Review: Patchwork
Introduction & Overview
Patchwork is a needlework technique that involves sewing together pieces of fabric with various patterns to create a single, larger design. Historically, it was a way to repurpose leftover scraps of fabric to make clothes and quilts. Today, it has become an art form used by textile designers, especially when working with pieces of varied shapes and sizes. Creating a beautiful quilt requires both time and patience, as the available patches often simply refuse to fit together smoothly. Choose your patches carefully and keep a steady supply of buttons on hand to craft a more striking quilt than your opponent.

This is the premise behind Patchwork, one of the two games presented by the great Uwe Rosenberg back in 2014 (alongside Caverna) through multiple publishers simultaneously. For instance, Mayfair Games released it in English, while Lookout Games handled the German edition. As a side note, it was a Spiel des Jahres recommended game in 2015 and won the Golden Geek Award for Best Abstract Board Game in 2014, while also being nominated for Best 2-Player Game in that same edition. The artwork is illustrated by Klemens Franz, the artist behind the look of most of Uwe’s games, such as Agricola, Le Havre, and Caverna.
The game is completely language-independent (aside from the rulebook). It is strictly designed for two players, with a recommended age of 8 and up, and an approximate playing time of about 30 minutes. The MSRP is €20.95. For this review, the English edition by Mayfair Games was used.

Important: if you already know the game and/or are only interested in my opinion about it, you can go directly to the Opinion section. The Content and Mechanics sections are especially intended for those who do not know the game and prefer to get a general idea of how it works.
Components
Inside a two-piece cardboard box (lid and bottom), measuring 19.5 × 19.5 × 4.5 cm (a small square box similar to other titles like Kahuna or The Rivals for Catan), we find the following components:
- Neutral token (wooden)
- 2 Time markers (one green, one yellow) (wooden)
- 2 Quilt boards (one green, one yellow) (cardboard)
- Double-sided Central Time track board (cardboard)
- 33 Patches of various shapes and sizes (cardboard)
- 5 Special patches (cardboard)
- 50 Button tiles (cardboard):
- 32 Tiles of 1 Button
- 12 Tiles of 5 Buttons
- 5 Tiles of 10 Buttons
- 1 Tile of 20 Buttons
- Rulebook

How to Play
Patchwork is a two-player game where each competitor races to craft the most complete and valuable quilt on their personal board by stitching together polyomino fabric patches using buttons as currency. The match does not follow a traditional alternating turn structure; instead, the turn always belongs to whoever is furthest behind on the central time track, which allows a player to take multiple consecutive turns. On their turn, the active player must choose between two actions: advancing their time token to the space directly ahead of their opponent to gain one button per space moved, or purchasing one of the three available patches in front of the neutral pawn by paying its button cost, placing it onto their quilt grid without overlapping, and advancing their time marker by the indicated number of spaces. Along the time track, crossing certain spaces will allow players to claim single-square leather patches or trigger income phases to collect buttons according to the icons visible on their quilt, while also competing for a special bonus tile awarded to the first person to fill a seven-by-seven square. The game ends once both time markers reach the final space of the time track, at which point players add up their collected buttons and the special tile bonus, subtracting two points for each empty space left uncovered on their quilt. The player with the highest total score is declared the winner.
Key Concepts
Let’s begin with the Quilt Boards. Each player receives a 9×9 grid board where patches will be placed to assemble their quilt. Keep in mind that every empty square remaining on this board at the end of the game will subtract victory points.

Buttons represent the primary resource managed during the game. Throughout the match, you will spend these buttons to acquire new patches for your quilt. Furthermore, at the end of the game, buttons count directly as positive victory points. Buttons can be earned in two ways: by taking one of the two available turn actions or through button income phases triggered as the game progresses.

The Time Board tracks the other critical resource: Time. In total, the track features 54 spaces arranged in a spiral—square on one side of the board and circular on the reverse. Both sides are identical regarding the distribution of spaces, buttons, and special patches. Each space represents one unit of time available to the player. This time is spent to generate buttons and sew patches onto your quilt. Unlike buttons, time cannot be regained. Each player uses a marker to track their remaining time units. A player’s game ends when their time marker reaches the central space. Marker positions are also crucial because turn order depends entirely on who is further back along the track.

