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Gaming Blog

Village Green - First Play!

25/6/2022

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23rd June 2022

It's another Thursday evening and we're in Aldershot for another gaming night.

​Village Green - a local game for local people?
It turns out that competitions between local villages to have the best village green can be serious business!

What's in a game?
  • Green cards: These cards each depict some garden feature such as trees, a fountain or a gazebo.
    In the top-left of most cards is a symbol which dictates the card's flower type and colour.
    At the bottom of the card may be one or more of various icons, such as types of trees, lawns etc. These are mainly used to meet scoring criteria, although some symbols have special actions associated with them.
  • Award cards: These cards all contain scoring criteria, that is, ways to score points from green cards. There's a pretty diverse selection of scoring methods here. Some of the cards include ways to lose VPs which player will obviously want to avoid.
  • Village cards: There are 5 of these double sided cards. The 'front' of each card depicts a individual village in full colour (Along with 1 VP.), while the flip side show's the same village but monotone and missing the VP.

​Well that's it for the components - a deck of cards.
The card quality average and what you'd expect from games nowadays.

Watercolour styled artwork is used throughout the game on the green and village cards. depicting various items that could be found on an English village green (SIC). It's a pleasant style and the artwork all looks appropriately good, fitting it's theme quite nicely.

The iconography is not so well implemented though. I felt the symbols used for the different types of flower could have been a bit more distinct or individual, especially since the icons are quite small.
I also felt the 3 different types of tree icon displayed on the bottom of the green cards and award cards could have had been more distinctive.
Otherwise, the iconography is fine.


How's it play?
Set up
  • Village cards: Randomly deal a village cards to each player. Each should put it down face-up with the side showing 1 VPS.
    This will constitute the top-left of their 'tableau' in their personal playing area.
  • Green cards: Take the allotted number of green cards (As determined by player count.) and shuffle them into a face-down deck.
    Next; deal 3 green cards face-down to each player.
    Finally, draw 3 cards from the deck and place in them face-up in a row next to the deck.
  • Award cards: Shuffle the award cards into a face-down deck. Unlike the starting green cards, 3 award cards are dealt FACE-UP to each and placed in a row next each player's respective village card and are considered already in play.
    Then, as with the green cards, draw 3 award cards and place them face-up in a row next to the award card deck.
  • First player: Determine a starting player.

On to play
The objective in Village Green is to construct a tableau of 3x3 green cards while on the 'outside' of this 3x3 grid create a row and column of award cards to score points off of the green cards. Thus creating an overall 4x4 grid - including the village card which will be in the top-left corner.
Village Green uses the usual turn structure of having the active player complete their action then having play progress to the player on their left.
The active player can take 1 of the following 2 actions.
  • Bonus action: OK, this is not 1 of the usual 2 actions a player can take, before their action, the active player may perform 1 of the 2 following action once per game by flipping their village card over (And losing the VP it provides.).
    • Wipe all 3 cards from either the green card or award row and replace them.
    • Place a green card on top of another green card (This is not permitted otherwise.), however, the criteria for matching symbols/colours must still be met - see below for more on this.
  • Draw and play a green card: The active player must take one of the 3 green cards (Or draw blindly from the green card deck) from the central area and add it to their hand. Then they must play or discard any card from their hand.
    Play green card: A green card may be played face up in any part of the green card 3x3 grid, however there is a restriction; the flower type and colour must match at least 1 of the those elements with all orthogonally adjacent green cards.
    E.g., if a player wants to put down a card with a blue rose symbol, all the orthogonally adjacent cards must have either a rose type and/or blue colour.
    If there are no matching types, then a card cannot be played.
    Finally, green cards cannot be played on top of other green cards - unless the card has a lawn symbol.
    Green cards also have the following rules, depending on the symbols  at the bottom of the card.
    Lawn: If a green card has a lawn, that means it may be covered by another green card later in the game, although the usual rules about type and colour still apply. Covered cards do not score at the game end.
    Pond: Every visible pond symbol scores VPs at the game end.
    Structure: When a green cards with a structure symbol is played, the active player must immediately draw and place an award card following the usual rules for award cards.
    Trees: There are 3 types of trees and they can appear in various combinations on cards. Typically, trees are used for scoring.
  • Draw and play an award card: The active player must take a award card from the display of 3 (Or draw blindly from the award deck.). Then they must play it face-up into the column or row outside the 3x3 grid. An award card can be played anywhere in a row or column and unlike green cards, may be placed on top of other award cards. This means the award card beneath is no longer scored and may be something that a player wants to do if a award card will score negative or low VPs.
  • End of turn: Whenever a card is taken from either the green or award card rows, it is immediately replaced. Once the active player has concluded their action, play progress to the player on their left.

Endgame
There are 3 criteria which may end the game.
If either the green card or award card deck is depleted, or a player has placed 9 green cards, then the end has been triggered. The current is completed and the game goes to scoring.

Player score from the following sources:
A face-up village card scored 1 VP
Each visible pond scores 2 VPs.
Award cards score all the (Up to 3.) cards in their respective row/column.

Points are tallied, highest score wins.


Overall
On a basic level, Village Green is a fair simple game - pick a card and play a card, which makes it straightforward and quick to understand.
However, like all good games, it's easy to learn but hard to master and this is definitely the case with this game.

What makes Village Green tricky is having to literally think 2 steps ahead. Players will need to pay attention to a green card's type and colour when playing it because it will influence what is played next to it.
Not only is positioning important when playing a green card but the order in which they are played will matter too.
E.g., putting a green card into the centre of the 3x3 grid means that all 4 orthogonally adjacent cards placed subsequently must match the flower type and colour for that card. If the centre card is played last, then it would have to match all 4 cards already played and that requires planning ahead.
Matching 3 types and 3 colours might not seem difficult but remember, players will only have a hand of 3 green cards and a row of 3 cards to draft from.
Sure, a player can keep drawing and discarding green cards to hopefully get what they need, but this can catch a player out. Once the deck is gone - it's game over. Additionally, while rinsing through green cards, other players may be completing their 3x3 grids, which is also game over.
Ultimately, players will need to commit to taking some risks and play early cards with gaps between them for some wriggle room for placing later cards and also rely on a bit of luck to get what they need.

Award cards are also tricky to manage but in a different way.
Players start with three, which can be good as it gives each player a initial individual scoring target to aim for. However, as green cards get played and players may be forced to put them in certain positions thanks to type and colour, it may end up that a award card scores less, zero or even worse - negative VPs!
Luckily, award cards can be nullified by covering them with other award cards later. This though raises another quandary for players to ponder.
The later an award card is played in the game, the harder it will be to place in a way to maximise it's scoring potential.

Finally, there's some potential for higher level play by watching what cards other players are putting down, trying to anticipate their actions and denying them what they need.
Although, since some of the icons are so small, it can be physically tricky looking at other players' tableaus with leaning over them!

All of these mechanics are good because they always provide players with meaningful decisions as they try and positions cards so that they match type and colour as well as scoring criteria.

Having written all of that brings me to a drawback of the game, which is that it can be a harsh and unforgiving experience.
Players will be frustrated when unable to play cards and are instead forced to discard. It's likely that some players will end up without all their possible green or award cards - I know I did on my first play.

So despite being easy to learn, I'm not sure this is a game for more 'casual players'? If it 'groks' with them, they'll be fine. Otherwise it'll probably take a game or two to get handle on where to player cards.

There's not denying it's a elegant, fairly engaging game. It plays quick enough and will provide players the challenge of being able to place all their cards and also optimise scoring opportunities.
Definitely worth a try in my opinion.
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