
In PATCHWORK, each player is taking turns to choose a Polyomino tile and placing it somewhere on their 9×9 quilt.
Of course this is a boardgame, so it’s not quite that simple.
The tiles are placed in a ring around a central board between the players. Each tile is a different shaped Polyomino. Each tile costs (in the original version it’s buttons). Each tile moves your counter closer and closer to the centre of that main board, which is basically a countdown to the game’s end.
So not only is a player trying to pick a tile that fits well on their board (and they can only choose from one of three in front of the main marker that moves round), but they have limited choice, they might not be able to afford the one they want, and it might move them further than they want.
And this is the beauty of PATCHWORK. It’s full of tough decisions, but it also has horrible decisions. Because you don’t have to take a tile, and can instead move your marker to the space in front of your opponent’s marker, gaining buttons to try again on your next turn.
But then they move or take the one you want, and your plan is ruined.
But the worse is yet to come.
Because when you get to the end and count up your buttons, that also represent points, you deduct 2pts for each square on your board you failed to cover. This can change the outcome a lot.
The last game we play, I won 0 to -3. I don’t think I’ve ever won a game with a score of zero before.

PATCHWORK is a nice, chewy, 1v1 game that doesn’t outstay it’s welcome. It’s simple to teach, but thinky and full of tough choices. And the game comes in a variety of skins now so there should be a version for everyone.