Publisher: Edition Spielweise
Designer: Uwe Rosenburg
Year: 2016
Cottage Garden is one of Uwe Rosenburg’s 2016 releases, building
on the basic mechanics of Patchwork. We’ve enjoyed a number of games of
Patchwork, although it’s a two-player game that Amy wins 80-90% of the time. I
was excited to try Cottage Garden on a recent trip to Draughts board game cafe
in London, because it has similar mechanics but also plays 1-4 players, meaning
it is likely to hit the table more often.
In Cottage
Garden, each player is planting groups of flowers in two flower beds. When
a flower bed is complete it scores based upon the number of flower pots
showing, as well as the number of plant covers showing. Flower tiles are
obtained from a central 4x4 grid and have different shaped and sizes, similar
to the pieces in Tetris. You can also use turns to obtain additional plant pots
or to place cats into your flower beds.
For me, the key element of Cottage Garden is the way that pieces are taken from the central
garden. A dice is used to mark which row or column is active and you can take
any tile from that column. When a column is full it has four tiles, however it
may only have three or two. If there are less than two you refill the column at
the start of your turn. You can also spend a cat token to refill if you want to
do so out of choice. The dice then moves to signify the active column for the
next player. If you care to, you can think very deeply about which tiles you’re
going to get the opportunity to take and when is the right time to use a cat
token to bring out extra tiles from the queue to enable you to fill an annoying
gap in your flower bed. With more players I can imagine that people
overthinking and planning might drag the game down, but with just the two of us
we can keep up a good pace with only the occasional turn taking longer for some
thinking time.
If you don’t want to take a tile or can’t take one
that fits you can instead take a flower pot. It will only fill one space, but
it is also worth points. Each flower pot is worth one point, whilst each plant
cover is worth two. You can also use a cat to fill any leftover squares on your
board but these have no points value. Cats can be super useful but are in short
supply. You start the game with two and there are 6 further opportunities to
get an extra token when you push a scoring cube past the 6 points square.
There’s plenty of thought that can go into the
optimal way to fill up your flower beds, but in addition you can spend some
worthwhile time thinking about how to manipulate your score track. You have 3
cubes for flower pot scoring and another 3 for plant cover scoring and both
score tracks max out at 20 points. Getting to 20 without overshooting is the
best way to get the most points which can involve careful planning on which of
your three cubes to move as part of the scoring. When you score a flower bed
you can move any cube, but only one cube. There’s bonuses for passing 6 on the
scoretrack and for emptying your start space, all of which factor into the
decision making.
One finished flowerbed. This art in the game is so simple and effective! |
For Amy and me, Cottage
Garden almost falls into filler territory. We can set up and play a game
within 30 minutes – a lot less than the 1 hour play time it says on the box. I
imagine with that more players the play time will grow quite linearly. For less
experienced gamers the decision making takes a bit longer, but is still very
understandable and I’ve really enjoyed teaching this game to new players. It’s
a really relaxing game to play and just has really satisfying, simple
mechanics.
For us, Cottage
Garden has replaced Patchwork.
We’ve actually sold Patchwork to a
friend. Cottage Garden just does the
same and more. If I want to go back and play something with fewer mechanics
then I still have the Patchwork app
on the tablet, which I’m enjoying playing on my way to work and slowly getting
better at.
From the Yellow Meeple, Cottage Garden gets an 8/10.
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