Beranda>pbnbigesdi(Halaman 64)

16 Candies (Saturday Review) – Tabletop Games Blog

Release Date: 2023Players: 3-4
Designer: Dickie ChapinLength: 15-45 minutes
Artist: Katarzyna CywickaAge: 10+
Publisher: Envy Born GamesComplexity: 1.0 / 5
Plastic (by weight): <1%Air (by volume): 15%

“I got candy!” comes the shout. Taken aback, you look across the counter and see the eager and very happy face of the youngster staring up at you. Another sugar-loving customer has come to your amazing sweet shop to pick and mix their favourite delights. Below the face, on outstretched arms, cradled in cupped hands are 16 Candies by Dickie Chapin from Envy Born Games.

16 Candies Tops

After having reviewed Defrag, one of the other games in the series, I was hopeful that 16 Candies would be on a par. Of course, the two games are very different and designed by different people, which is good to see in a collection of games that you can buy together. Yet, for some reason, I thought there would be some sort of similarities.

The third game in the Tiny Game Series published by Envy Board Games, but the second game that I reviewed, 16 Candies is a simple little card game about collecting the most sweets. On your turn, you can draw either the top card from the face-up discard pile or the top card from the face-down draw deck. As you add the card to your hand, you orient it either end up, because each end has different candies on it. Then you discard a card from your hand to the face-up discard pile.

Instead of drawing a card, you can just shout “I’ve got candy!” and reveal your hand. Then everyone else gets one more turn to try and beat your number of candies of the same type shown at the top end of your cards. If nobody manages to get more candies than you, you gain two liquorice pieces, otherwise, you lose a certain number. Similarly, the other players lose liquorice if they didn’t beat your candies. At least in principle, that’s how it works. The scoring is a bit more complicated than that, but ultimately, if you have no liquorice left, you’re out of the game, which continues until only one player has liquorice in front of them.

Simple Enough

That’s all simple enough and makes it the perfect family game that you can easily explain to pretty much anyone without too much trouble. You can even decide to play the first round with open hands, in case anyone has any concerns. However, it’s probably best to just go in and see how it goes. You’ll definitely pick it up while you play.

The illustrations are really fitting, with bright, sickly-sweet colours and a very cartoony style. Everything is bright and colourful, just like the sweets in a sweet shop. You can almost smell the chocolate buttons and hear the rustle of the plastic wrappers around the boiled sweets.

Unfortunately, there are a few things that make the game feel not quite developed enough. Maybe I’m being a bit harsh. 16 Candies is clearly supposed to be a very simple game offering a bit of fun for a relatively short amount of time. That’s one of the issues I have though. While the rules are really simple, there is no specific time limit to a round, let alone the game overall. Players could easily keep drawing cards until they are confident that they have the most sweets. The game does have a specific rule to try and stop that from happening, but that rule feels like an afterthought to fix the problem. It’s a rough edge that needed filing down.

The other issue is player elimination. While that doesn’t have to be problem, in 16 Candies you will have to wait a fair amount of time before the game ends. So if you do lose your liquorice, you probably just want to leave the table and play a different game, while the others carry on. Player elimination really only works for short games.

some of the cards and liquorice tokens from 16 Candies
cards show different sweets at each end

Bitter Sweet

The rules are also not quite refined. Especially the scoring at the end of a round took a while to get used to.

If you win, you get two liquorice pieces, but if you lose, it depends on whether you have the most sweets or are in the middle. Sometimes you lose nothing, at other times you lose an amount of liquorice based on what is printed on the cards you have in your hand. If you triggered the end of a round by calling “I’ve got candy!” but don’t end up having the most candy, you lose liquorice in a similar way, but you lose an extra one – or something like that.

It took me a good few rounds to finally know how much liquorice everyone would get or lose. Writing this review now, I’ve forgotten how it all works.

I also couldn’t quite work out what happens when someone ends a round on the special rule. I assume they gain two liquorice, while everyone else loses a certain amount based on their hand. That’s how we played it, but it wasn’t really clear to me.

The rules also feel a bit long for a game of this type. I would expect maybe one or two rules and that’s it.

As I say, maybe I’m being a bit harsh and was spoilt by the joy that Defrag provided me with. Maybe I’m taking 16 Candies too seriously. I guess, if you just play it for a little bit of fun, you’ll really enjoy it. Maybe I just need to loosen up a bit.

Anyway, if you’re looking at the Kickstarter and are enticed by Defrag and curious about Sirens, which I’ve yet to review, then adding 16 Candies to the basket probably won’t hurt. Just make sure you brush your teeth.

Useful Links

Transparency Facts

I feel that this review reflects my own, independent and honest opinion, but the facts below allow you to decide whether you think that I was influenced in any way.

  • I was sent a free review copy of this game by the publisher.
  • At the time of writing, neither the designers, nor the publisher, nor anyone linked to the game supported me financially or by payment in kind.

Audio Version

Intro Music: Bomber (Sting) by Riot (

License code: DKC9LBMO7DQBYAP6

Music by:


These are the songs I listened to while I was writing this review:

AI Art – what it is, what it is not and what it could be (Topic Discussion)

Based on another suggestion from the wonderful Bez from Stuff by Bez, in this article, I want to look at the rise of so-called AI art. I want to describe what I mean when I talk about AI art, explain what I think it is not, despite people claiming otherwise and the creative potential of this new technology.

Unsurprisingly, the topic of using artificial intelligence models to create illustrations for board games is very controversial. Some people speak in favour of the technology’s use, others are strictly against it. In these discussions, or sometimes heated arguments, what people mean by AI art is rarely described and more often than not, different people understand AI differently to each other. So when a discussion starts, it inevitably goes off in various directions and people seemingly presenting opposing opinions might quite possibly actually be saying the same thing. There is simply too much confusion around the topic.

What It Is

So let me define what my understanding of AI art is. For that, I need to start with AI, or artificial intelligence. Just searching the internet for a definition of this term leads to a variety of results. The simplest definition is that artificial intelligence is simply to distinguish between the intelligence of humans or animals and that of machines or software1. At the other end, AI is defined as something that allows computers to perform tasks normally requiring human intelligence2.

My own description of artificial intelligence is probably closer to the latter definition. I think what is important is that AI software is different from traditional approaches to how computers work. At this stage, it’s useful to focus on art and look at AI art specifically.

Traditionally, image editing software such as Photoshop would use complicated formulas and programming loops, if statements and the like to transfer the data that represents an image to crop it, resize it, sharpen it, change the colour, brightness, etc. Some of the maths is quite simple, in fact. To make an image brighter, you just increase the colour values evenly by adding an offset or multiplying them by a certain factor. The traditional approach to image editing software is almost mechanical in its approach.

Machine Learning

AI, on the other hand, uses mathematical models akin to a biological brain. AI tools start with no knowledge and have to be trained. Like a brain forms new connections and reinforces or severs existing ones, AI does this in software. As you feed information into the AI model, you check the output against the desired result and feed the difference back to the AI model. Repeat this process with more training data until it eventually returns answers that meet a certain accuracy.

