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Step by step
Objective of the Game
The Automa variant allows you to play PATCHWORK solo by introducing an artificial opponent. Your goal remains the same as in the base game: to build the most aesthetic (and high-scoring) quilt on your quilt board. You compete against the Automa, which collects patches and scores points based on a chosen difficulty level. You win if you have more points than the Automa at the end of the game.
Setup
- Set up the base game as described in the standard rules. Note that the Automa does not receive a quilt board or any starting buttons.
- Choose between the normal deck (cards 1-12) or the tactical deck (cards 13-24). Shuffle the 12 cards and place them face down as the Automa deck. Discard two cards from the deck unseen into a discard pile.
- Select your difficulty level (I to V). Place a button from the general supply on the time board a specific number of spaces away from the final space to determine when the Automa may claim the 7x7 special tile:
- I. Intern: 1 space away
- II. Apprentice: 9 spaces away
- III. Fellow: 12 spaces away
- IV. Master: 15 spaces away
- V. Legend: 18 spaces away
Course of Play
The game follows the base rules with specific adjustments for the Automa:
- You always take the first turn.
- When it is the Automa's turn, reveal the top card of the Automa deck. This card indicates how many virtual buttons the Automa has available to "spend" on a patch.
- The Automa never actually spends buttons.
- The Automa does not place patches on a board; instead, it collects them into two piles: one for patches with buttons and one for patches without.
- When the Automa deck is empty, shuffle the discard pile (including the two cards set aside during setup) to form a new deck.
Actions and How to Play
On the Automa's turn, look at the next three patches in the circle. Determine which patches the Automa can afford based on the button value shown on the revealed Automa card:
- A. Cannot afford any: The Automa passes, moves its time token, and may trigger button income. It gains no buttons for passing.
- B. Can afford exactly one: The Automa takes that patch, places it in the appropriate pile, and moves its time token.
- C. Can afford more than one: Apply the filters shown on the Automa card from top to bottom until only one patch remains. If a filter leaves no patches, skip it.
Filters include:
- The patch costs so little time that the Automa's time token will not overtake yours.
- The patch with the most buttons.
- The largest patch.
- The patch furthest from the neutral token.
Whenever the Automa triggers button income, it receives a number of buttons equal to the value shown at the bottom right of the current Automa card (0 to 5).
End of Game and Scoring
The game ends as per the base rules. The Automa claims the 7x7 special tile if its time token moves onto or past the button placed during setup, unless you have already covered a 7x7 square on your board. The Automa scores 7 points for the 7x7 special tile, plus additional points based on your chosen difficulty:
- I: No additional points.
- II: 1 point per collected button.
- III: 1 point per collected button and 1 point per collected patch with buttons.
- IV: 1 point per collected button and 1 point per button on its collected patches.
- V: 1 point per collected button, 1 point per collected patch with buttons, and 1 point per button on these patches.
You win if you have more points than the Automa. In the event of a tie, use the normal tie-breaker rules.
Dicas para Vencer
Consulte o manual para detalhes sobre esta seção.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
What is the objective of Patchwork: Automa?
How do you set up Patchwork: Automa?
How do you play Patchwork: Automa?
How does Patchwork: Automa end, and how do you score?
What are some tips for winning Patchwork: Automa?
Expansion for
Published additional content