Skip to main content
Petrichor box art

Petrichor

Game ID: GID0243715
Game Info
Year
2018
Players
1-4
Age
14+
Playtime
80 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Petrichor is the earthy scent produced when rain falls on dry soil. The word is constructed from Greek (πέτρα) petra, meaning "stone", and (ἰχώρ) īchōr, the fluid that flows in the veins of the gods in Greek mythology.

Welcome to the lush world of Petrichor; you are a cloud. Your entire purpose in life is to expand, sire other clouds and water crops. Unfortunately, your mates (who are also clouds) have a similar plan. It’s up to you to manipulate the weather and assimilate these rogue clouds to contribute to the growth of as many crops as possible - all in order to claim the title of Most Valuable Cloud.

Petrichor is a highly interactive board game, playable by 1-4 people (up to 5 with the expansion, see below). It’s an action selection/area influence game, with 4 simple actions which interact with the various fields in ever surprising ways. The players move clouds with water droplets, and then rain those droplets onto specific fields, to make sure they have the right amount of water for the Harvest. During a Harvest, crops that have been watered enough are scored! Players are able to influence when, and how often the harvest happens. Players need to strike a fine balance between maintaining control of the different fields as well as influencing Harvest, to make sure the two come together at the optimal time.

Solo mode by Dávid Turczi

Description

Petrichor is the earthy scent produced when rain falls on dry soil. The word is constructed from Greek (πέτρα) petra, meaning "stone", and (ἰχώρ) īchōr, the fluid that flows in the veins of the gods in Greek mythology.

Welcome to the lush world of Petrichor; you are a cloud. Your entire purpose in life is to expand, sire other clouds and water crops. Unfortunately, your mates (who are also clouds) have a similar plan. It’s up to you to manipulate the weather and assimilate these rogue clouds to contribute to the growth of as many crops as possible - all in order to claim the title of Most Valuable Cloud.

Petrichor is a highly interactive board game, playable by 1-4 people (up to 5 with the expansion, see below). It’s an action selection/area influence game, with 4 simple actions which interact with the various fields in ever surprising ways. The players move clouds with water droplets, and then rain those droplets onto specific fields, to make sure they have the right amount of water for the Harvest. During a Harvest, crops that have been watered enough are scored! Players are able to influence when, and how often the harvest happens. Players need to strike a fine balance between maintaining control of the different fields as well as influencing Harvest, to make sure the two come together at the optimal time.

