Thursday, 30 July 2026
Haratama
Wednesday, 29 July 2026
Torchlit
Thursday, 16 July 2026
Dirty Work
This might be the Thai signature - party games which elicit much laughter. There are many types of games designed by Thai designers and published by Thai publishers, many more than made by Malaysian designers and publishers. Thai designs should not be pigeonholed. However this style of game seems to be the most successful for their market. I find Dirty Work a great design. There is much table talk, sometimes even cooperation, and of course betrayals too.
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.
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.
Saturday, 4 July 2026
High Society
High Society is a Reiner Knizia game from 1995. I have heard of it so many times that I feel like I have played it before. This is one of the classics from Reiner Knizia that always comes back in print.
This is an auction game. Everyone starts with the same set of money cards, each a different denomination, from $1 to $25. That’s all the money you will have in the game. A deck of properties will be auctioned off, one at a time. They have different point values. There are some special cards in the mix, some good and some bad. A good card can double your victory points. A bad one forces you to discard one property. Another bad one halves your victory points. Every round one card is revealed from the deck and auctioned off. One twist in the game is you don’t know exactly when the game will end. It ends immediately when the last of the double and half cards is drawn. The challenge the game presents is you don’t know how far you should preserve your money. If you use your money too quickly you won’t be able to compete when big cards show up. If you keep too much money and the game ends early, you would have missed the opportunities to buy valuable properties.
When you bid, you don’t make change. If you have placed a bid and you are overbid by someone else, you can only counter bid by adding more cards from your hand. This means sometimes you are forced to spend more than you wish.
The most important twist is whoever has the least money when the game ends is automatically disqualified. You must keep some money to avoid being the poorest.
When bad cards are being auctioned, it is done in a different manner. You bid to not take the card. The first player to pass takes the card. Everyone else who has placed a bid must pay up. Bad cards will usually force many people to spend money. Good cards only require the buyer to pay.
This is a simple game that is full of difficult decisions. The special cards can have huge impacts. You are torn between keeping enough money to not get disqualified and winning enough properties to win the game.
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.
Friday, 26 June 2026
dnup
The game name dnup needs to be written exactly this way, so that when you turn it upside down, it looks exactly the same. This is a game from Kei Kajino, designer of SCOUT (written in all caps). It also has the element of turning cards upside down to change their values. Every card has two different values at the two opposite ends. The end you are holding upwards is the current value of the card. dnup is also a shedding game. You want to get rid of your cards. I would say it is easier to learn than SCOUT because the rules are more conventional and familiar.
There are several things you can do on your turn. The most basic one is to play cards. You can play a single card, or you can play a meld. A meld is two or more cards of the same number. These cards that you play are not immediately discarded. They stay in front of you until the start of your next turn. Only then they are discarded. While these cards stay before you, they are vulnerable. If someone else plays a meld with the same number of cards, and the value is higher than yours, you will be forced to take your cards back into your hand. That is not all. You must turn all these cards before taking them back. This can be disastrous. Your set of cards of the same value will become different values. It will take you more turns to play them. However it is also possible to make use of this mechanism. You can let an opponent turn a low card to a high one, which you can later play together with other cards you have. When you have a meld in play, you prevent others from playing a meld of the same size, if their meld is of a smaller card value. If you have a pair of 10's in play, you are stopping everyone else from playing pairs.
One other thing you can do in the game is to add one card to someone else’s meld. This sounds simple, but there are a few implications. Let’s say you add a 5 to two 5’s, creating a meld of three 5’s. If at the point someone else has a meld of three 3’s, this newly created meld will beat the meld of 3’s, forcing the owner to take their cards back. That is not all. Let’s say later someone else plays a meld of three 8’s. This beats that meld of three 5’s. Although you have contributed one of the cards, that’s no longer your card. So all these cards go to the hand of the player who has the three 5’s before them.
Yet another thing you can do is to take someone else’s meld. That sounds like an easy way to collect powerful cards. The twist is when you take a meld, you must turn all those cards.
The last thing you can do is to turn all your cards in hand. It is all or nothing.
The game feels like gin rummy, in that gameplay is smooth. You play melds and you do layoffs. However the ability to attack another player’s meld makes this a very different game. You always need to worry about whether your meld will be attacked. When you have the opportunity to attack, it may not always be the best move. When you have two 9’s, it may not be the best move to play them as a pair. Maybe it is worthwhile to play them as single cards so that you can mess with others more.
dnup is easy to learn. However there is much depth to the game. If you are competitive, this is a game you can learn to play at a high skill level. You can pay attention to cards people have taken back. You can card count. You can even play this game with negotiation and collaboration. If someone has played four 1’s and you have three 2’s, you can ask for a collaborator with one more 2, so that you can work together to beat that meld of four 1’s.
I hope dnup does well. It’s a great design. Clean and clever. It doesn't have and it doesn't need fancy powers on the cards. I think this is a deep game.













































