Growing up, we joked that my mom not only had a ‘black thumb’, but a black aura. That any houseplant that came into our home was destined to die. This may be because she was a single mother raising 3 kids, or because we grew up in frigid northern Manitoba, but in any case, being unable to care for houseplants was a common joke in our home.
Now that I’m grown and living in a much more temperate zone, some greenery has started to adorn my windowsills. Mostly inspired by my wife, but still, it counts. A few of my friends are enthusiastic gardeners, such as Otter, who I’ve talked about before, has 10 foot tall sunflowers adorning the front of his home, his backyard is abundant with raspberries, and his living room couch fights for space amongst a dozen potted plants. Being in his space, I can really appreciate how having green, living things can make a room feel cozy.
Verdant is a puzzly card drafting game for 1 to 5 players designed by Molly Johnson, Robert Melvin, Aaron Mesburne, Kevin Russ, and Shawn Stankewich, and published by Flatout games. The game centres around a market row, with 4 tokens in the centre, and a room card below each one, and a plant card above each one. On a player’s turn, they much choose a token, and one of the two cards next to that token. Plant cards have a verdancy requirement, indicating how much love and care they need to reach their full potential. This can come from items, like the watering can or hand trowel, or from being next to room cards that give the appropriate amount of light to that plant.
If a plant reaches full verdancy, you clear the card of all its tokens and place a single plant pot onto the card, giving it bonus points at the end of the game. The room cards come in 5 different colours, and simply offer victory points if they’re adjacent to the appropriate type of plant. In addition, the tokens that don’t give your plants verdancy are a collection of furniture and pets that you can use to adorn your rooms. If your token colour matches the colour of the room, it doubles the adjacency bonus for that card.
One of the tricks of the game is that you cannot place a plant card next to a plant card, and you cannot place two rooms together. Instead, you’ll make a 5 x 3 chequerboard of cards as you try to maximize the number of plants you can sustain within your tableau.
The challenge here is that board games don’t exist in a vacuum, and it’s difficult to talk about Verdant without also mentioning Flatout Games prior project, Cascadia, especially because they both share the market row draft mechanism, but Verdant throws an extra choice layer on top, making you choose from a room or a plant in addition to the item on offer.
In theory, I feel like I should like Verdant much more than Cascadia. The choices are a bit more complex without adding on much more rules grit, but the breazy simplicity that was found in Cascadia and Calico feels gone here. Perhaps because you’re constrained to the 5 x 3 grid of cards, and you can never place a plant next to another plant, it’s just something more to keep in your head. In Cascadia and Calico, you COULD place any tile anywhere. It was freeing. You’ll do horribly if you place tiles without careful consideration, but you CAN do it, the only thing stopping you from doing so is the allure of victory.
Much like in Cascadia, there’s a fair amount of luck involved. There’s 5 plant types, 5 room types, and like, 8 different animals. Getting the right rooms and the right animals paired next to the plants of the correct time is hugely important. More than once I committed to succulents, because I had 2 next to the associated room, but then a succulent item never materialized to help boost that score. And the only other succulent card that came out that game had the wrong sunlight requirement. If another player just so happens to have the right cards come out for them, they’ll run away with the game, no matter how skilled the other players are.
As always, Beth Sobel’s artwork is incredible, and every gardener I’ve played Verdant with has gushed over the illustrations.
Verdant continues the trend of pleasant themes to lure people to the table. A lush green box, beautiful artwork, and an inoffensive theme of arranging plants and rooms does wonders in engaging those who may only be casting a passing glance at this game. But for me, it’s my least favourite of the trilogy. I utterly adore Calico, and I even quite enjoy Cascadia. It’s not a bad game by any means, but it also doesn’t exist in a vacuum. With these two other GREAT games made by the same company, let alone countless other puzzly tableau building games, I find it really challenging to recommend Verdant, unless you have great affinity for the theme.
