Flowar
Flowar Rulebook
Table of Contents
Table of Contents
- Achievements
- Components
- Game Setup
- Playing the Game
- Turn Example
- Guilds
- Do You Dare to Face Taxus Alone?
- Kingdom Favors
Achievements
- You have not taken out any Loans during the entire game
- You have taken out and paid back a total of 3 Loans during this game
- You have finished the game without Torches of Discontent
- Your layoffs have resulted in all groups of workers going on strike
- Your actions have resulted in two strikes being called off
- You have fulfilled all your Contracts with fresh flowers only
- You have delivered at least 2 Contracts in each kingdom
- You have exchanged Coins for MP at the end of each Round
- You have defeated Taxus
- You have fulfilled 4 Contracts at once
Components
- 27 Workers: 9x Green (Trentis), 9x Purple (Humans), and 9x Orange (Foxes)
- 1 bear-shaped Round Tracker
- 4 Player Markers
- 20 Torches of Discontent
- 12 Efficiency Tiles: 4 of value 3, 4 of 4, and 4 of 5
- 46 Contract Cards
- 50 Flower Cards
- 20 Kingdom Favor Cards
- 8 Loan Cards
- 16 Taxus Cards (for Solo Play)
- 4 double-sided petal-shaped boards: Contract Petal, Fellowship Petal, Market Petal, and Travel Petal
- 1 double-sided Flower Center Board
- 4 Player Boards
- 5 Guild Tiles
- 3 Strike Dioramas: for Humans, Trentis, and Foxes
- 2 Rulebooks
- 1 Cloth Bag
- 64 Coins: 40 Coins of value 1 (silver), and 24 Coins of value 5 (gold)
- 70 Mastery Point (MP) Flowers: 40 of value 1, 15 of 5, 10 of 10, and 5 of 20
Strike Dioramas
Before your first game, set up the Strike Dioramas. You may choose in which order to mount the layers, but the bases and layers must be placed in this direction.
Game Setup
- Place the Petal Boards and the Flower Center in the middle of the table to form the Main Board. You can use either side of each board.
- Give each player a Player Board and their Player Marker.
- Shuffle the Kingdom Favor Cards, and then place one Card onto each kingdom of the Travel Petal. Place another one next to each kingdom off the Petal Board. Return all other Kingdom Favor Cards to the box; they will not be used in this game. For your first game, we recommend using the initial Kingdom Favor Cards numbered 1 to 6.
- Randomly place 1 Efficiency Tile on each kingdom of the Travel Petal.
- Shuffle the Flower Cards to form a deck, and then draw face-up Cards to fill the 3x3 grid of the Market Petal. At least one flower of each type must be present in the grid. If you place the last Flower Card and there is not at least one flower of each type, discard any of the repeated ones and draw Cards until all 5 different flowers are present (blue, white, green, purple, and yellow flowers). If you had to discard any Cards, shuffle them to form a deck and then place it facedown next to the Market Petal.
- Deal each player Cards from the Flower Deck until each of them have 3 or 4 Flower Baskets. Each Flower Card has either one or two Flower Baskets.
- Shuffle the Contract Cards to form a deck, and then deal two cards to each player. Each player must choose one Contract to place in the Contract Area of their Player Board (face-up). Shuffle the Contracts that were not chosen, and randomly place them face-up to fill the 2x2 grid of the Contract Petal. If there are less than 4 players, draw Cards from the Contract deck to finish filling the grid. Place the Contract Deck facedown next to this Petal.
- Shuffle the Guild Tiles and randomly draw as many tiles as players plus one. If there are less than 4 players, return all other Guild Tiles to the box; they will not be used in this game. After that, place the tiles in numerical order (from low to high) near the Main Board.
- Put Workers in the cloth bag according to the number of players. In a four-player game, use them all (27 in total). In a three-player game, remove two Workers of each type (there will be 21 in the bag). In a two-player game, remove three of each type (18 in the bag). Return the removed Workers to the box.
- Randomly take 5 Workers from the bag and place them on the corresponding space in each Guild Tile.
