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Rosalie

Rosalie Rulebook

Table of Contents

Table of Contents

  • Components
    • Components 1/2
    • Components 2/2
    • Solo Play Components
    • Common Supply
  • Game Setup
  • Individual Player Setup
  • Acquire and Pay
  • Debt and Interest
  • Victory Points
  • Game Overview
  • Round Flow
    • Phase 1: Action Phase
      • ① Choose a Row
      • ② Resolve Actions
      • ③ Draft Action Boards
    • Action Board Choices
    • Estate Action
      • Deploying and Exhausting Gardeners
    • Research Action
    • Copy an Estate Action
  • Action Overview
    • Cultivate: Buy and Plant Flowers
      • Additional Draw from the Decks
      • If You Choose a Basic Flower
      • If you have 0 (Garden number)
      • If you have 1 or 2 (Garden number)
    • If You Choose a Hybrid Flower
    • Flower Card Information
    • Automate: Buy a Robot
    • Construct: Build a Garden Feature
      • Garden Feature Plots
    • Unique Garden Features (Statue, Flower Arch, Fountain, and Gazebo)
  • Free Actions
    • Free Actions Limited to the Action Phase of Your Turn
    • Free Actions That May Be Performed at Any Time
  • Phase 2: Care Phase
    • Gardeners
    • Robots
    • Shovels
    • Character Abilities and Skill Tiles
  • Phase 3: Blooming & Contract Completion Phase
    • Use a Greenhouse
      • Electricity Supply
    • Bloom
    • Complete Contracts
      • Award Track
  • Phase 4: Flower Show Phase
  • Phase 5: Growth Phase
  • Phase 6: Income & Wages Phase
  • Phase 7: Administration Phase
    • Clean Up (Rounds 1 to 6)
    • Round End Steps (All Rounds)
    • Assess Debt & Interest (Autumn)
    • Compete at an Event (Autumn Rounds & Round 7)
    • Add Actions (Rounds 2 & 4)
    • Check Demand (Rounds 4 to 6)
  • Calculate Final Scoring (Round 7 Only)
    • Ability Cards
    • Unique Garden Features
    • Fully Completed Contracts
    • Fragrance Sets
    • Award Track
    • Gardeners
    • Withered Flowers
    • Debt & Interest
    • Remaining Resources, Flower Tiles, and Coins
  • Solo Rule
    • Solo Game Setup
    • Solo Gameflow
  • Skill Tiles
    • List of Skill Tiles
  • Characters
    • Ibara
    • Ichigo
    • Kodemari
    • Nana
    • Ringo
    • Sakura

Components

Components 1/2

  1. 1 Main Board
  2. 4 Buyer Chips
  3. 40 Contract Cards
  4. 4 Milestone Cards
  5. 27 Skill Tiles (3 each of 9 types)
  6. 1 Phase Marker
  7. 1 Round Marker
  8. 12 Demand Tiles (4 Two-Player Tiles, 4 Three-Player Tiles, 4 Four-Player Tiles)
  9. 4 Event Tiles
  10. 4 Flag Tiles

Components 2/2

  • 14 4 Board Frames
  • 15 16 Starter Flower Cards (1 each of 4 types per set, 4 sets total)
  • 14 6 Character Boards (the alpha rulebook prints "14" on both the Board Frames and the Character Boards; both numbers are kept as printed)
  • 3 Contract Bonus Tiles (for Ringo)
  • 18 42 Ability Cards (7 per character)
  • 19 4 Action Boards
  • 20 4 Summary Cards
  • 21 Individual Player Tokens (1 set per player; game includes sets for 4 players): 10 Garden Features (1 Statue, 1 Flower Arch, 1 Fountain, 1 Gazebo, 3 Windmills, 3 Watermills), 7 Gardeners, 2 Small Robots, 4 Big Robots, 2 Automation Markers, 1 Charm Marker, 1 Award Marker, 1 Turn Order Marker, 5 Action Tokens
  • 22 8 Starter Contract Cards
  • 1 Extra Small Robot (for Ibara)
  • 10 Exhaustion Markers
  • 11 Common Supply (see Common Supply below)
  • 12 48 Basic Flower Cards
  • 13 36 Hybrid Flower Cards

Solo Play Components

  • 12 Solo Play Cards

Components items are numbered as printed; the alpha rulebook prints "14" twice and leaves the Contract Bonus Tiles, Extra Small Robot, Exhaustion Markers, and Solo Play Cards unnumbered.

Common Supply

  • 156 Flower Tiles: 96 Basic Flower Tiles (24 each of 4 types) and 60 Hybrid Flower Tiles (20 each of 3 types)
  • 75 Coins: 1 (36 pcs), 5 (14 pcs), 10 (14 pcs), 30 (11 pcs)
  • 67 VP Tokens: 1 (20 pcs), 5 (13 pcs), 10 (13 pcs), 30 (13 pcs), 100 (8 pcs)
  • 28 Debt Tiles (1) and 10 Debt Tiles (3)
  • 12 Greenhouse Tiles
  • 12 Garden Boards
  • 20 Interest Cubes
  • 12 Interest Discs
  • 24 Pollination Wands
  • 25 Electricity
  • 16 Shovels
  • 32 Grafts

Game Setup

The following is the setup and rules for a 2 to 4 player game. For solo games, refer to page 29.

  1. Place the Main Board in the center of the table.
  2. Shuffle the 4 Buyer Chips and place 1 face up on each of the 4 spaces on the Income Chart.
  3. Shuffle all Contract Cards and place them face down to create the Contract Deck on the corresponding deck space. Reveal the top 4 cards and place them face up below this space to form the Contract Display.
  4. Randomly choose 1 Milestone Card and place it face up on the corresponding space on the Main Board.
  5. Sort the Skill Tiles by type into 9 stacks. Place each stack onto the corresponding spaces at the top-right of the Main Board.
  6. Place the Phase Marker on the top space of the Phase Track.
  7. Place the Round Marker on the space marked "1" on the Round Track.
  8. Randomly choose 3 Demand Tiles (use the tiles designated for your number of players) and place them on the corresponding space to the left of the Phase Track. Make sure the top 2 tiles are flipped to show a white band and the bottom tile is flipped to show a brown band.
  9. Randomly choose 2 Event Tiles and place them face up on the right side of the Round Track on the first and third empty spaces from the top.
  10. Randomly choose 1 of the 4 Flag Tiles and place it face up on the empty space of the Milestone Card. Then randomly choose an additional 2 Flag Tiles and place them face up on the right side of the Round Track on the second and fourth empty spaces from the top.
  11. Place the VP Tokens, Coins, Flower Tiles (Basic 4 types and Hybrid 3 types), Shovels, Electricity, Pollination Wands, Grafts, Debt Tiles, Interest Discs, Interest Cubes, Garden Boards, and Greenhouse Tiles together beside the Main Board as the Common Supply.
  12. Shuffle all Basic Flower Cards and place them face down to create the Basic Flower Deck on the corresponding deck space. Reveal the top 8 cards and place them face up in the Market on the right side.
  13. Shuffle all Hybrid Flower Cards and place them face down to create the Hybrid Flower Deck on the corresponding deck space. Reveal the top 4 cards and place them face up in the Market on the right side.

Individual Player Setup

Each player prepares the following:

  1. Beginning with the player to the right of the Start Player and proceeding counterclockwise, each player chooses 1 Character Board from those not yet chosen. Take 1 Board Frame and insert your Character Board into it. The assembled board is referred to as your Player Board. Note: Depending on your character, additional setup may be required. (Refer to the Character section on pages 31-34.)