It’s hard to imagine that Agricola has existed since I was in high school. The things I would have done to have known about Agricola’s existence during the years when I was living with my primary gaming buddy. I can guarantee you, we would have been playing Agricola over and over again, as it feels like the kind of game that you can replay endlessly and just get better and better at.
Agricola (or Misery Farm as many have dubbed it) is a worker placement game about building up your farm and family. You can build fences and stables, expand your home, have kids (cough cheap labour cough), collect wood, stone, reed, and raise sheep, boar, and cows. Just in case you were worried there wasn’t enough to do, you can also work the land and grow grain and vegetables as well.
The end game scoring in Agricola awards you points for how much of each object you’ve acquired over the course of the game, and punishes you with negative points if you ignore them. Being a jack of all trades is key on a farm.
Agricola begins with a small selection of key action spaces, with a new action space getting revealed every round. Each player has 2 workers in their farm. From the start, you are tasked with generating enough food to feed your family at the end of every harvest. The first harvest is 5 turns away from the start, giving you a bit of runway. The subsequent harvests come progressively quicker. By the time you get past the halfway point of the game and the harvest start happening every other turn, you better have some kind of food generating engine rolling, and/or be producing a surplus of food. If you can’t feed your people during a harvest round, you need to beg, which is more negative points. Keep in mind an average score in Agricola is around the mid to low thirties, negative 3 points could represent 10% of your total score, all for failing to generate enough food during a harvest.
Almost half of the worker placement action spots in Agricola generate some kind of resource: wood, clay, stone, reed, grain, vegetable, sheep, boar, or cow. A major component to Agricola is that every round, each of those spaces generate and stockpile their resource. If those resources don’t get picked up by someone, they continue to generate goods, making those spots even more attractive in the next round. It can be agonizing trying to decide if you want to take the juicy 9 wood that have built up over 3 rounds, or if you really need to play a new occupation card before someone locks that spot down. Can you do both? Will someone steal all that wood out from under you?
Another component to this game that makes it amazing replayable are the two types of cards that are either dealt out or drafted at the start of each game. There are more than 100 of each of the minor improvement cards and occupation cards, and both give your family special bonuses and powers once they’ve been built or claim. The minor improvements are tools that players are using to gain extra resources or to break the rules of the game. The occupation cards generally cost food to play (except the first one’s free), but these give you persistent powers, with things like “Every time you go fishing, get an extra food” or “any time you take wood from an action space, you may leave one wood behind and take two food instead” or “Your people can eat rocks.”
I understand the theme here is that you’re trading your rock sculptures for food, but I choose to believe that I’m feeding my family a plate full of rocks.
Each player receives 7 of each type of card at the beginning of the game, and it’s up to them to separate the wheat from the chaff. Each player needs to figure out their own synergies and make the occupations and improvements they were dealt work for them, as there’s absolutely no way that any player can play all their cards. When just dealing out 7 of each type of card to each player, there is the chance that someone will be dealt some amazing combo that allows them to become the king of the swamp. I find that the draft variant is more satisfying, in that all players get to see more cards, and have more opportunity to build towards something, rather than trying to make sense of the lot they were dealt.
Now, Agricola is called misery farm for a reason, and the first half of the game is tense as you’re trying to get your farm up and running from scratch. Gain and Vegetables grow every harvest, and having more than one animal after feeding your family will result in getting more animals, so it’s in your best interest to invest in these industries early to reap the rewards over several harvests.
The challenge is that everyone is trying to get their farms running in the same way. And you’ll be damned if your neighbour gets those 3 sheep one turn before the harvest. Likewise, everyone is contesting for the limited number of resources that are being generated each round. Sure, you got the sheep, but did you get the wood you needed to build a fence to keep them?
Agricola does still make me bury my head in my hands as I try to map out how to get an engine started from nothing. Trying to optimize and maximize my few turns in the early game to set myself up for success in the late game is crucial and difficult but satisfying. It’s a tense game, with the penalty for playing poorly utterly punishing. With all this tension and misery, when you manage to come out the other side victorious, it’s blissful. You feel like you’ve overcome a significant challenge, you earned a victory, not stumbled into one.
