Friday, 21 August 2026
Play Play Asia opens for business!
Thursday, 20 August 2026
boardgaming in photos: repacking Pinocchio and playing Syzygy
Syzygy is pronounced SIZ-uh-jee. It means several things being in alignment, for example when sun, moon and earth are in syzygy, you have a solar eclipse. This is a new word to me. Apparently this is a popular word in Scrabble. It can score a ton of points.
This is a game from Japan which Jon taught a few of us to play. He has played it before. We didn't have a copy, and just played with poker cards and coloured cubes. This is a cooperative game. Your goal is to arrange nine cards numbered 1 to 9 in the correct order. The cards are shuffled and laid out face down in a line. You don't discuss beforehand which end should be 1 and which should be 9. You have four tokens per player (in a four player game). On your turn, you place one of your tokens on a card, then look at it, and then you must move it to another position. You cannot look at or move a card you have already moved before. Most importantly, you cannot speak to your fellow players. The only thing you can say is "Oh my god". You can use intonation and volume to convey meaning, and nothing else.
This is a very interesting group problem solving exercise. I have only played this once, and we did not manage to solve the problem. We were close though. One thing I do wonder about is how replayable this is. Now I have not read the rules. I was taught by Jon who was in turn taught by Ji Li. I might be missing some details. Part of the challenge is not knowing which end should be the 1. The players need to figure that out by looking at a card someone else has moved. If you see a 9 at one end, you know the player who has moved it there wants to make that end the higher end. Now you are aligned. It takes some turns to have everyone in the game aligned. It will be a problem if before you are aligned, you have been arranging cards in different ways. You somehow need to agree on the direction mid way through the game and also do some damage control, without explicitly communicating. I thought, what if you are playing a second game in a row? Wouldn't you be automatically aligned to use the same direction as your previous game? If that's the case, would the game be much easier to beat?
Another thing I have been thinking about is how you use the phrase "oh my god". If you play several games, you will probably establish some convention. For example saying it in a low pitch means the card you have seen is a low card. Once such a convention is established, I think the game becomes easier.
Give this a try, and don't tell your friends about any of these tactics. See how things turn out. This was certainly fun for me to work out, even though we failed.
Wednesday, 19 August 2026
Quartermaster General: South Front
Tuesday, 18 August 2026
Dog Poker
Dog Poker is first in a series of animal poker games from Japan by Kaya Miyano. I bought both Dog Poker and Cat Poker when traveling, and only later realised I already own Cat Poker. Cat Poker is the original Japanese version of Panda Panda. Although named poker, neither game is similar to poker. Or maybe animals play poker differently.
In Dog Poker every card is a dog. There are seven species, and the number of cards is different for the species. Some are common, some are rare. You collect cards using a draft and pass mechanism much like 7 Wonders. All cards are dealt out to the players at the start of a game. Every round you must pass some cards to your neighbour. In the first round you pass four cards, and every round this reduces. By the fourth and last round, you only pass one card. Then you do scoring based on the cards you have.
I need to turn back the clock and talk about what happens before you start passing cards. Every card in the game, in addition to being a dog, also has two scoring criteria. One specifies the point value of a single dog. The other specifies the point value of a specific combination of dogs. At the start of the game, everyone chooses one card from their hand to be used for scoring at the end. That means everyone knows one specific scoring card and can prepare accordingly. At the start of every round, one scoring card is revealed. As the game progresses, players will have more and more information about which dogs and which combinations will score.
You will play several games in succession, until someone reaches 100 points. The player with the highest total score is the ultimate winner.
Playing this game is about deciding which cards and combinations to go for. You start with limited information so you can only make guesses. Combinations are attractive. When you try to make a combination, you are taking a gamble that your neighbour will pass you the cards you need. The cards your neighbour passes to you can be important information to help you guess what kind of combinations he is trying to make, and this which cards he will or will not pass to you. Choosing which cards to pass to your other neighbour can be quite a dilemma. You don’t want to unwittingly give him cards which help him score big, but if you keep a card which you think is critical, you might be forced to pass a card which is also useful to you.