- The player who has most recently watered the plants will be the first player. You can also decide on a first player at random. The first player places their Player Marker on the first space of the Turn Track in the center of the flower. The player sitting at their left places their Player Marker on the next available space and so on until the last player has placed their Marker. The first player will receive 10 Coins, the second player 11, the third 12, and the last one 13.
- Place all the Coins, Mastery Points (MP), Strike Dioramas, Torches of Discontent, Loan Cards, and Efficiency Tiles within reach of all players to form the Main Supply. The Efficiency Tiles must be kept facedown.
The Main Board of Flowar is designed to form a flower, but feel free to arrange it as you like.
Playing the Game
The game takes place during the four weeks before the Flowar. During these 4 Rounds, you aim to obtain the highest possible number of Mastery Points (MP) by managing your flower business while trying to please the workers.
Round Setup
- Randomly place 1 new Efficiency Tile on each kingdom of the Travel Petal. Ignore this step in the first Round.
- Randomly take 5 Workers from the bag and place them on the corresponding space in each Guild Tile. Ignore this step in the first Round.
- Take the remaining Guild Tile and the corresponding 5 Workers to the Fellowship Petal. Place the Workers in the Strike Area. This might result in the Round starting with a strike, which will be addressed later in this page.
- Advance the Round Tracker. Ignore this step in the first Round.
- Before starting Round 3, refresh the Kingdom Favors by replacing the Kingdom Favor Cards on each kingdom with those next to it. Also, discard all the Contract Cards and the Flower Cards on the Main Board and refill both grids as you did in the Game Setup.
- Each player, in turn order, chooses one of the Guild Tiles and takes it to their Player Area alongside with their Player Marker and their five Workers.
Round Overview
Players take turns following the order established by the numbers on their Guild Tiles (from lowest to highest). This continues until all players have decided to pass their turn.
What actions may a player take on their turn?
- Place a Worker (this is mandatory)
- Hire or fire Workers (this action is optional)
The moment a player is not willing or able to take more actions, they must pass at the beginning of their turn.
Placing a Worker (mandatory)
There are two different Action Spaces where you can place a Worker. Some Action Spaces admit any number of a specific type of Workers (A), while others can only be occupied by one Worker of any type (B).
When placing a Worker on the Flower Board, you must pay 1 Coin for each Worker occupying that space, including the one you just placed (plus an additional Coin if that group of Workers is on strike; this will be explained later). Then, you can take the corresponding action of that space.
You do not have to pay for placing a Worker on an Action Space of your Player Board.
Placing the first Worker in an empty Action Space costs you 1 Coin. Placing a Worker in an Action Space where there are already 3 Workers will cost you 4 Coins.
Unqualified Practice
You can always place a Worker in an Action Space specific for another type of Workers. When doing this, take 2 Workers of the same type and place one of them in the chosen Action Space and the other one in the Strike Area (this could lead to a strike, as will be explained later). Pay the placement cost as usual considering the number of Workers occupying that space, and then take the action.
Strikes
The moment there are 3 or more Workers of the same type in the Strike Area, this type of Workers will call for a strike. Take the corresponding Strike Diorama and place it next to their specific Action Space/s. After that, all players who have this type of Workers on their Guild Tile must pay 1 Coin for each one of them to prevent their Workers from joining the strike. Place the Workers for whom you are unwilling or unable to pay in the Strike Area.
From now on, the Strike Diorama will count as an extra Worker of the same type when calculating the placement cost of that Action Space.
Main Areas of the Flower Board
Contract Petal
To place a Worker here, you must pay a number of Coins equal to the number of Workers in that space (including the one you just placed). In addition, in case Humans were on strike, you will have to pay one extra Coin. Choose one row or column of Cards from the grid (a total of 2 cards) and place them on the Contract Area of your Player Board. You can have up to 4 Contracts in your Contract Area. If you already have 4 Contracts, you should choose which one to discard when obtaining a new one. Refill the empty spaces in the grid by drawing Cards from the Contract Deck. If at any time the Contract Deck runs out, shuffle the discard Cards to form a new deck.
