Sunday, 8 February 2026
Miams
Friday, 6 February 2026
Chu Han
Every round after cards are dealt, there are still some left in the deck. You will have some idea which cards your opponent might have, but not precisely. This is something you have to be aware of. There are 46 cards in the game, and each player is dealt 15, leaving 16 in the draw deck. If you don’t have a card, there is half a chance that your opponent has it. You can draw two cards on your turn by taking a writ. There are two risks. You may draw bad cards which make it harder instead of easier to go out. Also if your opponent wins the round, he scores extra points based on the writs you have taken.
The 3’s and 6’s have many different powers. One 6 can be played to specifically defeat the single 9. So your 9 is not necessarily invincible. Another 6 allows you to not respond, forcing your opponent to play the next set to defeat his own set. Using this power sometimes lets you win the hand because your opponent can’t respond. There is a 3 which lets you play a set of different numbers, and they are treated as the smallest number in the set. This can allow you to play many cards at one go, taking your opponent by surprise. It can even help you play a set of six 2’s and score the bonus. There is a card which cancels the power of another card just played. And then there is a card which cancels this cancel power.
This above was one interesting situation. I played against Han. I had only one card left. He played a 9, the highest card in the game. Normally only one card can beat that, the 6 named Liu Bang. However my last card was Xiang Yu (also a 6). Xiang Yu's ability was to double the victory points for the rest of the hand while passing. Technically I lost this hand, because I passed, but I had played my last card, which meant I won the round. The various interactions of the card powers create interesting situations like this.
Chu Han certainly offers the shedding game experience. You have to start devising a plan to go out right from the get go. Or if your hand is horrible, maybe you can only plan for minimising losses. The game is not about playing as many cards as possible immediately. You may feel a lot of pressure if your opponent plays many cards early in the round. However your ultimate goal is to go out. You don't necessarily have to rush. It is very much possible to come from behind, if you are able to keep playing sets that your opponent fails to respond to. Based on how your opponent plays, you get hints about what kind of hand he might have.
The special powers of the cards create the character of this game. It is not just the card distribution and the core mechanism. The game becomes more fun after you get familiar with the characters. You start thinking about counter moves, and how to counter those counter moves. You can better anticipate your opponent's moves. I find Chu Han exciting and clever.
Chu Han is designed by Tom Lehmann. His Race for the Galaxy is one of my favourite games, a game I have played more than 2200 times. Chu Han is published by Matagot, and so is my game Dancing Queen. It's exciting for me to know that I share this link with the designer of one of my all time favourite games.
Wednesday, 4 February 2026
Altay: Dawn of Civilization
Monday, 2 February 2026
boardgaming in photos: Clans of Caledonia, Hanamikoji, Molly House, Caylus, Regicide
Caylus, arguably the first worker placement game. It was highly popular when it first came out. It popularised the worker placement mechanism in boardgames. I own a physical copy of this and so far it has survived every purge even though I have not played it for a long time. It is a milestone game in the modern boardgame history.
The game takes quite long to play in asynchronous mode. I made several embarrassing blunders, e.g. claiming a spot to exchange money and cloth for a favour, and forgetting that I'm only getting that piece of cloth at a later building activation. It's fun to revisit an oldie. From 2005.
I almost played Clans of Caledonia when I was back in my hometown, and now I have actually played it online with a different group of friends. This is another game with a long gap since I last played, so I had to relearn the whole thing. When I play such games, one thing I do is I reread my own blog post about them. It helps give me a brief summary and a strategic overview. At least I hope this helps avoid stupid mistakes from my previous plays.
I took the MacKenzie clan, which specialises in brewing whiskey. I earned some extra money for brewing whiskey, and if I stored and aged them, I could make extra money too.
There is contract fulfilment, and buying and selling goods affecting their prices.
I played A Feast for Odin. I had many occupation cards but I didn't know how to utilise them well. They seemed to be useful only for very specific situations. I ended up not playing most of them, and for some I only played them for the four points.
I played Molly House. This is quite a difficult game to learn to play because the rules are unusual. Although I have played it before, I still don't quite grasp the game. The first game we played ended abruptly with the following results. We didn't manage the gossip pile well, and there was a major crackdown. Everyone lost.
