Sunday, 16 November 2025
TGI Friday!
Sunday, 8 June 2025
The Guild of Merchant Explorers
The Game
This is a game about exploration. You start at the capital at the centre of the map, and you place explorer cubes extending from there to various parts of the map. There are different things to discover and to score points for. The interesting part is how your progress will reset at the end of every round. All your explorer cubes will be removed. To protect yourself from losing all progress, you need to establish outposts, so that in future rounds you can start exploring from these outposts as opposed to starting at the capital again.
This is mostly a multiplayer solitaire game. It also feels like a roll and write game, despite having no rolling or writing involved. Everyone plays the same map, but you have your own board and you place cubes on your own board. The game comes with different maps so there are different scenarios you get to play with. Every turn, a card is revealed from the deck, and it tells you how you can place your explorers. You know the basic exploration deck, but every game there will be some random advanced cards added which help you explore in powerful ways. There are cards for each terrain type. Usually a card will tell you how many explorer cubes you can place, and on which terrain type. Since you know most of the deck, just not what order you will draw the cards, you can somewhat plan your exploration.
The game is played over four rounds. In the first round only one random advanced exploration card will be introduced. In the second round, this same card stays in the deck, so you know what it is just not when it will show up. A new advanced card will also be introduced, and you won't know what it is yet. In the third round, the previous two remain, and yet another new one is introduced. In the fourth round… You think I’m going to repeat the same thing right? Then you’re wrong. A new card will NOT be introduced in the fourth round. However one repeat card is added which lets you use one of the three previous advanced cards one more time. After four rounds are completed, the highest scorer wins.
The Play
I learned the hard way about the need to plan for the future. A round ended much quicker than I expected and I hadn’t set up any outpost. The map is large, and you can’t try to do everything. You will probably need to focus on some areas and sacrifice others. This will somewhat depend on the advanced exploration cards that turn up in your game. It also depends on where you have set up your new bases for exploration, and the order the cards are drawn.
It is fun to plan your adventure. You can’t make exact plans since you have no control over the order of the card deck. The advanced exploration cards always bring some excitement. They are the big breaks. Sometimes you make bets, hoping the cards turn up in a certain order. Sometimes you win, sometimes you lose. Sometimes you need to adjust plans.
The Thoughts
The Guild of Merchant Explorers is a pleasant family game. It’s multiplayer solitaire for sure. Think of it as a solo game that you play together with friends to compare how well you do given the same conditions. The exploration is an interesting puzzle to solve. You decide how much risk you want to take. You try to grab opportunities that come your way.
Friday, 8 March 2024
Super-Skill Pinball 4-cade
Friday, 22 July 2022
ROVE
Sunday, 9 August 2020
revisiting Robinson Crusoe
Saturday, 8 July 2017
Onirim
Plays: 1Px12.
The Game
Onirim is a solitaire card game with an unusual setting and unusual mechanisms. You are trapped in a nightmare, and you need to unlock eight doors to escape. You must do this before daybreak. Else you will be forever trapped inside the nightmare. This sounds a little disturbing.
The card deck has 76 cards. Most cards are in one of the four suits - blue, red, green and beige. 10 of the cards are Nightmares. Your hand size is five. You always draw back to five at the end of a turn. The draw deck is your countdown. If you exhaust it before unlocking all eight doors, you lose. In the screenshot above there are two numbers to take note of. The red 10 means there are still 10 Nightmares in the deck. The white 71 means there are 71 cards in the draw deck. This number is your timer.
There are four types of normal cards - sun, moon, key and door. Sun cards are the most common, followed by moon cards. Keys are rare and are the most precious.
At the start of a turn, you have two simple choices - play a card or discard a card. If you decide to play a card, it is played in the play area at the top of the screen. You may play a sun card, a moon card or a key card. The only rule here is the symbol on the card being played must differ from that of the previous card. There is no restriction in colour. If you manage to play three cards in a row of the same colour, you unlock a door in this colour. You find the door card from the deck and set it aside, then reshuffle the deck. In this screenshot above you can see that one of the green doors was unlocked by having three consecutive green cards.