Travel Petal
To place a Worker on the Travel Petal, you must choose one of the three available spaces (kingdoms), and then pay a number of Coins equal to the number of workers occupying that space (including the one you just placed). In addition, in case the Foxes were on strike, you will have to pay one extra Coin.
In a two-player game, you should pay for all Workers in the three spaces.
After that, you may fulfill from 1 to 4 Contracts at once by following these steps:
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Pay for the transport services. Each Action Space is associated with a postcard that represents a kingdom. Each kingdom features two means of transport with different costs. Each Contract is linked to specific means of transport or a specific kingdom. When placing a Worker on a kingdom, you should only pay for transportation costs once to fulfill up to 4 of Contracts that require the same means of transport. It is not necessary to pay for both means of transport of a kingdom if you are not going to use them. To fulfill a contract that is linked to a specific kingdom, you can use any of its means of transport.
Fulfilling three Contracts that require a means of transport would only cost you 1 Coin. If you also want to fulfill a fourth Contract that requires a different means of transport, you will have to pay 2 additional Coins.
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Discard Flower Cards to fulfill Contracts. Contracts feature one to four flowers, which indicate the type and number of Flower Baskets required to fulfill that Contract. A Flower Card with two Flower Baskets may be used to fulfill two different Contracts (by assigning one Basket to each Contract). You may discard more Flower Baskets than those required, but that will provide no benefits. Any combination of three Flower Baskets can be exchanged for a Flower Basket of your choice.
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Gain the MP shown on the Efficiency Tile of that kingdom. Do this for each Contract you have fulfilled.
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Gain the corresponding Coins and MP (positive or negative) as indicated on each fulfilled Contract.
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Gain 1 extra MP for each Contract fulfilled using only fresh flowers.
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Place facedown all fulfilled Contracts in the space below your Player Board matching the emblem of the kingdom where you delivered the Contracts.
The earned MP are represented by MP Flower Tokens, which are always kept facedown. You can exchange MP Tokens with the Main Supply at any time.
Market Petal
To place a Worker here, you must pay a number of Coins equal to the number of Workers in that space (including the one you just placed). In case Trentis were on strike, you will have to pay one extra Coin. In addition, you also have to pay for the flowers you want to purchase. The flower price is determined by your Guild, and it is indicated in the center of your Guild Tile.
Choose one row or column of Cards from the flower grid (a total of 3 Cards) and place them to the left of your Player Board, in the Fresh Flower Area.
Example: This player will pay 4 Coins to place a Trenti on the Market Petal, and 5 Coins for the flowers according to their Guild. In total, they pay 9 Coins to take the second card column and place the flowers in their Fresh Flower Area.
Refill the empty spaces in the grid with Cards from the Flower Deck. If at any time the Flower Deck runs out when you need to draw from it, shuffle the discard Cards to create a new deck.
Fellowship Petal
During the Round Setup, the last Guild Tile available (the one that was not chosen by any player) is placed here. To use the Action Space of this Tile, you may use any type of Workers and you should pay 1 Coin. This Action Space is limited to one Worker and it is not affected by the strikes.
Action Spaces of the Player Board
Placing a Worker on your Player Board has no cost for you. You may place any type of Workers on the Action Spaces of your Player Board. The actions on your Player Board, including the one of the Guild, can only be taken once per Round.
- Maintenance: Placing a Worker here avoids flowers from wilting at the end of the Round. You cannot place a Worker in this space if you do not have flowers in your Fresh Flower Area.
- Selling flowers: Placing a Worker here allows you to sell any number of Flower Cards obtaining 1 Coin for each Flower Basket featured. You cannot place a Worker here if you do not have flowers left.
- Paying off a Loan: Placing a Worker here allows you to discard one of your Loan Cards by paying 8 Coins. You cannot place a Worker here if you do not have loans.
- The action of the Guild: Placing a Worker here allows you to take the action of the Guild that you have chosen for this round.
Firing or Hiring Workers (optional)
In your turn, you may either fire Workers or hire one, but you cannot do both. You can fire or hire Workers before or after placing a Worker, but you cannot fire and hire Workers in the same turn.