  2. Randomly draw 2 Starter Contract Cards and choose 1 to place face up in the top Contract Slot on the left side of your Player Board. Return the unchosen card to the box.

  3. Take 5 Debt Tiles and 50 Coins from the Common Supply and place them beside your Player Board.

  4. The second, third, and fourth player clockwise from the Start Player each takes 1, 2, and 3 Coins respectively.

  5. Take 7 Ability Cards corresponding to your Character. Choose 4 cards and acquire the indicated Resources and Interest from the Common Supply as shown at the bottom of each card. For your first game, use the 4 cards with a star shown in the top-right corner. Place these 4 Ability Cards in the 4 Ability Slots at the top of your Player Board, making sure only the top ability is visible. Return the 3 unchosen cards to the box.

  6. Take 1 Action Board and place it in front of you.

  7. Take 1 Summary Card.

  8. Take 1 of each of the 4 Starter Flower Cards. Choose 2 cards, then select which side of each card to play. Pay the Coins indicated at the top-left corner only. If the selected side has the icon for 1 Graft plus the symbol shown in the printed rulebook, acquire 1 Graft per card. The second icon on the card (a hand-and-charm symbol with -1) will also be present, so you will lose 1 Charm (i.e. move your marker down 1 space on the Charm Track). Place the 2 Starter Flower Cards (that you have paid for) in the top 2 Flower Plots of your Garden on the right side of your Player Board. Return the remaining 2 unchosen cards to the box.

    Transcriber note: the "1 Graft" icon on this side of the Starter Flower Card is printed with an additional symbol that the alpha text does not name; the description above keeps it as a pictogram rather than guessing its meaning.

Acquire and Pay

  • Shovels, Electricity, Pollination Wands, and Grafts are Resources in the game.
  • Coins and Flower Tiles (7 types) are not treated as Resources but are also frequently acquired and used.
  • Unless otherwise specified, when you acquire Resources or Flower Tiles you will take them from the Common Supply and place them on the corresponding spaces of your Player Board. When you acquire Coins, take them from the Common Supply and place them beside your Player Board.
  • When paying Resources, Flower Tiles, or Coins, return them to the Common Supply.
  • Coins can be freely exchanged at any time.
  • The amount of Resources, Flower Tiles, and Coins you have is public information.

Debt and Interest

  • During the game, you may accrue or repay Debt Tiles or Interest Cubes / Discs.
  • These are handled like Coins, moving between the Common Supply and the area beside your Player Board.
  • Interest is represented by cubes and discs. These can be freely exchanged.
    • 1 Interest Cube = 1 Interest
    • 1 Interest Disc = 4 Interest
  • The amount of Debt Tiles and Interest you have is public information.

Victory Points

  • When you gain VP during the game, take the corresponding number of VP Tokens from the Common Supply and place them in front of you.
  • Similarly, when you lose VP, return the corresponding amount of VP Tokens to the Common Supply. If you do not have any VP Tokens left, ignore the remainder.
  • VP Tokens can be freely exchanged at any time.
  • The amount of VP each player has is private information. You must not reveal your VP Tokens until the Final Scoring.

Game Overview

The game progresses by alternating between Spring and Autumn Rounds, beginning with Spring and continuing to a final fourth Spring at the end, for a total of 7 Rounds.

After the seventh round (the fourth Spring), final scores are calculated and the player with the most Victory Points is the winner.

Round Flow

Each Round consists of 7 phases, executed in order. Move the Phase Marker from icon to icon to indicate which phase is currently active.

Phase 1: Action Phase

This is the main phase where players perform various actions. Each cycle of the Action Phase follows this sequence:

① Choose a Row → ② Resolve Actions → ③ Draft Action Boards

This cycle is repeated 3 to 5 times, depending on the round.

① Choose a Row

All players simultaneously choose 1 row from the Action Board in front of them that does not yet have an Action Token. Then, each player takes 1 Action Token from in front of them and places it on the leftmost space of the chosen row.

② Resolve Actions

Each player performs 1 action from the choices listed on the row where they placed their Action Token. The first six rows offer three choices each: a row-specific Estate Action, a generic Research Action, or Copy another Estate Action. The last row offers only two choices of the Present Action: 1 Space Action, 2 Space Action. A detailed explanation of each action can be found on page 7; refer to page 9 for Estate Actions.

In general, players follow turn order when choosing and resolving an action. (Refer to the column below.) However, some actions do not affect other players. If all players choose such actions, they may resolve them simultaneously. Or if your action clearly will not affect any other player's choice, you may resolve it immediately without waiting for your turn.

Turn Order

  • Turn order is determined on the Turn Order Track on the right side of the Main Board.
  • Players who have advanced further ahead on the track take their turns earlier.
  • Markers showing the 10+ side (explained later) are considered ahead of all markers showing their blank side.
  • If 2 markers show the same side, the one higher on the track is considered to be ahead.
  • If multiple markers are stacked on the space with the same side shown, the topmost marker is considered to be ahead.
  • Markers on the Turn Order Track can move mainly via the Research Action (explained later). Any changes to turn order during a cycle take effect as soon as the next cycle starts.

③ Draft Action Boards

Once all actions are resolved, pass your Action Board (with the token still on it) to the player on your left.

If you have just copied an Estate Action (as explained later), give the Copy Costs you have placed on the board to the owner of the Action Token which is placed on the Action you have copied.

The Action Board passed from the player on your right becomes your board for the next cycle, meaning you have 1 less row available.

After a board is passed to you, the Action Phase ends when you have no remaining Action Tokens that can be placed.

Action Board Choices

Rows 1 to 6 of the Action Board offer 3 choices: Estate Action, Research Action, and Copy an Estate Action. The last row is the Present Action and offers two choices: 1 Space Action and 2 Space Action. (Refer to "Present: Sell at the Flower Show" on page 16 for details on Row 7.)

In either case, you must first declare your choice, then resolve it.

Estate Action

Exhaust 1 Gardener and pay the cost (Coins) indicated on the left of the arrow to perform the action shown on the right of the arrow once.

After you have resolved the action, you may exhaust 1 additional Gardener and pay a higher cost to perform the same action again.

Deploying and Exhausting Gardeners

  • In this game, you will deploy and exhaust Gardeners. Only Gardeners in your Potting Shed may be used (you begin the game with 3).
  • When deploying a Gardener, move them from the Potting Shed to the area designated by the action taken. When exhausting Gardeners, move them to the Resting Area beneath the Potting Shed.
  • At the end of the round, return all deployed and exhausted Gardeners to the Potting Shed.
  • At the start of the game, 4 additional Gardeners are placed in your Job Fair. You can move them to your Potting Shed via the Hire Action (explained later).

Research Action

Perform one of the following:

  1. Advance your marker on the Turn Order Track 1 space for free.
  2. Pay 4 Coins to advance your marker 2 spaces on the Turn Order Track.
  3. Pay 10 Coins to advance your marker 3 spaces on the Turn Order Track.
  4. Choose up to 2 different spaces that your marker has reached or passed on the Turn Order Track, then gain those bonuses in any order.

Note

  • You do not gain the bonuses indicated on spaces just by advancing onto or past them.
  • If you move beyond the space marked "10", flip your marker to the 10+ side and continue from the space marked "1". In this case, all spaces are considered to be passed by your marker, allowing you to choose any 2 spaces when gaining bonuses from a Research Action.
  • If you land on a space with other markers showing the same side, place your marker on top. If 2 markers showing different sides land on the same space, form 2 different stacks. If you reach such a space, place your marker on top of the corresponding stack. This way, all players can easily see the turn order.
  • A 10+ marker cannot advance further than the space marked "10". However, if other 10+ markers are on the space, stack your marker on top.

