Wednesday, 21 October 2026
5-Minute One Piece
Tuesday, 21 July 2026
The Kejap Food Game
The Kejap Food Game is not available for sale. You can get this as a free gift if you visit Kejap Food (a Malaysian fast food chain) and buy MYR 30 or more of food. While stocks last, of course. This is a simple, real-time game that is played in five minutes. It is a cooperative game. You work together to serve as many customers as you can within the time limit.
Before a game starts, everyone gets a character card. Your card tells you which dice you manage and what role or roles you play. Depending on the number of players, you may need to manage up to three dice colours and you may have up to two roles. Let’s talk about how you serve a customer.
The first step is taking an order. That just means revealing a card from the deck. You can have at most four active orders. You can’t reveal a new order until an existing one is fully served. An order consists of several spaces for dice in different colours. Everyone prepares food in this game. You are in charge of rolling and placing dice assigned to you. On each order card, all dice placed must add up to 10. This is why you need to keep rolling dice. You will need dice is specific values. When all the food is ready for an order, your next step is to serve the food. Someone is in charge of moving the order card to the next column. This frees up space for that player in charge of orders to reveal a new order card.
Next, you need someone to clean up. That means returning all the dice on a served order to their respective owners, then flipping the card and placing it in the score pile.
Everyone has specific tasks to do, and you cannot do others’ work for them. You can scream at them to hurry up but please don’t do that. Just ask nicely. You run a timer before you start the game, and you try to serve as many customers as you can within five minutes.
Qing Ye has been more and more active in designing games, and I find that I really like many of his designs. There is one card game originally about Penang shophouses then rethemed to political ideologies which I find very clever. It’s still work in progress. I like the difficulty of needing to collect both item cards and scoring condition cards at the same time to maximise your points. And your cards are also your money to spend on bidding. I’m looking forward to more of his games from Specky Studio.
Saturday, 25 October 2025
Note Flash
Tuesday, 19 December 2023
Nuts A Gogo
The Thoughts
For experienced gamers, this can be a good filler because it's something very different from the typical heavy games we play. It's quick. It's a nice change of pace. It's a good break between heavy games. For casual gamers and non-gamers, this game is painless to learn and engaging.
Tuesday, 28 November 2023
Fit to Print
Friday, 15 April 2022
Klask
The Game
I want to call Klask a sports game, but that will likely cause misunderstanding. When I say sports game people think of sports themed games. I classify it as a dexterity game, but I know that is problematic too, because people think Jenga and Toc Toc Woodman when we say dexterity game. Or Animal Upon Animal. Technically it is a real-time game too. I'm probably making things worse by throwing all these descriptions about. Klask is a game of skill for two players. I find it best to describe it based on football (soccer).
Saturday, 5 May 2018
Diner
Plays: 3Px3.
When Allen did some spring cleaning on his game collection recently, he gave me a bunch of card games from Dice Hate Me Games, which he had bought through Kickstarter. I have not heard of most of them, and randomly picked one to play with the children one recent weekend.
The Game
Diner is a real-time card game. You are waiters at a diner and you serve food to your customers. Whenever you finish serving all the food ordered by a table of customers, you score points. However if there are customers you fail to serve when the game ends, you lose points.
This above is how a game is set up. The cards are double sided. One side shows a meal, and the other side a table. The table side shows 2 - 4 meals, representing what that table of customers are ordering. There is also a tip amount at the centre. This is the score value. The first row of three stacks at the centre are the draw decks. They show the meal side. The second row with three cards are the customers waiting to be seated. Below these two rows is a discard pile.
At the start of the game, each player gets 1 or 2 round action tokens. Whenever you perform an action in the game, you must give a token to the player on your left. If you don't have a token, you can't do anything. You need to wait for the player on your right to pass you a token after he performs an action. There is no concept of taking turns. It's all done in real-time.
One action you can take is to simply claim a meal card from the top of one of the three draw decks. There is no hand limit. You can collect as many meal cards as you want, just that each costs an action token. Another action you can take is to claim a table card from the second row. You place that table in front of you. This means you have seated a party of customers, and you will be responsible for serving them. Nobody else can touch your customers. Now that you have meals cards and customer cards, you can serve your customers. When you have the right combination of meals in hand to fully serve a table of customers, you may discard these meals, and then score that table. The table card is set aside for scoring at game end. Claiming meal cards, claiming table cards (customers), and then serving customers form a complete process flow. However there is a fourth action you can take. You may spend an action token to discard a table card. Sometimes you want to do this because you don't like any of the three table cards available. Whenever a table card is discarded (or claimed), you replenish by taking a meal card from the corresponding draw deck and then flipping it over to the table side. Sometimes you want to discard a table card because it is too good but you don't want to take it yourself, and you want to deny your fellow waiters. So you tell the customers the restaurant is full and there will be a 45-minute wait, so sorry sir.
