Sunday, 23 August 2026
Restoration (Phuc Dung)
Friday, 24 July 2026
Bean to Bar
Bean to Bar is a tight game. There are many things you want to do, but your resources are limited. You must plan your actions carefully to do as much as you can with the limited resources you have. For me this is just okay. I found it a little fiddly. I don't think it is necessary to streamline this game. Simplifying it may not make it better. It is what it is, and players who like this type and weight of game will understand the charm. I appreciate how strategic the game is. It is an open information game. It's just that I am less attracted to this genre now. This is certainly a challenging game and if you like a challenge, go for it!
Monday, 20 July 2026
Rajas of the Ganges
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.
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.































