If You Like: Tetris, Crotcheting, Demolishing someone under the soft theme of Knitting
Player Count: Competitive for 2 Players
Complexity Rating: 1 - Light
Average Playtime: 15-30 Minutes
Patchwork is a 2-player game where you try to fill out a 9x9 board with abstract patches to form the most aesthetic (highest scoring) quilt. The game begins with each player receiving their game board, the time track placed in the middle and all the patches placed in a circle around the time track with a marker just beyond the 2x1 patch in a clockwise fashion. All 1x1 patches are placed onto their corresponding spot on the time track. Each player takes 5 buttons (currency/points) and a starting player is chosen.
During your turn you can take one of two actions, buying a patch or taking buttons. Buying a patch, you have a choice of the three patches next to the marker (clockwise). By doing so, you immediately pay the cost of the patch in buttons (if there is one) and move your spool on the time track corresponding to the values on the patch. Otherwise, you can take an action by moving your spool on the time track one spot in front of the opponent's and collect buttons for each space you have moved (if you cannot afford a tile, you MUST collect buttons).
Players turns are determined by whoever is behind on the time track; he/she takes turns until they have overtaken their opponent (if each spool is on the same spot, the player with the spool on top takes their turn). Each patch may or may not have a button count on the tile (0-3) which plays a role in button generation. On the time track, each time you move your spool past a button symbol, collect "button income" corresponding to the number of buttons visible on your player board (the patch tiles). Also, the first player to pass each 1x1 patch spot on the time track will take the tile and immediately place it onto their player board. Furthermore, the first player to create a complete 7x7 square on their board takes a bonus tile, awarding them 7 points (may not necessarily happen).
Once BOTH players reach the centre square of the time track, end game scoring is triggered. Each button in a players possession counts for one point and each empty square on their player board counts for negative two points. Tally up the scores and the player with the highest score wins (scores can be negative).