About

Some of the art displayed for this project is currently in prototype form - you will see updates as images are completed.

ReFloristation is the first of a number of a games from designer Paul Harris (organiser of the HandyCon gaming conventions).

Become the most successful florist in the game by making the most money in the first three weeks of opening, which is achieved by taking and completing orders and hiring the right staff. This requires you to either plant, or acquire from a competitive and fickle market, the correct flowers to satisfy your current and future orders.

ReFloristation has no fixed guaranteed strategy to win the game and there are multiple ways to gain the upper hand.

Perhaps you prefer completing many small orders, or planting flowers in your nursery for later use, aiming for the higher, more rewarding orders.

Would a strong member of staff give you an advantage over your rivals?

When you take flowers from the market is it better to keep them to fill your orders, or should you plant them and use them on multiple occasions later?

Do you take on staff that give you a bonus for every order containing purple flowers, or do you take on a staff member that allows you to go to the flower market every time you plant a flower?

These are the strategic decisions you need to make in every game of ReFloristation.

The mechanics are well thought out and fit together nicely. The gameplay is strategic with elements of set collection, hand management, drafting and resource management. The game is for 1 to 5 players. Games normally take around 40 - 60 minutes with a teaching time of around 10 minutes.

The game is playable for younger players (although really young players will probably want to play without the staff members.)

ReFloristation takes place over a three week period (Game time). Each week is split into a number of working days (4 days in a 4 or 5 player game or 5 days otherwise). On Monday morning of each week the players have the option to recruit staff members who give bonuses or advantages during game play. Recruiting staff costs cards from hand, so slowing down your ability to complete orders.

Each day has a Morning and an Afternoon phase and each player can take one of the available actions in each phase.

The Actions:

1) Visit the Market - Take 1 or 2 cards from the face up cards in the 'Flower Market Display' or blind draw from the Flower Card deck.

2) Take an Order - Draw an order card from the face up cards in the Order Pad Display or Blind draw from the Order Card Deck.

3) Plant a Flower - Place a flower in your 'Nursery', this can then be used to complete future multiple orders.

4) Complete an Order - If you have the correct flower either planted or in your hand you can complete an order in your hand to earn the financial reward. Flowers in your hand are discarded, flowers in the 'Nursery' are picked but will regrow for the next day.

The above summary of key rules shows a game that has simple core mechanics but presents many decision points on how to invest for future rewards in either staff, or planting. However, will that investment allow competitors to claim valuable orders and hence nip your plans in the bud?

Score two orders (prototype art)

Example: This player not only completed the order they had in their hand they also completed one from the Order Pad display, both using planted flowers and wild flowers. Having Karen A Shin as a member of staff also means that, as they have carnations on both orders they will gain 2 bonus coins. Employing Karen looks like a good choice!

Hard Choice Early (prototype art)

A difficult choice at the start of the game during staff member drafting take one and pass to the left. Unfortunately this player has 3 powerful staff members to choose from, Fleur Wilder, Winona Plant and Juust Van D'Livree, perhaps his first order can help decide.

Play through Video

Prototype Rules

1st Stretch Goal

Other Stretch Goals will be released throughout the project.