Tag: Tile Placement

Games with Tile Placement mechanics require players to place tiles on a game board to create and modify the game’s environment.

Rossio

Rossio

Rossio

The Portuguese King has called the finest stonemasons of the country to pave one of the most important squares with calçada tiles (worldwide famous black and white tiles that pave several squares in Portugal). But the task is enormous and players will have to count with the aid of helper cards who will help them score points and/or collect money.

In Rossio, players start the game by drawing five cards and keeping three of them on their hands.

On a player’s turn, players will first recruit a card from their hands, placing it on the rightmost space under their player board, sliding to the left all cards previously recruited, discarding the card that slides off their boards (under each player board there are only 3 card slots). If the newly recruited card is played face-up, players must pay its cost in coins. If the card is played face-down, no money needs to be spent.

Then, ALL cards under a player board will activate: face-up cards will give the player Points for each time the pattern depicted on the card is found on the square. Face-down cards will provide the player 1 coin each.

Then, players must build the leftmost calçada tile of their player boards. Players can never voluntarily change the order of the tiles on their board. At any moment players can, however, spend 1 coin to swap 2 pieces on their board that are orthogonally adjacent. The tile must be built in the square orthogonally adjacent to at least 2 elements: 1 tile and 1 wall, or 2 tiles. And must be built on the leftmost available space of the line it is being built. If the players manage to build orthogonally adjacent to a similar tile, they can as bonus build the next leftmost tile, and so on, until they decide to stop or until they can’t build more. Players collect then 1 coin for each coin depicted on the spaces that were left free on their player boards after tiles were built.

Finally, players end their turn by drawing 1 card into their hand from the 4 cards available on the market. However, the amount of cards players can choose from depends on the number of tiles that they have built. So, if players build only 1 tile, they must take the 1st card. If they build 3 tiles, for example, they can choose between the 1st, 2nd or 3rd cards. Players end their turns by refilling the empty spaces of their player boards with tiles from the facedown stacks.

As the square is being cooperatively built, certain patterns appear more often than others and the scoring of face-up cards becomes exponential. Also, when players complete a column, they collect a bonus, that can be either 1 coin or drawing more cards. Money is very tight in this game, so gaining an extra coin can be crucial to recruiting a card from your hand face-up.

The game ends when the square is finished and the player with most points wins the game.

Rossio is all about timing: Recruit a card face-up late in the game, and then it will score fewer times than expected. Recruit it too early, and it will score you a few points since there are few tiles built on the square. To many cards recruited face down will give that extra amount of money, but, they won’t score any points. Build several tiles and you’re probably helping your opponents. Build fewer tiles and you probably won’t have money next turn to recruit a face-up card.

Rossio is a game with very simple rules, but with high interaction between players and interesting decisions every single turn.

Game Mechanics:

  • Area Control
  • Hand Management
  • Pattern Building
  • Pattern Recognition
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.75

Qwirkle

Qwirkle

Qwirkle

The abstract game of Qwirkle consists of 108 wooden blocks with six different shapes in six different colors. There is no board, players simply use an available flat surface.

Players begin the game with six blocks. The start player places blocks of a single matching attribute (color or shape but not both) on the table. Thereafter, a player adds blocks adjacent to at least one previously played block. The blocks must all be played in a line and match, without duplicates, either the color or shape of the previous block.

Players score one point for each block played plus all blocks adjacent. It is possible for a block to score in more than one direction. If a player completes a line containing all six shapes or colors, an additional six points are scored. The player then refills their hand to six blocks.

Game Mechanics:

  • Abstract Strategy
  • Hand Management
  • Pattern Building
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~45 Minutes
  • Difficulty Weight 1.62

Project L

Project L

Project L

Build pieces, develop an engine, perfect your strategy, and win the game!

Project L is a fast-paced, tile-matching brain burner with triple-layer 3D puzzles and lovely acrylic pieces. Challenge your friends to a game of simple design but intricate gameplay that makes a lasting impression!

The core of the game lies in using your pieces to complete puzzles. Starting with just two basic pieces, you use three actions every turn to develop a powerful engine. With more pieces of various types, you can efficiently complete even the most difficult puzzles. The puzzles you complete award you points or new pieces to further fuel your engine. Can you outsmart your opponents?

Game Mechanics:

  • Abstract Strategy
  • Action Points
  • Open Drafting
  • Pattern Building
  • Puzzle
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 20 – 40 Minutes
  • Difficulty Weight 1.52

Planet

Planet

Planet

The spark of life is about to jump from your hands to spread out in the world. Deploy your mountain ranges and your deserts, spread out your oceans and your glaciers. Handle wisely your continents to form environments suitable for the apparition of animal life and maybe you’ll manage to create the most densely populated planet!

In Planet, each player receives a planet core without anything on it. Each turn, players choose a tile with mountain/ice/forest/desert on it and place it on the planet. Then the player who fulfills the most conditions for the appearance of certain animals gains its card.

Game Mechanics:

  • Open Drafting
  • Puzzle
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.57

Lost Ones

Lost Ones

Lost Ones

Lost Ones is a “Choose Your Own Path” story utilizing map tile exploration. Each player takes on the role of a Lost One, a kidnapped youth taken to the Otherworld, home of the Fae. Thankfully, a conflict between warring Fae factions has created enough distraction for the Lost Ones to escape. Now you must explore this magical realm of dreams and nightmares and hopefully discover a way home while the remaining Fae hunt you down.
Each player takes between 1 and 3 actions in a round. Once a player completes their action, any player who hasn’t taken their turn can take their actions. Repeat taking rounds until the game ends.