Firing Workers: Take up to 3 Workers from your Guild Tile and place them in the Strike Area. You will gain 12 Coins if all 3 Workers were different, 7 Coins if two of them were different, and 3 Coins for each of the remaining fired Workers. Take 1 Torch of Discontent for each Worker you have fired.
Hiring Workers: Pay 5 Coins to take a Worker from the Strike Area to your Guild Tile. This may result in a strike being called off. If that happens, retrieve the Strike Diorama. Then, you may return 1 Torch of Discontent to the Main Supply. You can only hire 1 Worker each Round. After hiring, place your Player Marker on the corresponding space of the Fellowship Petal to show that you have already done that this Round.
Example: When firing 2 Trentis and 1 Fox, you will receive 10 Coins and 3 Torches of Discontent. Firing 1 Trenti, 1 Human, and 1 Fox earns you 12 Coins and 3 Torches. Firing 2 Trentis earns you 6 Coins and 2 Torches of Discontent.
Using a Kingdom Favor
To use the benefits that a Kingdom Favor grants, you must discard a Contract that you have previously delivered in that kingdom from those in your Player Board. Simply discard the Contract Card to the Contract Discard Pile and get the benefit of the Kingdom Favor Card available at that moment in that kingdom. Each Kingdom Favor has a specific timing of activation and they are all explained at the end of this Rulebook. In your turn, you can only use one Kingdom Favor.
Loans
At any time during the game, you may take out a Loan to obtain 5 Coins. To do that, take a Loan Card and place it on the Loan Area of your Player Board with the side featuring -3 MP facing up. Then take 5 Coins and 1 Torch of Discontent from the Main Supply. A player can never have more than 2 Loans in their Loan Area.
Passing Your Turn
The moment a player cannot or decides not to take any more actions, they pass at the beginning of their turn. Then, they perform each of the following steps:
- If you have any remaining Workers on your Guild, fire them according to the layoff table. Earn Coins for up to 3 Workers, and take a Torch of Discontent for each Worker you fired.
- Place your Player Marker in the first available space starting from the left of the Turn Track.
- Your flowers wither. Slide your fresh flowers to the right end of your board, where the wilting flowers are stored. The flowers that were previously in that area are discarded.
- You may exchange Coins for Mastery Points (MP) according to the proportion established by the current Round and up to 10 points. This step is mandatory in the final Round.
End of the Round
The round ends when all players have passed. When this happens, perform the following steps:
- Return the Guild Tiles that you have used during this Round and place them near the Main Board in ascending order.
- Discard the Efficiency Tiles used during this Round.
- Return all Workers to the bag, including those in the Strike Area.
- Retrieve the Strike Dioramas if necessary.
End of the Game
The game ends after Round 4. Do not perform the end of Round steps after Round 4. Instead, proceed to add up your score:
- Each player counts the MP they have obtained during the game.
- Each player without Torches of Discontent gets 3 MP.
- Each player loses MP for each Torch of Discontent they have according to the corresponding table. Each Torch after the fifth one will cost you 3 MP.
- Each player loses 3 MP for each Loan they have not paid off.
The player with the most total MP is the winner, and they are proven as the best flower merchant in Graceful Rain.
If there is a tie, it is broken according to this order:
- The tied player with the most fulfilled Contracts left below their Player Board is the winner.
- The tied player with the most Flower Baskets left in their Player Board is the winner.
- The tied player with the most Coins left is the winner.
- The tied player with the lowest number in their Guild Tile is the winner.
Turn Example
Elia places a Fox on the Action Space of her Guild Tile and receives 3 Coins. As an optional action, she decides to hire a Human. To do so, she places her Player Marker in the Fellowship Petal, pays 5 Coins, and takes a Human from the Strike Area to her Player Board. Her action results in the Human strike being called off, and so she gets rid of 1 Torch of Discontent. Elia will not be able to repeat this action during the rest of the Round.
Jan is planning to deliver two Contracts in his turn. He is required to pay 2 Coins to place a Fox on the second kingdom because there was already a Fox in that Action Space. In addition, he has to pay 5 Coins for the transportation costs. He takes 5 Coins, 1 Torch of Discontent, and a Loan Card from the Main Supply, and places the Loan Card to the left of his Player Board, with the side featuring -3 MP facing up.