There are certain challenges with this approach, of course. There is an urban myth3 that there was an AI model that could distinguish between tanks out in the open and tanks behind bushes. In fact, the system was supposed to have learned to tell day from night, because all of the photos of tanks out in the open that were fed into the system were shot at night, while the photos of tanks behind bushes were taken during daytime.

Irrespective of whether this is a myth or not, it illustrates a problem with machine learning. The AI will only ever be as good as the information you feed into it. AI can be as biased as humans, for example. Mind you, that’s not what we’re talking about in this article. What is relevant though is that AI is hugely dependent on the training data. The more data is fed in and the more varied it is, the better. That’s why AI companies desperately look for sources of data they can use to train their systems. Given the volumes of data we’re talking about, paying for it would be very costly. So taking data without payment is the way forward.

(Photo by John Barkiple on Unsplash)

What It Is Not

Now let me go over a few things that AI is not.

AI does not store the training data. It is trained on data, so the training data will be stored somewhere during training, but once it has been processed, the training set is no longer needed for the AI model to function. It’s a bit like how we learn. You can pick up a training manual and learn a new skill. Once you have learned the skill, you don’t need the manual any longer. I know, it’s not quite as simple as that, but in basic terms, that’s how it works. AI does the same thing. So, in that sense, it doesn’t break copyright.

Of course, I would argue that copyright is still broken when it comes to training the system in the first place. It’s during the training that someone is using someone’s protected work for other purposes without prior permission. So while I don’t mind someone reading my blog and writing articles inspired by what they have read, I would have a problem if they copied chunks of my articles to create their own, without my prior permission or even any mention of their sources.

So legally speaking, I think AI systems break copyright law during their creation, but that’s yet to be tested in court. Ethically speaking, AI systems that aren’t fully based on work from artists who all have actively opted into their art being used are wrong and should be boycotted.

Evil AI

Another thing that AI is not is that it’s not something inherently evil. The argument that AI art will destroy the livelihoods of artists is probably very true, if it is allowed to continue as it is. However, AI art is no different to other technology that has made people redundant. Since the printing press, new tools have often made human work obsolete. It certainly led to the demise of the job of scribe.

Generally speaking, new technology is often monopolized by the already powerful elite to support their own agenda. New technology can be used for bad, just as much as it can be used for good, if not more. I think that’s what we’re seeing with AI art and other recent AI tools. People with a lot of spare funds invest heavily into these new tools to benefit from them in any way they can.

At the same time, a lot of technology has also created new roles and has given people more opportunities. The printing press allowed people to spread ideas much more easily and quickly and in large quantities, for example. AI art allows people to express themselves visually, but as I said, currently there is no AI art that’s ethically acceptable and all AI art tools break copyright law in my view.

Humanoid Androids

Before moving on to what AI art could be, I want to point something out when we talk about AI. You may have noticed that we use words such as “knowledge” or “learning” to describe AI. We use words that usually only apply to humans or animals. These words aren’t even used for plants. Yet, AI has attracted a vocabulary that makes it out to be much more human than it actually is. AI has been anthropomorphized.

I think that’s an important observation. I believe the idea of using human terminology with respect to AI goes back to when original machine learning worked with so-called neural networks, which were implemented as software, but ultimately tried to emulate a natural brain. So terms such as “learning” and “knowledge” fit nicely.

More recently though, I think businesses have leaned into this humanization of AI technology to make it more palatable for the wider populace. I mean, just look at how companies such as Boston Dynamics make their robots look like humans or animals. As humans, we are more likely to trust something that looks like something we understand. A humanoid android instils familiarity. A robot dog reminds me of an obedient and loyal pet. Whether the intentions are benign or sinister is something you have to decide for yourself, but it’s something to bear in mind.

What It Could Be

AI art, like any other new technology, can go one of two ways. It can be a useful tool that empowers people in a positive way or it can go the other way and be used for bad, whatever that specifically means.

We already talked about the goal of businesses to profit from AI art, as well as other AI tools. By using training data that’s freely available, but that’s not actually free, the cost of creating these new tools is hugely reduced, leading to a large potential profit. Copyright laws are swept under the carpet and dismissed as not being applicable. Ethics don’t enter into the discussion at all. Mind you, that’s to be expected from corporations that only think of hard numbers, not people.

Yet, AI art, like all the other AI tools that have emerged, has a lot of potential. If AI art tools required all the training data to come from artists who have actively given their permission, then we’d have made a huge step forward in addressing the legal and ethical considerations. If the tools worked on a commercial model that pays artists a fair amount of commission, they would open up a new potential income stream.

Already, some artists are using AI art tools to refine their own work, just like they would have done previously using something like Photoshop. Some artists have used AI art tools to give them new inspiration and to create reference images to use in their own, original work. These tools already have the potential to work to help artists. If these tools worked ethically and legally, they could be a huge opportunity for artists.

Maybe it’s time for software developers to take some of the open-source solutions and create tools that work in the right way.

What Do You Think?

I know, there is a lot to take in. AI art is a large and very controversial topic. However, I wonder what you think. Where do you stand on the issue? Do you think AI art, as it is now, has no place in our industry? Do you think AI art can be changed and become a useful tool? As always, please share your thoughts in the comments below. I’d love to hear what you have to say.

Useful Links


  1. Wikipedia‘s definition of artificial intelligence:
  2. Goolge‘s definition of artificial intelligence, based on Oxford Languages:;oq=meaning+of+artificial+intelligence&amp;gs_lcrp=EgZjaHJvbWUyBggAEEUYOdIBCDU0MjlqMGo3qAIAsAIA&amp;sourceid=chrome&amp;ie=UTF-8
  3. The Neural Net Tank Urban Legend:

Audio Version

Intro Music: Bomber (Sting) by Riot (

Music I use:
License code: D2CPD5TCTV6JTT7Y

License code: GMBBQL4WYLL8BJKC


These are the songs I listened to while I was writing this topic discussion article:

Enemy Anemone (Saturday Review) – Tabletop Games Blog

Release Date: 2023Players: 2-6
Designer: Daniel NewmanLength: 15-45 minutes
Artist: Rob TurpinAge: 8+
Publisher: New Mill IndustriesComplexity: 2.0 / 5
Plastic (by weight): <1%Air (by volume): 0%

Off the coast of Queensland, Australia, in warm tropical waters, you can find the amazingly colourful Great Barrier Reef. It is home to over 40 different types of sea anemones, which are home to a lot of different kinds of sea life. Clownfish use sea anemones as shelter, taking advantage of their toxin-filled stingers as protection. Yet, while these two are friends, if you touch one as a human, the resulting painful stings can make them feel more like Enemy Anemone by Daniel Newman from New Mill Industries.

Thin Thematic Skin

“Look, Enemy Anemone is a trick-taking game featuring cards with numbers. There’s not really a lot of theme here, but you’ve got to admit the name is pretty fun to say.”

That’s how the game introduces itself to adventurous explorers of this genre of card games. It agrees that its theme is as thin as the skin on water. Yet, once you’ve overcome the tongue-twister of a name, it is indeed a fun title. The amazing illustrations by Rob Turpin are gorgeous and the contrast of black-and-white drawings and the suits’ colours really draws you in. It’s so visually appealing.