I could ramble on and on about how much I adore Agricola. It sits as #8 on my favourite games of all time list for a reason. It’s utterly satisfying to play, it’s engaging, and exciting, even 17 years after its original release. I highly recommend Agricola, for multiple plays. Uwe Rosenberg crafted a brilliant modern classic board game that stands the test of time. There is always room on my table for another game of Agricola.
That Time You Killed Me is an abstract strategy game for 2 players, designed by Peter C. Hayward and released in 2021. It’s kind of like chess, but with more murder. Murder by squishing. Squishy murder.
As the story goes, you’ve invented time travel! Yay! Except someone else is claiming that they also invented time travel. And they’re going to kill you to keep you silent. Unless you kill them first to silence their claims. Unfortunately, because time is all wibbly wobbly, there are several copies spread out amongst the timelines, so you’re gonna have to do a lot of murdering before the job is truly complete.
There are 3 zones of play, the past, the present, and the future. Each player starts with one pawn in each zone. The goal is to manoeuvre your pawns and push your opponent into the wall until you’re the last pawn standing on two of the three zones of time. Players can only focus on one zone at a time, and only one pawn be active during a turn. Each turn, a single active pawn can take two actions. Those actions include moving orthogonally in their current zone, or jumping forward and backward through time, popping up on other zones and creating copies of themselves.
That Time You Killed Me has 4 chapters in the box, and we have so far only played with a single chapter. The first box introduces seeds which can planted for an action. When a seed is planted, it grows over time. From a seed grows a pointy murder bush that is immovable and kills all who are pressed against it. Moving forward in time it blossoms into a mighty tree that is felled with the slightest touch and crushes anyone on the other side.
The other side of the creation coin, is un-creation. For an action, you can unplant a seed and remove the bush and tree from the next two timelines. With a limited number of seeds in the game, you may find yourself hording seeds on your side of the board to prevent your opponent from erecting a murder bush right in the path of future you. Time is fickle like that.
That Time You Killed Me has all the things that make an abstract strategy game great. The feeling of being smart when you lay a trap and lure an opponent in, the mental stress as you puzzle out several permutations before deciding on which one would be best to progress. But the game also greatly benefits from the fact that designer Peter C. Hayward is an actual author, and he flexes his narrative muscle to great effect here. That Time You Killed Me is a delight to behold, from the story and context given in the rule book, to just how the game has this emergent narrative as your clones fall backwards in time to suddenly squash an unsuspecting pawn.
Seriously, the narrative element is strong, and gives flavour to the entire game. I so enjoy this over other abstracts like Hive or Santorini where there is a theme, but it’s fairly pasted on. Here, the theme works with the mechanics, even if sometimes it’s a bit weird.
I’m incredibly excited to check out the other boxes to see what the game has in store for us. On one hand, it’s already fairly mind bendy when you are considering all the moves you can make on one board, plus the time travel element of jumping boards. Adding more complexity on top of 3d chess will make my brain hurt, but it’s a hurt that I’m so looking forward to.
The real challenge for me will be finding more opportunities to play two player games.
Content Warning: Assault, violence, dysphoria, transphobia, homophobia, deadnaming, bullying, cheating, use of slurs, suicidal thoughts, self-harm, public outing.
Stay Gold follows Pony, a senior finishing his high school experience at a new high school in Texas. A trans boy who has decided to go stealth, meaning he will keep his identity a secret. He left his old school because he was only known as ‘the transgendered one’. It’s difficult rebuilding yourself when everyone remembers who you used to be.
On the first day, Pony locks eyes with Georgina, a popular senior cheerleader, and there’s instant attraction between them. This is further accelerated when they find they are in every class together. Pony has to navigate the minefield of being honest and disclosing his identity with his desire to remain stealth for his final year of high school.