This allows him to pay for the transportation costs of both Contracts he wanted to deliver. He will gain 13 Coins for delivering both Contracts plus 15 MP: 10 MP for delivering both Contracts in the second kingdom, 1 additional MP for fulfilling one of the Contracts with fresh flowers only, and 4 MP for using the Kingdom Favor that grants him 2 additional MP per Contract. Then, he discards the required flowers and the fulfilled Contract that he used to activate the Kingdom Favor, and places facedown the two Contracts he just fulfilled below his Player Board, in the space representing that kingdom. Finally, Jan turns over the MP Flower Tokens he just received to keep them in secret, and then finishes his turn.
Now it is the turn of Pol, the last player. He has decided to purchase flowers in the Market Petal. As he does not have any Trentis left in his Player Board, he decides to place a Human in the Action Space of the Market Petal, even if it is considered Unqualified Practice. To do so, he should take another Human and place it in the Strike Area, which will result in Humans calling for a strike. At that moment, all players must decide whether to pay 1 Coin for each Human on their Player Board to keep them from joining the strike. Then, Pol proceeds to pay 1 Coin for the Human he has just placed plus 2 additional Coins to purchase the flowers at the price established by his Guild Tile. As he is lacking 2 yellow flowers to fulfill his Contract, he chooses to take the central row of the grid and places these Flower Cards on his Fresh Flower Area. Finally, he refills the market grid and finishes his turn.
Guilds
- Action: Gain 3 Coins. Flower price: 5 Coins.
- Action: Gain 1 Coin and take 1 Contract Card from those placed face up on the Contract Petal. Then, refill the Contract grid. Flower price: 4 Coins.
- Action: Return 1 Torch of Discontent to the Main Supply. Flower price: 3 Coins.
- Action: Gain 1 Coin and take 1 Flower Card from those placed face up on the Market Petal. Then, refill the market grid. Flower price: 2 Coins.
- Action: Obtain 2 MP. Flower price: 1 Coin.
Do You Dare to Face Taxus Alone?
Setup
Set up the game as in a two-player game, but put all the Workers in the bag. Place your Player Marker in the first space of the Turn Track, and place any other Player Marker in the second space. This second Player Marker will stand for Taxus.
Shuffle together the 16 Taxus Cards to form a deck and put it aside.
Round Setup
At the beginning of each Round, shuffle all Guild Tiles and take 2 at random. In the solo play, you will use only two Guild Tiles per Round. Randomly place 5 Workers on each tile, leaving the remaining Workers in the bag.
Choose a Guild Tile according to the turn order as usual. If Taxus is the first player, he will always choose the Guild Tile with the highest number on it. After choosing Guild Tiles, place both Player Markers in the Turn Track according to the order established by the Guild Tiles.
Then, Taxus proceeds as follows:
- He obtains a number of MP equal to the number in his Guild Tile.
- He places all his Workers in the Strike Area (which might lead to a strike).
- He places his Guild Tile on the corresponding space in the Fellowship Petal.
- Randomly draw 5 Cards from the Taxus Deck, and place them facedown to form a Draw Pile for this Round.
Round Overview
In his turn, Taxus reveals a card from his Draw Pile. Take from the bag the Workers indicated in that Card and place them in the indicated space. Although unlikely, in case there were not enough workers in the bag, take the rest of them from the Strike Area. After that, Taxus takes the action featured at the bottom of the Card. Taxus never has to pay for placing a Worker or taking an Action.
When placing a Worker on the Travel Petal, do not forget to pay for the Workers in all three Action Spaces as in a two-player game.
When his Draw Pile runs out, Taxus passes his turn by placing his Player Marker in the far-left position in the Round Track of the center of the flower.
Taxus Cards
- Place a Trenti on the Action Space of the Market Petal. Taxus discards all the flowers in that row or column, and gains as many Coins as Baskets were discarded. Refill the grid as usual. Example: Taxus will discard 3 Cards (5 Baskets) from the second column, and he will gain 5 Coins while doing so.