Solo mode by Dávid Turczi

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 11
This page: 11
Sentiment: pos 8 · mix 1 · neu 1 · neg 1
Mentions per page
Showing 1–11 of 11
Video WHfRJfndCic Board to Death TV - Board Game Reviews Review at 0:18 sentiment: positive
video_pk 130543 · mention_pk 371940
Board to Death TV - Board Game Reviews - Petrichor video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Has some bite in terms of tactics and strategy
  • Mechanics are pretty easy to understand
  • Actions can have massive effects
  • Not a lot of AP
  • Original theme
  • A lot of replay value
  • Adds complexity with draft variant
Cons
  • Opponents can be a little too clinical
  • Best played at three or four players, didn't have the same feel at other player counts
Thematic elements
  • manipulating weather, clouds, and raindrops to grow crops and score points
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — You would be smiling especially if your raindrops make the majority of the tile.
  • Card Play — You'll play these cards for its main effect which range from adding raindrops and clouds moving them and making it rain lightly.
  • Discarding — Game also has a great way to mitigate the cards you've got by allowing you to discard two of them to make it become anyone whether card.
  • Drafting — For even more complexity there's even a draft variant.
  • Set Collection — Player who got the most wheat token scores an extra 12 points.
  • Voting — You'll also have to vote on any one of the weather icons on the card plate or lower a dive by one for VP or two should you lower it to its harvest side.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • smell that no not that the pleasant smell the one that comes after a first rained long-overdue that my friend is called petrichor
  • you'll manipulate weather clouds and rain drops to grow crops and score points
  • Comes off as a pretty light pop game but it does have some bite to it in terms of tactics and strategy
  • Mechanics are pretty easy to understand as you pop your head to the beat but when you start listening to lyrics you start to realize it's got some meaning
  • The first face is like you're playing harp no not the musical instrument I mean harp the governmental program you know that tinfoil hat conspiracy theory that believes the government manipulates the weather so you'll have some sway when playing cards
  • But what weather will trigger every round will depend on how everyone voted of course some votes will have been used to lower the harvest die instead so there's a lot of things to consider on your turn with not a lot of AP
  • It's an original theme and we'll have a lot of replay value as you figure out the depth to it
  • we highly recommend petrichor
References (from this video)
No references stored for this video.
Video dkQJ9F4_c-I Board Games UnLocked Review at 0:16 sentiment: negative
video_pk 114765 · mention_pk 327011
Board Games UnLocked - Petrichor video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Nice art quality
  • Excellent build quality and storage
  • Unique and mirthful theme
  • Variety in scoring aspects of different tiles
Cons
  • Gameplay does not match the theme
  • Extremely frustrating to play
  • Cutthroat nature of actions, often at the expense of opponents without personal gain
  • Game can be too long with its mechanics
  • Turn order can lead to feeling powerless
  • Random and pointless actions
  • Disjointed mechanics and card synergy issues
  • Passing is a punishment, burning cards
  • Thematic elements like sun 'scorching' are misinterpreted as 'doubling'
  • Lack of removal options for player-controlled elements
  • Turn order can be manipulated, but the passing mechanic is punishing
  • Latin terms for plants on cards are not user-friendly
  • Hinges strategy on a hand of seven cards with potential for poor draws
  • Actions that help others can inadvertently derail your own strategy
  • It's easy for multiple players to tie actions, negating individual gains
  • It's difficult to capitalize on both individual strategies and opponent interaction simultaneously
  • Scoring majority in an area often requires other players to actively stop you, rather than you earning it
  • Harvest dice rolls can be unpredictable, leading to missed opportunities
  • The game can feel like a perpetual waste of actions due to card mechanics and opponent interaction
Thematic elements
  • Weather control, farming, nature
Comparison games
  • Smash Up
  • Seven Wonders
  • Champion's Midgard
  • Dinosaur Island
  • Vedic Viticulture
  • Vindication
Mechanics (from transcript analysis)
  • Area Control — Players compete for control of areas on the board, which is central to scoring and interaction.
  • Card Drafting — While not explicitly called drafting, the hand of cards significantly dictates player actions and strategy.
  • Hand Management — Players manage a hand of cards to execute actions and influence the game state.
  • Set Collection — Collecting specific cards or sets of cards appears to be a way to gain advantages or points.
  • Take That — Many actions are described as negatively impacting opponents, with a focus on reducing their points rather than directly gaining points.