Yet, what drew me in, was something else. I grew up with trick-taking games, but haven’t been able to get them to the table for a long time. Teaching trick-taking to people turned out to be a lot harder than I expected. Many trick-taking games require a specific player count. People bounced off The Crew: The Quest for Planet Nine, which I thought would be perfect to teach this genre because it’s a cooperative game. The trick-taking element in Brian Boru: High King of Ireland was a hit, but it’s not a pure trick-taker.

So when Daniel Newman showed me Enemy Anemone I was immediately smitten. Not only is the player count very flexible, but it’s also a must-not-follow trick-taking game. That means players just have to remember they can’t play any of the colours already on the table, while trying to play the highest-value card, if they want to win the trick. There are also no trumps or trump suits. It’s all very straightforward.

The proof came when I taught this game to my wife, then to our neighbours and then to their child. Everyone got it within the first game.

a hand of cards in Enemy Anemone
a hand of cards in Enemy Anemone

Deep Seas

Despite its thin thematic skin and simple ruleset, there is a lot of game here, a lot more depth than you would expect. After a learning game or two, people start to explore winning strategies. With every game, players work out something new to help them win. Of course, others will realize that and adapt their strategies to thwart the other player’s efforts. Enemy Anemone constantly evolves and doesn’t get boring.

As someone who knows trick-taking games pretty well, I found it very hard to remember that I must not follow. It’s so deeply ingrained in me that it’s very hard to relearn. All of the tricks and tactics I learned from playing must-follow trick-taking games have gone out of the window. Strategies such as trying to empty your hand of at least one suit don’t apply to Enemy Anemone. Trying to keep winning several tricks in a row is much harder and in a way, you much rather want to be the last player in a trick, so you can decide whether it’s worth playing a high card to win it.

I’ve played Enemy Anemone probably two dozen times now and I still haven’t worked out how best to play it. I’m sure there are strategy tips to be found, but what these are I’m yet to discover. In fact, these are things I’m discovering with the people I’m playing this wonderful game with. It’s a shared learning experience, which is great. Despite the game being competitive, sharing tips and tricks is one of the great things when playing this trick-taker.

The game introduces a few additional mechanisms to what is really a pure trick-taking game, which add some extra spice in the shape of a wonderful helping of salt and vinegar to what is already a delicious dish.

Gorgeous Enemy Anemones

As a product, Enemy Anemone is simply gorgeous. From the visual appeal, to the wonderful card stock, if you buy a physical copy, to the fact that you can play it with such a wide player count. It works just as well with two people as it does with six and everything in between. The two-player game is more like a four-player one, but it works wonderfully well, which is a huge bonus for any trick-taking game.

If you don’t want to pay for a physical deck, plus shipping, you can buy Enemy Anemone as a print-and-play version. Of course, it’s up to you to print it, cut everything out and then maybe sleeve it, but the gameplay will be exactly the same and you can still take advantage of the wonderful illustrations. In fact, if you love the illustrations of Enemy Anemone, then you can get t-shirts with them on. Anyway, the print-and-play version is a very cost-effective way to support New Mill‘s efforts to bring wonderful trick-taking games into every household – at least, that’s what I think they’re trying to do and I fully support it.

So, if you always wanted to find out what this mystical genre of trick-taking is all about, then you can’t go wrong with Enemy Anemone. It’s so very easy to pick up and a great way into the genre, while also being a game that will keep you entertained for a very long time to come. If you ever do get bored with the game, then you’re ready to explore the wonderful world of trick-taking games. Keep on swimming…

Useful Links

Transparency Facts

I feel that this review reflects my own, independent and honest opinion, but the facts below allow you to decide whether you think that I was influenced in any way.

  • I bought and paid for the game myself.
  • At the time of writing, neither the designers, nor the publisher, nor anyone linked to the game supported me financially or by payment in kind.

Audio Version

Intro Music: Bomber (Sting) by Riot (

Music by AShamaluevMusic.


These are the songs I listened to while I was writing this review:

Swords vs Words – the popularity of blogs versus other media (Topic Discussion)

Jamey Stegmaier‘s blog post “Is There a Future for Written Reviews?” inspired Adam Richards of Punchboard to write a little post on his Substack to discuss the visibility of the written word compared to video or audio content. That, in turn, inspired me to share my thoughts on the topic and as always, I invite your thoughts in the comments at the bottom of this article.

Let me set the scene. Jamey‘s article came about after the release of Stonemaier‘s latest game Apiary. While looking through BGG, he found a thread lamenting the lack of written reviews of the new game being available before its release. I’ve not read the thread myself, but the main thrust seems to be aimed at the fact that advance copies only went to video reviewers or podcasters. The poster would have loved to see written reviews as well. Jamey confirms that the company hasn’t sent advance copies to blogs for a couple of years now, but concedes that maybe in the name of diversity, they should change that. He accepts that there is clearly a significant amount of demand for the written word.

Adam, in his Substack post, picks up on this idea and ponders what blogs can do to become more visible and more interesting to publishers as part of their marketing efforts. So while video and podcast sites publicly share views, likes and other stats, blogs don’t usually display that information and even when they do, the statistics aren’t independently vetted, which makes it harder for publishers to trust the information they’re given by bloggers.

Video and Audio

So, as an avid blogger myself, I thought I’d try and wrestle with some of these topics. I don’t think I’ll have answers for everything, but at least I can share my opinion.

First off, the written word is very important. Even Jamey admits that he is better at processing his thoughts in written form. All of the really great video reviews will have been created from a written script or at least a rough, written outline of how the video will play out.

At the same time, I love watching videos or listening to podcasts, often more so than reading an article. I’m not a fast reader. Most books, even short ones, take me many, many weeks to finish. So I’m not surprised that video reviews are more popular than written ones. Video reviews have the advantage that you can show a game’s components, maybe even offer a quick playthrough or otherwise visually illustrate your point. A lot of us, me included, are very visual creatures. It’s a powerful medium.

Even audio reviews tend to be more popular than the written word. My written reviews and other articles have now been available in audio format for quite some time. That was mainly to give people with vision problems the option to listen to what I have to say, without needing to revert back to an artificial voice created by a screen reader. Yet, everyone keeps telling me how they love listening to my podcast episodes, which are short and informative at the same time. The spoken word is just more appealing. You can listen to my writing while commuting, doing the dishes or going for a walk.

The Importance of the Written Word

Yet, there is something to say in favour of the written word. As I alluded to earlier, the best video reviews are based on a written script. Many popular board game video reviewers could easily do away with video and what they have to say would be just as important and valuable. Many of these video reviewers would do just as well in audio-only form and to be honest, even if they were transcribed, they would still be amazing. Of course, the order of popularity in platforms goes from blogs having the smallest audience, to podcasts somewhere in the middle and then videos with the most views on average.

