Tuesday, 8 September 2026
Joraku
Friday, 28 August 2026
Shady Lady
Shady Lady is yet another game by Kaya Miyano I have played this year. This is a very Japanese style game - minimalistic but clever. It has a juicy element of trying to read your opponents and sometimes cunningly misleading them.
You have a hand of three cards. There are only two types of sets in this game, three cards of the same value, or three cards in sequence. Cards are numbered 1 to 4, then 6 to 9. There are no 5's. On your turn, you have three options. You can draw a card then discard a card. One thing interesting is everyone has his own discard pile, and you can draw from the draw deck or from anyone’s discard pile, even your own. That means you have many options, especially when there are more players. The next thing you can do is to "Try". That means showing a set that you have made, and betting yours is the strongest. If it indeed is, you score a point. However if someone else shows a stronger set, then he scores the point instead. You need to go around the table once. It is possible that one other player shows a stronger set, and then that in turn gets beaten by yet another player. After all is done, everyone who has shown his set must discard the whole set then draw three new random cards. Only one person will score.
The third option is to "Jack". This simply means making a bet that someone has a valid set. You point at that person, and he must show his hand. If he does indeed have a set, then you score a point. He discards his hand and draws three new cards from the draw deck. If you are wrong, he also discards his cards and redraws, but he scores the point. Because of this "Jack" mechanism, if you are very unlucky in getting sets, you can pretend to have made them and trick someone else into catching you, only to end up giving you a point. Or you can spend your effort catching others. You'll score points as long as you read them correctly, even if your hand is horrible.
Wednesday, 26 August 2026
New Old
Tuesday, 25 August 2026
LOOP
Cards come in three suits, and they are numbered 1 to 15. There are only a few combos you can play. You can play single cards, pairs, triplets, and straight flushes of two or more cards. Just like in Big 2, you must follow the combo type played by the lead player. A round doesn’t end when one player goes out. You need to determine the ranking of all players, so you need to play until all but one go out. This way you have the positions of all players. Everyone scores points based on his position. Now this is for the first of two rounds. In the second round scoring works differently. Cards are not reshuffled. You keep all the hands that have been dealt in the first round. Beginning with the last placed player, you pick a different seat to sit in. So you will play with somebody else’s hand in the second round. This means in the second round you know what kind of hands everybody has, and you can plan accordingly. This is an interesting twist to the genre. The scoring in this second round is different too. It is not just based on your ranking. It is based on whether you have improved the ranking of the hand you have, compared to the previous round. If you can make the lowest ranked card take the top spot, you will earn many points. If you are playing the top ranked hand and you are just maintaining the top spot, you don't gain much. If you do worse, you will lose points!
There is an international edition of LOOP now, from iello, and the rules are a little different. This is good news for gamers outside of Japan. I'm happy I got myself this weird art version.
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.
Sunday, 16 August 2026
Ukiyo-e
When I played this with my family, we started off playing in a very conservative way. We kept hoarding cards and the game moved slowly. We wanted to secure more cards before we started playing them. Then my wife Michelle got impatient and started playing cards even when she didn't have big sets. We suddenly realised the importance of speed. If you don't play quickly enough, you might not have enough time. Sometimes you can get away with playing just 3, or even 2 cards.
Ukiyo-e is a clever little card game with some strategy and risk-taking. I am glad to have come across this edition. It's a travel souvenir, and also a decent game.
Friday, 7 August 2026
Gambler x Gamble!!
Gambler x Gamble!! (two exclamation marks) is a game from Japan released in 2024. It is a reimplementation of a 2016 game called Gambler x Gamble! (one exclamation mark), which won the Group SNE Contest in 2015. We all know what it will be named when it gets a third edition, don't we?
When I read the rules, the first thing that comes to mind is this is Machi Koro without dice! Instead of rolling dice to see which cards generate income, players collectively play cards and you add up the card values. Now I'm a big fan of Machi Koro. I think it's lovely. It doesn't mean I'll like a near clone of the game. It just means I like this kind of gameplay. I played this with Jon, who dislikes Machi Koro because he was traumatised by a gruelling 2-hour session with too many red cards. Our game was a little skewed because it was a little rushed. He wanted the pain to end quickly. So I feel I have not fully experienced Gambler x Gamble!! yet. I need to play again.
Here's how the game works. You start with some money. You get to pick two different cards. Cards are gamblers you recruit. When the sum of the round matches the number on your gambler or gamblers, they make money for you. You can spend that money to recruit more gamblers, hopefully to help you make more money even more quickly. The end goal is money. The game ends when someone has $20 or more, and the richest wins.
Every round, every player will contribute one card to the sum of the round. In the beginning, you only have two number cards, 0 and 1. That means you will be contributing either 0 or 1. The start player of the round plays his number card face-up. The rest play theirs face-down. You can discuss and tell others what you have played. Being honest is, well, not mandated by the rules. After everyone has committed a card, the start player has one chance to increase or decrease the sum by 1. Then all cards are revealed, and you calculate the sum. Whoever's gamblers match that sum makes money, as specified on the gambler cards. Pretty straight-forward so far.
Friday, 31 July 2026
boardgaming in photos: Rumble Nation, dnup
You roll three dice to determine what options you have on your turn. You must use two of the dice to choose the region you will place your cubes, and the third dice determines how many cubes you will place. You are somewhat restricted in what you can do, but you do have meaningful choices throughout the game. I played this in KK with Buddhima and Jon. This was Buddhima's copy.
























