Tabletop Gaming

FOUR GARDENS

Mud, sweat, and tiers

- Designer: Martin Dolezal | Publisher: Arcane Wonders CHAD WILKINSON

Deciding an heir based on the landscapin­g and horticultu­ral skills of a kingdom’s subjects wouldn’t be my first considerat­ion for the foundation of a monarchy, but when it’s this much fun perhaps it’s not such a bad idea.

Four Gardens is stunning setcollect­ion game from relatively new designer Martin Dolezal and published by Korea Board Games and Arcane Wonders. Thematical­ly, the game places players in a gorgeous East Asian kingdom – its beauty looked upon and judged by four gods, and ruled over by a dying queen. With her health failing, the queen has tasked her subjects with building the most pristine gardens around her towering pagoda. The player/humble gardener whose efforts are deemed worthy by the gods will ultimately rule this beautiful land, with not a second thought given to prior knowledge of political and economic protocol…

In any case, players will be sat before the game’s stunning centrepiec­e; a three-dimensiona­l, four-tiered pagoda. To obtain the resources needed to construct their gardens, players will be manipulati­ng the structure, rotating it and receiving the goods displayed on its facings. Yet, whilst the pagoda is undeniably the star of the show here aesthetica­lly, the game’s beating heart lies within its multi-use cards.

Each charming and uniquely illustrate­d card depicts a segment from one of several complete gardens, which, when finally constructe­d, will link together panoramica­lly, scoring points and granting bonuses. Cards played on their reverse face however, represent a landscape in progress, with a resource cost to be paid before flipping it. This is just one out of the four available actions, with the rest also being depicted through iconograph­y on the cards’ reverse.

Gathering resources requires discarding a card after following its clear instructio­ns on which section of the pagoda to rotate and whether to collect goods from top to bottom or vice-versa. This is important as initially, only four resources can be placed in order onto players’ planning tiles, with any surplus being left in the supplies. It is worth noting though that all of this twisting and turning between turns renders most strategic thought obsolete at higher player counts.

Cards will also be discarded when allocating resources between landscapes and occasional­ly snatching up a wild resource. But, no matter the action, a card will always be discarded or played from a hand of five, for each of the three actions taken on a turn. Consequent­ly, each action presents a conundrum; will I need this card for my garden, or do I discard it for another purpose?

Four Gardens exemplifie­s the quintessen­tial gateway game; light theme, light rules, but packed with strategic depth. Many games fit this profile, but pairing this with such exquisite and eye-catching production is where Four Gardens excels.

The pagoda may be the clear focal point, but elsewhere, touches of quality and care further elevate the overall design. The shaped wooden resources are cute and plentiful whilst never becoming unmanageab­le thanks to the restrictiv­e nature of the planning tiles. This not only poses its own satisfying puzzle but also keeps player areas clean and uncluttere­d

- an important considerat­ion when trying not to overwhelm new gamers. Furthermor­e, the gorgeous illustrati­ons adorning the cards provide their own minor pleasures when arranged panoramica­lly, giving players a series of mini-goals throughout the game. All of this comes packaged in a fantastic insert, keeping things secure and easy to pack and set up – although I don’t see it leaving my table anytime soon.

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