The official website of Elemana Chronicles is now live! Elemana Chronicles is a 2-player head-to-head battle miniature game designed and produced in Malaysia, and features highly detailed sculpts. Check it out! - https://www.elemanachronicles.com
Saturday, 8 February 2025
Friday, 7 February 2025
Koinobori
The Game
Koinobori has a Japanese theme, but it is a game from Spain. Koinobori (koi-no-bo-ri, not koin-o-bo-ri) means carp streamer in Japanese and they refer to carp-shaped windsocks. They are flown on Children's Day, 5th of May. The game mechanism doesn't have much to do with the theme. This is a market manipulation game. You collect carps and manipulate their point values. When the game ends, you sum up the point values of your carps and the player with the most points wins.
Every player has his own flag pole like this. You may collect up to three cards containing carps. Before you collect anything, your flag pole looks like this. You refer to the three icons at the bottom, which tell you what you are allowed to do. The three icons mean the number of cards you may take on your turn, the number of cards you may play, and your hand size. When you start collecting cards and attaching them to your flag pole, you cover your flag pole starting from the bottom, covering the icons. As you do this you refer to the next set of icons which are still visible. Your abilities improve as you collect cards and cover the lowest set of icons.
There is space at the centre of the table for five columns of cards. These are the common flag poles where everyone can play cards. Each flag pole has space for five cards. The game ends when all five flag poles are full. At each flagpole, only a single carp colour with the most carps wins and will score points. In the case of ties, both the highest colours are disqualified, and the second highest colour wins instead. If there is a tie for second place, then they too get disqualified and the third highest colour wins instead, and so on. This is a little convoluted, and the outcome can be quite unexpected.
In the photo above, that row on the far right is card market. This is where you take cards from. You may only take cards from the top or the bottom. The market is not refilled immediately from the draw deck. You only refill when the market drops to a specific the number of cards.
On your turn your options are to take cards from the market, play cards to the common flag poles, or play cards to your personal flag pole. Some cards have special powers which are triggered when they are played to a common flag pole, e.g. you get to take additional cards, or you can move a card from one common flag pole to another.
Carps come in 6 different colours. There are only five common flag poles. When the game ends, all six colours will have a specific value. At least one colour won't score. The point value will not be zero. It is -3 instead. This can be quite scary. If you have carps in that colour, every carp is -3. These cards above are reminders for which colours are still -3. They are flipped over when the corresponding colours score, i.e. win at one of the common flag poles.
At this point I have played two cards to my personal flag pole. Once you play a card here, you are committed and may not change or remove it. The card is played face-down so your opponents do not know which carps you have. The advantage of committing early is you enhance your abilities. The downside is the board situation may still change drastically, and you might be committing to colours which eventually turn out to be duds.
The Play
This is a stock market manipulation game. Everyone can influence which colours score. This is like a horse racing game. At every common flag pole only one colour will win. A colour may win at two or more flag poles. As you try to manipulate which colours win, you have to bet on the colours too, hoping you bet on the biggest winners, and not on any of the losers. After you have committed to certain colours, you will want to do your best to help them. If you can guess what colours your opponents are committed to, you want to sabotage those colours. Sometimes there may be others who have vested interests in the same colours as you do. Here you can collaborate. This is what Koinobori is, so it's not very complicated. The challenge comes in the cards available to you. You don't have that many choices when taking cards. There are six colours and you may not always have the chance to take a colour you like. Sometimes they don't show up, sometimes others take them. Sometimes you need to go with the flow and change tact.
The Thoughts
Koinobori is a mid-weight strategy game. It has secret betting and race manipulation. Everyone can manipulate the race so your control is limited. You have to observe how others play and try to make use of that. If you can invest in colours others are already working on, you can save some effort. Sometimes you have to push for the colours only you have invested in and no one else, because that gives you a unique edge which others do not have. When the time is right, it is also good to sabotage your opponents' colours.