Copy an Estate Action

Choose a row (1-6) where another player has placed an Action Token. Place the Copy Cost of 4 / 6 / 8 / 10 Coins next to the Action Token in the chosen row, according to the current round (4 Coins in Rounds 1-2, 6 Coins in Rounds 3-4, 8 Coins in Rounds 5-6, 10 Coins in Round 7).

Tip: Coins placed as Copy Cost are given to the player who owns the Action Token during step ③ Draft Action Boards of the current cycle.

Then, perform the Estate Action for that row as if you had placed an Action Token yourself.

You must still pay the normal cost for the copied action (to the Common Supply). You cannot copy a row where your own Action Token is already placed.

For this action, you perform the Estate Action of the chosen row, regardless of the row where you placed your Action Token.

Action Overview

When you choose an Estate Action on each Action Board row (or choose from the last row), you can perform the actions detailed below. Additionally, there are Free Actions that can be taken at various times during the game.

Cultivate: Buy and Plant Flowers

Each time you perform this action, choose and take 1 Flower from the Market. The procedure differs depending on whether you choose a Basic Flower or a Hybrid Flower.

Additional Draw from the Decks

Once per Cultivate Action, before choosing a Flower, you may pay 5 Coins to draw the top 2 cards from the Flower decks and add them to your purchase options.

These 2 cards may be drawn from the Basic Flower Deck and the Hybrid Flower Deck in any combination (both cards may come from the same deck).

If you purchase one of the drawn cards, pay its Purchase Cost and resolve it as normal. Return any drawn cards you did not purchase to the bottom of their corresponding decks. In this case, do not replenish the Market (the Market is only replenished when you take a card from it).

If you perform this action twice during your turn, you may use this additional draw for each action.

If You Choose a Basic Flower

The base purchase cost (Coins) for this action depends on the specific Flower and whether the current season is Spring or Autumn.

Pay the cost for the Flower as indicated in the top-left corner of the card. For Spring, use the cost indicated within the Spring (leaf) section, and for Autumn, use the cost indicated within the Autumn (maple leaf) section.

After taking the Flower, immediately place it on your Player Board.

Depending on the current season (Spring or Autumn), refer to the number beside the Garden (plant) icon to place the card in a corresponding plot or slot (as described below).

If you have 0 (Garden number)

Place the Flower in any empty Flower Plot within your Garden.

Your Garden consists of the right side area of your Player Board and a maximum of 3 additional Garden Boards that can be purchased via the Develop Action.

Your Flower is now planted and all the information on the card becomes active. (Refer to "Flower Card Information" on page 12.)

  • If the card indicates an Immediate Bonus, claim it now.
  • Based on the Charm indicated on the card, immediately move your marker up or down on the Charm Track. If your marker would advance beyond the topmost or bottommost space of the track, acquire or pay Coins for each space it would have advanced instead. If you do not have enough Coins, take a Debt Tile as a Free Action in order to acquire enough Coins for full payment.
  • You may now reference the Flower's Care Cost, Flower Icon, Flag, Fragrance, and VP.

Note

  • If there are no empty Flower Plots in your Garden, you cannot plant a Flower (Basic or Hybrid). However, if you have already purchased 3 Garden Boards and all the Flower Plots are filled, you may return 1 planted Flower to the box and plant a new Flower in its empty plot.

If you have 1 or 2 (Garden number)

Place the card in the corresponding Seedling Slot at the bottom of your Player Board. Each Seedling Slot can hold any number of cards.

While in the Seedling Slot, each Flower is treated as a Seedling. A Flower is not considered planted (and the information printed on the Flower Card is inactive) until it leaves the slot and is placed in a Flower Plot.

If You Choose a Hybrid Flower

You do not use Coins to pay the Purchase Cost. Instead, you must pay the specified 2 Basic Flower Tiles and 1 Pollination Wand, as indicated at the top of the card. Whether Spring or Autumn, this cost does not change.

Immediately place the Hybrid Flower in an empty Flower Plot in your Garden. (Hybrid Flowers are never treated as Seedlings.)

Your Flower is now planted and all the information on the card becomes active, the same as a Basic Flower Card. (Gain any Immediate Bonus and Charm.)

After placing any purchased Flower, you will need to replenish the Flower Market. In the row where the card was taken, slide the remaining 3 cards to the right. Then draw 1 new card from the corresponding deck and place it face up in the leftmost empty space.

Example

Player A performs the Cultivate Action. As their first action, they exhaust 1 Gardener and buy 1 Basic Flower. The season is Autumn, so they pay 6 Coins and place the Seedling in the Seedling Slot. As their second action, they exhaust another Gardener and buy 1 Hybrid Flower. They need to pay 1 Red Flower Tile, 1 White Flower Tile, and 1 Pollination Wand, in addition to the second action cost of 4 Coins. They place the Flower in their Garden and the card becomes active. Since the Flower has 2 Charm, the player can advance 2 spaces on the Charm Track.

Flower Card Information

Basic Flower Cards

  1. Spring Section: reference when buying in Spring.
  2. Autumn Section: reference when buying in Autumn.
  3. Purchase Cost: number of Coins required.
  4. Seedling Tier: if 1 or higher, the Flower is still a Seedling.
  5. Care Cost: number of Care Points required in the Care Phase.
  6. Charm: affects your score on the Charm Track.
  7. Fragrance: reference for scoring and conditions.
  8. Flag: reference for scoring and conditions.
  9. Flower Icon: color of Flower Tile gained upon bloom.
  10. VP: gained based on Unique Garden Features (explained later).
  11. Blooming Season: if the border is green, Spring Blooming. If the border is green and orange, Two-Season Blooming.

Hybrid Flower Cards

  1. Purchase Cost: number of Basic Flowers and Pollination Wands required.
  2. Care Cost: number of Care Points required in the Care Phase.
  3. Charm: affects your score on the Charm Track.
  4. Fragrance: reference for scoring and conditions.
  5. Flag: reference for scoring and conditions.
  6. Flower Icon: color of Flower Tile gained upon bloom.
  7. VP: gained based on Unique Garden Features (explained later).
  8. Blooming Season: if the border is green, Spring Blooming. If the border is green and orange, Two-Season Blooming.

The above Flower Card information is only active while the Flower is planted in your Garden. If a Flower is removed from your Garden, all information becomes inactive and you must reverse any Charm you previously gained from the card. However, Immediate Bonuses are not returned.

If a removed card has Grafts or Pollination Wands placed on it (explained later), return these to the Common Supply.

Tip: If the Flower Icons are difficult to distinguish, the Flower color can also be identified by the background color of the Purchase Cost section.

Automate: Buy a Robot

Each time you perform this action, pay the indicated number of Coins. This is the Automation Cost. Advance your Automation Marker on either your Small Robot or your Big Robot Track by 1 space.

If there is a Robot on the space your marker lands on, unlock it and move it to your Potting Shed.

Once a marker reaches the end of its track, it can no longer advance. If both markers have reached the end, you can no longer perform this action.

Construct: Build a Garden Feature

Each time you perform this action, pay the indicated number of Coins. This is the Building Cost. Take 1 Garden Feature from your Player Board and place it in an empty Garden Feature Plot in your Garden.

