Thank you for checking review #108 by Cardboard Clash. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.
**Note: A copy of the game was provided in exchange for an honest review.
An overview of Pigment
Pigment is a board game designed by Michael Epstein that is published by Copper Frog Games. The box state it plays 1-3 players and has a playtime of 15-20 minutes.
You are Master Painters of the Renaissance! …Or you would be, if you had some paints!
Send your two Apprentices to gather and trade Pigments in the crowded and ever-evolving Bazaar for your works. Each Bazaar Card has two useful effects to choose from, but each Apprentice can only use one each turn.
Fetch Subjects to paint with your Pigments, and receive powerful Premier Piece Effects from the completed works.
Fill your gallery first to win!
Pigment is a fast, minimalist worker placement game for 1-3 players from Copper Frog Games LLC.
There simply aren’t many worker placement games out there with such a small footprint, portable design, and fast gameplay. This checks three very important boxes that helps the game to stand out in a crowded game, and worker placement, market today. Add in some quality components and delightful artwork, and this is a game that is always pleasant to pull out for a quick game or two.
The solo opponent for the game is easy to navigate, as you simply move the worker one painting over, pull three cubes from the bag, and then check if he can paint that current painting he is on. It is a really simple and streamlined process (although not without questions, as highlighted in a later point).
Pigment succeeds at what it sets out to accomplish: distill a 60-90 minute worker placement game down into a 10-15 minute game. There are different action spaces (with a conveyor belt shifting of spaces!), resources to generate and turn in for points, and special powers to be gained from your paintings. If you’ve ever wanted to grab _____ worker placement game off the shelf to play but didn’t have the time, this game deserves to be in your collection because it emulates a much larger experience, although distilled down a little bit due to size/component limitations.
I wish there was more variety in the game. I love the action spaces changing as the game progresses, but the paintings themselves never change. Sure, the order in which they appear will change, but you’re ultimately gaining three types of resources to turn in for paintings and the first to obtain five paintings will win. Give my asymmetric player powers that let you break the game’s rules once per game. Give me more painting cards so I can’t know that eventually I’ll see a RRYY painting to purchase and thus keep those components set aside. Give me secret scoring objectives, such as 1 point for every 2 Red cubes in my supply at the end of the game.The base game is a solid game as it is, but it’ll get repetitive quickly because it never has variation beyond the order in which things appear.
There is a little room for uncertainty in how the solo opponent operates. Namely, what happens when a painting is bought. Does the new painting just replace it where it was at? Or do all paintings shift? Can you buy the painting they are on? If the paintings shift, does the AI worker move with that painting or stay on the “position” they are at? Are cubes spent returned to the bag? If so, when? I’ve always played that the paintings stay where they are, and that I refill the cubes in the bag before the AI turn – but the game could be a little different if either of those are changed.
The game’s solo system is extremely random. I’m all for some randomness in a game this short, but it never feels like I’m playing against an opponent in Pigment. Sure, it avoids the “beat your own high score” pitfall, but there is no real way to plan for the opponent nor does it interfere in any way with your own turns. And that is truly unfortunate, because even in a game like Pigment there is opportunity to have a blocking worker or two placed down on the board. A simple deck of 10-15 cards, each one depicting two space numbers on it (i.e. Position #1 and Position #4) would work. You flip the card, put a neutral worker on the first space listed on that card, take your first turn, flip the second card and place a neutral worker on the first space listed without a worker (or in the occasional case, both spaces may be occupied in which case the worker is not placed), and then place your second worker. It could maintain everything else it currently does and just this addition would make the solo experience more interesting because then you cannot count on an ideal turn every turn based on the 5 available spaces and 3 paintings shown. Or it could eliminate the moving worker on the paintings altogether and have some of those cards show a painting position at the top and the first thing you check is if they have the cubes to paint said painting and, if so, they go to that space instead. Or eliminate resource gain from the AI and seed a few paint painting cards in there and, when those appear, they just get said painting. Put five of those into the deck, having one shuffled in as one of the bottom three cards of the deck so you’ll always know when the end is near for the AI but never 100% certain when it could end while preventing the random chance of all five being near the top of the deck. There is potential here for an excellent solo system. Maybe I should design it, since i have these ideas fluttering in my mind. But as it stands, this is far too random to feel like a satisfying solo experience overall. Enjoyable? Sure. But not satisfying in the same way that triumphing over an opponent would be.
Pigment first caught my eye last year at Gen Con as I was wandering through the hordes of booths in my first ever convention. It was priced reasonably, worker placement, and boasted a small play time. At the time I wasn’t ready to make my select few purchases of the convention, and by the time I made said purchases I had forgotten about Pigment. Yet it resurfaced onto my radar as I was preparing for my Spring of Solitaire extravaganza.
The solitaire mode in this game is pretty high in randomness. You can see the pattern in which the AI player will be moving and what paints they will need to make said painting on their turn, but you have no real way of stopping them from making that painting. And that is unfortunate, because everything else about this little game is enjoyable as a solo experience. But to be able to go from losing with just reaching my 3rd painting in one game (they kept pulling the cubes they needed) to winning by a very comfortable margin in the next game (they didn’t pull the cubes they needed) isn’t a reflection of any increased skill on my end. But the fact that he does not interfere with my play in any way, apart from possibly taking a painting. A more dynamic and interactive solo opponent would make this game far more likely to see repeat plays.
Outside of that, I really like everything else in this game. It is a small worker placement game with a tiny footprint, it has a changing set of worker placement spaces, your most recent painting provides beneficial powers (in a 2-3 player game), it has nice little meeples and great artwork, and a clever little system. It’ll never replace the bigger box worker placement games, but having a 10-15 minute game in that arena is a niche that is hard to find. And while I would love for the game to have more options in there, whether a greater variety of paintings or added scoring conditions, this still is one I’m happy to keep in my collection and pull out when I just need a small worker placement game that I can take along with me.