This is happening 20-21 Jun 2026 at the Sabah Art Gallery. There will be Malaysia game designers and also designers from other countries. If you are in KK, come look for me and let's play!
Friday, 12 June 2026
Wednesday, 10 June 2026
Meadow
Meadow is a game about wildlife in the countryside. The key underlying concept is the food chain. You need certain terrain to be able to support certain plants, you need certain plants to be able to support certain insects, and in turn these insects are food to small animals, and then these small animals are prey of larger animals. You collect and play cards with various icons. The icons allow you to play more cards, and as you "upgrade", you get to play cards with victory points. That is how you eventually win.
Cards are made available in this 4x4 grid. Every round, you have five tiles which you can use for claiming and playing cards. You place a tile along the edge of this board, pointing at a specific row. Depending on the number on your tile, you take a specific card in that row.
You can have at most 10 columns of cards in your play area. A column always start with a terrain card. Terrain cards have no prerequisites. All other cards do. Normally cards specify the icons you need to have in order to play them. When you play a non-terrain card, it must partially cover another card. You may cover icons on other cards, causing you to lose these icons. The game requires carefully planning to get to specific icons. You also need to plan carefully when to use which icons.
You start with a hand of cards. You already have to plan carefully from the get go. The numbers on the leaves are the victory point values. They go from 1 to 5.
Each player tile has two parts. The pointy part is used when you claim a card from the grid display. The flat part can be used for something else. Let's go from left to right. The two circles are road icons. If you use this, you get to claim two road tiles. Road tiles allow you to play cards which have a landscape layout. The second tile lets you claim any one card from the grid. This is different from using the pointy part. When you use the pointy part, you get to play a card too. If you use the flat part, you don't get to play a card.
The third tile is a joker. You can treat it as any flat part icon. The fourth tile lets you draw three cards from any deck then keep one.
This is the other game board. This keeps track of the round number. You play 6 rounds. All those icons around the fireplace is a source of competition. When you have a pair of adjacent icons in your play area, you get to claim the seat between these two icons, placing your point marker. You have three point markers valued 2, 3 and 4. You must place them in this order.
Any any time there are three decks used for refilling the board. The East cards are mostly terrain cards. The West cards are usually cards related to roads, houses and fences, i.e. human civilisation. The South cards are mostly animals. At mid game, the South cards are replaced by the North cards. These are higher valued animals.
I think of Meadow is a pyramid building game. You collect and play cards with the right icons to help you play higher value cards. You need to have a strong foundation to be able to build many high value cards. You must plan carefully how icons will be covered by other cards. Timing is very important. You don't want to accidentally cover an icon which you still need. Player interaction can be unforgiving. You will compete for those cards with rare icons. If you watch you opponents closely, you can tell what they need and you can deny them those cards. Even without intentionally frustrating your friends, you sometimes do so accidentally because you have placed your tile in a slot they plan to use.
Monday, 8 June 2026
Quartermaster General: East Front
For your second movement phase, only tanks and ships can move. For land units, the tank’s ability to move in both phases can be crucial to help you capture territories. When you enter enemy controlled but unoccupied territories, you capture them.
At the end of your turn, you draw three cards, or up to a maximum hand size of five. Although you normally play only two cards on your turn, sometimes you spend more cards due to pressing attacks or responding to the enemy’s actions.
For the German player, that is one complication. He controls two types of units, German and Pact (i.e. other members of the Axis). The cards for them are different and you can only use the cards on the corresponding units. Also, they cannot attack together.
I played against Han. I was the Germans and he was the Soviet Union. I started with many units, well poised to attack. He did not have many units, and it felt almost impossible for them to hold out against the Germans. It was a matter of how far and how fast the German armies could push. The Soviet did control more victory point locations at the start, so there was pressure for the Germans to conquer and keep up in victory points. The game felt like a war of attrition. It was not easy to build new troops. Not many cards allowed building new troops. It was possible to spend cards to build new units, but it was an expensive thing to do, and it was time consuming for me to transport troops to the front lines.