At the same time, my blog gets a good number of visitors every week. I probably can’t compete with the most popular video channels, but it’s not bad. I wonder if I would attract more followers if I simply read my articles to the camera and added a little B-roll and other bits. The message would still be the same, but I would now appeal to more people: video watchers, audio listeners and blog readers. The problem is, as you can probably guess, the amount of time that goes into creating video content, versus audio and writing. I can probably write an article in about an hour. Recording and editing it takes probably about the same time. If I had to video everything and edit it all together, it’d probably be more like 5 to 10 hours. A huge difference and an extra amount of time I simply don’t have.

a close-up of a dictionary page for the word "focus" (Photo by Romain Vignes on Unsplash)
(Photo by Romain Vignes on Unsplash)

Making Words Relevant

So the question is what I can do to attract more people without reverting to video. While I could add a little counter to every post on my blog that shows views, that figure isn’t necessarily trusted. One thing I do think publishers find important when deciding where to send their valuable advance review copies is the amount of interaction I get on the blog. Every time someone comments, it shows they not only read what I wrote, but also cared about it enough to respond. A publisher will trust comments more than any readership figures I email them. Not only that, a golden rule in marketing is not to go for the largest amount of followers or the most likes, but to find those accounts that get the most comments for each and every one of their posts.

I always love it when I get an email that says someone commented on an article and prompts me to review the response and approve it. At the core, that’s why I write on this blog. It’s not so much about validation, but more about having written something that stirred something in someone else. Hearing when people tell me that they like my blog is wonderful. When I get two or more comments on an article, it’s amazing. It’s about connecting with people who want to share their thoughts with me. Having encouraged people to let me know when they agree with me or have different thoughts on a topic is really touching. It’s about having a conversation and as human beings, communicating is so very important and goes to the core of who we are.

So, yes, if you want to make this blog more valuable and meaningful, then please comment and share your thoughts. If one of my written reviews has convinced you to buy a game that you really enjoy, then please let me know. If one of my topic discussion articles has made you ponder something, then comment and say so. Let’s start the conversation.

What About You?

Depending on whether you read this article or listened to the audio version, your answer will probably be different. However, I do wonder whether you prefer the written word over audio or video. What is your favourite medium and why? What do video reviews give you that written ones don’t? How do podcasts fit into this? Please do share your thoughts in the comments below. As you have just heard, I love to hear from you.

Useful Links

Audio Version

Intro Music: Bomber (Sting) by Riot (

Music by AShamaluevMusic.


These are the songs I listened to while I was writing this topic discussion article:

Planet Unknown (Saturday Review) – Tabletop Games Blog

Release Date: 2022Players: 1-6
Designer: Ryan Lambert, Adam RehbergLength: 60-90 minutes
Artist: YomaAge: 10+
Publisher: Adam’s Apple GamesComplexity: 2.0 / 5
Plastic (by weight): 75%Air (by volume): 25%

It was inevitable. After decades of exploiting our home, Earth has finally run out of resources. It is time for Plan B. We have to leave and settle on a new planet. Potential targets have been selected and planeteers will be sent to develop them. Each of these adventurous heroes will be tasked with preserving the future of humanity and preparing one Planet Unknown by Ryan Lambert and Adam Rehberg from Adam’s Apple Games.

What a grand and now very cliche setting. Yes, it is up to us, one of up to six adventurous players to take on one unknown planet and make it ready to receive Earth’s refugees. No small feat indeed, but luckily, Planet Unknown translates this gargantuan task into a much simpler game. In fact, you’re faced with a Tetris puzzle rather than the much more difficult challenge of terraforming an unknown planet. That’s a good thing, because none of the planets that you can choose from is anything like Mars. Given the current AI discussion, we definitely don’t want to talk about making the planet named after the Roman god of war habitable.

Tetris Unknown

Anyway. Planet Unknown is a giant game of placing polyominal shapes onto a grid representing your planet. You’re trying to seamlessly cover up the whole planet that way, ideally leaving no gaps. That’s where you get a good chunk of points from. However, it’s not quite as simple as that. You also want to improve your resources to slowly rev up your engine and make your turns more effective.

Every Tetris shape has two different resources on it. As you place the tile, you go up on the relevant tracsk. At least, that’s how it works in principle. There are a couple of exceptions, but let’s not worry about that now. Different resources give you different benefits. The tech track for example enables rule breakers that can really make your life a lot easier. Certain spots on the tracks also give you immediate one-off benefits as you reach or go past them.

There are also tokens, the so-called life pods, on your planet that you should try and collect. For that, you have rovers that you move by placing tiles with red rover resources on them. The problem with having stuff on your planet is that it will get destroyed when you place a tile over it. So you need to get your rovers to collect the life pods and then return to the safety of an already-placed tile. That way you clear the planet’s surface, ready to receive another tile.

the tiles, rovers, life pods and meteorites covering up the planet
your planet can get very busy very quickly

Timing It Right

It might sound very complicated, but soon makes sense as you start playing. During your first game you will probably not be very effective, but the more you play Planet Unknown, the better you’ll get. Ultimately, it’s all about timing. You can line up really powerful combos for one mega turn and impress your fellow planeteers. Not only that, if you plan ahead and find the perfect moment, you can also put yourself in pole position for a lot of points at the end of the game.

There is another timing element in Planet Unknown. Even though play passes around the table in clockwise order, everyone actually plays at the same time. There is a Lazy Susan in the middle of the table with six sections, each of which has two compartments to hold all of the tiles of two different shapes. The active player rotates it so that the section with the two compartments that they want to choose from is in front of their player marker. Then, all players at once, choose the top tile from one of the two compartments in front of their player marker and place it on their planet grid. Then play passes clockwise to the next person who is now the active player.

It’s a really clever little mechanism that means there is never any downtime. You’re not waiting for anyone to think about which tile to take, how to rotate it and where to place it. The active player gets their choice, but everyone else still gets to place a tile. Everyone has to do the thinking at the same time to work out their best option out of the two in front of them.

the Lazy Susan in Planet Unknown with its different sections and compartments
the Lazy Susan is the central component in Planet Unknown

Planet Multiplayer Solitaire or Solo

Of course, this mechanism also emphasises how much of a multiplayer solitaire game Planet Unknown really is. Even though you do keep an eye on what other people are doing, you can’t really influence anything outside of your own planet and resources. You do want to make sure that other players can place one of the tiles on their planet, because if they can’t, the game ends. However, that’s really only a concern near the end. Most of the time, you’re just trying to work out which tile is the best option for you. Whether other players get a really good tile or not is by the by.

Saying that, it did surprise me how much table-talk there was when playing Planet Unknown. If you’re with the right group, someone will curse the active player when they rotate the Lazy Susan to a section that leaves terrible options for the other player. Likewise, people will celebrate when the active player accidentally gives them the perfect tile. So despite everyone concentrating on what they’re doing, it’s usually not so taxing that the table falls silent. There is enough bandwidth for people to rib each other and enjoy each other’s company.

The other advantage of being such a clearly multiplayer solitaire game is that it also is possible to play solo. The game works pretty much the same, except that instead of choosing which compartment you want, the Lazy Susan just moves one section along. That still allows you to plan ahead, but can mean that sometimes you’re left with a choice between two terrible options.

