Second Campaign in Cozy Stickerville: Twice the Joy or Just Half?

Begin anew with a second round of sticking stickers and reading the small stories in Cozy Stickerville.

Once I wrapped up last year’s play of Cozy Stickerville, I had to choose: box it away for later or start right in on another go. Guess what I picked. Ha ha! It’s a fun spot to revisit, and I wondered how a new play would differ. Would it feel fresh and one-of-a-kind? Over to my table alone!

Spoiler Alert

This talks about the campaign overall, plus some top cards and stickers I liked. It shares many surprises in detail. To skip hints, pass this post until you’ve done the full campaign, or even better, finished two to see it all yourself.

Game Overview

Game Name: Cozy Stickerville
Publication Year: 2026
Designer: Corey Konieczka
Artists: J. Aucomte, O. Fagnère, D. Mammoliti, & T. Morano
Publisher: Unexpected Games
Solo Mode: Included in the Base Game

A campaign runs over 10 sessions, but the double-sided board lets you play twice before it’s done. Sticking stickers is enjoyable, though changes between campaigns might be small. Just look at that sunny scene!

February 18, 2026

1

February 21, 2026

0

Almost None

20

25 Minutes

N/A

30″ x 16″

N/A

Limited Choices

After the first campaign wraps, 16 stickers cover some starting options on cards. So when they show up again, no picking needed.

This seemed a touch strict. I understand: extra stickers for every pick costs more to make, and it skips some choices. But check used games for this snag.

It was not all bad, but even on one card, inventions beat building a wood business for me.

My new campaign had plenty of set choices, and I knew more going in.

Backyard Deer

This time, I kept my home real as could be… That deer showed in the yard once more. Ha ha!

Stickers differed a lot, and my town grew in a whole new shape. No farms in the first go, but tons now!

Still, I recalled how cards worked and saved items just right. Felt a bit like peeking ahead, but let me do extra stuff.

Lots of happy times popped up, but I wondered how this round would stand apart from the first.

Farming Fun

Sticker time stayed enjoyable! At the farm, animals moved in, and I made up yarns about them.

A pig in a hat watched the fields. She gave short shrift to outsiders, landing my sister in trouble… Maybe a real jam? Ha ha!

The barn cat roamed the roof, and the horse pulled a toy puppet with a funny look!

Not everything fit perfect. Fences were tough, edges hard to match. Little ones stayed small. Some stickers looked wrong-sized.

Candy Clock Tower

Things crowded up, so I built part of town way off. Great sight, but thin spots.

A lollipop on the clock tower fit just right, and the cow brought all mail. Big cow from here!

Little tales still pleased, but they stopped at card or sticker ends.

Knowing resources, I piled food and wood high, no need to plan sharp.

When a Second Campaign is Like Campaign 1.5

I looked forward to multiple rounds for varied ends. More hint here… Ends link to achievements done. Middle ones vary by type. Big events didn’t change the close; same twice.

It’s good to ponder value per game. Were 10 enough? Might have liked it more without a second. Saw most stuff, but knew too much. Late years, extra items everywhere. Less thrill.

Fun in both, sure. But it fell short of hopes. Time shows if tales stick; end came quick. Or lesson on likes… And cozy stickers maybe not for me. Ha ha!

Garden Maze Butler

Garden maze needs a hatted llama guide! That’s what showed, made me grin.

Playing whole second in one day sped me, but eager for more. Pretty close though.

Missing choices bugged me. Hated Saw Siblings tale.

Sad some first-round unfinished stories locked away forever.

Train Stop Tourism

Train station! Built it after skipping first time. Filled empty map spot with tourist bits last.

My statue too! Wanted animal garden instead.

Last animals guided shops. Candy, toys… Perfect! Ha!

Good to try new paths, but big story same. One round enough.

A Complete Village

Finished! Final look of most town. Many new stickers vs first, same end.

Worth second? Unsure if leaving some unseen better. Or wait longer.

Billed as short-life legacy, I save space.

Turned into puzzle, mixed results over hopes. Fun, but flaws.

My Favorite Cards

Checked top cards and tales to compare rounds. Equal highs each!

Main puzzles, one or two per campaign, great. Loved hunting clues to crack them. Smart!

Other tasks fun: baking, hats, gifts… Nice!

Both had peaks, enjoyed overall. Done with stickers now.

Session Overview

Play Number: 11-20
Solo Mode: Included in the Base Game
Play Details: Years 1-10
Outcome: Complete

Titles cleaner sans red, but same end made second forgettable. Hoped for wild tales, not so. Pleasant bits! Middling feel, mixed. Good to try, on to next.

68%

Affordability

Price & Value

7

Functionality

Challenges & Mechanics

7

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