Players: 1-4
Works well with just 2: Yes!
Solo quality: a bit boring
Age: 8+
Playtime: 30 min
Complexity: 3/10
Just like Applejack, this is one of Uwe Rosenberg’s simple-yet-clever designs, albeit under a more abstract guise: you’re just building a series of interlocking tasks that you try to complete.
The game is played with a huge variety of tiles that players organize in rows and columns, with no predefined grid to adhere to. When it’s your turn, you pick one tile from a limited selection on offer and add it to your structure, making sure the new tile orthogonally touches at least one other tile. Then you check if you’ve completed some of your tasks, and put one of your wooden markers on each of them that’s done.
Some tiles will display one or more tasks, in the form of a number on a colored background; other tiles will show one or more colored frames (used to complete the aforementioned tasks); and a third category of tiles will sport both bits of information.
To complete a task, you need the required number of frames in the requested color, arrayed in a continuous chain where at least one link in the chain is in direct contact with the task at hand.
In the example below, the 5-yellow task is done (I should put a wooden marker on it), but the 3-gray task is still missing one gray frame—and the 4-brown/orange task has nothing going for it. Yet.
Solo quality: a bit boring
Age: 8+
Playtime: 30 min
Complexity: 3/10
Just like Applejack, this is one of Uwe Rosenberg’s simple-yet-clever designs, albeit under a more abstract guise: you’re just building a series of interlocking tasks that you try to complete.
The game is played with a huge variety of tiles that players organize in rows and columns, with no predefined grid to adhere to. When it’s your turn, you pick one tile from a limited selection on offer and add it to your structure, making sure the new tile orthogonally touches at least one other tile. Then you check if you’ve completed some of your tasks, and put one of your wooden markers on each of them that’s done.
Some tiles will display one or more tasks, in the form of a number on a colored background; other tiles will show one or more colored frames (used to complete the aforementioned tasks); and a third category of tiles will sport both bits of information.
Which would you pick? |
In the example below, the 5-yellow task is done (I should put a wooden marker on it), but the 3-gray task is still missing one gray frame—and the 4-brown/orange task has nothing going for it. Yet.
Some tiles are self-fulfilling (like a 5-green task that also shows a green frame), which makes them easier to pull off and kind of a no-brainer. Where things get twisted (and interesting!) is when you have to deal with, say, a 7-brown task surrounded by a yellow frame: Do you place that tile next to your group of brown frames, or would it be more effective to forsake the 7-brown task and instead use the yellow frame to complete a bunch of yellow tasks elsewhere?
The first player who completes 22 tasks (i.e. runs out of wooden markers) wins the game. And if you’re anything like me, you’ll just want to play it again, and again. It’s amazing how much gameplay Rosenberg can pack in a 30-minute game with two and a half rules to learn, with something addictive thrown in for good measure. So don’t be fazed by the apparent simplicity of Framework: it’s dead easy to learn, yet damn fun to play.
The solo game is, as with most of Rosenberg’s designs, a beat-your-own-score type of puzzle. So the first time you play it, you don’t win nor do you lose: you just set your own benchmark—then you try to do better. Not my kind of solo experience, but it’s over in five minutes and it’s not an unpleasant exercise.
Most easily forgotten rule: In this case it’s not a rule you’re likely to forget, but rather a completed task you’re just not seeing. Keep your eyes peeled!
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