One type of card in the game is contingency cards. Both players have five contingency cards. They are always available to you from the start. It is just a matter of when you decide to use them. Your opponent can see your contingency cards so they can prepare for them. You too can plan around them. They allow strategic planning and also help create some historical accuracy.
One thing I was quite impressed by the game was how historically accurate the end game turned out to be. I thought as the Germans I did pretty OK all the way till near the end. I was ahead in points. I just needed to hold on to this lead. There were only a few more turns to go. I completely underestimated the counterattack of the Soviets. My front line crumbled and the Soviets managed to make it all the way to Berlin, entering the gates exactly on the very final turn. It was an amazing turnaround.
The game gets better as you get to know it better. You get more familiar with what cards are available in your own deck, as well as in your opponent's deck. You can anticipate your opponent’s card plays. I like how the card effects steer you towards a certain level of historical accuracy. However they don’t feel restrictive. You won’t get all the right cards at the right times, so you need to manage this. You need to think about how to make the most of the cards you get. You can’t always hold on to a card to wait for that perfect situation. I think this is what makes the game challenging and fun.
Saturday, 6 June 2026
La Famiglia: The Great Mafia War
Every round consists of a planning phase and an execution phase. Two planning boards are used in the planning phase. There are player discs and neutral discs on one board, and on your turn you must move one to the other board. The space you move it to determines the action you get to perform, for example earning money, recruiting gangsters, deploying gangsters, buying cars and placing order tiles. Depending on whose disc you move and the space you move it to, there may be costs involved. This mechanism is actually worker placement but a little more elaborate.
In the execution phase you reveal order tiles that have been placed on the map during the planning phase, and you execute them. This is when attacks take place. Not all order tiles are for attacking. Some are for defending. Fighting involves no dice. Being the attacker you can choose to use a brute force approach to resolve the attack, which is deterministic. However if you want to achieve better results, e.g. losing fewer people in the process, you can take a gamble and play a little mind game. This involves players playing cards face down and then they choose how to apply the opponent's card - to the opponent or to themselves. The end result might be better, or it can also be worse than using brute force.
This is generally a dudes on a map game, an area control game. You have to manage two important resources - money and gangsters. You attack, you defend. You do your best to control regions. There are neutral pieces on the map. In our game, I didn’t attack them much, because the other team was the bigger threat to me. In hindsight I should not have taken such a simplistic approach. After all, the goal is region control, not killing enemies. This is almost a perfect information game. The main uncertainties are the order tiles which are placed face-down, and the little mind game you can choose to play when you attack. There is much strategising and planning you can do. The game is confrontational. It is also calculative due to how deterministic most of the game is. The art is colourful, but make no mistake. This is a pretty serious game.
Thursday, 4 June 2026
Dewan
Tuesday, 2 June 2026
Charge & Spark
This game is very much about guessing the psychology of your opponent. If you shoot when he makes a move, he gets damaged and he will not be able to advance. If you move when he charges his battery, you will be able to safely advance and also earn an action card. The best thing is when you are able to choose to deflect his attack exactly when he chooses to attack. You do have some basis for making guesses. You know there is one specific action he cannot take because he has just done it in the previous round. Also, if he is low on battery or data, you know there are some actions he cannot perform. You want to have your battery and data sufficiently charged because it gives you more flexibility. In a way, this is advanced rock paper scissors. I am hesitant when saying this, because there is much more here than just simple rock paper scissors. Sometimes you choose an action for the sake of your flexibility in the following round. You know if you deplete your battery, next round it is easier for your opponent to guess what you are going to do.
I played this with Chee Kong. I like that it is satisfying when you successfully guess your opponent's mindset and choose the right action card to foil his plans. It reminds me a little of Lord of the Rings: The Confrontation.

































