A Gentle Rain - a simple proposition that asks more questions
A Gentle Rain is a solo or “co-op”1 game in which you place 28 tiles one at a time, matching edges each time. Making a square of 4 tiles earns you the right to place a flower that exists on that square, place all 8 of your flowers and you win, with spare tiles contributing to an increased score. That’s it, that’s the game.

A Gentle Rain is a solo or “co-op” tile-laying game in 28 turns. Source
It’s presented as a very Zen experience. Indeed the game describes itself as “A cozy game for one or more minds in need of a soothing reset,” and rule number 1 for setting up the game is to make yourself comfortable, consider your clothing and music choices, make tea, stretch and breathe.
Timber Town - a competitive 2 beaver game
Timber Town is a much more competitive experience - strictly a two-player affair it has each player strive to complete a 16-tile town from the 48 tiles available. They roughly (ignoring some special abilities) come in sets of 3, one of which you will draft, one your opponent will draft, and the other will probably fall off the end of the river and remain uncollected.

Timber Town - players sit opposite each other with tiles drafted from the middle river. Source
Matching is important here too, as each tile has paths that might extend in each of the 4 directions. Running a path off the edge of the board is allowed, but where two tiles meet they must agree on whether a path exists there or not2.
However, beyond the matching, each tile has a certain structure on it, and those structures have different scoring rules, a la Cascadia. This makes it impossible to predict how the designers might have chosen to populate the various tile types with paths.
What is the data, and why does it matter?
In both games, you are playing with a hidden, face-down stack of tiles. You can’t look at the stack of tiles during the game, but in both cases you might really want to know something about what the stack potentially contains. With no other hidden tiles in either game, either a tile is in play, discarded in the case of Timber Town, or yet to come out of the stack.
That knowledge is useless to you unless you know something about the contents of the stack in the first place, and you probably didn’t study the stack contents before your first game - especially if you were being taught the game live by someone else.
Here’s why I chose these two games to illustrate the point - they combat the problem (if you even consider this to be a problem) in two completely different ways, and in my opinion, both of them are correct in their own choices.
A Gentle Rain:
Uses mathematical structure to inform its tile choices which can be predicted
Leaves the distribution of the flower colours as something for you to wonder about, predict, and confirm through experience
Allows you to grow in skill by noticing patterns, leading to better scores with future plays
Timber Town:
Has somewhat arbitrary decisions about tile structure that make some thematic sense if explained
Has different counts of tile types that do not bear an obvious relation to their scoring rules
Is greatly impacted by tile knowledge, a player with knowledge of the stack will be able to make significantly better drafting decisions than a player without that knowledge
Evens the playing field by providing the tile distribution for you on the player aid
What’s that? You want in on the comparison too, Which Witch? Well, I can hardly leave you out, can I?
Which Witch:
Has all witches that are being played this game in everyone’s hand for everyone to read at the start of the game
Duplicates that knowledge on the table for everyone to read during the game - even if you’ve already played your copy of that card
Avoids the question of hidden knowledge by keeping everything visible
Keeps the game about understanding the interactions between the witches, and the choices of your opponents
So that’s why I think the choices made in the design of these three games reflect the intent of the design. No front-loaded information enables you to explore the patterns in A Gentle Rain, a more arbitrary choice set for Timber Town begs for the playing field to be evened out on the player aid, and Which Witch chose to avoid any hidden information by being played completely out in the open.
BONUS - Some facts about A Gentle Rain below
In writing this article I first took a long hard look at the makeup of the tileset of A Gentle Rain and did the math. The conclusions may be considered spoilers so, before I dive into the details…
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…Potential spoilers here!
First of all, it makes sense to ask about the individual flowers themselves. There are 8 flower colours. The game has 28 tiles, and each tile has 4 half-flowers, one on each edge, meaning the game contains 112 half-flowers in total. With no indication that any flower is any rarer than any other, you would expect each flower to appear on 14 of those available slots, and that turns out to be true. Not only that but no tile contains a flower colour twice - put together that means:
Each flower exists on 14 of the 28 tiles - exactly half.
You could use this knowledge near the end of the game knowing that, for example, you still need to place a yellow flower, a quick count of how many yellow half-flowers you can see will tell you how many tiles remain carrying that colour - and that tells you how careful you need to be about completing the half-flowers you already have in play versus your ability to create a brand new flower.
However, the game really isn’t about flowers, so much as it is about corners. After all, you cannot make a square to place a flower without at some point fitting a tile into a corner - matching 2 tiles at once. Let’s have a think about how the corners might work.
Each of the tiles has 4 corners, so that’s the same 112 corners in total as the edges. How many potential corner combinations do we have? Well, each corner starts with 1 colour, and we have 8 to choose from. We already ruled out any corner existing that’s 2 instances of the same flower, as no tile ever contains the same flower twice. That leaves 7 choices for the second colour of the corner. Finally we must note that the order matters - a blue-red corner is different to a red-blue corner as we can’t reflect the tile, only rotate it.
That makes for 8 times 7, or 56 potential corner types to find in our 112 actual corners. That divides very evenly indeed - each corner should appear exactly twice in our tileset, and careful counting confirms it.
Each corner combination exists on exactly 2 tiles.
With this knowledge you can easily see if a corner you’ve created has any tiles left in the stack that will fill it. Look for tiles in play that would fit your corner - if you can already find 2 then you know there isn’t a 3rd in the stack to be found.
I did a similar counting exercise for the 3-colour combinations. However, there are far too many 3-colour combinations to expect to find - 336 combinations and only 112 places to put them means at least two-thirds of them cannot exist. What I found by analysing the edges is that almost all of the 3-colour combinations appear in the game exactly once if they appear at all - in actual fact only 9 appeared twice. Unfortunately I wasn’t able to sense a pattern amongst the repeats or in which combinations existed versus what was excluded.
1 I put co-op in air quotes here as the game is only co-op in the trivial sense that every solo game is a co-op game. If I team up with someone and we alternate taking turns to place a tile, nothing about the game changes, we’re just now operating as a ‘solo’ team of 2.
2 Again, subject to some special abilities that allow you to construct paths on the fly and break this rule.
