Petal Plotters
Petal Plotters Rulebook
Table of Contents
Table of Contents
Game Objective
Be the best petal plotter in Tropika! Achieve an animal's victory condition, determined by the last card you hold at game end.
Game Components
1 Rulebook, 27 cards
Animal Card Anatomy
- A) Petal Power: strengthens or weakens a Garrison.
- B) Animal Ability: effect activated when played.
- C) Victory Condition: if it's the last card.
- D) Priority Order: of Victory Condition triggered.
- E) Animal Name.
- F) Player Count*.
*Cards with this symbol are only used with 2–3 players. Cards with this symbol are only used with 4–5 players.
Game Setup
Depending on player count, choose the cards that will be used in the game. Cards with no ants are used in every game. [Sic: the printed text reads "no ants"; the sense is cards without a player-count symbol, which are used in every game.]
- 2 Players: Put the Great Hornbill aside. Shuffle the rest of the deck of 17 cards. Blindly discard 4 cards. Then shuffle the Hornbill into the 13 cards. Distribute 7 cards to each player.
- 3 Players: Shuffle the deck of 18 cards. Distribute 6 cards to each player.
- 4 Players: Shuffle the deck of 24 cards. Distribute 6 cards to each player.
- 5 Players: Shuffle the deck of 25 cards. Distribute 5 cards to each player.
Designate an area in front of each player for their Garrison, and another area in the middle of the table for the Discard Pile. The Discard Pile should remain face up and is public information; players can look through the Discard Pile at any time.
The player with the Hornbill card will be the 1st player, since the Hornbill was the first animal to notice that the Katydid was up to something! As their first action, the 1st player MUST play the Hornbill card face up with the Petal Power pointing upwards into their Garrison. Then, in clockwise order, players take turns to do an action.
Throughout the game, whenever you need to flip a card, the card should be flipped horizontally so that the Petal Power pointing upward remains the same.
On Your Turn
Take either 1 of the following actions:
A) Use an Animal's Ability. Play a card to activate the Animal's Ability. Move the used card to the Discard Pile.
B) Add an Animal into your Garrison. Place a card face down into your Garrison, either the top or bottom pointing upward. The Petal Power pointing upward will be the value added to or subtracted from the Garrison. You are not allowed to check any of the face-down cards in your Garrison once they are added.
When you end your turn with only 1 card in your hand, place this last card horizontally below your Garrison. This becomes the Animal whose Victory Condition you have chosen to win the game.
Note: Once you end your turn like this, you are immune from any Animal Abilities that target the cards in your hand.
Animal Ability Keywords
- Flip: Horizontally flip the card from face down to face up.
- Rotate: Rotate the card 180° keeping it at the same face down or face up side.
- Exchange: Swap a card with another card specified in the Animal Ability.
- Remove: Discard a card from a Garrison to the Discard Pile.
Game End
The game ends when all players have no more cards in hand.
Scoring
- Reveal all cards in your Garrison.
- Total up ALL the Petal Powers in the Garrisons of ALL players.
- Then, according to the Priority Order, the player(s) who achieved their respective Victory Condition win the game!
Priority Order
- Snail / Spider: Wins if total Petal Power is below 0 (<0).
- Katydid: Wins if total Petal Power is 7 or less (≤7).
- Frog: Wins if total Petal Power is 12 or more (≥12).
- The Blue Squad (Bee / Butterflies / Langur / Pangolin / Sunbird): Wins if total Petal Power is 8 or more (≥8).
- Hornbill (in Garrison): Wins if no one else achieves their Victory Condition.
If multiple players win with the same category, they are considered to win together! For example: if the total Petal Power is 13, then according to the Priority Order the Frog is first in line to win; or else the Blue Squad; or else the Hornbill.
Victory Points (Multi-Game Play)
You can play a total of 3 games. Assign VP (Victory Points) to winning players based on which Victory Condition they achieved.
| Victory Condition | Snail/Spider | Katydid | Frog | The Blue Squad | Hornbill |
|---|---|---|---|---|---|
| Solo Winner | 3 VP | 2 VP | 3 VP | 2 VP | 2 VP |
| Group Winner | 1 VP | 1 VP | 1 VP | 1 VP | – |
Whoever has the highest VP wins the game. If players are still tied after 3 games, they share the victory!
Quick Reference
On Your Turn: Take either 1 of the following actions:
- A) Use an Animal's Ability. Play a card to activate the Animal's Ability. Move the used card to the Discard Pile.
- B) Add an Animal into your Garrison. Place a card face down into your Garrison, either the top or bottom pointing upward. The Petal Power pointing upward will be the value added to or subtracted from the Garrison.
Animal Ability Keywords
- Flip: Horizontally flip the card from face down to face up.
- Rotate: Rotate the card 180° keeping it at the same face down or face up side.
- Exchange: Swap a card with another card specified in the Animal Ability.
- Remove: Discard a card from a Garrison to the Discard Pile.
Priority Order and Victory Conditions
- Snail / Spider: <0
- Katydid: ≤7
- Frog: ≥12
- Blue Squad: ≥8
- Hornbill: If no other winner