Garden Club Game Review
As activities go, I love the direction Chris Couch Games is taking with its initial batch of releases. The production looks exceptional and the bright, vivid colors of nearly every game I picked up from this publisher at Gen Con has the shelf appeal a game needs to stand out.
Garden Club (2026, designed by Kristen Mott and Andrew Stiles) is much better as a production than a game. Solid player boards that serve as a handsome storage area and turn tracker for each round. A rulebook that feels luxurious in the hands, from the linen finish to the easy read and the helpful game summary on the back cover. Carve-outs in the box for certain tokens and cards, and a decent amount of mini expansion content for players who want to dive deep.
As a game, Garden Club came back to Earth for my solo plays and my two-player game with my nine-year-old. Players plant and harvest on their turns, placing flower tiles on one of the 16 spaces of a shared centralized board, while making patterns that can be scored on project cards or manipulated using tool cards.

All of it feels very “Sunday afternoon.” By that, I mean that you should play Garden Club with a…
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I’ve spent much of my time with Gazebo, publisher Bitewing Games’s update of Reiner Knizia’s cult release Qin, appreciating the humble domino. Why is it so good? Is it the heft? Unexpectedly heavy tiny objects are disarming, after all. There’s the abnormally smooth texture and the rounded corners, the clack—not a click, but a clack—every time you put one down on a hard surface. Maybe it’s a shared cultural memory of the nearly 1,000 years we’ve been playing with them. 



Kitten cards and Blankie[/caption]