- Place a Fox on the Action Space of the featured kingdom. Taxus obtains twice the MP of what indicates the Efficiency Tile of that kingdom. Example: Taxus will obtain 8 MP.
- Place a Human on the Action Space of the Contract Petal. Taxus discards the Contracts in the row or column featured in the Card, and he gains as much money as the transportation costs. If the Contract Card shows a kingdom, choose the most expensive means of transport. Refill the grid as usual. Example: Taxus will gain 5 Coins in total: 3 Coins for the cost of one means of transport plus 2 Coins for the cost of the most expensive means of transport in Graceful Rain.
- Place a Trenti on the Action Space of the Market Petal. Taxus returns 1 Torch of Discontent to the Main Supply if he had any. Then, he reveals a new Card from the Taxus Deck (a different Card from those 5 that he drew at the beginning of the Round) and takes its Action.
- Place two Humans on the Action Space of the Contract Petal. Taxus takes out a Loan, which includes taking the corresponding number of Coins and 1 Torch of Discontent. Taxus has no limit in the number of Loans he can take out.
- Place a Fox on each Action Space of the Travel Petal. Taxus takes 2 Torches of Discontent.
End of the Round
At the end of each Round, return all Workers to the cloth bag.
Taxus will obtain as many MP as possible by exchanging the Coins he gained during that Round. If after doing this he has any remaining Coins, he will save them for the next Round.
At the start of Round 3, shuffle all Taxus Cards again, including those that were discarded during previous Rounds, to form a new Taxus Deck.
End of the Game
If Taxus has 0 Torches of Discontent at the end of the game, grant him 3 MP as usual. If he has Torches in his Personal Supply, he will return the corresponding MP as any other player. He should also return 3 MP for each Loan he has not paid back.
Have you managed to defeat Taxus?
Kingdom Favors
In your turn, you may discard 1 fulfilled Contract from those below your Player Board to activate the Kingdom Favor associated with that kingdom. Each Favor has an effect on a specific Action and has its exact moment of activation. Remember that you can only activate one Kingdom Favor each turn.
- When placing a Worker on the Main Board, do not pay for its placement cost.
- When firing Workers, follow this new reward table instead of the one in the Fellowship Petal.
- When obtaining flowers or contracts, you can choose any 2 Contract Cards or 3 Flower Cards from the grid instead of choosing a row or a column.
- When fulfilling Contracts, do not pay for transportation costs.
- You can hire a Worker at 0 costs instead of paying 5 Coins. Remember: you can only hire 1 Worker each Round.
- When fulfilling Contracts, obtain 2 additional MP for each fulfilled Contract. When fulfilling 3 Contracts, you get 6 additional MP.
- Pay 6 Coins instead of 8 when paying back a Loan.
- When fulfilling Contracts, use a previously fulfilled contract as a Flower Basket of your choice.
- When placing a Worker, choose any Action Space as if your Worker were the required type of Workers for that space.
- Your flowers do not wither at the end of this Round.
- When firing Workers, do not take any Torches of Discontent.
- When selling your flowers, gain 2 Coins for each Basket instead of 1 Coin.
- Take the action of your Guild Tile without placing any Worker. You can do this even if that Action Space is already occupied. You still have to place a Worker this turn (this action is mandatory).
- Take the action of the Guild Tile of the Fellowship Petal without placing any Worker. You can do this even if that Action Space is already occupied. As you are not placing any Worker, you do not have to pay its cost to take the action. However, you still have to place a Worker this turn (this action is mandatory).
- Gain 2 Coins for each Torch of Discontent in your supply.
- When taking out a Loan, obtain 7 Coins instead of 5.
- You can place a second Worker either on the Action Space of your Guild Tile or on the Action Space of the Guild Tile of the Fellowship Petal (paying its cost).
- In case a strike is called, you do not have to pay your Workers to keep them from joining the strike.
- Exchange a Worker from your Supply with one in the Strike Area. This could lead to a strike or call it off.
- You may spend up to 3 MP to obtain 3 Coins per MP.