I liked that the story was told from first person of the two main characters, flipping back and forth between their perspectives. It felt good being inside the heads of both main characters. The author is trans as well, and many parts of this story felt real and personal. There was a lot of focus on how Pony felt when he was being mis-gendered, or when people would ask for his real name. “Pony is my real name” would be his response.
I felt like it was less of a book for trans people, and more of a book for those who have trans loved ones. There were some info dumps about some aspects of queer culture that anyone with basic experience would know, but having the internal dialogue of the main character is illuminating. A flippant aunt who dead names their niece, then hand-wave away the transgression, would benefit from this point of view. People who need to learn how important it is to recognize someone’s new identity.
Pony’s decision to be stealth is met with criticism from his best friend, out-and-loud Max, who pushes Pony to be more visible, and Pony’s sister Rocky, who has escaped Texas and moved to New York and found a community of like-minded individuals. Pony’s trans-ness causes friction with his father, who perpetually dead names and mis-genders him, causing more anxiety.
Stay Gold drives home the message of why trans people come out. Pony recalls how being forced to do things as a woman were pure agony, and even with the added complexities of navigating lies-by-omission, bathrooms, and painful binders, still feels right and good living in their own gender. Stay Gold serves as a really great introduction into the trans experience. It doesn’t go as deep into those issues as I would have liked, but we all have to start somewhere.
Near the end of the book, two characters are outed as lesbians at the homecoming dance. Pony announces that he’s transgender as a show of solidarity, and is promptly jumped in the bathroom, landing him in the hospital. What follows is the fairy-tale response. The perpetrators are thrown in jail, Georgina is moved by his bravery and chooses to throw her cares about her image to the wind, the community rallies behind Pony, raising thousands of dollars toward the top surgery he desperately needs, and even being named the homecoming king following a quick re-count. His father accepts his identity, his friends stick by his side, and a rally is thrown in his honour at the school.
I know I’m jaded, especially by events like the death of Nex Benedict, who was jumped in the bathroom, and later died, the world in general is failing to handle non-conforming people. The fairy tale ending just soured my experience on the book. It was a good read up to that point, but my disbelief flew out the window as everything resolved so perfectly for Pony. I understand why, it’s a comedy, not a tragedy. I wish the world would support people who have experienced such trauma with the immediate and fervent action that Stay Gold poses. Alas, I can’t really fault a romance story for being idyllic, can I?
Apparently 2024 is the year that I dive into Valdimr Suchy games. In the last 6 months I’ve played Pulsar 2849, Praga Caput Regni,Evacuation, and now, Woodcraft gets added to that pile as well. With this experience, I’m starting to get a feel for Valdimr’s designs. Medium-heavy euros with tight a tight economy, and an interesting action selection mechanism, and Woodcraft fits that definition incredibly well.
Learning Woodcraft isn’t terrible. I used both the rule book and the Game in a Nutshell How to Play video. Between the two, it wasn’t hard getting started. There were a few non-intuitive things, like the helpers all have production on them, but production doesn’t produce during an income phase. We all expected that would have been the case just due to the terminology, but no. gaining production is completely separate from income. There are a few other tedious rules, such as when you plant wood into your pots, you can take a free cutting action. This isn’t represented anywhere on the boards in a helpful manner, and I completely missed the rule in my excursion to learn the game.
In Woodcraft, players take on forest sprites who love to build beautiful creations out of wood. During the game you’ll buy and sell lumber, grow your own trees, hire assistants, collect tools to store in your attic, improve your workshop, and fulfill contracts. With only 14 rounds (13 in a 4 player game), your real task is to make every action count.
The contacts to fulfill generally have various wood requirements (3 different types of wood in the game, represented by green, yellow, and brown dice), and each wood has a pip value requirement that has to be met exactly. To do this, you’ll probably use the saw to cut a die into two, maintaining the sum of the original die, splice scrap wood to increment the pip value, and even glue two dice together to form a larger die.
