I played Caboodle only once, but felt somewhat frustrated as the rules are given now. This was my game: https://boardgamearena.com/table?table=440138790
For example, on move #16 (11 tiles left in the pile), there was a big block of 15 blue cross icons (4x4 missing 1). [I'd like to attach a picture of the situation here but are unable to do it. I don't know why.] Although I had six 4-color tiles in hand, none of them was allowed to be placed and score 16 points for blue, because the two neighbouring colors didn't match! I had to draw 5 more tiles before I got one by chance able to fit there. It felt like "the game was playing me".
Since the designer of the game, mikeprior2001, asked me to describe my thoughts, I write them down here. My suggested variant allows to place tiles no matter if the colors match or not (or only partly). Where they match, the player scores, where they don't match, the player doesn't score. By this variant you never have to pass a turn (which can be frustrating on its own), but you are always challenged to find the best placement for your highest scoring. You can also plan ahead and try to prepare for a big score next turn. I think this variant would be much more fun to play, mostly based on your skill, not your luck in drawing the matching tile.
I hope I could describe my idea clear enough. If not, please feel free to ask here.
For example, on move #16 (11 tiles left in the pile), there was a big block of 15 blue cross icons (4x4 missing 1). [I'd like to attach a picture of the situation here but are unable to do it. I don't know why.] Although I had six 4-color tiles in hand, none of them was allowed to be placed and score 16 points for blue, because the two neighbouring colors didn't match! I had to draw 5 more tiles before I got one by chance able to fit there. It felt like "the game was playing me".
Since the designer of the game, mikeprior2001, asked me to describe my thoughts, I write them down here. My suggested variant allows to place tiles no matter if the colors match or not (or only partly). Where they match, the player scores, where they don't match, the player doesn't score. By this variant you never have to pass a turn (which can be frustrating on its own), but you are always challenged to find the best placement for your highest scoring. You can also plan ahead and try to prepare for a big score next turn. I think this variant would be much more fun to play, mostly based on your skill, not your luck in drawing the matching tile.
I hope I could describe my idea clear enough. If not, please feel free to ask here.