Unknown Possibilities

There is a lot to discover in Planet Unknown. Your first few games should use the standard planet and corporation board for every player. However, as you get more adventurous, you may decide to look at the back of these. The reverse sides have unique planets and corporations on them that offer different levels of difficulty. These create new challenges and allow new players to play with seasoned planeteers. The beginners use the starting setup, while the experts can choose more difficult planets and corporations to level the playing field.

There is even more variability. The compartments in the Lazy Susan can be swapped around. That way, you won’t get used to certain shapes being next to each other. There are also optional modules included in Planet Unknown. These introduce events and objectives that vary the game even more. So, between the planets, corporations, mixing up the Lazy Susan and adding events and/or objectives, you are unlikely to get bored with this game for quite some time.

I certainly am always happy to play this fun game that scratches my tile-laying itch. I know that I can choose whether to have an easy time with the standard setup or challenge myself and my brain with one of the unique planets and/or corporations. It’s the perfect game that can adapt to every player’s mood, while allowing everyone to play at the same time.

The production quality is also very good. Yes, there is a lot of plastic. The Lazy Susan is the main plastic component here, but there are also plastic cubes. While I reckon the cubes could have been wood, I can’t imagine the Lazy Susan being made of anything other than plastic. As much as it pains me, I think using plastic was the right choice.

Planet Unknown Forever

I guess you can imagine what I think of this game. I really like it. It’s perfect for people who love multiplayer solitaire games. People who like to place Tetris shapes will love Planet Unknown. People who love puzzling out how to play a mega turn will enjoy the resource tracks. It’s an all-round wonderful game that I will always enjoy playing. I suggest you don your spacesuit and go out to find your own Planet Unknown.

Useful Links


Transparency Facts

I feel that this review reflects my own, independent and honest opinion, but the facts below allow you to decide whether you think that I was influenced in any way.

  • I played a friend’s copy of the game.
  • At the time of writing, neither the designers, nor the publisher, nor anyone linked to the game supported me financially or by payment in kind.

Audio Version

Intro Music: Bomber (Sting) by Riot (

Music: “Mission”, “Destination” and “Inspiration” by AShamaluevMusic.


These are the songs I listened to while I was writing this review:

Why Table Presence Matters for Board Games (Topic Discussion)

Hi, it’s Joe Slack here. Oliver was kind enough to let me write another guest blog and was excited to hear my thoughts as a game designer and indie publisher on why table presence matters for board games. So, let’s get into it.

There are so many board games released every single year. On Kickstarter alone, 4,042 tabletop campaigns reached their funding goal in 2022, up from 3,520 the year before. Essen Spiel alone saw about 1,200 new releases this year (2023). That doesn’t include all the new releases at Gen Con, Origins and other gaming conventions, not to mention games being released directly to retail.

Sure, some of these numbers include expansions, releases in other languages and various other gaming-adjacent projects like dice, tables and game bags, but we’re likely still looking at 5,000+ games being released in a single year.

That’s a lot of choice. So, what’s a gamer to do? How do you choose what to play and what will stay?

Well, one determining factor is table presence.

Table presence simply means that the game looks great on the table and attracts attention. This can be accomplished through the use of large or unique components, amazing artwork or anything else that really catches the eye. 

If a game looks great and stands out from all the others, it stands a better chance of drawing you in, getting you to ask questions and wanting to play.

So, let’s take a look at some games that accomplish this goal of having a great table presence.

Fireball Island (Photo courtesy of Restoration Games)
Fireball Island (Photo courtesy of Restoration Games)

Examples of Great Table Presence

One of the first games that comes to my mind with great table presence is Fireball Island: The Curse of Vul-Kar. I mean, this game really has it all when you talk about table presence. You’ve got a huge moulded island, plastic trees and bridges and a scary oversized head at the top that spits out marbles to knock players down. This game also has a lot of nostalgia, as the original was released in the 1980s and Restoration Games brought it back to life and modernized it with some new mechanics.

Want to make a memorable game? Why not put a giant tree in it? That’s exactly what Everdell did and it’s done pretty well for itself. But I’m sure that the beautiful art, along with the gameplay had something to do with that as well. It’s got an impressive 8.0 rating out of 10 on Board Game Geek (BGG) and ranks #32 amongst all games ever made. So, in this case, the table presence may bring you in, but the game itself keeps you coming back for more.

On the other end of the spectrum, we have the infamous 1963 game Mousetrap. It doesn’t rank nearly as high on BGG, with a measly 4.1 rating and very few ratings above 7. The BGG tagline says “Roll-and-move mice meet a real-life Rube Goldberg contraption!” and that pretty much sums it up. Mousetrap may even be considered more of an activity (sometimes in frustration) than a game, as you spend so much time putting everything together in hopes that it will actually work right and not get stuck somewhere in the procession of items dropping and flipping around.

Classic Success

However, that didn’t stop Mousetrap from becoming a huge success. I wasn’t able to find much in the way of sales data, but I did discover that it sold 1.2 million copies in its first year alone (1963), likely meaning it has sold in the tens of millions since then, so the game did pretty well for itself.

The Climbers is another game that comes to mind. I remember seeing this at Origins Game Fair several years ago and wondering what this game with building blocks and ladders was. The toy and building factor is pretty big on this one and it definitely gets people’s attention the higher it gets built up.

Next up, is the Dark Tower. This is another classic game that Restoration Games reestablished. I haven’t played this one myself but I’ve seen it on the table and definitely said, “Whoa, what’s that?” when I did. There is even a small computer inside the tower that will play music and keep track of inventory. Pretty neat.

Whether you’re a fan of any of these games or not, you have to admit they do get your attention.

There are plenty of other games with great table presence out there as well. This is just a short list of some that made me stop in my tracks.

Mayan Curse (Photo courtesy of Joe Slack)
Mayan Curse (Photo courtesy of Joe Slack)

Incorporating Table Presence In My Own Games

As a game designer facing the aforementioned challenge of competing against thousands of other game releases every year, I’ve definitely tried to keep table presence in mind when I’m working on a game. Of course, it doesn’t hurt that the co-designer I usually work with prioritizes this from a very early stage!

However, it’s not good enough for a game to just look good. It has to play well and have strong replayability. As I said with the example of Everdell, the look of the game draws people in, but it is the gameplay that keeps them coming back for more.

When I was designing Relics of Rajavihara, I intended to create a game that was attractive to the eye and got your attention. Stacking and moving wooden crates and blocks around is something you definitely don’t see every day in a board game. Yet, this is recognizable from some video games, so there is also some familiarity, which is usually a good thing.

But I also wanted to evoke surprise and curiosity, which is why each floor comes with its own tuck box. When you open it, you discover a brand new type of block that functions differently from what you’ve previously experienced.

So, I guess you could also say I was going for box presence as well!

Sliding Slabs and Rotating Temples

With our latest game, Mayan Curse, I could tell from a very early stage that it was going to be the type of game that would have people do a double-take. From the sliding slabs to the rotating temple to the Indiana Jones-like feeling of adventure, we tried to bring out that table presence in every component. 

