In Samurai Gardener — first published as Edo Yasiki in Japan — from Osprey Games and Hisashi Hayashi, 2-5 players quickly grab and then place cards to construct impressive gardens and score points and bonuses by having rows/columns of similar areas.
Each card consists of six sections with different types of features (pond, tatami mat, garden, and path). At the start of each round, the lead player chooses as many cards as there are players from the draw deck and places them in the middle of the table within easy reach of all players.
The lead player then calls out “Ei! Ei!” and everyone yells “Oh!” and simultaneously slam their hand down on the card they want. You can also call out “One, Two, THREE” instead. Or you can just place cards and let people choose in turn order. In reality it doesn’t really matter how you do it. Whoever gets to their desired card first gets it. If two players find themselves with their hands on the same card, then the person with more of the card covered gets it. I played this across a few different groups and some found this an exciting element of the game and others found it repetitive and off-putting. Adding a dexterity/speed element to a card/tile placement game doesn’t add that much to the game-play to make it central to the game.
In order to construct the perfect garden, cards can be placed adjacent to or overlapping other cards in the player’s tableau but cannot be turned 90 degrees. The short side of cards in your garden should always be facing you. Additionally, you can’t cover an area of three or more of the same garden features are present in a row/column.
Once the cards are placed, rows/columns of three, four, or five of the same area type are awarded points, and there are bonuses for scoring two or more types at the same time. The first player to 25 or the player with the most points when all cards are depleted wins.
Samurai Gardener is a delightfully simple card game that has been a great starter at my library game nights especially for older players who are coming in with very little board game experience but quite a bit of experience with traditional card games. However, the dexterity/speed part of the game was not a big hit and I’ve preferred to have the active player deal and then choose in turn order. Everyone will generally get enough turns to get their first choice.
What makes this game interesting is the scoring. Each player has four cards in front of them (pond, tatami mat, garden, and path) which are flipped over whenever the corresponding feature is scored (has a length of 3, 4, or 5). However, once flipped over that feature can’t be scored until the cards are refreshed and that doesn’t happen until all the cards are flipped face-down. So, you need to score each feature and then start again. It adds a pleasant amount of tension and decision around placement of the cards and optimizing which which features to score.
Bottom Line: Samurai Gardener is a simple card game with a unique scoring mechanism and an oddly unnecessary speed/dexterity element. Experienced gamers will likely drift towards Honshu as their go-to card/tile-laying game. I can see breaking this out at family holidays or during lunch with co-workers or emerging gamers. Osprey Games continues to present us with approachable, well-produced, and enjoyable games.
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