Game Mechanics:

  • Cooperative
  • Hand Management
  • Narrative Choice
  • Storytelling
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 45 – 90 Minutes
  • Difficulty Weight 1.50

Lanterns: The Harvest Festival

Lanterns: The Harvest Festival

Lanterns: The Harvest Festival

The harvest is in, and the artisans are hard at work preparing for the upcoming festival. Decorate the palace lake with floating lanterns and compete to become the most honored artisan when the festival begins.

In Lanterns: The Harvest Festival, players have a hand of tiles depicting various color arrangements of floating lanterns, as well as an inventory of individual lantern cards of specific colors. When you place a tile, all players (you and your opponents) receive a lantern card corresponding to the color on the side of the tile facing them. Place carefully to earn cards and other bonuses for yourself, while also looking to deny your opponents. Players gain honor by dedicating sets of lantern cards — three pairs, for example, or all seven colors — and the player with the most honor at the end of the game wins.

Game Mechanics:

  • Hand Management
  • Pattern Building
  • Set Collection
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~30 Minutes
  • Difficulty Weight 1.56

Land Vs. Sea

Land Vs. Sea

Land Vs. Sea

Part puzzle, part game. Play as either Land or Sea (or the Cartographer in a 3 player game). Each player plays with 2 double-sided hex tiles containing a mix of land and sea shapes. They take turns placing a tile each to make a map together. Land places tiles trying to complete land areas, and Sea places tiles trying to complete sea areas. Completed areas score a point per tile; land areas for Land, sea areas for Sea. Some tiles score bonus points for whoever completes the area they are in. So players may decide to strategically complete rival’s areas to gain their bonus points. Other tiles allow players to play their second tile, or steal a player’s tile – but not their last one!

Game Mechanics:

  • Network Building
  • Puzzle
  • Team Based
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • ~40 Minutes
  • Difficulty Weight 1.79

Kohaku

Kohaku

Kohaku

Kohaku is a peaceful koi-pond-building, tile-laying game. Each turn, players will draft both a Koi and Feature tile from the central pond board to place into their personal koi pond.

Score points by surrounding flowers with koi containing matching colors, placing frogs next to koi tiles that have dragonflies, and ensuring that baby koi have a safe place to hide by placing them near rocks.

Butterflies score based on line of sight, so make sure to line them up with similar-colored koi. Turtles and statues bring a sense of balance to your pond and score points more easily, but sometimes aren’t as valuable as some of the other features.

You must carefully plan the placement of your tiles, because once they are in your pond, they can’t be moved! With no restrictions on the shape of your pond, you can build a unique layout to maximize your koi pond’s appeal.

After there are no koi tiles available to refill the central pond board, the game ends. Players will total the points scored by each feature in their pond. The player with the most points wins.

Game Mechanics:

  • Abstract Strategy
  • Open Drafting
  • Tile Placement

Game Specifications:

  • 1 – 4 Players
  • 30 – 45 Minutes
  • Difficulty Weight 1.70

Karuba

Karuba

Karuba

Many moons have come and gone since your boats departed on the journey to Karuba. Once you arrive on the island, each player will lead an expedition team of four adventurers. Now you just have to navigate your way through the dense jungle to make it to the temples. “Just” may be something of an understatement; the ancient jungle trails have to be found and uncovered first! Hurry up and be the first to reach the temples to collect the most valuable treasures. Many paths have dead ends and you need to be patient to find the right/best way (through the jungle). Look! A gold nugget! You can pick it up and collect it, same applies to the shiny crystals along the paths.

Game Mechanics:

  • Bingo
  • Grid Movement
  • Network Building
  • Puzzle
  • Tile Placement

Game Specifications:

  • 2 – 4 Players
  • 30 – 40 Minutes
  • Difficulty Weight 1.45

In the Footsteps of Darwin

In the Footsteps of Darwin

In the Footsteps of Darwin

Twenty years after his expedition around the world, Charles Darwin is writing On the Origins of Species. He wants to gather new information about animal life, particularly about continents he hardly explored. Who other than young naturalists, eager for discovery, could help the renowned scholar finish writing his most famous work?

In In the Footsteps of Darwin, players are junior naturalists who have just arrived aboard the Beagle to help Charles Darwin finish his book On the Origin of Species. During this journey, you will study animals, carry out cartographic surveys, publish your findings, and develop theories. Starting with the naturalist controlling the Darwin token, naturalists take turns in clockwise order, performing these two steps in order:

  • Study an animal or take inspiration from a character: Choose one of the three tiles facing the Beagle and place it onto your naturalist’s notebook. It may be either an animal to study or a character from the Beagle’s previous journey who will inspire you. Gain the bonuses depicted or any additional scoring bonuses triggered by the tile’s placement.
  • Voyage of the Beagle: After placing a tile on your notebook, move the Beagle as many spaces forward as the distance between the Beagle and the tile you just selected (1-3 spaces), then draw a new tile to replace the empty space on the journey board.

Your goal is to score more points than your opponents to determine who contributed the most to On the Origin of Species.

Game Mechanics:

  • Grid Coverage
  • Open Drafting
  • Pattern Building
  • Rondel
  • Tile Placement

Game Specifications:

  • 2 – 5 Players
  • ~30 Minutes
  • Difficulty Weight 1.54