Saturday, 20 June 2026
This Game is Killer: Frozen Horror
Saturday, 3 January 2026
Blood on the Clocktower
Sunday, 14 September 2025
Prowl: Clans & Cunning
Wednesday, 20 August 2025
Cat & Chocolate
When we played, the key question asked by Alex was how were we going to know who was on which team. There is nothing in the rules or game components which will help the players determine who is on which team. It is all up to the players themselves. You can tell others which team you are on. You can lie about it too. This part of the game has unreliable fun, and by that I mean whether it is fun depends a lot on the players. It can be fun, and it might also be boring. In my opinion the designer should do a bit more work to make the fun more reliable.
If through discussion you manage to figure out who is friend and who is foe, the storytelling part of the game may become pointless. You should always vote yes for your teammates, and no for your opponents. I feel the intention of the designer is you should not figure out your teams during the game. It is only meant for the end-game revelation.
The game is disappointing to me, especially since this was an award winner. However this was back in 2010, and at that time there probably weren't that many modern games designed in Japan in the first place. Japanese game design certainly has come a long way since then. Cat & Chocolate is that type of party game which depends on the creativity and expressiveness of the players. The kind with performances and judges. Not really my cup of tea. Also the design feels a little dated, now that I have seen many better Japanese games.
Monday, 18 August 2025
Farter Knows Best (屁者先知)
Friday, 17 March 2023
Secret Moon
Friday, 30 August 2019
All Manor of Evil
Plays: 5Px1.
The Game
All Manor of Evil is a H. P. Lovecraft themed game. The setting is an old, mysterious and ill-omened mansion. It's not a good place, but it has lots of treasures, and that's why you are here. Players are treasure hunters, i.e. thieves, here to steal treasures. Whoever leaves with the most valuable loot wins the game. There is a twist though. Being in this manor drives people crazy. Whoever accumulates the most insanity points by game end immediately goes nuts and loses. Only the sane people, or I should say not-completely-crazy people, get to compare score to see who wins. There is one more twist. There is another way the game can end. Players' actions may awaken one of the three elder gods. If that happens, you get something bad, e.g. someone, or someones die. Only after that you check for who goes crazy, and if there are still people left, you compare treasures.
The game board is small, and is used only to place the treasure cards. What you see on the game board are the rooms in the manor. Each room has one treasure, and everyone can see what the treasure is. The number in the purple circle is the insanity points, and the number in the gold circle is the victory points. When you steal a treasure, you put it in a stack before you. Nobody is allowed to examine the stack, even yourself. Only the top card is visible to everyone. Some treasure cards have text. These are effects which are resolved when the treasure is being stolen.
The core game mechanism is simultaneous action selection. Everyone has this same set of four action cards. Each action card has a number, a special power, and the names of two rooms. The two rooms mean you get to steal a treasure from one of them when your turn comes. Every round everybody secretly picks one card to play, and once everyone is ready, all the selected cards are revealed simultaneously. Players who happen to pick the same action card all get one insanity token. Then you execute actions in order of the action card number. If two players have picked the same action card, priority depends on who the start player is for the round. This start player changes every round.
You may not use the same action card back-to-back. From Round 2 onwards, you only have 3 cards to pick from. This means it is slightly easier to guess what cards your opponents will play. For each of them, you know there is one card they cannot pick. The card special powers are: adding an insanity token to a room, discarding 3 insanity tokens, stealing the top card from the deck if it is a treasure, and swapping your top treasure card with a treasure in one of the rooms.
Before the game starts, you draw two character cards then pick one. I picked the witch, which meant I must make the game end by summoning an older god. Otherwise I would automatically lose.
There are always three elder gods per game - a blue type, a green type and a yellow type. They are randomly drawn before the game starts. They are two sided, with different behaviours, and some actions cause them to flip. In our game, the blue elder god if summoned would trigger another random elder god. The green elder god would kill everyone who doesn't have a rite (a type of treasure). The yellow elder god would kill the person with the most lapis lazuli.
The purple tokens on the three elder gods are the summon tokens. An elder god is summoned when there are six tokens. However this is checked only at the end of a round. During a round, it is possible for one player to place a sixth token, only later to have it removed by another player, leaving five. In such a case, the elder god is not yet summoned. It is possible that two elder gods both have six tokens. If this happens, the world ends and everybody loses.
The Play
The basic premise of the game is collecting treasures while avoiding insanity. You want to go for high valued treasures, because that's more efficient, but you may also go quantity over quality, which is probably viable too. You don't exactly need to minimise your insanity, you just need to make sure you are not the craziest. We have seen a similar mechanism before in Sobek. I'm sure there are other examples. As I played the game, I realised that this basic premise is just that - a basic premise. There is more to it. In fact it feels like a tiebreaker. There are many ways to die in this game. If you are able to get the richest guy killed, it doesn't matter how rich he is. If you manage to kill or drive insane everyone else, you don't even need to care how many treasures you collect. The secret player characters are important. So are the three elder gods. They set the stage for competition and they determine how you need to play to get your opponents eliminated. In our game, Kareem's character removed his insanity points if he could summon the yellow or green elder god. So he could go nuts during the game as long as he could summon one of these elder gods. Another character doubled your points. That had a big impact.
