Friday, 26 July 2024
Skyrise
Thursday, 25 July 2024
Asian Board Games Festival Malaysia 2024 - convention report
Friday, 19 July 2024
Siege Storm
Wednesday, 17 July 2024
Asian Board Games Festival Malaysia 2024 in Penang
Just three more days to go! It's happening this weekend! This is the first time the Asian Board Games Festival is happening in Malaysia, and it will be in Penang as part of the George Town Festival. ABGF will be 20-21 July 2024, at 1st Avenue Mall. If you are in Penang this weekend, come visit me! My stall is on the Ground Floor.
Friday, 12 July 2024
The Secret Flower
The Game
The Secret Flower is a microgame from Singapore, by Daryl Chow and Daniel Lee. It is a cooperative deduction game. There are only 16 cards, numbered from 1 to 16. One of them is randomly removed face-down. The others are distributed to the players. Your goal is to find out the missing number. That is the secret flower. Every card features a different flower. The challenge in this game is you may not freely communicate information you have. You can only communicate through card play. After a fixed number of actions, everyone must be able to guess the secret flower correctly for you to win.
During game setup, other than the secret flower, the rest of the cards are dealt out to players based on the player count. Some of a player's cards are to be placed face-down in a row before them, in order from small to large number. The other cards are held in the player's hand. During the game these cards will be played as actions.
In addition to the number, a card has two other properties - whether it is herbaceous or woody, and what colour it is. The card also has a question. You pose the question to a specific face-down card belonging to a player in order to obtain and share information.
During the game, players take turn playing cards. When a card is played on one of your face-down cards, you answer the question. This is how you share information with your teammates. When a card is played, the card itself also contributes to public information, because it is now exposed. You know what number it is, so you can rule it out as the secret flower. Once all cards are played, the players must immediately and simultaneously declare what they think the secret flower is. You win together only if everyone gets it right.
This is the card back. It is designed this way so that it also serves as a reference card. All 16 cards are listed here, showing their colours and also whether they are herbaceous or woody.
The Play
So far I have only played this with 2 players. Jon likes this a lot and recommended it to me. The moment I started playing, I decided I needed to take notes. I used Jon's smartphone which has a stylus to take notes. I wrote down all 16 numbers and crossed out those I had seen. I also took notes when I managed to narrow down the possibilities of some of the face-down cards. It's possible to keep all this in your head, but I am too lazy to do so.
The game is a process of elimination. You are not really meant to guess the secret flower. You go through a logical process to calculate what it is. If you play well, you should be able to work out what it is without needing to resort to guessing. One challenge though, is everyone must be able to work it out, not just one person. This is a game of logical reasoning.
The icon in the top left corner indicates whether the card is herbaceous or woody. Along the edges of the card are the possible answers to the question on the card.
This game is a clever idea. It's short and sweet, and it gives your brain some exercise. This is a deduction game, so you do have to do some work. It is a group puzzle solving activity. You start with limited information. You need to work out how best to use the questions you have to uncover as much information as possible, so that everyone can work out the secret flower.
I realise there is some similarity to Snow White and the Eleven Dwarfs.
Ticket to Ride Legacy - The Finale
I started the 12-game Ticket to Ride Legacy campaign in November 2023. When I was about halfway through, I wrote about it. That was up to Game 7, or Year 1865 to 1883 in game terms. Now that I have completed the campaign, I'll make some addendums. Not a lot to add. My impression is generally the same. This is a fun legacy game. The new mechanisms added from Year 1886 to 1898 are interesting. I will mention a little about the post-campaign game. After you are done with the 12-game campaign, you will still have a playable game. There will be no more changes to the game components. Many of the campaign game elements will no longer be in play, but some do remain. Some remain and work slightly differently. Now you play with a map which you have highly customised throughout your campaign. This is effectively having your own personalised Ticket to Ride map with its own history.
I personally am not too enthusiastic about the post-campaign game. If I were to play a Ticket to Ride game, I'd probably pick another variant. The post-campaign game has a larger map than the original Ticket to Ride. There are more cities and more tickets. You can think of it as an advanced version. It keeps some elements from the legacy campaign which don't exist in the original game. Most of these additional elements are not very interesting to me. So my copy of the game is more a souvenir than a game. I do think the enjoyment I gained throughout the campaign is well worth the price. Ticket to Ride Legacy is now a finalist for the 2024 Spiel des Jahres. It would be great if it eventually wins. It will introduce the legacy game concept to many more people.
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SPOILER ALERT: If you have not played the game and you think you might play it, proceed no further. If you have completed the campaign, or if you are sure you won't be playing, read on.
- Shares: It works in the same way as the campaign game. If the route you claim is in the colour of one of the face-up shares, you claim that share. When the game ends, you compare share ownership to see how much extra money (i.e. points) you earn.
- Employees: During game setup, players each claim an employee in reverse player order. Some employees used during the campaign game are retired.
- Events: Similarly, some are retired.
- All tickets: During the campaign, tickets which were fully punched were retired. Now all tickets come back into play. The 1901 game has a very thick tickets deck. During game setup, you draw 5 tickets instead of 4, and you must keep at least 3.
- Piggyback: This mechanism stays. You have one emergency parachute in case you get completely blocked off.
- California bridges and earthquakes: They are still there, but I don't find them particularly interesting.
- The big cities: Whenever you connect to a big city, you draw one train card from the deck. I like this one.
- Circus: The stickers have all been used, so naturally this doesn't come back.
- Tunnels: Unclaimed tunnels have been converted to normal grey routes by now.
- Ghost train and curses: The unhappy ghost has found peace now.
- Robber: Not that he was caught. He got tired of people stealing his stash so he decided to retire.
- Train schedule: This was done only across two specific campaign games.
- Gold rush: This was done only in one specific campaign game.
- Lost treasures: We've found them all.
- Hole puncher: This was my favourite thing. In the post-campaign game, components no longer change, so of course we are not going to punch any more holes.