Of course, the gameplay had to deliver on that promise of a great adventure game as well. It took years of adding and removing modules to the board trying to get the puzzle-yness and tension just right, tweaking the rules and objectives to make it challenging yet balanced, and playtesting with dozens of different groups to ensure the right feeling was captured.

If you’re interested in learning more about Mayan Curse, you can check it out on Kickstarter. Mayan Curse will be live on Kickstarter between 24 October and 17 November 2023.

Thanks again Oliver for letting me join you for this guest post!

Useful Links

Audio Version

Intro Music: Bomber (Sting) by Riot (

Music: “Chill Hip Hop” by AShamaluevMusic.

Expeditions (Saturday Review) – Tabletop Games Blog

Release Date: 2023Players: 1-5
Designer: Jamey StegmaierLength: 90-150 minutes
Artist: Jakub RozalskiAge: 12+
Publisher: Stonemaier GamesComplexity: 3.0 / 5
Plastic (by weight): 20%Air (by volume): 25%

Siberia: a vast area of over 13 million square kilometres, which consists of taiga, tundra and even temperate forests. From the north of this region, where temperatures regularly drop below -25°C, come reports of a massive meteor having crashed. Not only that, the team who went to investigate the impact crater lost contact and never returned. Rumours are spreading of a strange parasite that possesses all living things in the region. After a team sent to rescue the first group also fails to return, heroes from the now long-forgotten war in Europa decide to explore for themselves. They borrow mechs and head to base camp. From there, they start their Expeditions by Jamey Stegmaier from Stonemaier Games.

Sending Out Your Expeditions

The grand introduction really sets the scene and the challenge for players seems clear: venture north to find the meteor and gain glory to become the most revered hero. You immediately know what the game wants you to do. The rulebook goes further and says that “Expeditions is a competitive, card-driven, engine-building game of exploration” and that’s a really good summary.

Unfortunately, Expeditions is sold as “a sequel to Scythe“. So you immediately imagine the constant threat of battles between mechs and the odd actual skirmish. You remember the importance of gaining resources to build upgrades and increase your force. The thing is, Expeditions is really a very different game to Scythe. Sure, both are set in the same fictional world created by the amazing illustrator Jakub Rozalski. Both games also have similar symbology and mechanisms.

However, the overall gameplay of both games bears very little resemblance. So if you never played Scythe, then that’s absolutely fine. In fact, in some ways, it’s probably better if you haven’t played it.

At the core, Expeditions is a really lovely game of moving your mechs around a variable map made up of three regions, each consisting of randomly placed hex tiles. Some tiles are facedown, so as you explore, you discover the lay of the land. You use the benefits of the hex locations to gain points, draw more cards, complete quests and otherwise build your engine. When you play cards you increase your guile or power, which are the main two resources in the game. You place workers on these cards to gain benefits, which also help you get points and further build your engine.

Clever Mechanisms

There are some really clever mechanisms in Expeditions, some borrowed from Scythe, but implemented in a more interesting way. My favourite is the way you decide which of the three basic actions, move, play and gather, you take on your turn. One of the three actions is covered up by your action cube, meaning you can only take the two uncovered actions. For example, the cube covers up play, so your actions are move and gather.

Additionally, every turn you have to move the cube to a different action. So if you moved and gathered on your last turn, then you can only move and play or play and gather on your next turn. It seems insignificant and maybe pointless, but it does force you to plan ahead. It also leads to turns where you have to do an action you didn’t need.

I also love how you get new cards. Rather than there being a market row, cards are placed within the hex map. You can gain these cards by using the benefit of certain hexes or cards, but there are other benefits that only allow you to choose from the cards adjacent to your mech’s location. So where the cards are positioned is important, which I’ve not seen in other games before.

The way you manage your hand is also interesting. Like in many deck-building games, you play cards from your hand. These go into your active row. Place a worker on the card to gain a benefit. Some cards affect cards already in the active row. Additionally, cards you gain also go into the active row, which means you can’t immediately use them. So your active row is a mix of a discard pile and a way of activating previously played cards.

one of the quest cards from Expeditions with lots of symbols, some of them very small
one of the quest cards from Expeditions with lots of symbols, some of them very small

Keywords and Symbols Overload

The thing is, while Expeditions is perfectly enjoyable, getting there is hard. The rulebook’s length isn’t an issue as such. The main issue is that there are dozens of keywords and dozens of symbols to learn. The terminology is also often confusing. For example, you meld meteorites, you gather benefits on hex locations and you boast to place a glory star. Discarded cards go into your active row, while the sweep is what we would commonly know as the main discard pile.

It gets worse with the symbols. Solving a quest makes sense, but why quest cards are represented by the heart symbol from Scythe isn’t clear, until you learn that stars are worth a certain number of points based on how many quests you solved. That’s how popularity worked in Scythe which was represented by a heart in that game.

The meteorite symbol is clear, but the icon for melding is very different. It’s not obvious that they are linked. It would have made more sense to use the meteorite symbol as the basis for melding, maybe adding a spanner or something. The icon for upgrading is a spanner, which sort of goes with the cog icon for item cards.

There are cards that use symbols and words for the same thing in the same sentence. For example, one card allows you to decrease your guile if you have 10 and it uses the icon for guile as well as the word. Why the icon isn’t used in both places on the same card is not clear to me.

Speaking of problems with icons, those printed along the right-hand edge of quest cards are super tiny. They are very hard to identify and feel like they’re an afterthought.

Redeeming Expeditions

Expeditions clearly recognizes some of its flaws. There are two double-sided player aid cards that contain most of the symbols and keywords. These will be very much in demand during your first couple of games. You will also not be putting down the rulebook for at least two games. It would have benefited from a glossary, but at least there is a summary of the main symbols and keywords on the back.

Once you cut through the mountain of terminology and symbology, you get to a really pleasant little game. Sure, it does take quite a bit longer than the hour to an hour and a half printed on the box, which is a bit too long for the type of game Expeditions is. Yet, it’s still very enjoyable to play.

As a product, the game is worth every penny. There are wonderful mech miniatures and plenty of wooden tokens, including custom worker meeples. The card stock is thick and every card is linen-finished. The hex tiles are made from thick cardboard, like all of the cardboard components. It’s the level of quality that we have come to expect from Stonemaier Games. Of course, that quality doesn’t come cheap.

Saying that, the company is doing a lot to reduce plastic in their games. Yes, there are plenty of plastic minis and a plastic insert. At the same time, the plastic bags are biodegradable. The punchboards had a paper bellyband, but the cards still came in plastic wrap. On balance, Expeditions is a game that still contains a lot of plastic.

one of the biodegradable ziplock bags from Expeditions
one of the biodegradable ziplock bags from Expeditions

Pleasant Expeditions

At the end of the day, Expeditions feels like it could have benefited from another few months of development to file off some of the rough edges, streamline the terminology and icons and make the overall playing time shorter. The price is also a bit high for my liking. Yet, deep down there is a really interesting game that wants to burst out. So while I will happily play Expeditions, I’m not sure I would have bought it myself, if I had to have paid the full price for it.

