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Patchwork

Patchwork is a two-player game where players build a quilt on a 9x9 board using patches acquired with buttons, the game's currency. Players take turns purchasing patches or passing, with actions affecting their time tokens on a time track that also provides button income. The game ends when both players reach the center of the time track, and scoring is based on buttons collected and empty squares on the board.

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0% found this document useful (0 votes)
18 views1 page

Patchwork

Patchwork is a two-player game where players build a quilt on a 9x9 board using patches acquired with buttons, the game's currency. Players take turns purchasing patches or passing, with actions affecting their time tokens on a time track that also provides button income. The game ends when both players reach the center of the time track, and scoring is based on buttons collected and empty squares on the board.

Uploaded by

solorol34
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a

personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a
marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the
game — and someone is chosen as the start player.

On a turn, a player either purchases one of the three patches standing clockwise of the spool or
passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that
patch's location in the circle, add the patch to your game board, then advance your time token on the
time track a number of spaces equal to the time shown on the patch. You're free to place the patch
anywhere on your board that doesn't overlap other patches, but you probably want to fit things
together as tightly as possible. If your time token is behind or on top of the other player's time token,
then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can
choose to pass; to do this, you move your time token to the space immediately in front of the
opponent's time token, then take one button from the bank for each space you moved.

In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move
your time token past a button on the time track, you earn "button income": sum the number of
buttons depicted on your personal game board, then take this many buttons from the bank.

What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1
patches on these spaces. Whoever first passes a patch on the time track claims this patch and
immediately places it on his game board.

Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile
worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)

When a player takes an action that moves his time token to the central square of the time track, he
takes one final button income from the bank. Once both players are in the center, the game ends and
scoring takes place. Each player scores one point per button in his possession, then loses two points
for each empty square on his game board. Scores can be negative. The player with the most points
wins.

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