There are 3 types of Garden Features.

You cannot perform this action if you have no empty Garden Feature Plots or if you have no remaining Garden Features on your Player Board.

Garden Feature Plots

  • The Garden printed on your Player Board has 2 Special Plots available for Garden Features.
  • If you add the maximum of 3 Garden Boards, you will have a total of 8 complete Special Garden Feature Plots.
  • Each additional Garden also has 1 Normal Garden Feature Plot at the top. If you add 3 Garden Boards, you will have a total of 3 Normal Garden Feature Plots. Although these plots are similar to the Special Plots, some Garden Features will only produce VP if placed on Special Plots.

Unique Garden Features (Statue, Flower Arch, Fountain, and Gazebo)

These are the 4 Garden Features at the top of your Player Board. They may be built in any order.

When building, the Ability Card above the Garden Feature becomes active and you may use the indicated ability. (Refer to the "Character" section on pages 31-34 for more detail on each ability.)

Additionally, at the end of the game you gain the indicated VP from any diagonally adjacent Flower Cards (a maximum of 4) if you have built this Unique Garden Feature in a Special Garden Feature Plot.

However, if Unique Garden Features are built on Normal Plots, their abilities will be active but they will not produce VP.

Windmills

There are 3 Windmills on the right side below the Unique Garden Features. Windmills must be built from left to right.

Each Windmill will increase your Electricity Supply when built, as indicated. (Refer to "Electricity Supply" on page 21 for more detail.)

Watermills

There are 3 Watermills that can be found below the Windmills. Watermills must be built from left to right.

Each Watermill has a different effect when built.

WatermillEffect
First WatermillImmediately gain the indicated bonus. For each future Income Phase, gain this bonus.
Second WatermillImmediately gain 1 Skill Tile. (Refer to "Skill Tiles" on page 31 for more detail.)
Third WatermillNothing happens when built. For each future Income Phase, gain the indicated bonus.

Transcriber note: the bonus icons on the First and Third Watermill rows are pictograms in the alpha rulebook, not words; the table keeps the printed wording and does not name the icon.

Contract: Secure a Contract

Take 1 Contract of your choice from the Contract Display and place it face up in the top Contract Slot (on the left side of your Player Board). If there is already a Contract in the slot, place the new card in line to the left.

After taking a Contract, shift all the remaining Contracts in the Contract Display down. Then draw 1 card from the top of the Contract Deck and place it face up in the empty top space.

Note

  • Each Contract Slot (except the bottommost slot) can only hold a maximum of 3 Contracts. You cannot take this action if your top Contract Slot already contains 3 Contracts.

Develop: Expand your Garden or Buy a Greenhouse

Each time you perform this action, pay the indicated number of Coins. This is the Purchase Cost. Then, take 1 Garden Board or 1 Greenhouse Tile from the Common Supply.

Garden Board

Line up the new board flush against the right edge of your existing Garden. This expands your Garden.

Each player can have a maximum of 3 Garden Boards.

Greenhouse Tile

Place this tile at the top of any 1 column of your Garden. If there is no column where the tile can be placed, you cannot take a Greenhouse.

Your Garden can have a maximum of 4 columns (1 on your Player Board + 3 from additional Garden Boards). Therefore, each player can have a maximum of 4 Greenhouses.

If there are no Greenhouse Tiles left in the Common Supply, you cannot buy a Greenhouse.

For the effects of Greenhouse Tiles, refer to "Use a Greenhouse" on page 21.

Hire: Employ a Gardener

Each time you perform this action, pay the indicated number of Coins. This is the Employment Cost. Take the leftmost Gardener from your Job Fair and place it in your Potting Shed.

This Gardener cannot be used this cycle. It becomes available at the start of the next cycle.

Note

  • Once hired, Gardeners cannot be dismissed. Carefully consider how many Gardeners you wish to take on because you will need to pay their salaries for the rest of the game.

Present: Sell at the Flower Show

Row 7 of the Action Board only has the following 2 choices: 1 Space Action, 2 Space Action.

1 Space Action

Exhaust 2 Gardeners. Then perform steps 1-4 once as follows.

  1. Move any 1 Buyer Chip on the Income Chart 1 space horizontally or vertically.
  2. Choose any 1 Buyer Chip (it does not have to be the chip you moved in step 1) and pay the required type and number of Hybrid Flower Tiles as indicated.
  3. Either gain VP or acquire Coins as indicated on the space where the Buyer Chip is placed.
  4. Move the Buyer Chip 1 space in the direction of the arrow beside the icon you have chosen (VP or Coins).

2 Space Action

Exhaust 3 Gardeners.

Perform step 1 of the 1 Space Action twice (i.e. move 1 Buyer Chip twice or move 2 different Buyer Chips once each), then perform steps 2 to 4 once each, as normal.

Note

  • Multiple Buyer Chips may occupy the same space.

Free Actions

There are a total of 14 different Free Actions. 6 of them can only be performed on your turn, during the Action Phase. The remaining 8 can be performed at any time.

Free Actions Limited to the Action Phase of Your Turn

You may perform these Free Actions at any time during your turn (during the Action Phase) and as many times as you wish.

  1. Exhaust 1 Gardener and pay 7 Coins. Acquire 2 Resource bonuses of your choice from the following: 1 Shovel, 2 Electricity, 1 Pollination Wand, or 2 Grafts. (You may choose the same bonus twice.)
  2. Pay Coins equal to the current Round number. Within your own Garden, you can swap the positions of 2 Garden Features or move 1 Garden Feature to an empty Garden Feature Plot.
  3. Pay Coins equal to the current Round number. Within your own Garden, you can swap the positions of 2 Flowers or move 1 Flower to an empty Flower Plot.
  4. Pay 1 Graft and perform 1 of the following:
    • Take 1 Seedling from the Seedling 1 slot and place it in an empty Flower Plot in your Garden. Your Seedling is planted and all information shown on the card becomes active. (Refer to "Cultivate" on page 9.)
    • Move 1 Seedling from the Seedling 2 slot to the Seedling 1 slot.
  5. Choose 1 upright Skill Tile and rotate it 90 degrees clockwise. Gain the indicated bonus.
  6. Free Action from your Basic Ability or an unlocked Ability Card.

Free Actions That May Be Performed at Any Time

You may perform these actions at any time during the game, and as many times as you wish. They may also be performed in between other effects.

  1. Pay any combination of 2 Basic Flower Tiles to acquire 1 Basic Flower Tile of your choice.
  2. Pay any combination of 2 Hybrid Flower Tiles to gain 1 Hybrid Flower Tile of your choice.
  3. Choose 1 Basic Flower from your Garden that does not have a Graft placed on it. Take 1 Graft from your Resources and place it on the card. Then gain 1 Flower Tile corresponding to that card. This may be done regardless of the Flower's Blooming Season or Care Cost.
  4. Choose 1 Hybrid Flower from your Garden that does not have a Pollination Wand placed on it. Take 1 Pollination Wand from your Resources and place it on the card. Then gain 1 Flower Tile corresponding to that card. This may be done regardless of the Flower's Blooming Season or Care Cost.
  5. Pay 12 Coins to repay 1 Debt Tile.
  6. Pay 3 Coins to repay 1 Interest.
  7. Pay any combination of 3 Resources (Shovels, Electricity, Pollination Wands, and/or Grafts; duplicates are allowed) to acquire any 1 Resource of your choice.
  8. Take 1 Debt Tile to acquire 10 Coins.