The game felt a little complicated when I started playing, but once I understood the underlying concept, it's not that complicated. The only part I wasn't very comfortable with was the tiebreaking at the common flag poles. I felt it would be a poor experience for the two leading players who had been fighting over a flag pole, when their colours tied, and the victory went to a third colour on which minimal effort was spent. It would be frustrating. However, in practice, this didn't seem to happen often. So maybe my worry was unnecessary. When players play cards to the common flag pole, they know exactly what the outcome will be after the cards are played, so the victory going to a third unexpected colour would be what the active player deliberately chooses to do.
Thursday, 6 February 2025
boardgaming in photos: Chinese New Year in Sabah
Wednesday, 5 February 2025
Kariba
Monday, 3 February 2025
Happy Fox
The Game
Happy Fox is a simple card game from Wolfgang Kramer and Manfred Reindl. Wolfgang Kramer is one of the top boardgame designers in the world, but I had never heard of this game until I saw it on a shelf. Oh no, I'm falling behind boardgame trends.
In Happy Fox there are only three types of cards - fox, goose and dog. No numbers, no suits. There are more geese than foxes or dogs. Every player has his own deck of cards, and the decks all have the same card distribution. The only difference is the card back colour. You have a hand of five cards. On your turn, you simply play one card. If it is a goose or a dog, you play it face-down before you, without letting anyone know what you have played. If it is a fox, it is played face-up, and you will go goose hunting. Beginning with the player on your left, you may reveal your opponents' cards. You go around the table revealing one card per player, and you can do this for as long as you want, even cycling back to the first player on your left. As long as the card you reveal is a goose, you are good. When you are happy with what you have, you may decide to retire your fox. You then take your fox and all the revealed geese and place them in your personal score pile. Now if at any point you reveal a dog, your fox will be captured by the dog. The dog owner takes your fox card and his dog and places them in his score pile. All geese revealed by your dog go to the score piles of their respective owners. You gain nothing, and even lose your fox.
You play until everyone exhausts their decks and hand cards. All cards remaining before you go to your score pile. Everyone counts their score piles, and whoever has the most cards wins.
The Play
This is an amazingly simple game. This is the kind of game which makes people think designing games is easy and they can do it too. Pfff... Despite so few rules, the game is very exciting. Your cards are mostly geese, and there's always some anxiety when you place a goose. Playing a fox and going hunting is exciting, but it is also nerve-wracking. After you catch a goose, you will hesitate about whether to go for the next one. If the next card is a dog, you lose all your geese accumulated so far. This is a painful decision to make.
If you want to, you can card count. If you know someone has run out of dogs, you'll know his cards are absolutely safe. If you find most players have used up their foxes, you know it's safe to play your geese. Often you want to hold on to a fox until the right moment. Wait for more geese to be out before you play your fox. Hopefully you'll have a bigger catch.
There is an optional rule where everyone removes a few cards randomly before the game starts. This way you can't card count accurately.
The Thoughts
I was already impressed with the game after reading the rules. Only three types of cards, and such simple rules, but this is such a fun game. So much emotion in such a spartan game. This works well as a children's game, a family game and a party game. To gamers this is interesting too. If you get serious about the game (like gamers tend to do), you can think about how to bluff and how to trap. You can card count too. There is certainly luck in the game. Sometimes even the first card your fox flips is a dog. This is not at all uncommon. It's always a joy when someone else's fox gets caught. It means the geese you think you have lost come back to you. Everyone (except the fox owner) cheers the dog owner. This is a clever little game with plenty of surprises and excitement.
Saturday, 1 February 2025
Mission Impractical
This is a simple game that's very easy to get into. What makes it interesting is the combination of tools and missions. Sometimes it's very challenging to pick a tool from a column because they make no sense at all for the mission. This is usually when the game is most fun. You have to think of some way to use those tools, and sometimes people get very creative and produce hilarious results. This is the kind of game which lets you explore how your friends' brains work. Sometime you find people who think just as weirdly as you do.
The Thoughts
Mission Impractical has the usual party game tropes. It is easy for casual gamers and non gamers to get into. It requires that people be creative and express themselves. The game mechanisms are simple and they are there as a framework to facilitate interaction and conversation among players. The bulk of the fun comes from the people you play with.