  • Variable Phase Order — The presence of a 'harvest' phase is not guaranteed every round, indicated by dice rolls.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i would rather put three bullets in my brain than even test this out with any of those expansions
  • i despise this game it is so frustrating
  • it's hate drafting the game this is a game that you want to play with your enemies
  • The game is not unbalanced it's [ __ ] you the game
  • Playing this game is an inconvenience to me
  • this game is just so infuriating
  • your entire strategy hinges on your hand of seven cards
  • if i'm mad while playing a game... it was just the actual mechanics of the game that i'm like turn four we're all arguing how to screw me over i'm arguing the hardest of how to screw myself
References (from this video)
No references stored for this video.
Video pEldrXot2IQ kovray Discussion at 17:08 sentiment: positive
video_pk 90347 · mention_pk 241294
kovray - Petrichor video thumbnail
Click to watch at 17:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging theme integration
  • narrative storytelling aspect
Cons
none
Thematic elements
  • weather / weather-based narrative
Comparison games
none
Mechanics (from transcript analysis)
  • Dice Rolling — narrative-driven dice encounters with weather-themed actions
  • dice rolling / area discovery — narrative-driven dice encounters with weather-themed actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hadrian's Wall is so neat it feels like a game you can play solo or with others and still have a great experience.
  • Enchanted Plumes ended up surprising me; it was exactly what I wanted it to be.
  • Mass Transit is a cooperative-leaning roller of logistics with approachable complexity.
  • Nova Luna is a special game, a race to the finish with clever pattern-building.
  • Mystic Veil balances collecting veils with building your cards in a clever way.
References (from this video)
No references stored for this video.
Video eGxaN3ZKGls Meeple University Rules Teach at 0:54 sentiment: positive
video_pk 70677 · mention_pk 243463
Meeple University - Petrichor video thumbnail
Click to watch at 0:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Adds a huge amount of depth to an already balanced game
  • Maintains core balance while adding new strategies
  • Compatible with Flowers and Honeybee expansions and solo modes
Cons
none
Thematic elements
  • agriculture and climate management
  • clouds and rain manipulated to influence crops
Comparison games
none
Mechanics (from transcript analysis)
  • Climate phase and leadership — At the end of each round, the climate leader directs a new climate phase, with bonuses based on whether weather is temperate, hot, or cold.
  • Grazing action — A cow eats, deposits fertilizer, then is moved; grazing increases points on the harvested tile.
  • Methane collection — Methane is collected from clouds when cows graze and is a resource used in play.
  • Methane spending and rain augmentation — Two methane can be spent as a second card for a multiple-card action; one methane can enhance a rain action.
  • Tree tile scoring by climate — Four new tree tiles score differently depending on the climate at harvest; players watch methane and climate levels to optimize.
  • Variable Phase Order — At the end of each round, the climate leader directs a new climate phase, with bonuses based on whether weather is temperate, hot, or cold.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the cows expansion brings several new mechanics to the game
  • petrichor cows adds a huge amount of additional depth to the already neatly balanced game of petracore
  • the cows expansion adds four new tree tiles
References (from this video)
No references stored for this video.
Video HaQyVJniEXc Rules Teach at 0:04 sentiment: mixed
video_pk 67736 · mention_pk 163959
Petrichor video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Enjoyable to relearn
  • Thematic integration of weather actions
Cons
  • Difficult to win
  • Host feels like they are playing wrong
  • The 'reshuffle' card appears frequently, which is described as 'annoying'
Thematic elements
  • Weather manipulation and its effects on the land
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority/Influence — Voting for weather effects to gain points, and scoring based on majority presence on harvested tiles.
  • Card Play — Players discard cards to perform actions like frost, wind, and sun.
  • Cloud formation/evolution — Clouds can grow and eventually become thunderclouds, triggering further effects.
  • Dice Rolling — Dice are used to determine targets for neutral player actions and to affect harvest dice.
  • Harvesting — Fields with grown tokens trigger a harvest phase where players score points based on drops present.
  • Set Collection — Using specific combinations of cards to perform actions or gain benefits.
  • Voting — Players vote on weather outcomes to gain points on a track.
  • Worker placement (drops) — Players place their 'drops' onto fields and into clouds.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I totally lost, but this was fun.
  • It is a difficult game for me to win. I don't I don't know why. I'm definitely playing wrong.
  • Um but yeah, I hope you enjoyed it. If you're not already subscribed, please consider subscribing.
References (from this video)
No references stored for this video.
Video MWUzA5x9-bQ Board Gaymes James Review at 0:28 sentiment: positive
