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Calico

Fill a quilt with matching colors and patterns while choosing which cat and design goals deserve the dwindling space.

2–4 peopleTwenty-two placements per playerCalico base box with quilt boards, patch tiles and bag, goal tiles, cat scoring tiles and tokens, buttons and score pad; pencil.
Adults arranging patterned hexagonal quilt tiles and cat markers.
In this guide

The quick version

On your clockwise turn place one of your two hand tiles in any empty quilt space. Check for new cats and buttons immediately. Then take one of the three market tiles into your hand and refill that market slot.

Get ready

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Prepare the table

Give each person a quilt board and six matching design-goal tiles. Shuffle each player's goals, reveal four, and choose three for the board's three marked spaces. Choose one cat scoring tile from each dot-number group and randomly choose its face; give each cat two random black-and-white pattern tiles, using all six patterns. Put matching cat tokens and the button reference nearby.

Bag all 108 patch tiles. Each player draws two for a private hand; reveal three as the shared market. Choose a starting player. Read the three cat shapes or group sizes, their values, and everyone's goal requirements before playing.

Play a turn

On your clockwise turn place one of your two hand tiles in any empty quilt space. Check for new cats and buttons immediately. Then take one of the three market tiles into your hand and refill that market slot. Placed tiles cannot move.

A connected group of at least three tiles of one color earns one matching button, worth three points. Printed border tiles may help. Growing that group earns no additional button; a separate group can. Collect one button in each of the six colors to earn a rainbow button, also worth three.

For a cat, make its shown shape or minimum connected size using just one of its two assigned patterns. Rotate a shape if needed and include printed border tiles. Take a cat token worth the value on its card. A touching extension of the same pattern does not earn another cat; another token requires a separate group. Colors do not matter for cats.

Finish and score

After everyone places their twenty-second patch, quilts are full. Score each design goal from its six surrounding patches. Meet the printed grouping using colors or using patterns for the smaller value; meet it independently with both for the larger value only. For example AA-BB-CC requires three different pairs, with no requirement that a pair touch. Add cat values and three per button, including rainbow buttons. Most points wins, then most cat tokens, then most buttons; share any remaining tie.

Host the first game

Show how one patch can help a color group, a cat pattern and a neighboring design goal at once. In the Reddit Sagrada/Azul/Tiny Towns comparison, players describe Calico as a demanding puzzle despite its inviting appearance. Explain that completing every goal is not a requirement; deliberately abandoning one can be the useful move.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Calico · See main rules

Published rulebook variant

Family quilt

Turn all three goal tiles face down at setup. They occupy their spaces but score nothing; compete on cats and buttons.

Calico · See main rules

Published rulebook variant

Smaller two-player bag

For exactly two players, remove one copy of every color-pattern combination, 36 tiles total, before mixing the bag. This lowers the amount of unseen variety.

Calico · See main rules

Published rulebook restriction

Market straight to quilt

Start with no hand. Each turn choose one market tile, place it immediately and refill that slot. Everyone still takes twenty-two placements.

Calico · See main rules

Published rulebook restriction

Double-goal challenge

A design goal earns zero unless both its color and pattern conditions are met; qualifying goals earn only their larger printed value.

Calico · See main rules

Original STUDplay house twist

Four-tile market

Reveal four market tiles instead of three and keep four available throughout. The two-tile hand and placement-before-draft order remain unchanged.

About this guide

Requires the named physical game and its supplied components. Rules are paraphrased teaching guidance; keep the box's cards and reference diagrams beside the table. Original STUDplay house twists are optional, untested suggestions rather than publisher rules. Agree one before setup; unchanged rules still apply.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.