The second way to unlock a door is to have the matching key card in hand when drawing the door card. In the screenshot above, I had the red key card in hand when I drew the red door. The rules say that in this situation you may choose not to unlock the door, but so far I have never done such a thing. I think you would do this only when you are doing well in a particular colour and you feel you have surplus keys. Not unlocking the door means you can save the key for a different purpose. Key cards do have a powerful ability. If you discard a key card, you trigger a Prophecy. You draw five cards from the deck, discard one, then return the other four to the top of the deck in any order you wish. You can use this ability to discard a Nightmare card. Rearranging the other four cards can be very helpful too.
When you draw a Nightmare card, this is what you see. You have four options, and usually none are appetising. (1) Discard all hand cards, (2) Discard five cards from the top of the draw deck, (3) Discard a key card from your hand, (4) Return an unlocked door.
You may examine the discard pile at any time. This helps you assess probabilities and make decisions.
The last card in the play area is a beige moon card. So the next card to be played can't be a moon card. It has to be a sun card or a key card.
The Play
Onirim is a little weird, both in the backstory and in the mechanisms. I have not seen anything quite like it. It is certainly refreshing. At first I kept winning, and I thought it was rather easy. Only after a few more plays I realised at times it can be quite challenging. There are little tactics to learn here and there. The game regularly forces you to make tough decisions. Sometimes you can roughly gauge the probabilities to make a logical decision, but probabilities are just that, unexpected things can and do occur. Sometimes you don't have enough information to make a sound decision, you just have to gamble. The 10 Nightmare cards are like bombs buried in the deck. You never know when the next one will come. This makes the game tense. There is always a sense of urgency. The times you draw a Nightmare card are often when you need to make the most difficult judgement calls. Sometimes you hesitate to discard your hand cards because they are good, but then you also worry if you discard the top five cards from the draw deck they may turn out to be good cards too. This is a clever little game that gives you a decent challenge.
One blue door away from victory.
The winning screen.
The Thoughts
Onirim is a solo card game that takes only a few minutes to play. It is a filler. It is unconventional and an interesting diversion. Don't expect it to be a game you can spend an afternoon on. At the moment it is still free on Playstore and Appstore, so if you have not tried it, I encourage you to give it a go. I say this with a tourist mindset. Onirim is an exotic local delicacy you should taste, even if it's not something that will become a staple. I believe you will be happy to have experienced it.
Saturday, 21 February 2015
hooked on Samurai Spirit
I have been hooked on Antoine Bauza's Samurai Spirit recently. I first played it at Boardgamecafe.net, lost (it's a cooperative game), and was keen to try again. My second and third games were played back-to-back at Boardgamecafe.net too. Still no win. Since then, I have bought a copy and now I am up to my 12th game. Even when there was no one interested to play with me, I played it solo, controlling four characters and using the normal rules (as opposed to the official solo game rules). I was that desperate. I finally managed to win, but unfortunately I later found out that I had made some rules mistakes. So I still have not had my first real victory yet. The game structure is simple, but it can be easy to miss some rule details.
One important rule which I missed out was this: when a samurai is overcome by bandits (i.e. total strength on the right side exceeds the samurai's limit), one barricade must be destroyed. I didn't do this. In hindsight it was a silly mistake. The flame icon on the player mat should have reminded me of this. One other mistake I had made earlier was when a bandit penalty forces a samurai to draw a bandit card to give to another samurai, that bandit card must be played on the right side of the player board, and not on the left. Here's another one. When using Daisuke's Kiai power to move a bandit card from one samurai's battle column to another samurai's player mat, that bandit card can be placed on the left side if so desired. It can even be "given" back to the giving samurai himself to be placed on his left side. Samurai Spirit has a simple structure, but the magic is all in the samurai talents and Kiai powers.
