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?
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
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.
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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