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Cottage Garden
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Theme:  Farming / Ranching
Genre:  Tile-Laying
Format:  Board Games

Cottage Garden

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Ages Play Time Players
8+ 60 minutes 1-4

Designer(s): Uwe Rosenberg

Manufacturer(s): Stronghold Games

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  • WARNING: Choking Hazard - Small Parts

Product Description

In Cottage Garden, you compete in the art of gardening. You are working two beds with a variety of flowers. Whenever no unplanted box is visible on a bed, you have completed it, then you count your points and replace it with a fresh, unplanted bed. You gain points for all of the visible plant pots and planting bells.

In the final stage, you have to give back points to finish all beds on which you were well advanced. In the end, the player with the most points wins.

Product Information

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Product Reviews


Average Rating: 4.5 in 1 review

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Garden Puzzles and Cats
January 12, 2018
Inevitably there are going to be comparisons of this game to Uwe's other tile laying tetris game "Patchwork"; as well as the other big tile laying tetris game of 2017 "Barenpark". In my humble opinion, Cottage Garden is better than both combined. Let's go into what makes this a great game. First off, Cottage Garden is gateway game in weight, but hides many interesting strategies behind the simple set of rules. The most complicated part of the game comes in it's scoring and the possibilities that arise from the points you earn ... yet even this is fairly easy to explain to folks new to gaming. The simple rule set also allows for the most fun parts of other tetris-esque games to be the main meal of this game. There are no complexities preventing the fun of fitting strange polyominoes into constrained spaces; no additional considerations that need to be taken into account right away. Second, the puzzle is enough. Right from the start, you get to play with placing pieces around the key features of your plot - the features that give you points in the game - and the most skilled players will look ahead and start fitting in their minds the different options and placements they can build with the pieces they have. Third, there is the benefit of completing squares. Players will get that lovely rush of finishing a task AND getting rewarded for it. Instead of moderate rewards scored along the way (as the tiles you earn in Barenpark or the buttons in Patchwork), players get to focus on the main puzzle and only when it's completed will they earn points. Also, you will complete around 4 - 7 different plots depending on player count and game length, giving you multiple challenges and allowing you to grow as a player during the game. For all these wonderful things, the scoring (something I love, btw) adds one more puzzle and integrates racing mechanics in a slightly unthematic way. In addition, there are going to be players out there who want more than just this puzzle; they want to see how they can build an economy with their work (Patchwork) or look for varying methods of scoring based on their finished products (Barenpark). The drafting mechanic found here may not suit everyone (though I think the tile selection is one of the strongest aspects of the game and the main reason I prefer CG over Patchwork). And yes, there are cats galore in this game. I guess that can turn some players off.

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