressive in cashing in cheques myself,
to build my arsenal of weapons. There is much variety in the agent's tools,
which can create different board situations. The criminal has several
different identities, but only two will be used each game. These create
replayability. I think it is fair to call this the grown up and married
version of Scotland Yard.
Friday, 30 October 2026
Playtesting: Inheritance and others
Wednesday, 28 October 2026
Fetz the Hungry Dragon
Jon said I’d probably like Fetz, because it’s a lying game. It is true that many of the games I design have some form of deceit. I like that kind of psychological play. I like having a bit of gaming the people in games and not only problem solving. Fetz is a game from Thailand and it is the best party game winner of the 2026 Thailand Board Game Awards.
In Fetz you are all feeding the dragon. Whatever you manage to feed will be worth points. When you feed, you declare what it is without showing anyone. Others can challenge you if they don’t think you are feeding the dragon what you say. If you are caught lying, the food is discarded, instead of being fed to the dragon. Successfully feeding the dragon means you get to keep the cards you play for game end scoring. If no one has challenged you, you keep those cards face down. If someone has challenged you and you have been truthful, the cards would have been revealed and they stay face up in front of you.
A big part of the game is stock price manipulation. There are five kinds of animals you can feed to the dragon. Each animal fed will be worth between 1 to 5 points at game end. During the game you keep track of how many of each type has been fed. The animal type that has been fed the most will be worth the fewest points. Tracking this is based on what have been successfully fed, and that includes sets of cards which players declare are a certain animal type but are not inspected by others. If a certain animal type looks like it will be worth a lot of points, you can attempt to feed several at one go, and declare it as another type. If no one inspects, you will have gotten away with scoring many points without devaluing that animal type. If you are always truthful about what you feed, while you do score points, you may also be devaluing the animal you are feeding. This is why there is incentive to lie.
The game board is mainly for keeping track of how many times each animal has been fed to Fetz. There is also a reference sheet to tell you how many cards to use for different player counts.
There is one animal type you can’t feed the dragon - snakes. Snakes are an interesting part of the game. Each is -2 points. They are considered jokers. If you declare three sheep and someone challenges you, only to find two sheep and one snake, you are considered to be truthful. You get to feed the two sheep, which means you keep them before you. The challenger takes the snake. If you use a snake but no one challenges you, you will take the snake yourself, and you must reveal the snake. When you play a snake, you hope someone will challenge you and take the snake away. Else you will be taking it.
I didn't like the game as much as Jon predicted. It might be due to the way I played. I played in a careful, calculated way, as opposed to a daring and risky way. I didn't have to lie much. I can certainly imagine if the game was close, we would need to lie, and lie skilfully. You want to trick people into inspecting your cards which include snakes. You also want to sneak some cards through without devaluing them. The art makes the game look like a silly rowdy game, but it is not as simple as it looks.
Monday, 26 October 2026
Golden Meeple
Yay, I have a Golden Meeple! This is my avatar on BoardGameGeek.com. I recently received a GeekMail informing me that I have a new achievement microbadge - the Golden Meeple. This is for reaching 10,000 likes. I've been on BGG since August 2003. I used to upload many files - my concise reference sheets. That is why I have that fourth microbadge, Herculean file uploader. I didn't realise getting 10K likes would take 23 years. In the age of social media, I would have expected likes to be much more abundant. At the time of writing, 3812 BGG users have this microbadge. The next level up is 100,000 likes. I don't think I'll live to see that!