Useful Links


Transparency Facts

I feel that this review reflects my own, independent and honest opinion, but the facts below allow you to decide whether you think that I was influenced in any way.

  • I was sent a heavily discounted review copy of this game by the publisher.
  • At the time of writing, neither the designers, nor the publisher, nor anyone linked to the game supported me financially or by payment in kind.

Audio Version

Intro Music: Bomber (Sting) by Riot (

Title Music: Aeterna (No Choir) by Two Steps From Hell (

Music: The Rythym Of Creation by Tim Kulig
Free download:
Licensed under CC BY 4.0:


These are the songs I listened to while I was writing this review:

About Time – time as a mechanism in board games (Topic Discussion)

Time as a concept, is something we are very familiar with in our daily lives. Sometimes time goes quickly, at other times it seems to almost stand still. Time is also a concept that appears in board games. There is the play time, of course, but some games also use time directly as a mechanism. I want to look at how board games represent time and how they use the concept in different ways.

Play Time

Let’s start with a game’s play time. We all enjoy spending time with friends or family while playing a board game or two. Some people love longer games, while others prefer shorter ones. Picking the right game for the right crowd and the current mood is important. Pretty much every game will show its expected play time. That allows us to try and choose a game that fits the amount of time we have to play or that people are willing to invest in a specific game.

However, we all know that play time is often a very rough measure. It is very hard to define precisely, except maybe for games where there is an actual time limit. Even then, play time is only one metric. How long it takes to teach a game to people, setup time and the amount of time to put everything away again are also very important. If a game takes half an hour to explain but only five minutes to play, people will probably be disappointed. Similarly, if a game takes long to set up and/or put away, but plays much more quickly, it has a negative effect on the gameplay experience.

Putting that aside, actual play time often varies heavily, depending on who is playing, how well they already know the game, what mood they are in, how tired they are and many other factors. So, while it is useful to have a rough idea of the expected play time, be prepared that the actual game may be quicker or take longer than is printed on the box.

the score track, goal cards, point tokens and timer from Nine Tiles Panic (Photo courtesy of Oink Games)
Nine Tiles Panic is a real-time game using a sand timer (Photo courtesy of Oink Games)

Real Time

Before we move onto how the concept of time is used within games themselves, let’s look more closely at real-time games. These games use time in its literal form as a consciously chosen mechanism to create the intended gameplay experience. There is a whole plethora of real-time games that use sand timers, rely on phone app clocks or some other way to keep track of actual time.

One of my favourites is Nine Tiles Panic. I don’t know why, but I still haven’t reviewed this game. There is a lot of tactility in this game that comes with thick cardboard tiles and a lovely little sand timer. Having to arrange nine tiles into a 3×3 grid with continuous roads and certain elements in specific places, depending on the current scoring goals, within a relatively short time limit is a lot of fun. I love visual puzzles like this, even though I’m generally not a fan of real-time games.

For me, the pressure of having to take your turn within a short amount of time is often too much. Saying that, I previously wrote about how having a hard deadline for the end of your game night can speed up players’ turns and while I think having a time limit is useful, generally speaking, it needs to be sensible and allow players to enjoy the game and not feel overly pressured into rushing through their turns.

In-Game Time

Now let’s look at how games represent the concept of time.

In some games, actions always take a certain amount of time to complete. Bremerhaven is probably my favourite example here. In the game, you fulfil contracts with resources delivered by boat to your harbour’s quayside. The contracts are lorries waiting to deliver certain types of goods or coaches waiting for passengers. The problem is that boats and contracts have a certain amount of time assigned to them.

Boats stay in your harbour for a fixed number of rounds, blocking berths for other goods deliveries. Similarly, coaches and lorries wait in their parking lots for a specific amount of time, limiting how many contracts you can have open in parallel.

That time limit can work in your favour, allowing you to wait for another delivery to fill up one of the lorries or to leave goods on a boat while your quayside is full. Of course, the time limit is also often ruthless. Boats will sail away, even if you’ve not unloaded them. Coaches and lorries will drive off, even if you’ve not delivered the passengers or goods they had asked for, which incurs penalties. Not only that, even when you have fully unloaded a boat or completed a contract, they won’t go away until their timers have run out.

So while Bremerhaven isn’t a real-time game, time management plays a huge part. You really have to keep an eye on everything, which can create a lot of pressure, in a similar way to sand timers that trickle down in real-time.

close-up of the game board around Birmingham with a number of industry and link tiles on it
Brass: Birmingham plays over two eras

Epochs, Eras and Generations

There are also games that don’t use timers as such, but there is still an element of time passing. In these games, time is usually linked to rounds or turns, but rather than making this necessarily an obvious, direct link, it is a bit more subtle than that to create a sense of the game lasting a number of days, weeks, months, years, decades, centuries or even longer.

In Brass: Birmingham for example, the timer is the draw deck. When it runs out and everyone has also played the last card from their hand, the game goes to a scoring turn and then resets, ready for the next era. You begin in the canal era and then switch to the age of steam. The game covers a time span of 100 years in a matter of a couple of hours. So while the game’s play time isn’t the shortest, the in-game time is even longer. You do really get the sense of playing through a decade or so every round, as the board fills up with new industries and new infrastructure.

Tapestry really plays with the emulation of time. While there is no link to turns or rounds, your civilization develops new technologies and skills as you draw cards or move along the four tracks. The game is set in a fantasy world, so there is no expectation that inventions will play out in a realistic way. It’s very possible that your civilization has developed the credit card, but still has no language and relies purely on symbols. It bears no resemblance to humanity’s history, but you still get a sense of how you’re progressing through time.

What Time Is It?

These are the ways I have found games handle time. Have you come across any other examples? If so, what are they? Do you like real-time games or do you prefer to take your time? Do you enjoy when games use time as a mechanism in some way? What is your favourite game that emulates time in some way? As always, I’d love to hear what you think. It’s time for you to share your experiences in the comments below.

Useful Links

Audio Version

Intro Music: Bomber (Sting) by Riot (

Music: Breaking News 6 by Sascha Ende
Free download:
Licensed under CC BY 4.0:


These are the songs I listened to while I was writing this topic discussion article:

Bersama Permainan Slot Judi Online Terbaik Dan Termaxwin

Slot Zeus Permainan Terfavorite

Provdier pragmatic play yang menawarkan permainan slot zeus terbaik dan terpercaya dikalangan masyarakat Indonesia. Untuk para pemain yang ingin menikmati berbagai jenis permainan slot online, situs kami juga menawarkan pilihan lebih dari 250 permainan slot judi online yang tak kalah banyak dari para pengembang terkenal dunia seperti Pragmatic Play.

Pemain dapat merasakan sensasi bermain slot populer langsung dari rumah. Hanya dengan satu akun saja slot Kakek Zeus, pemain dapat nikmati berbagai jenis permainan slot online terbaik di situs kami. Dengan proses pendaftaran yang sangat cepat dan metode pembayaran yang aman, nyaman para pemain slot online Kakek Zeus.

