Roll-and-Writes (RnW) is a trend that sort of passed me by in board games, and out of the piles and piles that I’ve played, there are only a few that have really made an impact: Silver & Gold is one of them.
Silver & Gold is a RnW-meets-Polyomino game in the vein of Patchwork Doodle, Second Chance and Cartographers. However, it stands out from those because instead of one large grid, you are filling up multiple smaller ones:
When you finish one, you add it to your score pile and draw a new one from the 4 available ones. The cards are dry-eraseable, which gives the game a strong tactile element, and drawing on cards adds a thrill of the forbidden, not unlike ripping up stuff in a Legacy game. It does take away from the feeling of having created something that is intrinsic to many RnW’s however, but it does make you feel like you’re accomplishing stuff throughout the game, because you’re completing a card every few turns.
The Unsung mechanism of Silver & Gold is more related to its Polyomino-ity than to its RnW-ness (which are both words now). Polyomino games are about filling up your shape in the most optimal ways, which comes with multiple heuristics, but basically comes down to “play it safe”: don’t split an area in two, keep large squarish patches rather than long narrow ones, know which shapes have yet to come out.
Most Polyomino games will then give you a second, competing incentive –really, competing incentives are what makes for interesting game design–: Patchwork has the economy of buttons, for example, while Barenpark has the race for tiles.
Silver & Gold’s second incentive is its bonus squares. There are three types of bonuses you can get by covering their associated symbols on a card:
- X’s, which allow you to cover another square anywhere;
- Coins, which have a race aspect to them, as getting 4 coins gets you a Trophy, which are worth less as people get them;
- Palm trees, which give you, when you cover them, a point for every Palm Tree in the display.
As one side of your brain is thinking about optimizing the filling of your map cards, the other is thinking about the optimizing of those spaces: X’s are added flexibility, and so very situational; coins are a race, so of course you want to cover them as quickly as possible, but depending on what others have available, that will affect how much pressure there is for you to finish that set of 4; finally, those Palm Trees are a really cool push-your-luck aspect, because they can be worth anything from 0 to 4, meaning you’re not letting go of a shot at crossing the for 4 points, but you’re probably avoiding even an optimal placement if that means you’ll get a 0.
I covered those timing-based opportunities in another post (Making VPs), where one thing I mentioned was that it made options hard to compare, because they were of unknown values. In this case, it’s rather easy to evaluate how high or low it is, because the information “how many palm trees in the middle” is super easy to visualize, without any calculation required, and even the odds of it going up or down are very clear. If the value was kept on a track, going up or down based on revealed cards, it would certainly lose that ease.
As I discussed in that other post, timing-based opportunities are one of my favorite things in games, because they push you towards adaptability. In Cartographia, the draw piles change size over the course of the game, and that means that even when you’ve planned a few turns in a row, sometimes when it gets to your turn you’ll see a 7-card pile and… you just have to take it, right?
What other games have similar timing-based opportunities, and how do they present them in a way that’s clear and easy to understand?