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Gaming Blog

Paint the Roses - First Play!

19/2/2023

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19th February 2023

It's Sunday evening again and we're logged into Board Game Arena for some gaming goodness.

Paint the Roses, it sounds a strange thing but that's what you do when in the kingdom of The Queen of Hearts in this 'Alice in Wonderland' themed cooperative game of deductive reasoning.

Caveat: We have only ever played this game digitally.

What's in a game?
  • Game board: The central part of this board displays a cluster of hex-shaped spaces, each space contains a hedge or shrub.
    At the top of the board is a very picturesque palace decorated with a heart motif
    Running around the outside edge is what appears to be a scoring track and at regular points along this track are milestones or breakpoints marked out by white rabbits.
Picture
Board at game start.
  • Whim cards: Whim cards represent the ever changing demands of The Queen of Hearts. They show what shape and colour the queen wants the shrubs to be.
    Each card will feature 2 of various combinations of colours and shrub shapes adjacent to each other.
    These cards come in 3 types - easy, medium & hard.
    Easy: These cards always display 2 adjacent colours such pink to yellow or purple to purple.
    Medium: These cards will depict either a colour adjacent to another colour or a shape adjacent to a shape.
    Hard: Hard level cards will show colour to colour, shape to shape or colour to shape.
    ​In the bottom right corner of each whim card will show a number, this is a movement number, the higher the difficulty, the higher the number.
Picture
A 'medium' whim card displaying club to diamond shapes.
Picture
A 'hard' whim card showing red to yellow colours.
  • Greenhouse board: A tile styled after a greenhouse! This rectangular tile has space to hold 4 tiles.
Picture
Greenhouse board along with face-down whim cards.
  • Shrub tiles: Each of these shrub tiles depicts a colour and a shrub shape.
    There are 4 colours - pink, purple, red & yellow.
    There are also 4 shrub shapes based on the 4 suits of a normal deck of cards - clubs, diamonds, hearts & diamonds.
    Additionally, some of the shrub tiles are starter tiles.
  • Clue tokens: These are little cubes that come in each player colour.
  • Notepad: These player aids allow participants to track information that other players have provided.
Picture
A scoreboard that helps players eliminate wrong choices.
  • Models: Not pertinent to the digital version of the game but the physical copy comes with 3d models to represent The White Rabbit, The Gardeners and the The Queen of Hearts.
    Additionally, there are 4 petal tokens that are used in conjunction with The Queen of Hearts and one-by-one are slipped beneath her model's base during the game, increasing her speed - which is not a good thing!
  • Bag: This is also only part of the physical game and is used to blind draw shrub tokens.

Paint the Roses' artwork is pretty high quality, Art on whim cards and tiles look good and is easily understood but the standout art is on the game board. It's vibrant, colourful and eye catching, everything I think is good in game artwork.

Only 4 colours and 4 shapes are used in Paint the Roses, these are straightforward to comprehend and there's no other iconography.

How's it play?
Setup
  • ​Game board: Put out the game board.
    Place The Gardeners tile on the '0' space.
    Place The Queen of Hearts tile on space '44' (Actually 6 spaces behind The Gardeners.).
    Place The White Rabbit on it's first milestone.
    Place the starting shrubs into their determined starting positions.
  • Whim cards: Sort the whim cards into their 3 types and shuffle them into 3 face-down decks.
  • Shrub tiles: In the physical game, these tiles would go into the bag.
  • Greenhouse board: Randomly draw 4 shrub tiles and place them on the 4 available spaces on the greenhouse tile.
  • Clue tokens: Give each player the clue tokens in their player colour.
  • First player: Determine a starting player.
    Once this has been done, each player in turn order should draw a whim card from 1 of the 3 decks with the proviso that only 1 player can have an easy card at any time.