In the photo above I only have one table of customers to serve. If I manage to serve them, I will earn $8 in tips.
Meals have different rarities and values. Pancakes and eggs are cheap, steaks are expensive. Tables which ask for steak will tip more. Often you want to claim these high tip value tables, even though it may be harder to collect the meal cards to fulfill them. Some meal cards are jokers. These are normally snapped up quickly.
When two meal card decks run out, you take a short mid-game break. You shuffle the remaining deck together with the discard pile, then create three new meal card decks for the second half of the game. The next time two meal card decks run out, the game ends. You score points for tables fully served, and lose points for any tables still waiting for their meals.
We used an optional rule when we played. If all action tokens get stuck with a single player, which means he has been particularly slow in taking actions, the player to his left may take one of his action tokens. This optional rule helps keep the game going, and also creates some tension. No one wants to be the slow poke.
The Play
Playing Diner is a hectic affair. I'm always watching out for table cards I want and meal cards I need. I don't have time to pay attention to what others are doing, what they want, what they need etc. Maybe I'm still new, and if I play more, I may be able to watch my opponents better. Even without watching them closely, there is enough competition and tension. Normally everyone wants the higher valued tables and meals. Certainly everyone wants those jokers. You don't need to analyse your opponents' play areas to know they want a joker. Even if they don't need it, they'd take it to deny others.
When you already have a few tables before you, you need to be more careful when claiming cards. Claiming too many tables is risky. You don't want to get penalised at game end for not serving all your customers. Also you want to avoid wasting actions claiming meal cards you won't get to use, even if they are expensive meals.
I found that the children were able to play competitively. I had no advantage over them at all. My much richer experience in boardgames did not give me any edge. There is not a lot of strategy in this game. It is all about being watchful and being quick. A game lasts around 10 minutes. Maybe less. After we finished a game, I suggested trying another card game. As I started explaining the rules of the next game, the children became impatient and said why not just play Diner again. So we did. We eventually played three games, and each of us won once.
The Thoughts
To veteran boardgamers, Diner is nothing to write home about. If I were to read a blog post about it, I wouldn't buy it. Now that I have played it, I don't see myself itching to play again. However I can imagine situations where I would suggest it. Diner will work well as a party game. It is easy to teach, and new players can be competitive quickly. It is suitable for casual gamers and non gamers. They will feel they can achieve mastery easily, and that's a positive experience. It's a gateway game - it looks simple and unintimidating. The real-time nature makes it automatically engaging. It's a good travel game too - compact and simple.
Saturday, 3 March 2018
Pit Crew
Plays: 7Px1.
The Game
Pit Crew is a simple team-based real-time game. You are pit crews of 2 or 3 racing teams, and you compete to complete the pit stops in the shortest time possible, allowing your team's race cars to speed off as early as possible.
The game supports up to 9 players. You play in 2 or 3 teams. Each team has between 1 to 3 members. The game is played over 3 rounds. When a round starts, all teams repair their respective cars simultaneously. Once you complete your repairs, your car drives off and tries to go as far as possible. When the slowest team finally completes repairs, their car doesn't get to drive off. Instead they cry halt, and all cars already on the race track stop. The distances they have traveled are their scores. Now you do the end-of-round scoring. All cars are inspected for errors and imperfections. Penalties are applied. When you are penalised, all your opponents get to move their cars forward.
In Rounds 2 and 3, you use different cars, and your team also gains special abilities. After the third round, whoever's car has traveled the furthest wins.