The Patches come in a wide variety of shapes and patterns. Each patch displays a label indicating its resource cost to stitch it onto your quilt. This cost may include buttons (marked with a button icon) and/or time units (marked with an hourglass icon). Naturally, patches must fit entirely within your quilt board. Additionally, some patches show button icons that yield income during scoring phases. The cost of each scrap depends on its size (number of squares covered) and printed buttons, reflecting a direct balance between buttons and time spent.

Printed along the Time Board are small button icons and 1×1 patches. Crossing a button icon triggers a button income phase, where that player receives buttons from the supply matching the number of buttons sewn onto their quilt board. The 1×1 special patches are awarded strictly to the first player to pass the space where they are placed.

We also have the Neutral Token, which dictates which three patches are currently available to the active player.

Finally, a bonus tile awards extra victory points to the first player who manages to complete a solid square of a specific size on their board.

That is enough to get started.
Preparación de la Partida
- Place the Time Board in the center of the table (choose either side).
- Each player takes a Quilt Board.
- Place both time markers on the starting space (the outermost space) of the time track.
- Lay out all patches in a circle (or oval) around the time board, and place the neutral token between the 2×1 patch and the next patch in clockwise order.
- Distribute five buttons to each player and place the remaining buttons nearby as a general supply.
- Choose a starting player.
We are ready to begin!

Game Flow
A game of Patchwork plays out over an indeterminate number of turns until both players have reached the final center space of the time track.
The starting player takes the very first turn. From then on, the turn always belongs to whoever is furthest behind on the time track. If both markers share the same space, the player whose token is on top of the stack—the last one to arrive—takes the next turn.
On your turn, you must choose one of the following two actions:
- Buy a Patch and stitch it to your quilt. Choose one of the three patches situated directly ahead of the neutral token, pay its button cost to the supply, and advance your time marker along the track by the indicated amount. Place the patch completely onto your quilt board (it cannot overlap other tiles or stick out beyond the grid edges). Lastly, move the neutral token to the slot vacated by the chosen patch.
- Advance and Receive Buttons. Move your time marker to the space directly ahead of your opponent’s token, claiming one button from the supply for each space advanced.
This concludes the turn. Turn order is then re-evaluated: whichever marker is furthest behind (or on top of the stack on a shared space) takes the next turn.
Three distinct events can trigger as player markers progress along the time track:
- Button Income. Whenever a player’s marker crosses a button icon on the time track, that player collects buttons from the supply equal to the total number of buttons printed on the patches currently on their board.
- Special Patch. When a player moves past one of the small single-square patches, they immediately claim it and fit it into their quilt. Unlike button income, this only happens if the patch is still on the board, meaning only the first player to pass that space claims it.
- 7×7 Quilt Bonus. The first player to completely fill an uninterrupted 7×7 square on their quilt board with patches immediately earns the 7-point bonus tile.

Game End
The game ends the moment both players’ time markers reach the final center space. If a patch placement would require moving more spaces than remain on the track, the marker simply moves to the center space and stays there until the opponent reaches the end as well.
Final scoring is calculated as follows:
- 1 Point for each button in your possession (tokens, not printed icons on tiles).
- 2 Negative Points for each uncovered space remaining on your quilt board.
- 7 Bonus Points for the player holding the 7×7 special bonus tile.
The player with the highest total score wins. In the event of a tie, victory goes to whoever reached the final center space first.
Personal Opinion
As a matter of trivia, during the long and intricate development of A Feast for Odin (read the tocho-review here), Uwe Rosenberg aimed to polish the polyomino puzzle mechanic on player boards. By isolating and extensively testing that spatial mini-game, he was so captivated by the smooth flow and tactical tension of the puzzle that he realized the core idea was strong enough to stand entirely on its own, stripped of the heavy Viking worker-placement framework.
That brings us to the game at hand, a design far removed from the complex resource management and dense worker placement engines we have come to expect from the German designer. Does it offer a breath of fresh air in his catalog? Or is it merely another release trying to ride on the designer’s fame to milk unsuspecting gamers? Let’s find out.
As mentioned earlier, it is worth repeating: Patchwork is an abstract game at heart. While it is wrapped in an original and charming theme that fits the puzzle mechanics reasonably well, it could easily have been themed around almost anything else. It feels very much at home alongside the classic Kosmos two-player line and would not look out of place in that catalog at all.
Mechanically, the game revolves around two central pillars. The first is tile placement, which is essentially a geometric puzzle reminiscent of Ubongo (read the tocho-review here). You will draft Tetris-like pieces and carefully fit them onto your board.
To prevent mindless tile laying, the design establishes dual goals: one mid-term and one long-term. The first is a sprint for the 7-point bonus tile, requiring players to assemble patches into a solid 7×7 square before their opponent. The second goal is covering as many squares as possible to minimize the harsh end-game penalties for empty spaces. Consequently, players must balance two spatial factors when drafting patches: racing toward that smaller square and maintaining a clean layout that maximizes tile efficiency across the entire board.
The second core mechanism is resource management. Here, Uwe displays his masterful touch by handing us two scarce and vital resources. The first is buttons, which serve a dual purpose as currency and victory points—they are spent to acquire new pieces, yet leftover buttons translate directly into positive points at the end of the game.
Alongside buttons lies the relentless passage of time. Each player starts with 54 units of time that must be spent with utmost care to cover as much of the quilt as possible. Every unit of time translates into positive value, whether by collecting buttons or stitching patches that cover empty spaces to avoid penalties.

