Patchwork.

My thoughts on Boston’s deal with Cuban infielder Yoan Moncada is up for Insiders.

Game designer Uwe Rosenberg is best known for Agricola, consistently one of the highest-rated board games in the world since its 2007 release, and for his similar titles Le Havre, Caverna (a bargain at $88!), and Ora et Labora (out of print), all of which are acclaimed and highly complex games that require lengthy rulebooks and a two-hour or so commitment to play. That makes his latest game, the two-player delight Patchwork, a huge surprise for its elegance and simplicity, easy enough to play with my eight-year-old and straightforward enough for its rules to cover just four small pages.

Patchwork is Tetris played with a wallet instead of a clock: Each player has a 9×9 board and must purchase scraps of fabric, paying in buttons, and place those pieces on his/her main board. The fabric tiles cover two to eight squares each and come in various shapes, each bearing two costs – one in buttons, one in spaces the player must move on the central board that functions like a timer – with some also returning buttons as income over the course of the game. The object is to cover as many of those 81 board spaces as possible before both players reach the end of the track on the central board, earning points for buttons left over and for becoming the first player to completely cover any 7×7 square on his/her own board, losing two points per uncovered square at game-end.

The pieces themselves are arranged in random order in a circle around the central board, with one neutral token sitting between two pieces in the circle at all times. On his/her turn, a player can buy any of the next three fabric pieces (going clockwise) in front of that token, paying the cost in buttons and then moving his/her piece on the central board – a spiral track that ends in the center, after reaching which the player is done taking turns – the number of spaces indicated on the piece of fabric; after that piece is removed, the token moves into the vacated spot. If the player chooses not to buy any of those pieces of fabric, s/he may move on the central track to the spot one space ahead of the other player, earning one button per space moved in that turn.

The player further back (from the finish) on the central track goes next, so a player may take consecutive turns if s/he buys fabric pieces that don’t advance his/her token ahead of the opponent’s; if one player lands on the space occupied by the other player, she puts her token on top of his and takes one more turn before her opponent goes. The central track has nine button symbols on it; when a player reaches or crosses one of those symbols, s/he earns income, one button per button symbol on the fabric pieces on that player’s own board. There are also five one-square fabric scraps located on the central track; to claim one of those, a player must land directly on one of those spaces.

Players must place any acquired fabric pieces immediately, and can’t move them for the rest of the game, so there’s a spatial-relations component to the game to go along with the resource-management decisions involved in purchasing fabric pieces. Despite the random element to the order of fabric pieces in the circle and the movement of the token, it’s easy to plan out some rough strategy based on what pieces you might be able to purchase over your next turn or two, and you always have to consider what pieces are still available as your board begins to fill up. Games took us 30-45 minutes, with winning scores usually in the teens but, in one instance, all the way up to 33 points:

A 33-point winning game in Patchwork, from @mayfairgames and Agricola designer Uwe Rosenberg

A photo posted by Keith Law (@mrkeithlaw) on

It’s been an instant hit in our house because it’s so quick to learn and set up and because the balance of strategy and randomness or luck is just enough to level out the field no matter who’s playing. My daughter took to it immediately, understands how to play it well, and seems to particularly enjoy the tile-placement aspect, figuring out how best to fit pieces on her board. Strong two-player games are such a rarity – the best games out there are nearly all designed for three or more players and play best with four – that it’s a huge treat to have another Jaipur-like hit in the house.

Comments

  1. Sorry you were silenced on Twitter over defending evolution. Great to know someone in media who knows what is right.