Everyone uses the #27 car in Round 1. The 27 means something. I'll come to that. In Round 1, you need to replace all four tyres, and you need to refuel. Every team has its own deck of cards. Cards are numbered from 1 to 10. The total hand size of a team is 6. In a team of three, everyone holds 2 cards. In a team of two, everyone holds 3 cards. In a team of one, you hold all 6 cards. You perform repairs by playing cards. To replace a tyre, you need to play four cards next to the tyre, one after another. Each card you play must be numbered one higher or lower than the previous number. In the photo above, if you want to replace the tyre at the lower right, you start by playing a 1 or a 3. Let's say you have played a 3. The next card you play must be a 2 or a 4. The big 27 on the roof means the fuel tank capacity. To refuel, you play cards to the rear of the car. There is no restriction when playing cards, but at the end of the round, if the sum of the card values differs from 27, you are penalised. The bigger the difference, the larger the penalty.
The board is not your main playing area. It is mostly a scoring track. You do not race to complete five laps. Instead you try to move as far as possible within the three rounds. You are just trying to score as high as possible.
You use these 6 cap cards to mark sections which are fully repaired. There is one cap card for the engine, one for the fuel tank, and four for the tyres. The engine card is used in Rounds 2 and 3 only. Whenever you complete the repairs for one part of the car, you must place the corresponding cap card there. Once the cap card is placed, you cannot change the cards already played to that part of the car.
Take a closer look, and you will notice that some numbers are white, and some are black. If all cards played to a section have the same colour, you gain a turbo bonus. Your car moves two additional steps. It's not easy to do though. When you are scrambling to find the right numbers, sometimes you don't have the luxury to get the exact colour you need. In this photo you can see we have failed to assemble consistent colours in all six sections.
Car #31 is for Round 3. The XX YY at the engine means you need to play two pairs of cards to repair the engine. We have played a pair of 3's and a pair of 9's. All of them are black, so we are getting the turbo bonus.
When you don't have any cards you can play in hand, you may discard and draw. In fact, you must. However for every two cards in your discard pile at the end of the round, you suffer one penalty point, i.e. your opponents get to move one step forward.
These special ability cards (called Monkey Wrench cards) are gained at the end of Rounds 1 and 2. A number of cards are drawn according to the number of teams in the game. Each team picks one card, starting with the one furthest behind. So this is for balancing in addition to spicing up the game. That card on the left can be used as a 4 or a 5 during a round. The card on the right increases the hand sizes of two team members.
You "drive" your race car by rolling a die. When your team is done with repairs (and you are not the last to do so), one of you becomes the driver, and you keep rolling the die to move your car. You move one step ahead each time you roll a 6. This can be nerve-wracking if you keep failing to roll a 6. If there are three teams, the second team gets to move their car too in the same way. Once the last team is done with repairs, they declare the end of movement. You then do the round-end scoring.
The Play
We did a 7-player game. I was on the same team as Abraham and Allen. The other two teams had two players each. Having three players is probably more challenging, and I'm not saying that just because we lost horribly. Really. With three players, there is a higher need for coordination and communication. Playing Pit Crew is a tense experience. There are multiple parts of the car you need to worry about. You need to coordinate your card plays to avoid getting stuck with no card to play. Finding a valid move doesn't mean it will be a good move. You shouldn't blindly play any card which is technically valid. You need to consider the other cards your team has in hand, and whether your next move can help getting those cards played, and will keep your options open. Then there is also the colour to think about. None of these are particularly complex, but when you are under time pressure, it becomes very hard to keep your cool and to stay rational.
If you find that you really are stuck, waste no time in finding impossible moves. Just discard and draw. Time is precious.
The most stressful part of the game turns out to be also the most brainless part - when you are driving. It's just rolling a die over and over hoping to roll a 6 as many times as you can. There is no skill and no strategy (unless you are trying to cheat). It's all luck. Yet this is when you and your teammates will be holding your breaths, or cheering, or groaning.
My team had a poor start. We were last to complete our repairs in Round 1, and we also had a huge discard pile. Our opponents sped far far ahead of us. In Round 2, we managed to not be last. I took the driver's seat, and hard as I tried, I could not roll a single 6! By the time the bell sounded, I was still in the pit. What a waste! Needless to say, despite having first picks of the Monkey Wrench cards in both Rounds 1 and 2, we still came last. By far.
The Thoughts
Pit Crew is a party game. I think it will be best with 9, i.e. the full complement. The more chaotic the better. The rules are simple so you can easily get casual gamers and non-gamers to play. It will work as a children's game too. It is not a particularly deep game. You shouldn't be looking for depth here. It's a face-paced, heart-pumping fun kind of game. There is also a sense of satisfaction when your team manages to work well together.





