It’s surprisingly fun to cleave dice into two, or stitch them back together to fulfill the contracts. Many of the contracts reward you with various goodies, sometimes even including more dice. There’s a great feedback loop of spending money to get resources, using the resources to fulfill contracts, which give you more money. Money in this context is blueberries.
Generally for a first play, I try to dip my toes into every mechanic. That said, Woodcraft is the kind of game where there are 5 different things you want to do, but you only have time to focus on 1 or 2 of them. You cannot do everything in Woodcraft, and the winner is probably going to be the person who does their one thing the best. At the end of our first game, one player managed to earn 3 tools, despite the attic having like, 12 spots to hold tools. Perhaps the next time I play, I’ll really try to focus on the attic and see how well it goes.
Woodcraft feels like a solo game. The interaction comes from someone taking contracts or helper cards before you, claiming public objectives before you, and selecting actions on the action wheel. The further back the action is on the wheel, the better the benefits you’ll receive for taking that action. It’s frustrating when the player right before you takes the action you wanted, gets the bonus benefits for it, then moves it up into the segment of the action wheel that doesn’t give you any benefits for playing it. Beyond that, you’re pretty free to run your own game.
I made a critical blunder in the middle of the game that probably cost me 2 whole turns to fix (representing about 15% of my entire game), which put me squarely into last place. As with most of Suchy’s games, the economy is tight. Every blueberry can be used, and taking an inefficient action can cause a terrible bottleneck that you need to dig yourself out from.
There’s a definite puzzle in the game of Woodcraft, that action efficiency challenge has me wanting to go back and get better. It’s not really a game that you can appreciate at a single play. I feel like the more you understand the levers and consequences at play in this game system, the more you’ll be rewarded with those sweet, sweet chestnuts (Points. Chestnuts are points). And that’s really why this is a first impressions post and not a full review. I have thoughts on Woodcraft, conflicted feelings, but I know there’s a lot more depth to plumb. I just don’t know if I’m going to put forth that investment to get good and find the joy in this tight puzzle.
A Steam key was provided by the Developer, Monster Couch
I’ve already reviewed Calico back in 2021, and if you’ve followed along my Top 100 games list (2024 edition) you might have noticed that Calico sits at slot #14. I LOVECalico, how difficult the puzzle is, the tension of trying to complete competing objectives, and the juxtaposition of the cozy and cute aesthetic.
Last June I checked out the demo for Quilts & Cats of Calico, the digital implementation of this amazing board game. As of March 5th, the full game was released onto the world, and I’m here to give my review of this digital board game!
I’m not going to spend any time talking about how much I love the core game play of Calico, as you can read the post I linked above for all that good stuff. Instead, I’ll give my impressions on the video game as it stands on its own.
The first mode is simply “Play”, which gives you a normal game of Calico. As expected, you have freedom to choose the number of opponents, their difficulty, which of the cats you want present in the game, or randomize those choices. They even include the Family mode (without goals), and the lower variance mode (only two tiles of each colour and pattern are included in the bag). There’s also a bunch of extra rules that you can explore (such as only being able to play tiles next to tiles of the same colour, play without a hand of tiles, and more)
It’s difficult to gauge the strength of each AI opponent, but after 3 games against the hardest level, I still have yet to lose. Perhaps I’ve been lucky, or, Calico isn’t a deeply strategic game where having a neural network is a huge advantage over a human opponent, but much more tactical. Calico‘s puzzle is more about risk management, and choosing which of the scoring opportunities you’re willing to forfeit. That said, I feel like I’m quite a good Calico player. Which leads me nicely into the weekly challenges
The weekly challenges is a module that gives every player the exact same situation. The same objectives to choose from, the same order of tiles, the same cats, everything. Then, once completed, displays a leaderboard of the players who achieved the highest scores for the week, and encourages you to try and climb that leaderboard!