Phase 2: Care Phase

During this phase, allocate Care Points to satisfy the Care Cost of each Flower in your Garden. Care Points may be acquired and allocated in the following ways:

Gardeners

Deploy any number of Gardeners from your Potting Shed and place them in the spot in the upper-left corner of your Garden. Each Gardener deployed that way provides 3 Care Points. Care Points gained this way can be freely allocated amongst any Flowers in your Garden.

Robots

Robots in your Potting Shed can also help care for your Flowers. First, for each Big Robot you wish to use, you must supply 2 Electricity (refer to "Electricity Supply" on page 21). Deploy your Robots as follows:

  • Small Robots: Each Small Robot can be placed on any 1 Flower in your Garden. It provides Care Points equal to the value shown on the Small Robot Automation Track (normally 1; if you have reached the end of the track, 2). If you have advanced 6 to 7 spaces on the Big Robot Automation Track, each Small Robot may instead be placed between 2 horizontally adjacent Flowers. It provides its Care Points to both Flowers simultaneously, as indicated on the Small Robot Automation Track.
  • Big Robots: If you have advanced 1 to 3 spaces on the Big Robot Automation Track, each Big Robot may be placed between 2 vertically adjacent Flowers. If you have advanced 4 or more spaces, you may choose to place each Big Robot between 2 horizontally adjacent Flowers. It provides its Care Points to both Flowers simultaneously, as indicated on the Big Robot Automation Track (1 to 4 Care Points based on where the Marker has passed or landed).

More than 1 Robot can be placed on the same card or location.

Shovels

For each Shovel you pay to the Common Supply, allocate 1 Care Point to any 1 Flower.

Character Abilities and Skill Tiles

Some Abilities and Skill Tiles allow you to allocate additional Care Points.

If a Flower does not receive enough Care Points to meet its Care Cost, remove it from your Garden and place it face down beside your Player Board. It is considered Withered. Each Withered Flower is -7 VP at the end of the game.

Phase 3: Blooming & Contract Completion Phase

During this phase, Flowers bloom and generate Flower Tiles, and you may complete Contracts using the acquired Flower Tiles. All players resolve this phase simultaneously.

Use a Greenhouse

If the current season is Autumn, you may use any number of your Greenhouses. Each Greenhouse requires 2 Electricity to be used. (Refer to "Electricity Supply" below.)

  • Flower Cards with a green border are Spring Blooming Flowers and normally bloom only in Spring. However, during Autumn, Spring Blooming Flowers located in columns with activated Greenhouses also bloom.
  • Cards with both green and orange borders are Two-Season Blooming Flowers and bloom in both Spring and Autumn without the need for Greenhouses.

Electricity Supply

  • Big Robots and Greenhouses require Electricity to be used. Greenhouses may only be used during Autumn.
  • At the start of the Phase 2: Care Phase, plan and allocate Electricity for the round (i.e. decide how many Big Robots and Greenhouses to use for the Phase 3: Blooming & Contract Completion Phase).

Electricity can be supplied as follows:

  • Allocate From Your Electricity Supply: Windmills or certain abilities contribute to your Electricity Supply. You can allocate from this supply freely each round. Any unallocated supply does not carry over to the next round.
  • Pay Electricity: Each time you pay 1 Electricity, you can provide 1 Electricity to either 1 Big Robot or 1 Greenhouse.

Bloom

  • In Spring, all Flowers in your Garden bloom.
  • In Autumn, all Two-Season Blooming Flowers bloom, as well as any Spring Blooming Flowers in columns with activated Greenhouses.
  • For each Flower that blooms, acquire 1 corresponding Flower Tile.

Note

  • Flowers that do not bloom are not considered Withered and remain in the Garden.

Complete Contracts

You may complete any number of Contracts in slots 1 to 3 any number of times. When a Contract is completed, it is moved downward, as described in the following steps:

  • Pay the required Flower Tiles. For wild icons (multicolored), you may pay any type of Flower.
  • Gain the bonus shown on the ribbon on the right side of the card, corresponding to the slot the card is currently in. In addition, 1 Award icon is shown at the top slot. When you complete a Contract in that slot, immediately advance your marker 1 space on the Award Track.
  • Move completed Contracts down one slot corresponding to the ribbon directly below. Contracts that have moved to the second and third slots can be completed again using the same procedure as above, and you may complete them immediately again during the same round.
  • Some Contracts do not have a yellow ribbon. In that case, if the Contract is completed in the second row slot, move it down directly to the fourth slot.
  • When a Contract has reached the bottommost slot, it is fully complete. At the end of the game, gain the VP indicated on that ribbon. Fully complete Contracts cannot be completed again.

Award Track

  • This track is located below the Income Chart. Advance your Award Marker 1 space each time a Contract is completed for the first time.
  • If an Award Marker lands on a Skill Tile space, you immediately choose and take 1 Skill Tile. Refer to "Skill Tiles" on page 31.
  • If your marker would advance beyond the final space of the track, gain 3 VP for each space it would have advanced instead.

Important Note

  • Each of the top 3 slots can hold a maximum of 3 cards.
  • If the next slot your Contract card should move to is already full, you cannot complete that Contract.
  • There is no limit to the number of cards in the bottommost slot.

Note

  • If you acquire Grafts or Pollination Wands from completing a Contract, you may immediately use them as a Free Action (refer to page 18) to gain additional Flower Tiles. However, any Electricity acquired cannot be immediately allocated to a Greenhouse. You must decide whether to use a Greenhouse before the Bloom Phase.

Phase 4: Flower Show Phase

At the Flower Show, Flower Tiles can be sold. Each player takes their turn in order.

Important Note

  • Selling at the Flower Show is key to this game. Newly developed, rare rose varieties are highly valuable. If another player has already sold a rose of the same color, the VP you gain and the Coins you acquire are reduced, so it's best to sell ahead of your rivals.

During each turn, a player performs the following steps once:

  1. Choose any 1 Buyer Chip from the Income Chart. Buyer Chips that have already been chosen during this phase can be chosen again.
  2. Pay 3 Hybrid Flower Tiles of the type indicated.
  3. Either gain VP or acquire Coins as indicated on the space where the Buyer Chip is placed.
  4. Move the Buyer Chip 1 space in the direction of the arrow beside the icon you have chosen (VP or Coins).

After you have gained VP or Coins, the next player takes their turn. If you cannot or do not wish to sell Flowers, declare that you will pass. Once you have done so, all your subsequent turns during this phase will be skipped. Players continue taking turns until all players have passed. Then, proceed to the next phase.

Phase 5: Growth Phase

Seedlings grow during this phase. All players resolve this phase simultaneously.

  1. Move any Seedlings (in any order) from the Seedling 1 slot into empty Flower Plots in your Garden. These Flowers are now planted and all the information on their respective cards becomes active. Adjust your Charm Marker and resolve any other effects just as if you had planted the Flower directly. (Refer to "Cultivate" on page 10.)

    Note

    • If no empty plots are available, place the Flower face down beside your Player Board. It is considered Withered. Each Withered Flower is -7 VP at the end of the game. However, if you have purchased 3 additional Garden Boards and have no empty plots, you can choose to remove any 1 planted Flower from your Garden by returning the card to the box. A Flower can then be planted in the newly vacated plot.
  2. Move any Seedlings in the Seedling 2 slot to the Seedling 1 slot.

When all players are finished, proceed to the next phase.

