PATCHWORK (EN)
PATCHWORK (EN) is backordered and will ship as soon as it is back in stock.
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Free in Store Pick up
Free in Store Pick up
At this time, we only offer Free in store pick up only.
Return & Exchange Policy
Return & Exchange Policy
Return & Exchange Policy
Returns and Exchanges are only accepted within 30 days of purchase with a receipt. Exchange or Store Credit only. No cash or debit refunds on any products. Items must be sealed in its original packaging. Opened products are not accepted.
Unfortunately, we cannot accept returns on sale items or gift cards.
Event Tickets
Event Tickets can only refunded up to one hour before the start time of the event, and only for Store Credit. Event tickets can be transferred to another person.
TCG Singles
Due to market fluctuations, we cannot offer a Return Policy on TCG Singles. However if you receive card singles for any TCGs and the condition is not what you expected, please contact us at nerdhavengames@yahoo.ca and we will try and make it right.
Damaged and Missing Components
Unfortunately, Tears and rips in the factory plastic for sealed products is a common issue. The products are shipped to us from manufacturers and distributors. This will not be a reason for refund, store credit, or exchanges. However, we will take note beforehand if you call in, send an email, or enter order notes requesting a good condition sealed product, we will try our best to accommodate.
If a sealed product you purchase contains damaged or missing components, please contact the game’s publisher or manufacturer for their replacement policies. Should you have problems contacting with those parties, please feel free to contact us, we will be happy do what we can to try and assist. In most cases the publisher/manufacturer will replace free of charge.
You can always contact us for any return questions at nerdhavengames@yahoo.ca.
In Patchwork, two players compete to build the most aesthetic (and high-scoring) patchwork quilt on a personal 9x9 game board. To start play, lay out all of the patches at random in a circle and place a marker directly clockwise of the 2-1 patch. Each player takes five buttons — the currency/points in the game — and someone is chosen as the start player.
On a turn, a player either purchases one of the three patches standing clockwise of the spool or passes. To purchase a patch, you pay the cost in buttons shown on the patch, move the spool to that patch's location in the circle, add the patch to your game board, then advance your time token on the time track a number of spaces equal to the time shown on the patch. You're free to place the patch anywhere on your board that doesn't overlap other patches, but you probably want to fit things together as tightly as possible. If your time token is behind or on top of the other player's time token, then you take another turn; otherwise the opponent now goes. Instead of purchasing a patch, you can choose to pass; to do this, you move your time token to the space immediately in front of the opponent's time token, then take one button from the bank for each space you moved.
In addition to a button cost and time cost, each patch also features 0-3 buttons, and when you move your time token past a button on the time track, you earn "button income": sum the number of buttons depicted on your personal game board, then take this many buttons from the bank.
What's more, the time track depicts five 1x1 patches on it, and during set-up you place five actual 1x1 patches on these spaces. Whoever first passes a patch on the time track claims this patch and immediately places it on his game board.
Additionally, the first player to completely fill in a 7x7 square on his game board earns a bonus tile worth 7 extra points at the end of the game. (Of course, this doesn't happen in every game.)
When a player takes an action that moves his time token to the central square of the time track, he takes one final button income from the bank. Once both players are in the center, the game ends and scoring takes place. Each player scores one point per button in his possession, then loses two points for each empty square on his game board. Scores can be negative. The player with the most points wins.Payment & Security
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