Our game evolved into an election game, with some supporting the blue elder god and some supporting the green elder god. This happened mainly because Kareem was obviously trying to summon the green elder god. Dennis supported him. The rest of us were alarmed and decided to all vote for blue elder god. I secretly needed to summon any elder god in order not to lose, so blue worked for me. It felt impossible for a game to last till the second clock card, which was near the bottom of the deck. Perhaps our game was an anomaly, since multiple people had incentives to summon an elder god.
We had to fight for valuable treasures, or treasures with nifty powers. Who the start player was was an important consideration when we picked action cards. We often tried to force people to take more insanity tokens by placing the tokens onto attractive treasures. It was important to see which action cards the opponents wouldn't be allowed to pick for the round, and plan accordingly. We had 5 players, and that meant at least two players would clash, because action cards number 1 to 4.
It was difficult to try to remember who had collected how many insanity points (on the cards) and victory points. I couldn't even quite remember how many I had. I was not allowed to check my stack.
Our game ended with Dennis happily summoning a second elder god, causing armageddon. He knew he couldn't win, so he decided to have everyone die. Mission accomplished!
The Thoughts
All Manor of Evil is a game with much hidden information. Your identity is initially secret. As everyone collects treasures, the information is hidden and it is difficult to keep track. The action selection mechanism means there is much double guessing. The three elder gods is public information. They set the stage. During play you try to work out the identities of your opponents, or at least try to deduce what they are trying to achieve. The elder gods and the identities are important factors that get people killed before the final reckoning.
I find the game complexity in an awkward situation. I feel this should be a light game, but it plays like a medium weight game, because there is a lot of text to read, and powers to remember and consider - the elder gods, the characters, the action cards, the treasures. This makes me a little impatient. Maybe it's because I'm not specifically a Lovecraft fan, and the setting doesn't specifically draw me in.
Wednesday, 1 February 2017
Secret Hitler
Plays: 8Px3.
The Game
Secret Hitler is a Kickstarter game. It's a secret identity team game. Most would call it a social deduction game. There seems to be more and more such games nowadays. Werewolf and BANG were among the earlier ones. Then there were The Message: Emissary Crisis and Saboteur. More recently we had Don't Mess With Cthulhu and Templar Intrigue. The popular ones which I have not played are Coup and The Resistance.
Secret Hitler is loosely based on Germany before World War II. The game supports 6 to 10 players. I played with 8, so I'm going to explain the game based on 8 players. On the surface, everyone is a liberal. However in secret, three of the players are fascists. One of those three is Hitler himself. During the course of the game new laws will be enacted. Some laws are fascist laws and some are liberal laws. The liberals win if 5 liberal laws are enacted. The fascists win if 6 fascist laws are enacted. Both sides have an instant win condition. If the fascists manage to get Hitler elected as chancellor, they win immediately. If the liberals manage to kill Hitler, they win.
At the start of the game everyone gets an envelope like this. It contains two cards, a party membership card and an identity card. For the liberals, there is only one type of identity card, but for the fascists, you might be a regular fascist party member or you might be Hitler.
Before the first round starts, everyone closes his eyes. The two fascist party members open their eyes to identify each other. Then Hitler raises his thumb (eyes still closed) so that his supporters know who he is. Hitler knows he has two supporters, but not who they are. The liberals know nothing at all.
Every round one player becomes the president. You take turns to play president, in clockwise order. The president must propose another player to become chancellor, and then everyone casts a yes/no vote. If the candidate fails the election, the round ends early. Otherwise, the president and the newly elected chancellor proceed to enact a new law. The president draws three law cards, then discard one facedown. The remaining two are passed to the chancellor, who then discards one facedown, and enacts the last one. Most cards in the deck are fascist laws. If the law being enacted is fascist, the president might bemoan that all three cards he had drawn were fascist, so he had no choice. The chancellor might say the same. However, the president might say to the chancellor, hey I gave you a good and a bad law, why did you pass the bad one? The chancellor might retort, what? You gave me two bad laws, and now you are trying to frame me? If such a thing happens, one of these two is probably a fascist. Even if the two legislators are in alignment, you can't be sure both are liberals. They might both be fascists and they might have have discarded liberal laws without anyone else knowing. Or the chancellor might be fascist, and he is passing the liberal law so that he doesn't arouse the suspicion of the president.
These two boards indicate how many fascist (red) and liberal (blue) laws have been enacted.