Phase 6: Income & Wages Phase

Players earn income and pay wages to their Gardeners during this phase. All players resolve this phase simultaneously. (However, if players would prefer to make decisions based on other players' actions, you may resolve this phase in turn order.)

  1. On the Income Chart, find the intersection of the row where your Charm Marker is placed and the column where your Award Marker is placed. Either gain VP or acquire Coins as indicated on the space. If a Buyer Chip is present, do not move it.
  2. Gain any income from your character's Basic Abilities, unlocked Ability Cards, Skill Tiles, and Watermills, as marked by the Watermill icon, in any order.
  3. Gain 1 VP for each Gardener and/or Robot remaining in your Potting Shed.
  4. Pay the wage for Gardeners as indicated on the rightmost empty space of your Job Fair. If you don't have enough Coins, take a Debt Tile as a Free Action and pay wages with the Coins acquired.

Phase 7: Administration Phase

Perform the steps, from left to right, as indicated on the current round's row on the Round End Track.

You can track the current step by moving the Round Marker from icon to icon. Once all steps are completed, the current round ends and the next round begins. Steps majorly differ between Spring and Autumn rounds. There are also additional steps for Rounds 4 to 6. In the final seventh round, there is a scoring step after which the game ends and the winner is determined.

Clean Up (Rounds 1 to 6)

Perform in the following order:

  1. Remove both the rightmost Flower and the second Flower from the right from each row in the Market and place them, sorted by type, beside the Main Board (this area is called the Discard Pile). Shift all the remaining cards in the Market to the right and replenish empty spaces on the left with face-up cards drawn from the corresponding Flower decks (2 Hybrid Flowers and 4 Basic Flowers). Then, remove both the bottommost Contract and the second Contract from the bottom from the Contract Display and place them in the Discard Pile. Shift all the remaining cards down and replenish the top 2 empty spaces with face-up cards drawn from the Contract Deck.

    Note

    • If the Hybrid, Basic Flower, or Contract Deck is depleted, take the appropriate cards from the Discard Pile, shuffle well, and create a new deck.
  2. Return all your Gardeners and Robots from the Resting Area, Ability Cards, and your Garden to your Potting Shed.

  3. Return all Grafts and Pollination Wands from Flowers in your Garden to the Common Supply. Return all Exhaustion Markers to the Common Supply.

  4. Rotate all of your Skill Tiles back to an upright position.

Round End Steps (All Rounds)

Transcriber note: the alpha rulebook prints these three steps without a heading; the heading is added here for navigation.

  1. Return all the Action Tokens from the Action Board in front of you to their respective owners (return your own tokens to yourself).
  2. Players may carry over a maximum of 2 Flower Tiles to the next round. Any excess tiles must be returned to the Common Supply.
  3. Move the Round Marker to the leftmost space of the next row (marked by the number of the next round). Return the Phase Marker to the top (Action Phase). The next round begins with the Action Phase.

Assess Debt & Interest (Autumn)

All players perform the following simultaneously:

  1. Accrue 1 Interest for every 2 Debt Tiles you have. (Round up if you have an odd number.)
  2. You must exchange any 4 Interest you have and take a Debt Tile instead. Do this exchange as often as you can. You do not receive any Coins for this. At the end, you should only have a maximum of 3 Interest.

Tip: First converting Interest Cubes to Discs (remember, 4 cubes = 1 disc) makes this process easier!

Extra Note: Repaying Debt is a Free Action that can be performed at any time. Before this step, you can repay as much as you wish.

Example

Player A has 3 Debt Tiles and accrues 2 Interest (i.e. 2 Interest Cubes), resulting in a current total Interest of 9. They return 8 Interest to the Common Supply and take 2 Debt Tiles. They now have 5 Debt Tiles and 1 Interest.

Compete at an Event (Autumn Rounds & Round 7)

Perform the following:

  1. Check the Event or Flag Tile corresponding to the current round at the right side of the Round End Track.
  2. Among all players, the player with the highest quantity of the item shown on the tile gains the VP as indicated on the right side of the tile. When making this comparison, the number shown on the tile is also included in the ranking (the bottom-left number during Rounds 2 and 4; the bottom-right number during Rounds 6 and 7). If the tile ranks the highest, no one gains the VP.
  3. Conversely, the player who ranks the lowest is penalized as indicated on the right side of the tile. If the tile ranks the lowest, no one is penalized.

If a player has the same quantity as the number shown on the tile, the player is always ranked above the tile. If players tie with each other, the player earlier in turn order is ranked higher.

Add Actions (Rounds 2 & 4)

Each player takes 1 Action Token of their own color from the Common Supply. Starting from the next round, the number of turns in the Action Phase increases by 1.

Check Demand (Rounds 4 to 6)

Perform the following:

  1. Check the topmost Demand Tile on the left side of the Phase Track.
  2. Move each Buyer Chip as indicated on the Demand Tile from step 1, following these rules:
    • Chips with the "no movement" symbol do not move.
    • Chips on the top right space do not move.
    • Chips on the top row of the grid with an upward arrow or an upward-curving arrow move 1 space to the right instead.
    • Chips on the rightmost column with a right-facing arrow or a curving arrow move 1 space up instead.
  3. When finished, return the Demand Tile to the box.

Calculate Final Scoring (Round 7 Only)

This is the end of the game. Count the VP Tokens you gained during the game and add the following VP:

Ability Cards

If you have any active Ability Cards with VP bonuses, gain the indicated VP.

Unique Garden Features

For each Unique Garden Feature, excepting those built on Normal Garden Feature Plots, gain VP from diagonally adjacent Flowers (a maximum of 4), as indicated on the bottom right of each Flower Card.

Note

  • Multiple Unique Garden Features adjacent to the same Flower each score VP from that card.
  • Flowers not adjacent to any Unique Garden Features do not gain VP.

Fully Completed Contracts

Each fully completed Contract (placed in the bottommost slot) gains VP as indicated on the light green ribbon.

Fragrance Sets

Check the Fragrance of all Flowers in your Garden, as well as on your Skill Tiles. Count how many completed sets of 4 types (Fragrance 1, 2, 3, and 4) you have. If you have 1 / 2 / 3 sets, gain 5 / 10 / 35 VP.

Award Track

If your Award Marker has reached the final space of the Award Track, gain 8 VP.

Gardeners

If you have hired all of your Gardeners (no Gardeners remain in your Job Fair), gain 5 VP.

Withered Flowers

Lose 7 VP per Withered Flower.

Debt & Interest

Lose 15 VP per Debt Tile and 3 VP per Interest.

Remaining Resources, Flower Tiles, and Coins

Count all your Flower Tiles, Shovels, Electricity, Pollination Wands, and Grafts, and acquire Coins equal to that total. Then, gain 1 VP per 10 Coins. (No VP is gained for any remaining amount of Coins under 10.)

Note

  • Clean Up does not occur in Round 7, therefore all leftover Flower Tiles can be converted to Coins.

The player with the most VP wins! In case of a tie, the player earlier in the turn order is the winner.

Solo Rule

Rosalie can also be played solo. In a solo game, a virtual player named Mio meddles with row selection, the Flower Show, and Events, getting in your way.

Solo Game Setup

General Setup

Follow the same steps as in a 2-player game (refer to page 1-2).

Individual Player Setup

Complete your own Individual Player Setup (refer to page 3-4). You may choose any character. Then, prepare for Mio as follows:

  1. Set up a play area for Mio within your reach and place 1 Action Board there.
  2. Choose a color for Mio and place her Turn Order Marker on the space marked "0" of the Turn Order Track (stack it on top of your marker).
  3. Take 3 of Mio's 5 Action Tokens and place them in her play area. Place the remaining 2 in the Common Supply.
  4. Shuffle the 12 Solo Cards and place them face down as a deck in Mio's play area.

