Wandering through the winding paths of a magic forest Alice stumbles upon a royal garden. Poor gardeners have been rushed off their feet trying to arrange it according to the Queen's wishes. The trees must be as far apart as possible, the rose bushes must be the most sumptuous in the whole Wonderland, and the chess pieces must have a neat path to walk on. Is it possible to achieve all that and be spared the Queen's wrath?
In Alice's Garden, you arrange the garden plants in the most advantageous way and help Alice and the gardeners appease the Queen and grow the best garden in Wonderland. To do this, you place tiles on your individual player boards, with the tiles being of different shapes, 'Tetris-style, and depicting flowers, trees, etc. To win more points, you should fulfill as many requirements as possible.
The game ends after the round in which a player can't place a tile from the supply on their player board. The player with the most points wins.
—description from the publisher
- Encourages artistic expression and color/space creativity
- Unique bag-based draft adds decision depth and tension
- Clear connection between theme and mechanics
- Scoring can be complex to track for new players
- thematic flavor, space-constrained tile placement, artful expression
- Alice in Wonderland-inspired garden-building with flora and chess-like pieces
- creative, expressive
Mechanics (from transcript analysis)
- Bag-based piece selection with first-player advantage — Pieces are kept in labeled bags; the active player chooses which piece to use next.
- Limitation on movement; placed tiles are fixed — Once placed, tiles cannot be moved, increasing the impact of initial placement.
- Small-grid tile placement — Players place varied shape tiles on a tight grid to create regions.
- Space-constrained decision-making and strategic tension — Choosing one piece impacts both you and opponents due to limited space.
- Thematic scoring with chess-piece-like guards and flowers — Scoring ties to guards, roses, forests, and other themed features.
Video topics + discussion points
Quotes (from this video)
- the mechanic is you lay out tiles and players use these chisels which are pretty cute
- this great dynamic that emerges is you're trying to do things and cut off large regions
- the tension around oh no like i might not have the majority more and then i'm not going to get as much
- the second mechanic is all these pieces are in separate bags… the piece that you're choosing has a huge impact both to you and to other players
- the aesthetic of expression having fun through creativity
- you flip it over and then they are like basically one unit you like clear down to just one unit
References (from this video)
- Charmingly charming and surprisingly engaging
- Smooth drafting and placement feel
- Can become repetitive for some players
- Planting and scoring via symbols
- Garden with polyomino shapes
- Charming, puzzle-forward filler
Mechanics (from transcript analysis)
- polyomino tiling — Place tiling shapes to fill zones and trigger symbol-based scoring
Video topics + discussion points
Quotes (from this video)
- this game is the definition of elegance in the game and there's zero bloat
- the engine building part I thought was pretty damn fantastic
- a filler that works; it's smooth and it's fun
- one of the best two-player games out there
- embrace the carnage
- the final product is better than the sum of its parts
References (from this video)
- cheap, good components
- quick play
- availability varies by region
- farm/gardening-themed drafting
- garden tiles and seeds in a drafting garden
- light, charming
- Calico
- Patchwork
Mechanics (from transcript analysis)
- bag-building — Draft and draw tiles from bags to place on a grid
- drafting — Choose tiles from bags to build a pattern
Video topics + discussion points
Quotes (from this video)
- it's a really cool design and simple to play
- this is one of my go-to social deduction games
- it's simple you know doesn't take too long and still gives you like an interesting story with a lot of freedom
- it's Zen-like bag-builder
- it's a big engine builder with the mechs
- it's a very cool negotiation game
References (from this video)
- simple, elegant drafting mechanic
- clear and satisfying scoring for sets
- enjoyable for families and light gamers
- not all players love the bag-draft drafting approach
- IP not appealing to everyone
- tidy set collection via shaped puzzle drafting
- Garden/zen-inspired tile drafting
- Hedgehog Roll
- House in Wonderland (mentioning related publisher line)
Mechanics (from transcript analysis)
- polyomino/tile placement — Draft and place shapes to optimize scoring patterns.
- shape-draft — Draft pieces from bags to determine your options.
