When Asmadi Games launched their Kickstarter campaign a few weeks later and I saw the price point was only $15, I knew I had to get in on the action, if only to see what all the hoopla was about. I received my Kickstarted copy early (a first for me--what, no long delays overseas?) and immediately tested it out. But does it float gracefully or fall flat? Find out below!
How It Works
FlowerFall is a card-dropping area-control dexterity game for two to seven players. The goal of the game is to score the most points by controlling patches with green flowers.
At the start of the game, players toss the oversized starting terrain cards on the surface they'd like to play on.
These are three (of four) of the included terrain cards. They are double sided. |
On a player's turn, the player draws the top card of his deck and may drop it (either side facing up) from eye level anywhere on the playing surface (usually preferably touching another card). The card can land anywhere and is always considered in play, even if it buries or is buried by another card or falls off the playing surface, but only visible flowers count at the end of the game. Anywhere there is green field connected on the cards, there is a patch. The number of green flowers in a patch represents the number of points the patch is worth, and each player's colored flowers count toward control of the field--whoever has the most of their flowers in the field wins the patch at the end of the game. (So, for example, if at the end of the game there are three green point flowers, two red flowers, and one gray flower in a patch, red scores two points.)
These are the player decks. You can see the different colored flowers as well as the green patches and the white sidewalk. |
Players drop their flower cards until their decks are empty. Points are tallied for each patch in the game, and the winner is the player with the most points.
@FarmerLenny's take:
Okay, I'll admit it: the premise of FlowerFall is very silly. Very silly. In fact, the day I received the game and taught it to my wife, I had hardly got out, "Okay, you'll be dropping your flower cards onto the table" before she gave me an incredulous look that said, No wooden cubes? Where's the glowering medieval? When I confirmed that this was, indeed, how the game is played (and that no merchants or men on horses were in sight), she laughed. But she didn't just laugh at the rules: she laughed through the whole experience--all ten games we played that night.
An example of play. Let's just say blue isn't doing so hot. |
But even though FlowerFall is not exactly a brain-burning game, there are a surprising number of factors to take into consideration on your turn (not least of which is wind speed and direction). You have to try to control patches. Do you go for the most contested patch which will likely be worth the most points but which will require you to waste a lot of your cards? Do you start a new patch in one of the outlying areas? Do you go for the finesse play to cover an opponent's flower? Or do you not trust your flower-dropping skills? These considerations don't lend themselves to a full-fledged strategy, but they do offer players choices, and choices that matter.
You can see how the size of the FlowerFall box stacks up. It's the same size as Farmageddon and a little smaller than Skip-Bo. Surprisingly, it makes the Gryphon Bookshelf Series look enormous. |
Pros:
Portable
Accessible
Cheap
Handles a large range of people
Is perfect for what it is
Cons:
The winds of fate do not always blow your way.
You're literally dropping flowers: this may be a turn-off to some.
The winds of fate do not always blow your way.
You're literally dropping flowers: this may be a turn-off to some.
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