On to play
In Paint the Roses, the players are trying to collectively fill all 16 empty spaces on the game board while staying ahead of The Queen of Hearts model.
How is this done? By playing tiles, placing clues on them and using those clues to try and guess what is displayed on other player's whim cards.
Players must keep their whim cards hidden from other players, only revealing them when they are correctly guessed.
Paint the Roses uses a traditional turn structure with the active player completing their actions before play progresses to the player on their left. During the active player's turn, the following phases occur.
  • Place tile: The active player must take one of the 4 tiles from the greenhouse board and place on any empty space on the board.
  • Place clue tokens: All players then place clue tokens on the tile that was just placed.
    The number of clue tokens a player must place should be equal to the the number of ways the currently placed tile matches the colour/shape shown on their whim card.
    E.g., if a diamond shaped bush was just placed next to a spade shaped and any player had a whim card depicting a spade adjacent to a diamond, then that player must put a clue token on the newly placed tile.
    If the placed tile matches a whim card in more than one way, then clue tokens must be placed on the tile for each match. So if a spade was placed adjacent to 2 diamonds, 2 tokens would need to be placed on the tile
    If there are no matches, then no clue tokens are placed on the tile.
  • Guess: Once clue tokens have been placed, the players must collaboratively pick any one of the whim cards and try to guess the symbols on that card. That is they're trying to guess which colour/shapes are shown on that particular card. Obviously, players cannot guess the symbols on their own card!
    • Correct!: If the players guess correctly, the following occurs.
      Discard whim card: The whim card that was correctly guessed is discarded.
      Move The Gardeners: The Gardeners figure should be moved a number of spaces equal to the value shown in the bottom right corner of the card that was just guessed. If this moves The Gardeners past The White Rabbit model, add a petal to The Queen of Heart's base (She will move faster from now on!) and move The White Rabbit to it's next milestone.
      Remove clue tokens: All clue tokens related to the correctly guessed whim card are returned to their player's hand.
      Guess again: After making a correct guess, the players may choose to make another guess, this is not mandatory and can be risky - as explained below.
    • Incorrect!: When a incorrect guess is made, the phase immediately ends.
  • Move Queen: Once the guessing phase is over, The Queen moves and there are 2 ways this can happened.
    Correct guesses: If all guesses that were made were correct, The Queen moves her speed which is 1 space plus 1 space per petal under her base, thus she can move up to 5 spaces! That's not the worst though!
    Incorrect guess: If the players made a incorrect guess, The Queen of Hearts moves double her speed!
  • End of turn: Once the Queen's movement has been resolved and the game has not ended, the following occurs.
    Replenish whim cards: Any player who discarded a whim cad now draws one from any of the 3 decks, the rule about only 1 easy whim card still applies.
    Replenish greenhouse board: A new shrub tile is drawn and placed on the empty space on the greenhouse board.
    Next player: Play progresses to the player left of the active player, who now becomes the new active player and a new turn begins.

Endgame
If the players manage to place shrub tiles in all 16 spaces and survive to the end of the round - that is; survive The Queen's final movement, the players collectively win the game!

If any time The Queen reaches the same space as The Gardeners or overtakes them; it's off with their heads. The players collectively lose the game.

Once a game is concluded, players can record their score, i.e., where they finished on the scoring track.


Overall
Thematically I found Paint the Roses a little abstract. Having The Queen actually chase the player model around the out of the board was a bit silly (Which thinking about matches the absurdness of the source material.) but also reasonably clever.
While I understand how the theme meshes with the mechanics, it all felt a little... detached.

​Mechanically though, Paint the Roses presents players with very tricky decisions and this is twofold.

Firstly, the active player must decide which of 4 shrub tiles to draft and how they can place it on the board to convey the information on their card. I think that there's also a higher level of play here where the active player can choose to play a tile to potentially help another player to convey information.
Secondly, once a tile has been put down, the players must make a guess. It's likely that this will involve a mix of deduction and also blind guessing. Easy whim cards are well... fairly easy to guess which is why players are limited to one easy card at a time, other cards are no so easy. Its important to successfully guess harder cards because it puts more space between the players and The Queen
There's also the element of trying to guess another card after a successful guess but it's genuinely higher stakes: A successful 2nd guess will give the players more breathing room but a wrong guess means that essentially any progress made from a guess has been lost. Double or nothing really.

These mechanics for guessing feel quite unique but also a little obtuse and harder to comprehend than they should be.
I don't think it helped that we were playing the game digitally and clue tokens were added automatically which sort of distanced us from thinking about what was going on.
I also felt being forced to guess every turn was quite harsh and The Queen advanced very quickly after relatively few failures. I feel that if players make a couple of wrong guesses in the early game, they'll be on the back foot for the rest of it - however long that lasts.


This brings me to the rule with the White Rabbit that increases The Queen's speed is quite interesting - although I'm not sure how I feel about it.
If The Queen has a high speed, an incorrect guess can move her a lot of spaces. It increases the stakes as the game progresses, meaning the players can never afford to be complacent.
The drawback is that it felt frustrating and counterintuitive, like we were being punished for being successful.


Between the difficulty and somewhat frustrating way the deduction worked, I found that I did not enjoy Paint the Roses, which is a shame, I like the idea of a cooperative, logic driven game.
I would definitely be open to trying the game physically as I might chance my stance  when actually handling the game but digitally speaking, this is not a game for me.
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