When a new fascist law is enacted, special actions need to be performed, or new rules come into play. These are indicated on the board. When the second fascist law is enacted, the president gets to see the party membership card of another player. When the fourth and fifth fascist law is enacted, the president gets to kill another player. This is how the liberals can kill Hitler. Naturally, this only works if they manage to find out who Hitler is, and also if the president that round happens to be a liberal. After three fascist laws are enacted, if Hitler gets elected to be chancellor, the fascists immediately win. From mid game onwards, you need to be much more careful when voting.
The procedure in the game revolves around electing a chancellor and then passing laws, but throughout all these actions, what is most important for the liberals in to find out who is who. For the fascists, it is best to stay in hiding for as long as possible, and use deceit to mislead and to sow mistrust among the liberals.
The Play
We played three games one after another. I experienced being both liberal and fascist, and the feeling is very different. There are more liberals, but the fascist has one important advantage - the party members know who is who. It is crucial they make good use of this information, and even more crucial that they make use of the ignorance of the liberals. The fascists need to sow doubt and stay hidden. Hitler doesn't know who his supporters are, and needs to be alert of clues. There are ways for his supporters to communicate with him. E.g. when Hitler is president and he has picked a fascist member to be chancellor, he can pass one fascist law and one liberal law to the chancellor to test him. The fascist member knows Hitler's identity, and will safely pass the fascist law while bemoaning that both the laws given to him are fascist laws. Upon hearing this, Hitler will know the chancellor is his fellow fascist.
The liberals need to find out who the fascists are. It is not easy to pass 5 liberal laws, since the number of liberal laws in the deck is low. They need to be careful not to allow fellow liberals to be killed when the fourth and fifth fascist laws are passed, and they need to make sure Hitler doesn't get elected to be chancellor. When the president and the chancellor say different things, it is usually a good sign. It normally means one of them cannot be trusted. If you want to play safe, trust neither. The fascists will do their best to appear liberal, even to the extent of passing liberal laws. The liberals need to discuss openly and be critical of every little clue and suspicious action. There will be paranoia, as the fascists try to complicate matters by throwing accusations and suggesting reasonings on why so-and-so should not be trusted.
The president's job of proposing a candidate for the position of chancellor is a heavy responsibility.
The most impressive game components in the game are the hefty wooden signs for president and chancellor. You can kill a cat with them.
Kareem was the unluckiest player in our game. No one ever believed what he said. When he was a liberal and spoke out against a fascist, providing sound reasoning, everyone thought he himself was the suspicious one. When he was a fascist and tried to frame a liberal, everyone trusted the liberal instead. It was all because he already had a reputation as a strong player, so everyone was wary of him, even though what role got assigned was completely out of his control. It was hilarious (but maybe not to him) how many times he was frustrated.
During the setup phase of one of our games, when everyone except for the fascist party members had their eyes closed and the moderator announced that Hitler was to make a thumbs-up sign, one player responded "OK". The rest of us burst into laughter. Did Hitler just inadvertently reveal himself? We almost restarted that game. Eventually, the person who OK'ed was not the real Hitler. He was probably just trying to sow confusion even at the setup phase of the game. Jeez... these gamers... so calculative and cunning!
Secret Hitler is a noisy game, with speculations and accusations flying everywhere. The fascists are a minority, but they have important information which gives them an edge. The liberals need to work together and pay attention to every detail to root out the fascists. They rely on open discussion and they need to be careful in judging who can be trusted.
The Thoughts
Secret Hitler is a fine social deduction game. I had expected that having played quite a few of these, any new game would feel similar. I was pleasantly surprised that I found something new to like in this game. If you don't like this genre, Secret Hitler won't change your mind. If you like this genre, I encourage you to give it a go. Throughout the game you can observe and collect little tit bits to help you deduce who is who. However logic alone is often not sufficient. Often you need to make judgement calls on who to trust. You need to rely on your instincts. This is how psychology comes into play. This is where the human interaction is.
If you ask me what's different about Secret Hitler compared to other social deduction games, I would say it's the chancellor election and the law passing. These are its ways of presenting information for you to work on. Some social deduction games give you little to work on, e.g. Templar Intrigue, Werewolf. Some give you more, e.g. BANG, Saboteur. How they differ is the control of information - who knows what, who doesn't, and how the the information is gradually revealed to more players. The game progresses to a climax as more and more information becomes known.
In Secret Hitler, the two sudden death victory conditions - executing Hitler and Hitler becoming chancellor - make the game exciting. Regardless of the number of laws passed, the game can take an unexpected turn at the last minute. I find the game slightly more complex than other similar games, in particular the special actions and additional rules that come into play when a specific number of fascist laws are enacted. That will take a while for new players to digest and incorporate into their strategic planning. When teaching the game, one needs to regularly remind the new players to take into account these actions and rules.



























