Do you remember, when it first rained from your cloud? You’ve been preparing it for a long time, filling it drop by drop with water and painting it in the sky into your favorite shape. And then it happened. Watching the water in its free and long fall as the shower slowly descends on the ground and moistens the thirsty surface, that is exactly, what every cloud architect desires.
Clouds have the main role in excellent game Petrichor, whose expansion with the subtitle Flowers we received a few weeks ago. And thanks to the publisher Mighty Boards, we can now introduce it to you. Designed by David Chircop and David Turczi, while Daniel Attard took care of the illustrations.
A small box suggests, that this time, it will be purely about flowers. In the board game Petrichor, however, it is always mainly about water and clouds. They inhabit the entire game and are composed of plates of possible crops. Players always choose a hand card to trigger one of the available actions. As a result, clouds can move, merge, become storms, and above all, drop water onto the board. When it gets enough, the plan will see growing plants and players will also need to vote on the weather. This is important at the end of the round. Players carry out their effects (which again affect the situation on the plan) and receive a reward, if they voted for the winning weather. So they alternate until harvest, when points begin to fall. The game ends later, but players get points for the squares, they watered.
And the new expansion includes a rich variation of components, that will delight every lover of this game from first glance. There are new drops of water for the fifth player, that come in transparent color. The new player will also need white round tokens. But all of this is overshadowed by the new round flower tokens and the associated three new boards, as well as sixteen prediction cards and five special skill cards.
Of course, the most visible extension in terms of the number of components is the addition of a fifth participant. The game in five uses the larger game board (four times four squares), giving players much more room to maneuver. The rules are slightly modified, as the number of clouds is limited, so players can add a drop of water to a cloud in the event of a frost (which would cause a new cloud), where they have no stone yet.
At five players, the game remains still exciting and very interesting. Certainly, this addition is not in numbers. Of course, you have to take into account, that the game is diminishing control and the amount of chaos is increasing. But players still enjoy the company of one extra opponent, who will revive the situation at the table. However, it has no significant effect on the overall gameplay.
The new small box also adds special skills to individual players, that really make sense. At the beginning, each player can select one of the open cards and then places it in front of him. Each ability is associated with one effect from the card, which then slightly improves the skill.
The variability of the game boards and thus of the whole game increases again with the new trio. New flowers offer interesting rules. Each one is a bit dependent on new tactics, so with dandelion you have to spread your seeds. It germinates quickly and he needs just one drop. As a result of the wind, it expands to the next field of choice of players, which is very thematic. And this flower is pretty gleeful, because it reduces the harvest value for the player.
At the same time, the primrose counts points, when it rains enough for places where you have more water, than your rivals. That’s because it’s a shame to harvest it. She is still blooming and beautiful. Its chips multiply with other harvests and can bring a really solid point gain. The last in the order is a snowdrop, which begins to bloom after freezing. Its beauty will simply bring points to those who reap it.
And then there is a module of prediction, or more specifically, its cards. These should bring another level of planning. Each player gets three random from the shuffled deck, but can only use two of them for the game. But they do not have to choose now, but instead they have to discard the third card. Each card has clearly defined, when it can be played and whether the player is facing an action or not. It brings players various benefits, whether victory points or clouds and water drops.
Overall, the new components bring more aggressiveness. By this, we mean not only dandelion, but also some prediction cards. This conflict shows the game, because the game is exactly made for it. Players will never destroy everything they do, but only make the situation uncomfortable. In doing so, they always gain at least a small advantage for themselves.
If we were to look for any flaws in this expansion, then it is probably more chaotic in the five players and also as a result of the secret cards of the prediction. The rules are generally not complicated and that is good. If you know the basics well, there is nothing to surprise you at all and you are fluently in for new experiences.
Petrichor: Flowers is an extension, that brings pleasant news. They slightly improve variability, but add mainly conflicts in the form of prediction cards and new title flowers. They are fun with their abilities. All in all, Petrichor: Flowers is an extension, which certainly does not lack interesting attractions.
Petrichor: Flowers pleased us as an expansion, because it offers small improvements to an excellent and original game. It can enrich it in terms of content, variability and possibilities. The opportunity to compete in five must also be appreciated. Most interesting, however, are the benefits of individual player skills that allow you to adjust your tactics. Petrichor: Flowers is a nicely tuned extension, that makes a great game even a little better.