Running a full-fledged tulip operation isn’t easy and with such a booming tulip industry, comes fierce competition. But not everyone plays fairly…
Your goal is to reach a nice balance of plentiful farmland, a plethora of tulips, and efficient canal routes for shipping to the market! Each tulip color decreases in value with each sale, so be sure to ship & sell ‘em quick!
On your turn, perform two of the following four actions:
1. Sow: Either…
Seed - Grab a field tile from the reserve and place it in connection with another tile
OR Reseed - Grab a field tile from the reserve and place it on top of another field tile
2. Harvest: Grab your farmer from your personal supply, or another tile, and place it on a farm. You may then place a matching tulip on an available tile in this farm
3. Build: Grab a windmill from the supply and place it on a windmill tile. Boats will now automatically move one additional space when moving onto this tile
4. Transport: Move up to three boats, one tile per boat, along any of the canal paths
Your goal is to reach a nice balance of plentiful farmland, a plethora of tulips, and efficient canal routes for shipping to the market!
Each tulip color decreases in price with each sale, so be sure to ship and sell ‘em quick!
- tulip farming
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Thematic integration of tulips, canals, and farms yields satisfying planning decisions
- Four actions per turn keeps decisions tight and accessible for new players
- Colorblind-friendly tulip symbols and clear farm/field concepts
- Windmills add dynamic movement, increasing depth without overcomplication
- Initial setup is notably complex due to multiple setups for different player counts; a universal setup could simplify teaching and planning
- Market and starting tile configuration can be non-intuitive and may slow early play
- Tile placement, farm development, and tulip trade
- Tulip farming and canal transport in a stylized Dutch-inspired market
- Economic strategy with modular tile layout and route optimization
Mechanics (from transcript analysis)
- Build (windmills) — Take a windmill from the supply and place it on a tile that features a windmill; when a boat moves onto such a tile, the boat immediately advances to the next tile via that windmill; windmills cannot be placed directly next to existing windmills.
- Harvest — Place your farmer on a farm and take a matching color tulip to place on the tile where your farmer sits; you own that farm, with one farmer per farm and per tile max rules.
- Sew / reseed (field tile manipulation) — Choose a field tile from the Reserve or the top tile of the stack and place it adjacent to existing tiles; or reseed by drawing from the stack and placing in connection; if all reserve tiles share the same Canal route, you can discard and draw three new ones.
- Tile Placement — Place tiles so they connect canals toward the market or align with a matching color tulip field; cannot place adjacent to an opponent's Dock; market tile must connect to the Market's Canal system; matching fields create farms.
- Tile placement with adjacency and connection rules — Place tiles so they connect canals toward the market or align with a matching color tulip field; cannot place adjacent to an opponent's Dock; market tile must connect to the Market's Canal system; matching fields create farms.
- Transport — Move up to three boats, one tile per boat, along the connected canal routes; if a boat passes a tulip, you may pick it up and place it on your boat (boats hold one tulip); you can later return a tulip to the supply to fetch another; boats can move backwards or forwards along routes; delivering tulips to the market triggers token and score mechanics.
Video topics + discussion points
Quotes (from this video)
- Deliver tulips to the market with your family and friends in Blooming Industry by Hill Goat Games.
- This is a game that I will be playing with my wife and kids mostly but would still be able to play it with my friends that don't play a lot of games.
- The game isn't too simplistic nor too complicated.