Thus, we are juggling two resources: a fluctuating economy (buttons) and a fixed pool that steadily ticks down to zero (time). Early plays might feel straightforward, as novices tend to grab whatever piece they can afford that covers the most space or yields buttons without considering long-term tempo. With experience, however, the indirect player interaction becomes sharp and prominent, heavily shaping every decision at the table.
First and foremost comes time awareness. As established, time is finite and irreversible. With a predetermined allowance, efficiency is paramount. Your initial impulse might be grabbing large patches that cost minimal time, but with only three options available ahead of the neutral pawn, finding an ideal match is rarely that simple.
Furthermore, patches require buttons. Because funds are tight in the opening turns, you will frequently need to advance your time marker past your opponent just to generate immediate liquidity for that coveted piece of fabric.
This dynamic introduces the third pillar of the design: the time track turn order. Uwe borrows Glen More’s clever mechanism where the player furthest behind always takes the turn. This forces you to anticipate your opponent’s next move and calculate which patches will remain available on your subsequent turn. Taking consecutive turns is only possible if the chosen patch costs less time than the distance between both players’ markers.

Why bother taking time-expensive patches then? The obvious instinct is favoring low-time costs whenever possible. However, surging ahead is often worthwhile—whether to trigger a vital button income phase, snatch a 1×1 patch, or complete a section for the bonus tile. This keeps players in constant calculation across three axes: time expenditure, button economy, and turn tempo, all in a race to claim the best pieces before reaching the end.
As I noted, it sits comfortably alongside Kosmos two-player gems like The Rose King (read the tocho-review here) or Kahuna (read the tocho-review here). Fans of those titles will find a lot to love in Patchwork. Conversely, if titles about the Wars of the Roses or South Sea archipelagos never caught your interest, Rosenberg’s spatial duel may not win you over either.
Perhaps the biggest drawback of the game lies in its setup, which is surprisingly sprawling and table-hungry for a two-player title. Setting out the entire ring of patches with proper spacing means it is not a game you can casually pull out anywhere.

Regarding production quality, the box relies mostly on sturdy cardboard across its three player boards, button tokens, and patches, all of which punch out easily with good thickness. The markers are nicely sized, particularly the neutral pawn, which is a hefty wooden piece. Everything fits into a standard box without an insert; while a tray would have kept boards from shifting around, it is hardly a dealbreaker. The rulebook is concise, clean, and well-structured, leaving no room for ambiguity.
As for Klemens Franz’s artwork, there are no complaints. It does its job cleanly while giving the game plenty of charm. Franz’s distinct visual style is usually unmistakable, though without his usual rolling green fields or quirky characters, casual observers might not spot his handiwork right away.
And let’s wrap this up. Patchwork is a remarkably satisfying puzzle that pairs polyomino tile placement with a sharp dual-resource economy. The interplay between button income and the relentless advance of time injects real weight into every turn, pushing players to weigh spatial efficiency against turn tempo to chain moves or deny valuable scraps to their rival. Every match offers rich, indirect interaction where smart planning is needed to maintain positive cash flow without leaving punishing open gaps on your board. Despite a table-hogging setup for a two-player game, its mechanical elegance, brisk pace, and hidden depth make it an addictive and brilliant design. For all these reasons, I give it a…


