Wednesday, 19 August 2026
Quartermaster General: South Front
Sunday, 12 July 2026
DETROIT
DETROIT is a lovely little two player game from Japan. You compete to build three cars. You share a factory floor, where some spaces are common while some are for you only. You have six game pieces, and you need to move them all through the assembly line, in the process combining the top and bottom pairs to form complete cars. Whoever does so first wins.
On your turn you roll four dice, and they determine how many steps you must move one of your pieces. The dice here don’t look like dice at all. They look like traffic cones. A cone which lies on its side shows one pip at the bottom, and that means one step. A cone that is standing upright means zero. You might move up to four steps, but if you are very unlucky, you might not move at all.
This is the kind of game where the game components can sell the game. The good news is the gameplay is decent and meaningful too.
Tuesday, 30 June 2026
Legions
Legions is a 2-player card game set in the world of Abyss. There are five regions between the two players, and you play cards to compete for dominance in each of these regions. There are two ways you can win. If you manage to capture five banners, you win immediately. Banners only appear on some cards, and it is not easy to achieve this victory condition. If no one achieves this by the time the draw deck runs out, whoever has more points wins. Many cards in the game have point values, so this is probably the more common way to win.
Cards come in five suits, corresponding to the five regions. There are also many cards which do not have suits. They are jokers and you can play them anywhere. Every round you choose a card to play simultaneously to your side of the board. The player with the lower card goes first, and will also have first pick when replenishing his hand from a market of two face-up and one face-down card. However the second player will have the opportunity to attack the first, in a region corresponding to the card he doesn't take from the market when replenishing. Attacking means turning your opponent's cards face-down, temporarily disabling them. He can revive them by playing a new card in the region.
When you have more cards in a region than your opponent, you control it and get to enjoy its special ability. For example one region breaks ties for all other regions. One region gives you a banner if you control it. After you play your card, you draft a new card from a shared pool. This means your opponent can keep track of what you have been taking, and this gives him clues about your intentions.
When you have three cards in the same region, or one card in every region, you get to claim a hero. This is how you can score banners and points. You claim a hero from a hero pool, and you must move two of your cards to accompany that hero. The hero and these two retired cards contribute to your points and your banners. Since you are required to remove two cards, you become weaker in the regions they were in.
Legions is a light strategy game that can be a filler for gamers.
Sunday, 14 June 2026
The Architects of Amytis
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.
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.
Friday, 29 May 2026
Bahamut Dispute
In the deck of 16 cards, there are only three creatures, i.e. cards you summon and keep in front of you. The dragon (Baleful Bahamut) does 4 damage, which means if you can summon it and it stays in play until the start of your next turn, you will one-shot-kill your opponent. The tricky thing is you can’t just play the dragon card. It can only be summoned by certain spells. Spells are another type of card. There is a baby dragon which deals 1 damage per turn. Not so glamorous but it is slow and steady. And then you have the goblin which protects you from attacks, except for attacks from the dragon. The rest of the cards have various abilities, for example dealing damage, letting you draw more cards, forcing your opponent to discard a specific card, and so on.
You start the game with two deny tokens. Whenever your opponent plays a card, you can spend a token to cancel the power of the card. This can be a life saver. However when you do so, your opponent may spend two tokens to cancel your cancel, and you can't cancel this cancel of your cancel. It’s not always easy to decide whether to use a deny token. If it is life-and-death, then of course you'd spend it, but often the decision is not so straight-forward. Is the current situation dire enough to warrant spending a token? Should you save your token for a double-token spend on a later turn to force an attack through? You might be thinking of spending a token to lure your opponent into spending both of theirs, but what if that backfires and they decide not to cancel your cancel? You'd have one fewer token. And if you have the opportunity to spend double-token, should you do it? How critical is this card play to winning the game? If your opponent is desperate enough to spend a token, maybe it's worth your while to spend both of yours. Or might that be a trap to trick you into spending both your tokens? This is such a simple mechanism, but it creates much angst. This is the kind of game which appears simple, but there are moments when you realise there is something more and you go "waaaiiiit a minute..."
Still, this is a short game. You will probably run through the deck and need to reshuffle. The game becomes more strategic when you get to know the cards better. You know what to look out for and you anticipate your opponent's moves.
Bahamut Dispute is quick and clever. It is one of the top-selling titles from Jelly Jelly Games. It is portable. We played it on a small Starbucks table at the Manila airport.
Tuesday, 12 May 2026
Talon
The battlefield is abstracted to a 2D hexagonal map. You fly your spaceships around and shoot at your opponent’s spaceships. There are different classes of spaceships and they have different abilities. The spaceships of the two factions are also a little different. There are differences in fire power, shields and manoeuvrability. Yes, these spaceships have shields. There are shields on all four sides, and you need to completely destroy a shield before you can hit the spaceship itself. If your shield is depleted, you can recharge it somewhat.
Guns have different facings and you can only shoot in specific directions. They also have different ranges. Naturally, the closer you are to an enemy, the more lethal your hit will be. One thing you can do in the game is to adjust the power core of your spaceship. This affects the manoeuvrability and also other characteristics of the ship.
When playing the game, I feel like I am playing a game of warships during the age of sail. I don’t mean it in a negative way. I think it is partly because the map is 2D. You have to manoeuvre your ship well and position yourself to shoot at the best possible moment. Every time you shoot, you need to recharge your weapons before you can shoot again. So this is not a game where you just keep pressing the fire button. You need to be smart about when the best moment to shoot is. This is not a fast and furious type of game. You have to be deliberate and careful.
So far I have only played one introductory level game where the two sides only have two ships each. I have not yet experienced the complexity of larger scale battles. I find the game serious and strategic. It reminds me of Star Wars X-Wing, not because of how similar they are, but because of how different they are. Similar setting, but very different gameplay experience. Star Wars X-Wing is the kind of game where you go pew pew pew. Talon feels more like a serious war game.
Saturday, 2 May 2026
7 Wonders Duel: Pantheon
Pantheon adds some gameplay elements and offers more options. When you summon a god, you don’t take a card from the card structure. This can be important when you want to avoid letting your opponent take a certain card. The god powers are potent. They can give you a critical advantage. If you play the base game a lot, this is a nice expansion to give you some new content. It is not just more of the same. It brings in new elements.





































