No, I’m not talking about politics, or make-up. I’m talking about the design pattern of using tokens of different shapes to cover up an area, which has experienced a major surge in popularity lately. Based on the mathematical concept of tessellation, or how to completely cover a surface with geometric shapes, this design pattern offers a lot of opportunities for creativity.
Patchwork, a recent hit from Uwe Rosenberg, features players attempting cover as many spaces on their grid as possible by laying polyominoes (like dominoes, but made up of any number of squares, not just two) of varying sizes and costs. The game features two currencies and a resource-generation mechanism too, but at its core, the game is about the puzzle of fitting differently-shaped pieces into a regular square. Rosenberg also offers a similar puzzle as part of the larger and more complex Feast for Odin. In this one, the board begins with many negative point spaces showing, and players seek to cover them over with tiles to neutralize them.
Another approach to this mechanism comes from Blokus. In Blokus, players have identical pools of polyominoes, and are seeking to get rid of as many as possible onto the gridded board. What they cover is irrelevant, the goal is to lay all their tiles. However, the placement rules, which only allow players to lay tiles if they touch one of their own tiles, but only corner-to-corner, makes efficient usage of space impossible. Instead, play resembles Go, with players staking out areas with their tiles, trying to seize as much territory as they can and cutting players off like the light-cycle racers in Tron.
Bora Bora, a Stefan Feld game that is primarily about dice-as-workers, features a small tessellation mechanism. A central grid has resources printed on it. As you collect resources, you place them on the grid, which allows you to use another action to build 2×1 tiles over the grid to score points.
Not all tessellation games have polyominoes. Feld’s highly-regarded The Castles of Burgundy features players acquiring hexagonal tiles from a central board and placing them on a personal board to trigger bonuses. Scrabble and Latice both offer bonuses to players who can cover specific tiles, while restricting how players can play adjacent to existing tiles.
The ‘cover-up’ design pattern is intuitive, and offers enormous flexibility. Underlying spaces can trigger bonuses or penalties, they can operate as prerequisites or place restrictions on play. The tiles used to cover can be identical, as in Othello, or highly varied. A design can emphasize the spatial puzzle or attenuate its importance, and tile acquisition can be granted, or be the subject of other mechanisms ranging from a simple draft to much more complex and interlocking mechanisms. Even as many very simple and introductory games use this pattern, we also see it featured among some of the most complex hobby games on the market.
Your turn! What are some of your favorite games that feature the pattern of “It’s all a bid cover-up” ? What kinds of design problems do you solve with this pattern?