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Subject: Pulling the petals off flowers rss

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Matt
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Keyflower is a game for two to six players played over four rounds, each representing a different season. Player’s use red, yellow blue and the harder to come by green workers to bid for tiles to add to their villages. Workers may also be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

She loves me: The clever way that players have to deal with auction and worker placement elements at the same time, balancing the need to expand you village by placing winning bids with the need to grab resources to upgrade tiles and score victory points.

She loves me not: In the end, like a whole bunch of other games it boils down to developing an engine to use buildings to turn resources into victory points

She loves me: Players also have to consider which colour workers they will use. Only workers of a single colour can be allocated to the same tile, any additional workers added on future turns must follow suit.

She loves me not: The number of options that a player has to choose between can lead to a nasty dose of analysis paralysis.

She loves me: There is a lot of player interaction, as players can lock and block the use of tiles to a specific colour. After the first round players will have some knowledge of their opponents’ worker colours and may be able to use this to their advantage.

She loves me not: If you like planning and control, then you may find that the way your plans can be dashed by opponents blocking your options very frustrating.

She loves me: There is plenty of variety, you never know which tiles are going to come into play -no two games will be the same.

She loves me not: Random workers, random tiles - this is not a game for those who like to formulate a long term strategy and then stick to it.

She loves me: Once players become familiar with the rules the game progresses at a fair old pace

She loves me not: The game is only four turns long, it can be over just as you feel that you are getting going.

She loves me: Although there is a lot to think about, the rules themselves are quite simple to grasp

She loves me not: I found the rulebook poorly organised, and had a lack of illustrative explanations. This made learning the game and checking back over the rules a frustrating business. I recommend watching the video reviews.

She loves me: The game scales really well and supports up to 6 players. This is one of the few auction style games that works fine with just two.

She loves me not: With more players the game can drag a bit, it is also much more difficult keep a track on your opponents. The actual placing of meeples around a single side of a hex depending on where you are sitting can be confusing and a bit fiddly.

She loves me: The artwork is wonderful and full of detail; the iconography is easy to understand.

She loves me not: Those icons are a bit intrusive and blot out a lot of the lovely artwork.

She loves me: I have really enjoyed playing Keyflower. I’m not usually a big fan of these economic engine type games but there is so much more going on here. Players have to deal with auctions and worker placement elements at the same time, balancing the need to expand villages by winning auctions with grabbing resources to upgrade tiles and score victory points.

A lot of my gaming is two-player only, happily Keyflower plays great with two. It also feels less chaotic, allowing you to keep tabs on what you opponent is up to. The layout of the rulebook made the game more difficult to grasp than it need be and the fact that the same boat tiles are used every game removes a little variety from the two player game.

Like a skilled florist Keyflower takes familiar elements and arranges them in new and innovative ways to create something fresh and pleasing.
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Jonathan Harrison
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Futsie wrote:
She loves me: The game scales really well and supports up to 6 players. This is one of the few auction style games that works fine with just two.

...


A lot of my gaming is two-player only, happily Keyflower plays great with two. It also feels less chaotic, allowing you to keep tabs on what you opponent is up to.

I am seriously pleased to hear you say this. This will push the game right up the queue to get it on the table with my wife as soon as possible. She loves the Key games.
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Davis
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Ditto. I'm hoping to try this 2p with my wife today.
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James Derbyshire
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I've only played 2p thus far and I'm loving it.
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David Siskin
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Why not randomly choose ships for 2p? The heck with the rules!
 
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Matt
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Two player offers a great head-to-head battle. The game plays very tight and it is much easier to keep track of the options available.

There can be quite a bit of confrontation though so it may not be for everyone.

Hope you enjoy your first games
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Matt
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This thread discusses adding variety to the ships in two player games
 
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Ik ben een kleine boefje
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Keyflower » Forums » Reviews
Re: Pulling the petals off flowers
Norbert666 wrote:
I've only played 2p thus far and I'm loving it.


It is a fantastic 2 players game.

The winter bonus ships are not a problem for me. The secret winter tiles every player keeps from the beginning of the game are enough to keep me wondering what it is going to happen at the end scoring.

I played with 2, 4 and 5 so far and I loved it with any number, although the first game was a five players one and we were a bit overwhelmed by the big number of tiles and their effects.

Fantastic game all in all, my third favourite of the year after Terra Mystica and Tzolkin and a keeper. Great great game.
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Him
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Futsie wrote:
She loves me not: If you like planning and control, then you may find that the way your plans can be dashed by opponents blocking your options very frustrating.
You mean like every other worker placement game ever?

Actually, I really like this review the "She loves me/She loves me not" style came across as very honest and informative, while being very concise, so keep it up!
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Matt
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Thanks for the comments - fair point, I guess I meant that the placements seem a bit more cutthroat then something like Stoneage or Waterdeep
 
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Him
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Futsie wrote:
Thanks for the comments - fair point, I guess I meant that the placements seem a bit more cutthroat then something like Stoneage or Waterdeep
Oh, for sure. With only 4 rounds, waiting until the next round to claim a spot you wanted to put a worker on this round can be devastating. In both Stone Age and Waterdeep, there are enough rounds, that all being blocked does is delay plans for a short while. The other night when I played this, an opponent and I were getting quite a few laughs out of the way that as soon as one of us upgraded a really useful tile in our villages, the other would throw a worker on there, making it hard for the owner of that tile to maximum usage out of the tile they had claimed. I think I do like the way Keyflower dealt with that though by allowing each tile to be activated up to 3 times rather than once like in Stone Age and Waterdeep.
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