Madame Ching is a hand-management game in which 2-4 players try to put together voyages that take their ships far across the waters, possibly all the way to Hong Kong.
Each player starts the game with four cards in hand, each card having a number from 1 to 50-something; the cards have a colored bar across the top, often with a symbol in them. In the first round, each player lays down a card, drafts one of the available cards, then moves one of her ships to the right on the ocean. Players then repeat this process, possibly starting a new journey — a.k.a., new row of played cards — or adding to the journey already begun by playing a higher-valued card that what was last played. In the latter case, if the color of the card matches the color of the card previously played, the ship moves directly to the right; otherwise the ship moves both down and right.
When a player can't add to a journey any more and must start a new one, she scores that voyage, possibly claiming one of the ship tiles on display based on the length of the voyage. (Each space on the game board's ocean has values on it, and the more times you move both down and right, the higher your score overall — doing this is more difficult than you'd hope for, however, since you must consistently have cards that are both of higher value and different color.) Each ship bears some combination of gems, and those are worth points at the end of the game.
If you have certain symbols on a voyage, you can claim bonus action cards that let you steal gems or cards from opponents, take cards from the discard pile, insert cards in a voyage, and so on. Get the right symbols, and you can claim the Madame Ching vessel, ending the game. Players then tally their points for destinations, gems, and so forth, and whoever has the highest score wins.
- Unique voyage/hand-management concept
- Interesting constraint: only start next voyage with remaining cards
- Cathala’s design sensibilities don’t always align with the speaker’s tastes
- Ends up feeling anticlimactic at times; can lack payoff
- Hand-management across voyages
- Maritime voyages and trading ships
- Hybrid card-and-board approach with a voyage rhythm
- Ohanami
Mechanics (from transcript analysis)
- Card management and sequencing — Limited hand, play cards in sequence to travel and score; after each play, draw new cards
- Route/venture planning — You plan voyages from remaining hand and space on the board to maximize points
Video topics + discussion points
Quotes (from this video)
- this game is the definition of elegance in the game and there's zero bloat
- the engine building part I thought was pretty damn fantastic
- a filler that works; it's smooth and it's fun
- one of the best two-player games out there
- embrace the carnage
- the final product is better than the sum of its parts
References (from this video)
- rich planning and route optimization
- thematic card-driven progression
- anti-climax due to early scoring
- room for more engaging flow
- card-driven route progression and map traversal
- historical maritime trading / voyage planning
- stringing cards along a map to progress and score
Mechanics (from transcript analysis)
- card-driven route progression — play and sequence cards to advance along a map and score
- map progression via cards — cards determine how the map unfolds and scoring opportunities
- planning / resource management — decide which cards to keep for future rounds
Video topics + discussion points
Quotes (from this video)
- there's no super Superfluous rules there's no fiddliness so it's quite nice and pure
- this one stays true to what hidden role or hidden movement game should be
- I think this one is still my favorite one as one person takes the role of Jack the Ripper
- I absolutely hated this game I did not like anything about it apart from the visuals very stylish and I'm deluxified looking game
- the colorblind-friendly at all and me and my brother are both quite badly colorblind
- not colorblind friendly at all and me and my brother are both quite badly colorblind
- the ketchup mechanism in this game
- one of the nearest misses I've ever played
- therefore it's just not subtle
References (from this video)
- Fun hand management gameplay
- Beautiful artwork by Vincent de trois
- Engaging voyage mechanic
- Works better with 3-4 players
- Requires AI player with only 2 players
- Not easy to win consistently
- Trade and exploration
- Maritime, Hong Kong voyages
- Abstract strategy
Mechanics (from transcript analysis)
- hand management — Managing cards in hand and playing them strategically
- set collection — Collecting numerical card sequences for voyages
Video topics + discussion points
Quotes (from this video)
- I love some Christmas yes you know it
- Monopoly can do that to people
- you don't want to play games that you can't win and Monopoly is one of those games
- the dice ain't nice and the dice will hurt you
- I want you to come back yeah yes that's what you're doing
- these games we've been sitting there you know we passed by them on the Shelf
- if you already know the story yes of each and every Christmas that's how they all go before you see the movie
- I have a lot of fun with that game because you win almost all the time
- it's a tough one
- I lost Jimmy that way
- I still love abyss
- we would laugh till we cry somebody's gonna get eaten by a shark
- thank the Lord because you have no family fee
- it's kind of like a Gateway into area majority
- me and Grant love that game