Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation.
Samurai Gardener — first published as Edo Yashiki — is a tile-laying game with an historical Japanese theme in which players try to construct as impressive gardens as possible. Each card consists of six sections of several types of areas (pond, floor, garden, etc.). Players lay t...
Players
2-5
Time
?-?
Age
6+
Weight
1.5
Rating
6.15
Should this hit the table?
Moderate level of interaction with a good balance between direct and strategic confrontation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct and strategic confrontation.
Samurai Gardener has a high variability gameboard, allowing for different experiences each time it is played. The presence of expansions adds additional content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. While the game is not the easiest to learn, it offers a good balance between ease of learning and depth. Overall, Samurai Gardener has a solid replayability score of 7.7.
Samurai Gardener has a moderate level of luck involved in the game. While random elements like card draws and tile placements can have an impact on the game outcome, players have a significant ability to mitigate the effects of luck through strategic decisions and planning. The game relies more on player strategy and decisions rather than pure luck, making it a balanced mix of luck and strategy.
Overview
Samurai Gardener — first published as Edo Yashiki — is a tile-laying game with an historical Japanese theme in which players try to construct as impressive gardens as possible. Each card consists of six sections of several types of areas (pond, floor, garden, etc.). Players lay the cards side by side or overlapping in order to create long rows of the same area type. Each round, rows/columns of the same area type are awarded points, and the player with the most points when all building cards are depleted wins.
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