Saving coral reefs sounds calm, right? Nice colors, relaxing vibes… yeah, not quite. In Reef Gardens, you’re basically building something beautiful and then letting it go again because you ran out of money. I mean, it’s kind of like gardening, but someone keeps charging you rent for your own plants.
You play as marine conservationists trying to rebuild coral reefs. You place corals, grow your little underwater network, and try to make it all work with limited resources. The catch is that you can’t just keep expanding. At some point you have to take a step back, close what you’ve built, and start over again. That’s basically what you’re doing the whole time.
👥 2-4 players, ages 10+
⌛ Playing time: 60 minutes
📝 Designer: Jeffrey D. Allers
🎨 Artwork: Dennis Lohausen
🏢 Publisher: dlp games (review copy provided)

Gameplay Overview
On your turn, you choose between two things: placing corals or surfacing. When you place corals, you take a full row of tiles from the nursery and pay for all of them. No picking the best one and leaving the rest. If there’s one tile in there that doesn’t really fit, well… it’s coming home with you. You usually place them right away, but sometimes the nursery runs low and the game forces a refill first.
New reefs have to start next to these underwater stations, and once you have a reef going, you can extend it with matching coral types. Each reef gets one of your divers to show it’s yours. If you connect reefs of the same type, they merge, which can actually give you a diver back. At first it doesn’t seem like a big deal, but after a few plays you start paying attention to it.
And yeah… if you can’t place a tile, you lose points. Three points per tile. It doesn’t happen often, but when it does, it stings a bit.
The other option is surfacing. That’s when you close one or more of your reefs, score them, and get your divers back. Those reefs stay on the board, but they’re no longer yours, and you can’t just keep building on them. They kind of become shared space on the table… which you might use again later if things line up.
Surfacing also gives you money, based on how many divers you have available again. More divers means more income, but it’s not a straight line, so timing this well actually matters more than you’d expect. So yeah, the whole game becomes this loop of building something up, closing it, and starting again.
You score in a few different ways, but underwater stations are where players really compare how well they’re doing. Once they’re surrounded, everyone checks how much they have next to them. Not just one reef, but everything combined. Biggest total wins, second place gets a bit, and then it’s done.
There are also shell tiles you can pick up, which give small bonuses or extra options. They’re quite helpful, especially when a turn doesn’t go the way you wanted.
The game ends when the coral supply runs out and can’t be refilled anymore. Then there’s a final scoring where unfinished stations are handled, and you score whatever reefs you still have.


Artwork, Components, and Visual Design
This is one of those games that looks really nice on the table without trying too hard. The board has this deep blue ocean look, and the coral tiles really stand out. They’re not just simple shapes, they feel a bit messy and organic, which actually works well. It looks like something that’s growing, not something you’re just placing.
Colors are bright and easy to read, which helps a lot once things get crowded. There are small details like clownfish on some tiles, which don’t change much visually, but you’ll care about them later when scoring.
The diver pieces are wooden and chunky, easy to handle, easy to see. The stations look more mechanical, which is a nice contrast with the natural coral shapes. Everything is clear and functional. You don’t really have to fight the components to understand what’s going on.
That said… our board didn’t lie flat. Not a huge issue, but enough to notice. Especially in a game where placement matters, that’s a bit annoying.


Our Experience
At first, the game feels quite open. You’ve got space, options, things seem flexible. But that changes pretty quickly. The board fills up, your options shrink, and suddenly every move feels tighter.
The main decision is when to surface. I know that sounds obvious, but that’s really where the game sits. Wait too long and you’re stuck without money. Do it too early and you feel like you missed out on points. It’s one of those things where you only really get a feel for it after a few plays.
What stood out to us is how often you don’t really get what you want. You take a row, not a single tile, so you’re regularly dealing with pieces that don’t fit nicely. It becomes less about making the perfect move and more about making something that just works.
Interaction is there, but it’s subtle. You block spaces, you take tiles someone else wanted, you compete around stations. It’s not direct conflict, but you feel it over time.
Player count changes things quite a bit. With two players, it’s more controlled, maybe even a bit flat. With three, it feels more alive without becoming messy. With four, things get more crowded, more tactical, and yeah, sometimes a bit frustrating.
It’s also one of those games that gets better once you understand it. The first play can feel a bit unclear, but after that, things start to click and turns move more naturally.


Our Thoughts
Reef Gardens looks like a relaxing tile-laying game, but honestly, it isn’t. It’s more about timing and managing your resources than building something pretty. The main idea is that you’re not building one big thing over time, but going through the same cycle of building, scoring, and starting again. That works well and gives the game its identity.
It feels like a classic Euro in a lot of ways. Nothing flashy, just systems that fit together in a way that makes sense. If you’ve played similar games before, you’ll probably recognize the structure pretty quickly.
One thing we liked is that nothing really disappears. Even after scoring, the board stays full of what happened before. That gives your earlier decisions some weight later on and makes positioning feel important across the whole game.
This is one where group matters a lot. I can already think of a few people in our group who wouldn’t enjoy this. The game can feel tight, sometimes even a bit limiting. You don’t always feel in control, and not every turn feels satisfying. If you enjoy more freedom or creativity, this will feel a bit strict.
And while the theme looks great, we didn’t really feel like we were saving reefs. Most of the time, it felt like we were just trying to make the numbers and placements work out. That’s not a bad thing, but it does make the experience lean more toward a puzzle than anything else.
Looking back at it, Reef Gardens is one of those games where we enjoyed figuring it out more than just sitting back and playing it. It asks you to think ahead and deal with whatever the game throws at you. For us, that worked, especially after a few plays when everything started to click.
But yeah… it’s also the kind of game where you’re constantly building something nice, only to close it and move on a few turns later. I guess even in a game about saving reefs, you don’t get to hold on to them for long.
📝 We received a copy of the game from dlp games.