video_pk 62199 · mention_pk 154713
Board Gaymes James - Petrichor video thumbnail
Click to watch at 0:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The rain/weather theme is well integrated with meaningful choices and varied outcomes.
  • Tiles and rain clouds are visually appealing and tactile, enhancing immersion.
  • Replayability is high due to multiple tile types, season scoring, and expansion options.
  • The game scales well for lighter and more strategic groups and has a relaxing vibe.
  • The expansion adds new tiles and a competitive action mode that broadens strategic space.
Cons
  • Some players may find the interaction level moderate rather than high, depending on how aggressively others push for tiles.
  • Early setup and explaining the scoring rules can be a bit verbose for new players.
Thematic elements
  • Weather-driven resource management with area majority scoring and spillover effects from changing tile states.
  • Abstract weather world where players manipulate lightweight weather tokens and cloudy tiles to influence rainfall across a shared grid of tiles.
  • Minimalist, atmosphere-first presentation where the mood is the changing air and the feel of rain rather than a linear story.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — Scoring on each tile is determined by who controls the majority of rain and weather effects during the season.
  • Area majority scoring — Scoring on each tile is determined by who controls the majority of rain and weather effects during the season.
  • Expansion content integration — Tile-rich expansion modules available via Kickstarter provide more variety and new patterns for play.
  • hand management with elemental cards — A deck comprised of snow, sun, wind, and rain drives actions each round, adding plan-ahead and counterplay.
  • player interaction through competition — Direct blocking and raindrop placement affect opponents’ plans, increasing tension and competition.
  • Positive Player Interaction — Direct blocking and raindrop placement affect opponents’ plans, increasing tension and competition.
  • seasonal scoring and tiles — Seasonal bonuses influence which tiles score higher, providing multiple strategic routes across a game.
  • Tile Placement — Players move clouds and fill tiles with raindrops to claim area majority on the board; tile positions can slide when opponents intervene.
  • tile placement and shifting — Players move clouds and fill tiles with raindrops to claim area majority on the board; tile positions can slide when opponents intervene.
  • weather tokens and thunderclouds — Rain clouds, lightning attachments, and thunderclouds add dynamic scoring and create tactical tempo.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is really cool and competitive
  • it's pretty awesome you're going to do
  • it plays really well it doesn't take too
  • it's nice and relaxing and on a rainy day like today
  • it's a great game to play
  • petrichor Shantae you say
References (from this video)
No references stored for this video.
Video 4njke9jUFMg Quackalope Top List at 5:30 sentiment: positive
video_pk 12357 · mention_pk 36042
Quackalope - Petrichor video thumbnail
Click to watch at 5:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful components and evocative theme
  • Innovative weather/plant interaction in scoring
Cons
  • Some players may prefer more direct, aggressive interaction
  • Requires careful teaching to convey the weather-driven scoring
Thematic elements
  • Territory control with a weather-driven, organic scoring system
  • A landscape shaped by rain and growth, with plant life responding to weather
  • Nature-driven tableau with environmental dynamics
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Choosing actions that trigger cascading benefits.
  • point salad scoring — End-of-game scoring with multiple scoring opportunities.
  • rain/initiative mechanic — Weather-based effects that impact scoring and placement.
  • Territory control — Control and influence on various landscape tiles to score points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • none of these games are bad games
  • this is an absolutely fantastic game
  • this is a polyomino game
  • cockroach poker is the best party game I have played
  • this entire list is a bluff
  • it's the best game that awakened realms has produced with the exception of iss Vanguard
References (from this video)
No references stored for this video.
Video D23pxUErRiE Before You Play Discussion at 3:51 sentiment: neutral
video_pk 10798 · mention_pk 31880
Before You Play - Petrichor video thumbnail
Click to watch at 3:51 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • weather and atmosphere
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "I played a lot of smaller games"
  • "we didn't get to sample any of those eight"
  • "Don't Get Got"
References (from this video)
No references stored for this video.
Video vKZ3BJTOpvs Before You Play Playthrough at 0:04 sentiment: positive
video_pk 6686 · mention_pk 19895
Before You Play - Petrichor video thumbnail
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight, high-tension two-player play
  • unique weather-voting system that drives strategic decision-making
  • thematic cloud/harvest loop with clear tension between blocks and growth