I have tried the 2-player rules. It feels a little different, and works fine. You include the talent tokens of the five absent samurais. Either player can use them at the start of a turn, but these tokens are single-use-per-game. Use them wisely.
Kyuzo has a very cool ability. If the bandit card you draw has the same number as one already on the right side of your board, you immediately defeat the new bandit and put him in the discard pile. I explained to my children than this old man is very experienced, so when he sees a similar enemy as before, he easily defeats him with little effort.
This samurai has transformed into a warrior beast. Two other samurai has lent him their talents (the small rectangular tokens). He is near his limit, but with Kyuzo's talent (light blue), he can straight-away reject any card numbered 1 to 4, since he already has those.
This was my first "win". I hadn't discovered some of my rules mistakes then. I played four characters using the normal rules, as opposed to using the solo rules. Three of my samurai had transformed into warrior beasts. Only one guy was still in human form (bottom right). At the end of the game, I still had four houses and four barricades. If I had played with the correct rules, I might have won anyway.
Sturdy Gorobei was still in human form, but he was the MVP. He took on three bosses (strength 6) before he was forced to retreat from the fight.
Another "win", but with this one I am sure I would have lost had I played with the correct rules. I had only two houses remaining, and from this photo I can tell they would have been burnt down since all four of my samurais had to pass. I actually did quite well in the first two rounds. In fact I might have done too well for my own good, because only one of my samurai were injured enough to have transformed into animal form. Despite the unfair win, it was very exciting at the time. I had ten intruders at the end of Round 3, and it was a nail-biting experience flipping them over one by one to see whether they had enough fire to burn down the village.
The top row is the ten remaining intruders which I could not defeat. I was lucky - only four of them had fire.
When playing such a difficult-to-win game, the foremost question is probably whether a victory is earned through good play or it is due to good luck. If it all comes down to luck, then the decisions made by the players would become pointless. I think it is important for players to feel they deserve the win. There definitely is luck in Samurai Spirit, but I think there is a lot that players can do to mitigate risk and to improve the chances of winning. Decisions do matter very much. If you have very bad luck, then you will probably lose no matter what you do. I think in this game after setting up all the bandits (the only randomness and uncertainty in the game), there is a certain probability that you will win. Your actions will change that probability (hopefully increasing it, of course). So it's a matter of doing your best to increase your chances, and relying on a little luck (or the lack of very bad luck) to win. There are many clever ways to mitigate luck. Sometimes you can set up a situation where the active player can do something good no matter what card he draws. In such situations you have eliminated the luck factor completely. You can't do this all the time, but sometimes being able to do this at a critical moment can be very helpful.
I like to remind others to pause and think before drawing a card. The turn structure is so simple that I think many players automatically reach for the draw deck at the start of their turns, as opposed to putting some thought into whether it's time to lend support to another player. I think some players dismiss this game as luck-heavy due to the apparent simplicity. I believe the game has some subtlety and offers many opportunities for clever play. You should not just take the narrow view of what to do on your turn. You need to take a macro view and think longer-term strategy. E.g. when do you want your warriors to take injury and transform? Do you focus on preventing barricade destruction or preventing injury (you lose the game if one samurai dies)? Which warrior's Kiai power do you want to make use of (i.e. you want to boost his combat column and get others to help him achieve the Kiai value)? Within a simple decision of whether to place a bandit on your left or right, there are many considerations. If you hope to achieve your Kiai value quickly, then maybe right. If the bandit strength is high, maybe left. If the bandit has a penalty icon but your talent allows you to ignore it, then maybe right (to make the most of your talent). If from a previous round you see that a certain defense icon is rare, then maybe left. This is a simple game? Not at all!
Now I'm curious to try Ghost Stories again. It's an older cooperative game also by Antoine Bauza, and it too has a reputation for being quite hard to beat.

























