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Honey Buzz Fall Flavors - How to Play for All Modules. Complete, Clear, Concise Board Game Tutorial

Meeple University Oct 28, 2025
Transcript 11:27

There are five mix and match ways to expand your beehive. Five. From fruit collecting to making the hive pretty, his honey bus fall flavors.

And today we'll be teaching you how to play the Honey Buzz Fall Flavors expansion. Games designed by Paul Salomon and published by Elf Creek Games.

And hi everyone, it's Stella

and Tarant. Welcome to Maven University.

And hey, if you enjoy this video after watching, like, subscribe, and comments. You know what to do. Right now, let's get to the classroom.

Fall Flavors is a modular expansion to the 2020 game Honeybuzz. The expansion comes with a total of five new modules to explore. The autumn leaves, nectar caps, fall fruit, harvest festival, and Sweetwater Sunset. Each adding new challenges and tactics to your game. You can mix and match these new modules with the base game in any combination you wish with one exception. The Sweetwater Sunset must be used if you use any one or more of the other four flavors modules. That's because this module changes the way the end of the game is triggered and ties together the endame triggers that come from all of the other modules. I'll be covering this module at the end of the video. Through this explanation, we assume that you know how to play the base game of Honeybuds. If you're not familiar with the base game, feel free to check out this live playthrough that we did for the game.

The first module is Autumn Leaves. And for this, you'll need the 36 Autumn Leaves hive tiles, each of which has one of the standard action icons on one side and autumn leaf icons on the other. And you'll need the foliage objective cards. These have a differently colored back to the standard objectives and solo objectives. In setup, when preparing each stack on the hive board, remove six of the base games tiles. Replace them with the appropriate tiles from the leafy stack and shuffle the stack so the leafy tiles are randomly distributed through. You'll do this across all six stacks. Deal a queen's contest in each base game color as usual and also deal a random foliage objective card face up nearby through the game. When you gain a hive tile, you may only ever take the one from the top of the stack. As such, to gain the leaves you want, you'll need to time your actions appropriately.

During the game, leaves have no impact on actions or general gameplay. You can treat them as blank cells. So, closing this ring is going to give me a new B and a produce action, but nothing else. And likewise, they generate nothing when you take a produce action. At the end of the game, you'll score points for all of your leaves based on the chosen foliage card. They always count up all of your leaves, regardless of placement. So here, for example, I'd score one point per leaf, a total of 12, and a further two for each leaf of my most common type. Here it's red, so another 16. Some cards score pairs or sets of leaves, and others have players fighting to have majorities in different types of leaves.

If you do want to switch back and forth between playing with and without this module, feel free to leave the leaf tiles in your decks. Just ignore the leaves. The second module is nectar capping. And to play this, you'll need the nectar cap tiles and the trophies. Depending on your player count, you may remove some of these pieces according to this table in the rule book. Arrange or stack the caps in descending order. Nectar capping is a way to permanently close off nectar tiles in your hive. To do this action, you use the accounting action. Now, when taking the action, instead of just gaining five coins, you may instead choose to cap one of your nectar tiles.

Take the highest scoring cap that remains in the supply. Choose a nectar to place it on. This can include one either with or without a honey token. If it does contain honey, then return that honey to the supply in exchange for one coin and place the cap on top. Cap nectar can never produce honey again, but it still counts as nectar of its type when scoring or evaluating queens contests related to nectar, as well as when scoring toast cards, which we'll come to later in the harvest festival module. At the end of the game, score points equal to the value on each of your nectar caps. And whoever has the most and second most individual caps gains the first or second place trophy, gaining its printed points as well. If tied, the sum of total points on nectar caps breaks that tie. And if still tied, all tied players get the higher number of points.

The third module is fall fruit. And at its core, this module completely replaces pollen from the base game with the new mechanism of fruit. This module has the most new components. You'll set aside all of the base game nectar and the main board using the new fall fruit board instead. Use the new fall fruit nectar tiles. They are functionally identical to the base games ones, but they're thematically different, and you can tell them apart by the petals or leaves that are in their images. Set up the nectar and forage tokens in these configurations for a two, three, or four player game.

Shuffle the fruit tokens, which match your player count, and fill the empty gaps on the forage board. Shuffle and make a stack of fruit orders on the leftmost order space equal to one more than the number of players. Keep the fruit tokens nearby and place any one to set the starting market on the top step or one step below for a two-player game. This module's major changes are to the forage and market actions. When you forage, you still move your forage token one space plus an additional space for each two coins spent. And you can move either onto fruit tiles or nectar tiles. When you forage on nectar, you can collect it in the same way as the base game as long as you have an empty cell matching the configuration.

However, if you finish your forage on a fruit tile or an empty space or nectar that you can't or don't want to take, instead of gaining pollen as in the base game, you now gain fruit. Take one fruit token which either matches the tile that you're on or a tile that you're adjacent to. In this example, I could take any one of the three types of fruit. Fruit can then be sold with a market action. With your market action, you can fulfill any one order, including the fruit order, which always includes some combination of honey and specific fruit. The action benefit for doing this is a decree. The other fruit option for the market is that you can sell to the fruit column.

You can sell any amount of fruit of matching and non-matching types. And you always gain a fixed amount of four coins per pumpkin, three per pair, or two per apple. This would be 13 coins. You then also get coins equal to the market for each set of three non-matching fruit you sell. Whether you made any sets or not, then drop the market price by one and return your fruit to the supplier. Fruit is a complete replacement for the base game's pollen. And if you come across any components which still show pollen, you can substitute it for any type of fruit. This order, for example, could be met by spending these three components.

You can also use the fruit module with the advanced side of the board. And when you forage, you look at a nectar tile as usual, and if you don't take it, you instead gain the fruit either from its row or its column. The last main module is the harvest festival, which uses this harvest board. You'll flip it to the side for your player count and shuffle and seat it with toast cards equal to two more than the number of players. That means there's an empty slot on the three player side. Also, at three players, block off four of these circles with neutral colored beeples. The festival board gives you a new way to take actions. And at the end of any one of your turns, whether you placed a beline or recalled your workers, you may optionally place a bele from your hive permanently onto one of these festival board spaces. to take one of two actions. Either a decree action, just as if you'd activated a standard decree hive cell, or you may toast.

Choose any one of the face up toasts from the board and claim it. Then immediately claim coins based on how well you meet the objective on that card and set the card aside. you won't score its objective again, although it might trigger with some other effects. You'll never get this placed bull back, and the toasts will tend to become more valuable as the game goes on, but are first come, first served. So, think carefully about when you commit your bballs to this board. Once every space on the board is full, players may no longer go here. The final module is Sweetwater Sunset. You can use this by itself and must use it if you use any other module.

The sunset is used to trigger the end of the game and replaces the base game's endame trigger conditions. Every time something written on this card occurs, you move the sun marker one or two steps down the track. When it reaches the end, the end is triggered and continue playing until everyone's had the same number of turns. The sun goes down by two steps each time an order stack is emptied or one step each time a market token reaches the bottom of its track. If the last nectar is taken from the forage board when any hive stack is emptied. If the last nectar cap is taken or when all bee spaces on the festival board are full. Thanks for watching and if you like this video, maybe you like to watch this next one. Have a great day. Bye.

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