Video topics + discussion points
Quotes (from this video)
- I dug it I thought it was super cool and interesting and it just worked.
- it's heavier it's like a denser worker placement game with this giant board.
- the best unlock that has been done to date.
- this is truly a cooperative family-friendly experience.
- My City is a Kanensia game but this is a legacy builder … it increments nicely and stays fresh.
References (from this video)
- Perfect for its genre
- Not personally engaging for repeated plays
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- Matt Leacock will you grow another thread of innovation in your skull and do something else
- we're done with pandemic
- I would rather be pessimistic and then pleasantly surprised then optimistic and then constantly disappointed
- I could rank something like Alice's garden a 9 10 out of 10 for how perfect a game for its genre it is but that doesn't mean I want to play it game after game
- this theme is going to speak to me heavily from a Nostalgia perspective
- you're not as good as you used to be mate
- this is why you've got to get your demos right
- head cubes on tracks is that really what I'm supposed to get excited for
- this one I think is the game that void fall should have been
References (from this video)
- Very approachable and quick to learn; a clean, lightweight experience that fits well into shorter gaming sessions
- Distinct and satisfying drafting mechanic that blends turn-by-turn choice with evolving shape availability
- Charming components and visuals (the bag of varied tiles) that enhance tactile appeal
- Clear end-game pressure from the negative space scoring; creates meaningful decisions without overcomplication
- Rapid playtime (~20 minutes) allows for multiple plays in a session and good player interaction
- Rule text can feel a little opaque and could benefit from an editor's pass to tighten phrasing and reduce ambiguity
- Some players may wish for more explicit visual aids or a reference card to speed up learning for first-time play
- A few edge-case scoring interactions require careful interpretation; experienced players may benefit from a more comprehensive clarifications sheet
- tile-based tiling with floral motifs and courtly elements; light, whimsical garden management
- Queen's garden in a whimsical Wonderland-inspired realm where players help arrange and cultivate a garden to the queen's exact standards.
- light, abstracted whimsy without heavy narrative constraints; emphasis on play flow over lore
Mechanics (from transcript analysis)
- Connection bonuses — There is a mechanic where connecting guards results in additional single pieces that can be placed in strategic spots, providing a tangible risk-reward loop and a small but meaningful layer of interaction between players.
- Negative space scoring — End-of-game scoring penalizes unfilled spaces on the board. This pushes players to maximize density and to minimize wasted gaps, reinforcing efficient tiling and careful planning.
- Pattern and space scoring — Scoring is tied to how well the board fills and how the pieces align across rows and columns. Width, height, and proximity of elements like roses or guards contribute to points, creating an incentive to balance immediate gains with long-term layout efficiency.
- set collection — Tiles feature objects such as roses, mushrooms, guards, and chess pieces. Points are awarded based on how these objects align within the grid—by columns, rows, or adjacency—driving strategic decisions about which tiles to draft and where to place them on the board.
- Shape drafting / drafting from bags — On a player's turn, they first select a bag type (shape) to draw from, which determines the pieces they will receive. The next player then receives the next available bag type. This creates a dynamic where early choices influence later opportunities and adds a bidding-like tension without a formal auction mechanic.
- tile placement — Players place tiles to fill a grid in front of them, aiming to optimize space and create favorable scoring patterns. The tiles carry different objects that contribute to set collection and scoring opportunities, and the placement also influences what shapes remain available for future rounds.
- Turn order advantage / shape dominance — While everyone gets a first shot at a given type, the subsequent rounds shift the weight toward different shapes. The mechanic rewards foresight about what shapes will be rare or valuable as the game progresses, adding a light competitive pressure across turns.
Video topics + discussion points
Quotes (from this video)
- it's a fast 20 minute game
- super simple easy to play lightweight
- the core hook the mechanic that i enjoyed the most was turn order selecting drafting
- turn order selecting drafting my object then the next player getting to choose the shape
- rules are a little tough
- there's this interesting decision about what shape do you want
- the more guards you connect the more singles you get
- it's a fast 20 minute game and then you score