Saturday, 5 September 2026
Plantful Life
Wednesday, 26 August 2026
New Old
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.
Thursday, 13 August 2026
Similo
Similo is a cooperative card game that is doing well. There are many different decks with different themes and characters. So far I have played three of them. In this game one player is the clue giver and the rest are guessers. A grid of 4x3 is laid out. One of these cards is a secret goal which only the clue giver knows. The clue giver needs to provide information to the rest so that they can eventually identify the secret goal.
Let’s take the historical figures deck as an example. All the cards in the deck are historical figures. The clue giver has a hand of cards. He has to play a card in order to give hints to the others. If a card is played normally, then it shares something in common with the secret goal. However if it is played sideways, then there’s something about it that’s different from the secret goal. Let’s say I’m the clue giver and the secret goal is Napoleon. I can play a female character sideways. I can play a military leader upright. I can play an Asian leader sideways. There are many aspects to every character. The hint I intend to give may not be interpreted correctly by the guessers. In the first round they must remove one character. In the second round two, then three, then four. By then they will have more clues. You can cross check the hints. Some will make you realise an earlier interpretation was incorrect. Every time you remove a character, if it is the secret goal, you lose immediately.
There is a nice build-up. You must remove more and more characters. It is challenging for the clue giver to give hints well. The guessers need to discuss and debate ideas. The finale is always exciting. There will be only two cards left, and you must pick one. You may have many clues by then, but this last character likely has many similarities to the secret goal. That is why it has not been removed up to that point.
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.
Wednesday, 8 July 2026
Boomerang: Australia
Every card has several elements. They all affect scoring in different ways. Every card in the game is a location in Australia scattered across seven states. Each location you visit gives you one point, and if you are first to cover a state, you score a bonus. You get a little scoring sheet to mark off locations you have visited.
Some cards have activities. At the end of every round, you have the option to choose to score one or more of the activities. After you score an activity, you can't score it any more for the rest of the game. The more icons you have, the higher you score for that activity. Ideally for each of the four rounds, you focus on collecting one of the four activities. In practice, you rarely get an ideal situation.
The first card that you claim in a round is placed face-down before you, so no one else knows what it is. The rest are face-up, so your neighbour can check what you might need and try not to pass you those cards. This is a game with adjustable depth. You can play with a simple approach, caring only about your own collection. You can also play in a more competitive way, watching what your opponents do and trying to deny them, or trying to collect what they don't want any more. Your chances of winning are higher if you are more competitive, but you will still have fun playing in a simple way. The reason for your first card being face-down is the boomerang scoring. You compare its value with the value of the last card passed to you from your neighbour. You score the difference. That's why you don't let your neighbour know that card specifically.
Boomerang: Australia is a pleasant set collection game. It plays smoothly. You feel like you are on holiday in Australia. Nothing ground-breaking, but it is an enjoyable experience.



