No additional Individual Player Setup is required for Mio.

Solo Gameflow

Play as in a 2-player game, with the following changes:

Start of the Round

At the start of each round, before the Action Phase, advance Mio's Turn Order Marker as follows:

  • Rounds 1-3: 1 space
  • Rounds 4-7: 2 spaces

Mio's marker moves according to the normal rules and is used for determining turn order.

Action Phase

  1. Choose a Row: Each cycle, you choose a row first and place 1 Action Token as normal. Then reveal the top card of the Solo deck. Place revealed cards face up in a horizontal row in Mio's play area, with newer cards placed to the right. Mio places 1 Action Token on her Action Board in the row shown in the top half of the revealed card. If that row is already occupied (by you or Mio), she instead places 1 Action Token in the highest available row on that Action Board.
  2. Resolve Actions: You resolve actions as normal. Mio does not perform actions and never gains or pays anything during the game. If you copy a row containing Mio's Action Token, pay the Copy Cost to the Common Supply.
  3. Draft Action Boards: Swap Action Boards between you and Mio as normal. After swapping, if you have no Action Tokens left to place, the Action Phase ends.

Flower Show Phase

During Rounds 1 to 4, Mio does nothing; you take all turns consecutively.

During Rounds 5 to 7, you and Mio alternate turns according to turn order. The bottom half of each Solo Card shows to which Buyer Chip Mio will sell Flowers during Rounds 5, 6, and/or 7. Each time Mio takes a turn, check the left-most face-up Solo Card in her play area:

  • If the current round number (5, 6, and/or 7) is shown on the bottom half of the Solo Card, move the corresponding Buyer Chip 1 space to the left (if it is already in the leftmost space, move it down 1 space instead). Then flip that card face down.
  • If the current round number is not shown on the bottom half of the Solo Card, flip that card face down and check the next card to the right. Repeat this process until you find a Solo Card which allows Mio to perform a sale. Resolve the sale as described above and then flip the card face down.

After moving a Buyer Chip once, Mio's turn ends. If all Solo Cards in her play area are face down, Mio passes.

Note

  • Mio does not gain or pay anything during the Flower Show; she only moves a Chip.

Ending Phase

Clean Up

  • Perform the Clean Up step as normal. When removing Action Tokens, return Mio's tokens to her play area.
  • Collect all Solo Cards (revealed this round + the deck), shuffle them, and form a new face-down deck.

Compete at an Event

Mio competes at Events in place of the number shown on the tile. Mio is considered to have the quantity indicated on the Event Tile or Flag Tile, as follows:

  • Round 2 and Round 4: number shown at the bottom left of the tile
  • Round 6 and Round 7: number shown at the bottom right of the tile

Compete against Mio to gain VP or receive penalties. Ties are resolved using turn order, as normal.

Note

  • Mio does not gain or pay anything during Events; she only acts as a competitor.

Add Actions

Mio also gains 1 Action Token, the same as you. Take it from the Common Supply and add it to her play area.

Calculate Final Scoring

The game ends as normal during the scoring step of Round 7. Calculate your final score as in a 2-player game. Mio does not gain VP. Your final score is evaluated as shown here:

Final VPRank
199 VP or lessNovice Horticulturist
200-249 VPExperienced Horticulturist
250-299 VPSenior Horticulturist
300 VP or moreMaster of the Roses

Skill Tiles

During the game, when you meet any of the following conditions, you must immediately take 1 Skill Tile and place it in front of you. You cannot take a Skill Tile of the same type already in your possession.

  • Build your second Watermill.
  • The marker on your Award Track advances to a Skill Tile space.
  • Fulfill both conditions on a Milestone Card.

Each Milestone Card has 2 conditions:

  • The upper condition is fulfilled by having at least the specified quantity of the required item.
  • The lower condition is fulfilled by having at least 2 Flowers in your Garden that match the Flag indicated on the card.

When you meet both conditions, you have completed the Milestone. You do not need to keep the condition fulfilled for the rest of the game. Other players may still complete that Milestone later in the game.

Skill Tile abilities are divided into 4 main types. All abilities are optional. Even if you are eligible to gain something, you may choose to waive this benefit.

  • Exclamation mark (!): When you take this tile, immediately gain the indicated bonus once.
  • Infinity symbol (∞): During each Income Phase, gain the indicated bonus.
  • Hand symbol: The indicated benefit is always in effect.
  • Curved arrow: As a Free Action, you can rotate this tile 90 degrees clockwise and resolve the indicated effect. During Clean Up, return the tile to its upright position.

Note

  • If a bonus lets you repay Interest but you don't have enough, you may return 1 Debt Tile to gain 4 Interest first.

List of Skill Tiles

Tile AbilityEffect
! (Immediate)Immediately advance 4 spaces on the Turn Order Track.
∞ (Income Phase)This tile can be treated as 2 Fragrances of your choice.
∞ (Income Phase)Each round, you may allocate 3 additional Care Points.
Hand (always in effect)During each Income Phase, gain VP equal to the number of unlocked Big Robots multiplied by the number of Small Robots.
Hand (always in effect)During each Income Phase, if you have 1 / 2 / 3 completed Fragrance Sets of 4 types, gain 4 / 9 / 18 VP.
Hand (always in effect)During each Income Phase, if the printed Care Cost of the Flowers in your Garden are of 3 / 4 / 5 different values, gain 2 / 5 / 9 VP. (Transcriber note: the tile pictures the Care Cost values 0 to 4 as the examples of distinct values; the exact pictured values are not spelled out in the alpha text.)
Curved arrow (Action Phase only)Rotate 90 degrees clockwise to acquire 3 Coins and repay 1 Interest.
Curved arrow (Action Phase only)Rotate 90 degrees clockwise to gain 1 Basic Flower Tile of your choice.

Characters

Every character has a basic ability that is available from the start of the game. In addition, by building Unique Garden Features, you can activate the Ability Cards above the corresponding Garden Feature.

Free Action (once per Action Phase): When using the effect, place an Exhaustion Marker to indicate that the effect has been used for this round.

Note

  • For abilities triggered by acquiring something, regardless of the method by which it is acquired, the ability will trigger whenever you obtain it. For example, an ability triggered by acquiring a Flower Card activates whether you purchase the Flower via the "Cultivate" Action or acquire it for free through a bonus or other effect.

Tip: After building your third Watermill, you will gain VP during each Income Phase based on the elements that work well with your character's abilities.

Ibara

AbilityEffect
Basic AbilityYou have 3 Electricity Supply. During setup, place 1 additional Small Robot on the final space of the Small Robot Automation Track.
Interest 0The Automation Cost is reduced by 3 Coins.
Interest 1Each time you unlock a Robot, gain any 2 different Resources.
Interest 1Each time you buy a Flower, gain 1 Coin per unlocked Robot.
Interest 2Each Small Robot can provide 1 additional Care Point.
Interest 3Each time you unlock a Robot, you can pay 1 Electricity to build 1 Garden Feature for free.
Interest 3During each Income Phase, gain 4 VP for each Automation Track on which you have reached the end.
Interest 4Spring Blooming Flowers cared for by Big Robots also bloom in Autumn.
Third WatermillDuring each Income Phase, gain 1 VP per unlocked Big Robot.