I’m reminded of the Sagrada app by Direwolf. I fancied myself a very good Sagrada player, until the weekly challenges put me in my place. Only once I managed to break into the top 100 players, after a few months of attempts. Calico‘s leaderboards are the same, where I’m currently scoring between 50% and 30% less than those at the top of the leaderboard. One difference is that the Calico weekly challenges lets you reply the scenario several times to try and get a better score.
There’s even a robust cat creator for you to create your own herd of cats, with numerous accessories, colours, and fluff and face options. I immediately set to creating my childhood cat, Sammich, and after doing so, I really grew to love seeing him pop up as one of the objectives. While it’s not a mode that I’m going to spend a lot of time in, I could see some people having a really great time creating a whole herd of cats.
My very first impressions of The Quilts & Cats of Calico are that this implementation feels overwrought. There’s 3D cats crawling across the board, thin white thread flies and sews in every tile you place on your quilt in a dramatic flourish, and the buttons and cat tokens twinkle and twirl and fly across the screen when they’ve been earned. I’m a lot more used to very bare bones and aesthetically faithful adaptions, such Istanbul, created by Acram Digital, or The Isle of Skye by Twin Sails. These implementations have no little to flourishes, and really try to emulate the table experience on the screen.
The really big draw of The Quilts & Cats of Calico for me, was the story mode. The story sets you down in the city of Tomkitty, with the military stationed outside. Your father has mysteriously disappeared, and you’ve set out to find your aunt, who will help you start your journey to become the next greatest seamstress. The world seemed to be a lot more keen on quilts and their magical properties to attract cats than in real life.
The story is a lot more dramatic than I expected, but ultimately, forgettable. The Factory has developed a machine called the Iron Loom that can pump out quilts by the minute, but they lack the charm to attract cats. There’s a military encampment outside the town gates for some reason, and you’re roaming from quirky character to quirky character to patch their quilts and scarves because your quiltmanship attracts the magical cats. The dialogue plays the part straight, it’s not self-aware or trying to be funny in the slightest: “The General has heard about you, and need to see you immediately.” “Make a new standard for the army of Tomkitty. Not just any standard – we want it to attract extraordinary cats. Are you up to it?”, then, “With the cats’ help, we can surely destroy the southern units… or….”. I struggled to tell my partner about the plot when she asked me about it.
So much drama!
The first scenarios scaffold you into thinking about the puzzle of Calico. You’ll do a mission where your only goal is to earn 3 cat tokens, then do a mission where you need to earn a few buttons, then a mission to get a rainbow button. And these are puzzles, you’ll often be given only the bare minimum tiles needed to complete an objective. As you get further into the story, special rules are introduced. Get a cat token while only placing same colours next to each other, that sort of thing. The whole exercise reminds me of those chess puzzles where you’re given a board state and told to mate in 2.
Nonsensical story aside, the story mode is a nice diversion. Each of the puzzles had you try to do something different, and sometimes it was a bit of a challenge trying to figure out exactly the way the pieces were supposed to fit in together. I particularly enjoyed the ones where it was required to place a tile next to another one where the colour or pattern matched. Those puzzles required the tiles to go down in a specific order, and were the most satisfying when I finished the puzzles. It was a nice diversion, and a good way to think about the puzzle of Calico, even if it’s not exactly making you a better player by showing you all the tiles and the order in which they’re coming out. But without that feature, the puzzles would be nigh impossible.
For aficionados of whimsical experiences, Quilts and Cats of Calico delivers a delightful adaptation. The serene music washes over players, creating a calming and relaxing atmosphere. The visual flourishes are not only aesthetically pleasing but also satisfying, adding to the cozy ambience. As cats lazily wander the game board, their presence enhances the overall charm. While my name may never grace the leaderboards, I found joy in unravelling the puzzles within the story mode. Meanwhile, my partner eagerly embraced the opportunity to create her own clowder of custom cats. Although this game may not win over new players, nor convert those who previously bounced off the Calico tabletop experience, it remains an excellent homage for those of us who hold it dear.