  • tile variability and crowding of crops keeps strategies evolving
Cons
  • learning curve due to the interaction of cards, weather effects, and voting
  • voting can feel punishing in two-player with limited voting tokens
  • pacing can be slower in early rounds as players grok the system
Thematic elements
  • weather-driven area control with farming as the central objective
  • Clouds growing crops by rainfall on fields
  • whimsical, light-hearted, nature-themed
Comparison games
none
Mechanics (from transcript analysis)
  • area_control — Players vie for crop growth on tiles by placing and manipulating raindrops via clouds, establishing majority on fields.
  • dice_and_harvest — Three harvest dice determine harvest opportunities; when conditions align, crops on tiles harvest and score.
  • hand_management — Action cards represent Weather types (Sun, Wind, Rain, Frost) used for actions and voting decisions.
  • resource_management — Raindrops serve as a resource used to populate clouds and progress tiles toward harvest.
  • round_based_scoring — Game progresses through rounds with end-of-round scoring and endgame scoring on a track.
  • tile_and_cloud_interaction — Clouds merge, become thunderclouds on overflow, and rain content is poured onto tiles affecting growth.
  • voting_phase — After actions, players vote on weather outcomes which steer the Weather phase and subsequent effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • very very highly strategic game this game is so intense
  • the voting is soul-crushing after a while
  • it's basically a programming game
  • I would definitely recommend it
  • the theme is about clouds raining to grow crops
  • area control game
References (from this video)
No references stored for this video.
Video HU77INH8MSo Unknown Channel Review at 1:03 sentiment: positive
video_pk 2997 · mention_pk 8744
Unknown Channel - Petrichor video thumbnail
Click to watch at 1:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging climate/ weather theme
  • Clear action economy with card-driven choices
  • Beautiful art and components (noted generally)
  • Expandable with other expansions for deeper play
Cons
  • Increased complexity from expansions
  • Requires base game and other expansions for full experience
  • Potential price/purchase considerations for Kickstarter edition
Thematic elements
  • Weather-driven growth and harvest in a farming eurogame
  • Earthy, rain-influenced farming world where players influence weather to grow crops.
  • Abstract/eurogame
Comparison games
  • Petrichor
  • Petrichor: Honeybee expansion
  • Petrichor: Flowers expansion
Mechanics (from transcript analysis)
  • Action cards — Play cards to influence actions on crops and weather effects
  • Clouds and climate track — Clouds with droplets affecting climate and harvest
  • Harvest scoring — Score points for crops developed through droplets
  • Rain/Drops/Water management — Track raindrops and water drops to grow crops and trigger harvest scoring
  • Weather effects — Weather phase affects scoring and timing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the climate phase the new phase added by the cows expansion occurs right after the action space
  • you count the current total of methane in the clouds which adjust the climate marker accordingly
  • the new tree tiles in the cattle expansion require specific climate requirements to grow
  • and there's also a brand new solar mode
  • the game i have set up here is for three players
  • for every cow on a growing corn grass or wheat tile the player with the most water drops on that tile scores two bonus points
References (from this video)
No references stored for this video.
Video 67AgKbRUvuc cardboardrhino Interview at 11:43 sentiment: positive
video_pk 1358 · mention_pk 3987
cardboardrhino - Petrichor video thumbnail
Click to watch at 11:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • expands the posthuman universe
  • collaborative design with a strong design team
Cons
  • balancing across multiple linked titles is challenging
Thematic elements
  • survival and adaptation with a focus on lore
  • post-apocalyptic world
  • cohesive world-building linked to the video game
Comparison games
none
Mechanics (from transcript analysis)
  • cross-title development — expands the same universe alongside Vengeance and the video game
  • world-building synergy — integrates with other products to deepen lore
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's sort of a puzzle. It's a big puzzle yeah.
  • Bring cozy back to post-apocalyptic, Cozying up the end of the world.
  • The world without us—exploring what would happen if humans disappeared in five, ten years time.
  • We decided to stop being coy about the whole lore and story and actually to delve more to communicate a lot more of that lore.
  • Posthuman Saga takes place a good year after the events of the first game and the video game ties into that.
  • Nights of Fire is on Kickstarter right now, and meanwhile we're moving on to Posthuman Saga.
  • Petrichor was developed by David Chircop and David Turczi, with the Poland team.
  • There were four main challenges people had with expanding Posthuman, which narrowed the design space.
  • Expansions need to be robust enough to take on new content without destabilizing the system.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–11 of 11