Order fulfilment, lovely artwork and the interesting push and pull of maximising the use of special actions offset against the end game minus points from withered flowers. There’s a good game here and we have enjoyed our plays so far.
This game is awesome, not only is it quick to learn but it is absolutely stunning as well.
It’s a straight forward game, but still some hard thinking to do on your next move. As abstract as Azul, but more fun from the get go for us.
We’ve enjoyed playing this – I’ve tried it at all three player counts and plan on doing a review soon – I really like the mix of Tetris style play in the market and colour matching targets plus avoiding overstocking issues.
In this game, you use an innovative system that combines card play with your pawns movement on the market to determine what flowers you will obtain each turn. Of these flowers, only one will have a dedicated space, so the rest will have to go onto your marginal land, a less fertile plot where flowers don’t last too long. To prevent these flowers from withering, you will be fulfilling orders. This way, you will not only avoid losing points for withered flowers, you will also gain bonus points for each fulfilled order.
For maximum score each score phase, you will have a perfect run on your plots of land and be left with no excess flowers on your marginal land. This, however, is a lot harder than it might sound…
They worked on Botanists
Violaine Malié: game design
Pedro Codeço: illustrations
Alfred Das: development and rules editing
Godfrey Colhoun: rules editing and proofreading
– 1 Main Board
– 5 Player Boards
– 5 Player Tokens (with 1 standee each)
– 5 Score Counters
– 145 Flower Tiles
– 76 Market Cards
– 82 Order Cards
– 1 Cloth Bag
– 2 – 4 players
– ages 10+
– 30-60 minutes