Ichigo

AbilityEffect
Basic AbilityEach time you acquire a Flower, place 1 Coin on Ichigo. During each Income Phase, if there are 1 / 4 / 7 Coins on Ichigo, gain 1 Shovel / 1 Shovel + 2 Electricity / 1 Shovel + 2 Electricity + 7 Coins. Free Action (any number of times during the Action Phase): Remove 1 Coin from Ichigo to gain 1 Coin. Note: Ichigo does not receive Coins for the 2 Starter Flower Cards placed during setup.
Interest 0The Purchase Cost of each Flower is reduced by 3 Coins.
Interest 1Each time you remove 1 Coin from Ichigo (via your base ability), gain 3 additional Coins (total: 4).
Interest 2Each time you unlock a Robot, place 1 Coin on Ichigo.
Interest 2Each time you take a Greenhouse, place 2 Coins on Ichigo.
Interest 3Once per Action Phase, when you remove 1 Coin from Ichigo (via your base ability), you can also take 1 Garden or 1 Greenhouse. After using this effect, place an Exhaustion Marker to indicate that the effect has been used for this round.
Interest 3Each time you acquire a Flower Card, you can pay 1 Electricity to advance 1 space on the Automation Track.
Interest 4During each Income Phase, if there are 3 / 5 / 7 Coins on Ichigo, gain 1 / 3 / 6 VP.

Kodemari

AbilityEffect
Basic AbilityWhen performing your second Construct Action during your turn, you do not pay 1 additional Gardener and 4 Coins.
Interest 0Each time you build a Garden Feature, gain 2 Coins.
Interest 1Each time you build a Garden Feature, gain 1 Graft or 1 Electricity.
Interest 2When building your fifth (or more) Garden Feature, you do not pay Coins.
Interest 2If you have built 3 / 6 different types of Garden Features, immediately repay 1 / 3 Debt Tiles.
Interest 3After finishing the Construct Action during your turn, you can pay 1 Graft to take 1 Garden or 1 Greenhouse (max once per turn).
Interest 3During each Income Phase, gain 1 VP per different type of Garden Feature you have built.
Interest 4Each Flower adjacent to this Garden Feature has its Care Cost reduced by 2.
Third WatermillDuring each Income Phase, gain 1 VP for every 2 Garden Features you have built.

Nana

AbilityEffect
Basic AbilityFree Action (once per Action Phase): Hire 1 Gardener for free.
Interest 0Each time you hire a Gardener, gain 6 Coins.
Interest 1Gardener wages become 0 / 0 / 1 / 3 / 6 Coins instead of 0 / 1 / 3 / 7 / 12.
Interest 1Each Gardener can provide 2 additional Care Points when caring for Flowers.
Interest 2Free Action (once per Action Phase): Place a Gardener here to gain 3 Grafts or 3 Electricity.
Interest 2Each time you place a Gardener to care for Flowers, acquire 3 Coins.
Interest 3Each time you hire a Gardener, gain 1 Basic Flower from the Market for free.
Interest 4At the end of the game, if the total Care Cost of Flowers in your Garden is 10-19 / 20-29 / 30 or more, gain 18 / 30 / 48 VP.
Third WatermillDuring each Income Phase, gain 1 VP per employed Gardener. (Excluding the 3 Gardeners you received during Setup.)

Ringo

Ringo's Bonus Tile: when you gain a Contract Bonus Tile, place it connecting to the left side of the matching-colored Contract slot. When you complete a Contract in that slot, you additionally gain the indicated bonus.

AbilityEffect
Basic AbilityEach time you fully complete a Contract, gain 6 Coins.
Interest 0Each time you take a Contract, gain 3 Coins.
Interest 1After finishing the Contract Action during your turn, you can buy 1 Garden or 1 Greenhouse for 3 Coins (max once per turn).
Interest 2Gain the following Contract Bonus Tile. Each time you gain a bonus (shown on the tile), place 1 Coin on Ringo. When the third Coin is placed, immediately return all Coins from Ringo to the Common Supply and repay 1 Debt Tile.
Interest 2Gain the following 2 Contract Bonus Tiles.
Interest 3Free Action (once per Action Phase): Complete 1 Contract once without paying Flower Tiles and gain 3 Coins instead of the bonus indicated on the card. Note: Other than the bonus indicated on the card, gain any other bonuses as normal.
Interest 3Each time you fully complete 1 Contract, advance 1 space on the Automation Track.
Interest 4At the end of the game, double the VP gained from each fully completed Contract.
Third Watermill

Transcriber note: the Ringo Interest 2 Contract Bonus Tile entry shows the bonus as a pictogram; the alpha text does not name it.

Sakura

AbilityEffect
Basic AbilityDuring each Income Phase, if your Charm score is -2 or less / -1 to 3 / 4 or more, gain 4 Coins + 1 Electricity + 1 Graft / 2 Coins / 4 Coins + 1 Pollination Wand.
Interest 0Immediately gain 3 Charm.
Interest 1Each time you unlock 1 Robot, advance 1 space on the Charm Track.
Interest 1Each time you advance 1 space on the Charm Track, acquire 1 Graft or Electricity.
Interest 2Free Action (once per Action Phase): Lose 1 Charm and pay 2 Coins to take 1 Garden or 1 Greenhouse.
Interest 3Free Action (once per Action Phase): Lose 1 Charm to advance 1 space on an Automation Track.
Interest 3Free Action (once per Action Phase): Gain 1 Charm.
Interest 4During each Income Phase, if your Charm is -2 or less / -1 to 3 / 4 or more, gain 3 / 1 / 7 VP.
Third WatermillDuring each Income Phase, gain VP equal to your Charm score. (If the score is negative, lose VP.)
  • Windmills
  • Watermills
  • Contract: Secure a Contract
  • Develop: Expand your Garden or Buy a Greenhouse
    • Garden Board
    • Greenhouse Tile
  • Hire: Employ a Gardener
  • Present: Sell at the Flower Show
    • 1 Space Action
    • 2 Space Action
  • The player who has most recently visited a rose garden is the Start Player.
  • Take 1 set of Individual Player Tokens and place them as follows:

    • A. Place the 10 Garden Features on the corresponding spaces of your Player Board.
    • B. Place 4 of the 7 Gardeners into the Job Fair of your Player Board (1 per space). Place the remaining 3 Gardeners in the Potting Shed below.
    • C. Place 2 Small Robots on the Small Robot Automation Track (1 per icon).
    • D. Place 4 Big Robots on the Big Robot Automation Track (1 per icon).
    • E. Place the 2 Automation Markers on the leftmost space of each Automation Track.
    • F. Place the Charm Marker on the space marked "0" of the Charm Track on the Main Board.
    • G. Place the Award Marker on the space marked "0" of the Award Track on the Main Board.
    • H. Place the Turn Order Marker with the blank side face up on the space marked "0" of the Turn Order Track. Beginning with the player to the right of the Start Player, stack markers in counterclockwise order. (The Start Player's marker ends up on top.)
    • I. Keep 3 of the 5 Action Tokens in front of you. Place the remaining 2 tokens into the Common Supply.

    Return any leftover or unchosen components to the box.

  • Curved arrow (Action Phase only)
    Rotate 90 degrees clockwise to acquire a total of 2 Resources in any combination of Shovels, Electricity, Pollination Wands, and Grafts. You may acquire 2 of the same type.
    Third WatermillDuring each Income Phase, gain 1 VP for each different color of Flower Card in your Garden.
    During each Income Phase, gain 1 VP per fully completed Contract.