Skip to content
Login / Register
Menu
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Search for:
Home
/
Shop
/
Board Games
/
Strategy
Add to Wishlist
Blume (Kickstarter – Green Thumb Pledge)
20m - 45m
1 - 4 Players
Ages 10+
Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.
Pattern Building
Tile Placement games feature placing a piece to score VPs, with the amount often based on adjacent pieces or pieces in the same group/cluster, and keying off non-spatial properties like color, "feature completion", cluster size etc.
Tile Placement
35.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
Login
Cart
Your cart is empty!
Return to shop
Skip to content
Open toolbar
Accessibility Tools
Accessibility Tools
Increase Text
Increase Text
Decrease Text
Decrease Text
Grayscale
Grayscale
High Contrast
High Contrast
Negative Contrast
Negative Contrast
Light Background
Light Background
Links Underline
Links Underline
Readable Font
Readable Font
Reset
Reset
Featherbolt
My wife and I like playing this game together and with our children. Good length (around 40 minutes), nice achievement feeling (e.g. when you complete flowers in the watering spots or multiple flowers), and small additional content we'll explore in the future. Even our 3-years-old likes matching the flowers' colors at her own pace.
FestiveKnight
I am trying really hard to find things like about this game to increase my rating of it or justify some of the ratings I’ve seen others give and I just can’t. Even if you put aside the incredibly lacking rule book and I’ll conceived components, the game just feels riddled with conflicting designs goals/inspirations that make each potentially interesting aspect of the game fall flat. 1) there is too much chaos with the stock mechanic because prices can jump up and down so quickly and the rules leave so much room for confusion. Leapfrogging makes no sense if the game is trying to have anything to do with “stock” trading and being allowed to change the price of any flower is silly. Because of these two things, the price of the flowers becomes entirely disconnected from the main tile-laying part of the game. The designers should play some more stock-based games before attempting something like this again. We haven’t yet, but are going to give this game one more play but with a simple track where completing a flower just increases its price and there is no leapfrogging. 2) I am not a huge fan of randomness, but many are, so I’m not taking too many points off for this. I will say, the randomness feels even worse in this game because of the timing of it. At least to me, it’s not fun at all when something gets revealed and some players may just luck into a better position. The reveal of the watering can locations feels bad. Lastly, in my opinion there is a good reason most games don’t mix lots of randomness with stocks/economics. It’s hard to give much planning to the pricing because you have so little control over your ability to actually get the right types of flowers. 3) I think the design of the tiles is actually quite nice and I had fun trying to plan our my board. If the timing and amount of pruning made more sense, then it would also be a cool mechanics. It feels like, especially with the little modules, like the designers just didn’t know what to do with the tile mechanic and just crowded things around it. I would encourage them to play games like Azul or any of Uwe Rosenberg’s smaller abstract games and take some inspiration from those. 4) On the components, just as with point 3 and wanting them to make a more streamlined game that focused on the true core mechanic, I wish we could find a way to break this trend of KS games feeling like they need to put so much unnecessary crap in the components. Did the designers literally never pack up the game and bring it somewhere? Or were they really okay with the idea of players having to put together and break down a flimsy little market stand. I, like I imagine most players, have no intention of using it and have just left it broken down in the box (after removing the ill-fitting insert).
Matts15
I want to play this game more. Based on my first play, its light on rule, deep on strategy, and encourages player interaction. This game is very light on the surface. A relaxing flower garden theme, gorgeous artwork, and just a handful of easy to grasp rules. But underneath the hood this game is a cold, calculating stock manipulation game where only the most cut throat survive. Unless everyone you play with prefers to bolster the market and try to get the most points rather than cause everyone else to lose the most points. The main mechanic of this game is when you complete a flower (through drawing and placing tiles on your board) you can either add it to your collection or change how many points that flower is worth by increasing OR decreasing its value. this means if you see Jimmy over there with 5 purple flowers, all set to 1 point a piece, you could build out a few purple flowers with the sole purpose of bring that value down to -1 per purple flower and ruining Jimmy's whole plan. The trade off in this strategy of course is you won't necessarily get the chance to build your own stockpile of flowers and your final score may only amount to 3 one point flowers, while Jimmy had not only the store of five -1 point flowers, but also had four 3 point flowers, putting them in the lead. There's a great risk/reward trade of on every turn and every single turn matters, but with the rather short play time, each bad turn feels inconsequential because no turn ever ruins the best laid plans of a four hour slog, but rather a 30-45 minute romp through a beautiful garden