One funny situation we had was Chen Rui managing a huge combo at the end of the third round. That combo needed all seven cards. We still had a fourth round to play, which meant she must pass one of her cards. Her only hope was to get back the same card from her other neighbour. Unfortunately for her, that did not happen. She would’ve won the game if she received the right card.
I think this game should be played with exactly four. With fewer players, you need to create dumb bots to play for the missing players. They are just stacks of cards sitting between human players which you randomly draw cards from or insert cards into. When playing with bots you lose some player interaction.
Monday, 17 August 2026
Rikka
Rikka is from the makers of Tiger & Dragon, which I greatly enjoyed. The use of mahjong-like tiles is nice. Although not absolutely necessary, it does make the game experience better.
You can consider Rikka simplified mahjong. It does feel like mahjong, but there are some important differences. You start with a hand of 5 tiles. On your turn you take a tile then discard a tile. Tiles in the game are like dominoes. They have two halves and each half is a number between 1 and 6. Numbers are expressed as firework patterns. You win a round by making a valid 6 tile combo. There are three possible combos, with different point values. You play multiple rounds and win the game at 10 points.
All tiles in the centre start face down. When you draw a tile, you can draw any tile, including any previously discarded and face up tile. This is very different from mahjong. You have access to more and more known tiles as the game progresses. Another interesting twist is when a player wins a round, other players may also score. If someone else wins, but you are only one tile away from winning, and there is one face up tile that would have allowed you to win, you will score too, as if that tile is in your hand. Due to this rule, you can choose not to win yet when there is such a tile, and wait for an even better tile that will create a better combo for you. The downside of doing this though is you are giving your opponents more time to make combos too. With this rule, it is possible that a player who only scores but does not win scores more points than the player who wins. You certainly don't have this in mahjong.
The three combos in the game have one common requirement - the bottom number must be the same. You can rotate and rearrange your tiles at any time. If the top numbers make a perfect sequence of 1 to 6, your combo scores 6 points. If your top numbers make two sets of numbers in sequence, your combo is 3 points. Otherwise, your combo with just the bottom being the same number scores 1 point.
It is important to take note of what your opponents are taking and discarding. If anyone takes a face-up tile, he must be trying to make a combo with one of those two numbers on it. When a player discards a tile, he is probably not attempting either of those numbers.
The game comes with six optional modules. You can play with any combination of them, even all at the same time. One module allows you to say uno. Well, kind of. When you are one tile from winning, you can declare so, after which you may not change any of the five cards on your rack. If you draw a tile and you don't win with it, you cannot keep it and discard another tile. You must discard it. If you win the game after having made such a declaration, you gain an extra point.
Another module is the direct hit. If you discard a tile which another player can win with, he declares so and wins immediately. In this case he doesn't take points from the bank. He takes the points from you! With this module, you have to play much more carefully and defensively.
I find the game enjoyable. It's certainly much easier to learn than mahjong, but it still has many fun aspects of mahjong and more. This is a game in which you must consider what your opponents are trying to do. Since you can take any face-up tile, it is possible to switch to collect tiles of another number if you see many tiles of that number being discarded. You only need six tiles. In one game we played, Chung saw that no one wanted any 4. The rest of us knew he was trying to collect 2's, and we deliberately avoided playing any 2's. He switched to collecting 4's, and managed to win. Maybe we should have taken some tiles with 4's to stop him. But then we would be spoiling our own hands.
The game is short and easy, yet there are interesting decisions to be made. There is certainly some luck. Sometimes you keep drawing the tiles you need. The fun is in taking a gamble when both of your options seem equally viable. You need to consider risk and reward. Do you go for an easy win, or do you attempt to make a strong combo. This game gives me an urge to buy Tiger & Dragon.


