Selain itu, situs slot zeus sering kali menawarkan promosi dan bonus yang memberikan pemain keunggulan lebih saat mencoba memenangkan jackpot besar. Jika kalian mencari pengalaman yang lebih bermanfaat saat bermain slot zeus juga menyelenggarakan turnamen yang menawarkan peluang menarik untuk memenangkan hadiah puluhan juta uang tunai tambahan. Semua itu menjadikan situs slot zeus menjadi pilihan utama para pemain slot online Indonesia yang mencari pilihan slot resmi, aman dan terpercaya.

Sudah Pasti Maxwin dengan Slot Zeus

Sebelum kita membahas cara bermain slot zeus, perlu diketahui bahwa permainan ini menggunakan sistem random number generator (RNG) yang memastikan hasil setiap putarannya acak dan adil. Berikut langkah-langkah untuk mulai bermain: Pilih taruhan Anda Anda harus terlebih dahulu memilih jumlah taruhan yang ingin Anda mainkan.

Slot Zeus cenderung menawarkan beragam opsi taruhan mulai dari rendah hingga tinggi. Pastikan Anda memilih taruhan yang sesuai dengan anggaran Anda dan mengambil risiko yang bersedia kalian ambil. Putar gulungannya Setelah kalian memilih taruhan, saatnya memutar gulungan. Tekan tombol putar atau gunakan tombol Otomatis jika Anda ingin terus memutar gulungan tanpa harus menekan tombol setiap saat.

Periksa kombinasi simbol Setelah gulungan berhenti berputar, lihatlah kombinasi simbol yang muncul di layar. Jika kalian mendapatkan kombinasi simbol yang cocok dengan payline aktif, maka kalian akan memenangkan hadiah sesuai dengan paytable yang disediakan dalam permainan dan sudah pasti kalian maxwin.

Panduan Cara Bermain Judi Togel Online Untuk Pemula

Permainan judi togel ini nampaknya sudah tidak asing lagi didengar masyarakat Indonesia, bisa dikatakan bahwa judi togel merupakan permainan judi yang legendaris. Emang benar adanya jika permainan judi togel sudah mulai hadir sejak zaman dulu, Permainan togel ini dulunya disebut dengan toto gelap. Permainan judi ini sangat berkaitan dengan perhitungan dan juga rumus dalam menemukan rangkaian angka. Apabila anda mampu menebak rumus perhitungan angka yang ingin anda pertaruhkan, maka hadiah besar telah menanti didepan anda.

Namun pengertian dan tujuan permainan judi togel mungkin sudah banyak dimengerti oleh sebagian besar pecinta judi togel. Tetapi sebenarnya masih banyak juga para pemain yang belum mengerti betul bagaimana cara yang benar dalam bermain judi togel. Maka dari itu kami akan memberikan panduan dan cara bermain judi togel yang baik dan juga benar, panduan berikut ini sangat bermanfaat bagi anda yang ingin mengambil keuntungan dalam permainan judi togel online.

Pandua Cara-cara Bermain Togel Pemula Agar Menang

Sebuah kemudahan dalam cara bermainnya membuat permaina judi togel online ini banyak digemari oleh banyak masyarakat di Indonesia. Bagaimana tidak, dalam permainan togel pemain hanya cukup menebak susunan angka dan menunggu hasil angka yang keluar dari bandar. Apabila tebakannya benar maka kemanangan berlipat bisa didapat. Berikut penjelasan lebih detailnya mengenai panduan cara bermain judi togel online untuk anda yang pemula. Khususnya togel singapore hongkong online yang sangat banyak peminatnya.

Memakai Rumus Tabel Presentase Angka

Maksud dari rumus ini adalah anda semua bisa mencoba membaut tabel angka terlebih dahulu mengenai semua pengeluaran angka selama 1-2 bulan di masing-masing pasaran togel yang tersedia. Tujuannya adalah agar anda bisa melihat seberapa besar presentase angka-angka yang telah dikeluarkan.

Akan tetapi selain itu penggunaan cara ini juga bisa membantu anda dalam menentukan angka-angka yang akan tembus disetiap pasaran. Bukan hanya itu saja anda juga bisa meningkatkan feeling anda didalam permainan judi togel online tersebut.

Memakai Sebuah Rumus Bilangan Prima

Cara yang harus anda pelajari disini adalah menggunakan rumus bilangan prima, namun sebelum anda memakai rumus ini anda harus memahami terlebih dahulu konsep dasar dari bilangan prima yaitu : 2, 3, 5, 7 dan seterusnya. Dan apabila anda kurang begitu yakin dengan cara ini maka anda bisa langsung membuktikannya dengan melihat angka-angka pengeluaran togel yang telah dikeluarkan sebelumnya.

Sudah banyak juga yang sudah membuktikan bahwa dengan menggunakan cara bilangan perima ini adalah jawaban dari kemenangan yang telah tertunda. Kedepannya, jika anda sudah terbiasa dan mengerti dengan permainan togel ini maka anda akan mengerti dengan sendirinya.

Memasang Dengan Angka Keberuntungan

Keberuntungan setiap orang memanglah berbeda-beda, begitu juga dengan angka keberuntungan untuk pemasangan togel ini. Namun sebenarnya untuk melihat angka keberuntungan itu tidaklah sulit, hanya saja anda semua tidak menyadarinya. Ketika anda telah menemukan angka tersebut maka sebaiknya anda menggunakan cara satu ini yaitu dengan memasang angka keberuntungan tersebut ketika ingin bermain secara aman, dan kemungkinan besar pastinya angka keberuntungan tersebut akan tembus.

Jenis-Jenis Permainan Togel Yang Mudah Menang

  • Colok Bebas

Didalam pilihan colok bebas ini anda tidak perlu lagi khawatir akan kekalahan, karena untuk memainkan colok bebas ini sangatlah mudah. Sebab dalam colok bebas ini anda mendapatkan kebebasan dalam menebak posisi angka yang akan dikeluarkan oleh bandar, jika angka yang anda tebak benar dan repat makan anda dinyatakan menang. Namun didalam pilihan ini anda hanya dapat menebak 1 angka saja tidak lebih.

  • Colok Bebas 2D

Colok bebas 2D ini sebenarnya tidak jauh berbeda dengan permainan colok bebas, yang dimana jika di colok bebas anda dapat menebak 1 angka secara bebas, maka di colok bebas 2D anda diharuskan menebak 2 angka dalam keluaran angka togel dan apabila tebakan anda terdapat pada angka keluaran 4D maka anda menang.

  • Colok Jitu

Colok jitu sendiri merupakan pilihan yang mempunyai beberapa bagian dalam togel yaitu : AS, KOP, Kepala dan Ekor. Didalam colok jitu seandainya angka keluaran togel hari ini 1781 maka AS=1, KOP=7, Kepala=8, Ekor=1 Dan apabila anda memasang angka 8 pada posisi kepala berarti anda dinyatakan menang dalam permainan.

Demikianlah beberapa jenis togel yang mudah menang setiap hari. Selain itu anda juga bisa memainkan permainan lain seperti live casino atau game slot dalam situs pasang togel online resmi terpercaya. Semoga dapat menjadi panduan anda yang bermanfaat artikel ini. Salam hoki dan semoga beruntung terus.