When you chat on BGA, they are quite strict about the language you use and will warn you if you use potentially inappropriate language. So we couldn't joke about these results, which people familiar with contemporary Malaysian politics would probably make fun of.
Sunday, 1 February 2026
A chat with Eric Lang
31 Jan 2026. Eric Lang (Blood Rage, Rising Sun, Ankh, Chaos in the Old World) was in town. He has been staying in Malaysia on and off for many years, and is now planning to spend more time living in Kuala Lumpur. He wants to get to know the local designer community and the local boardgame community. Aaron arranged two meet-up sessions for game designers and other industry players to get to know Eric. I almost couldn't make it due to prior appointments, but luckily one of them was rescheduled and I made it to the session at BGC Space.
This was an inspiring and insightful session. Eric shared some of his experiences being in the industry for so many years, and also his perspectives on the boardgame scene in Malaysia, Singapore and Asia. He had decided he wanted to become a game designer from very early on, and had been highly committed to make this work. Here are some of my takeaways from the session:
- Be clear about what you want to be. What kind of role do you want to play in the boardgame industry? Do you want to be doing this as your life career? Choose one clear role you want to be good at. What kind of games do you want to make? How does a day in your life look like in 5 years? Envision what you want to be in 5 years, and don't let limiting thoughts stop you from moving towards it.
- If you want to pitch to a publisher, look at the games they have been publishing for the past 3 years and pitch the right games to them. Know their standards and meet them before you pitch.
- Always hold yourself to high standards and to international standards. Surround yourself with people with that level of standard.
- Game designers who are gamers often overestimate the appetite of the general public for complexity in games. Machi Koro is too complex.
- If you want to make a mass market game, the back of the box should have 3 bullet points that describe and sell the game, but not teach the game.
- Monopoly Deal is a great gateway game to convert non-gamers, more so than Ticket to Ride and Carcassonne.
- If you run a boardgame cafe or boardgame store targeting non-gamers, make sure you have chess, Scrabble and Monopoly in your shop window.
- For an industry to grow, say the Malaysian boardgame market, you need multiple people who are good at different specific things. E.g. game designers, game retailers, game distributors, game reviewers, event organisers, marketeers, content creators. These people need to be very good at what they do. Don't try to do everything, because you will likely burn out. What Eric has observed in Malaysia is we local publishers are generalists who do the whole spectrum of stuff, which might not be healthy.
One thing we discussed was bringing people into the hobby. This is something Malaysia needs to do. Boardgames is still too niche a hobby, and the market is tiny. But that also means the potential for growth is big.
Eric is enthusiastic and energetic, and keen to help the Malaysian boardgame scene. It is great to be able to learn from him. I look forward to more opportunities to meet and learn from him when he settles down in KL.
Saturday, 31 January 2026
Captain Tsubasa
The game is light. It’s fast and furious. There is some tactical play. There is also a healthy dose of luck. If you like the original series, I think you will get a real kick out of this. Pun intended.
Thursday, 29 January 2026
Up or Down?
Wednesday, 28 January 2026
BGG file uploaders
A blog post on BoardGameGeek.com listed the games with the most files uploaded, and also users who have uploaded the most files. I know I have uploaded many concise reference sheets but I did not realise I am among the top 20 people who have uploaded files to BGG. I'm ranked #17. I just need two more files to go up to #16 ha ha. It feels good to contribute in some small way to this community of ours.
Tuesday, 27 January 2026
Terra Nova
Sunday, 25 January 2026
Leaders
One part that’s different is you don’t capture or eliminate opponent pieces. You can’t land on other pieces. Blocking can be a very effective tactic. Some powers require line of sight. Sometimes you will find that you are blocking your own pieces. Positioning them and moving them can be frustratingly slow if you don’t plan well.
Both the games I played were short. Han and I were new to the game, and we were not good at defense. Your game pieces have a good variety of powers (and you get to choose your combination of powers) and since you get to move all pieces on your turn as opposed to just one piece per turn, you can orchestrate powerful moves.





















































