from 5 customer reviews
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Both players try to plant as many big flower beds as possible in their part of the meadow. There are nine different kinds of flowers and a neutral zone in the middle of the meadow where both players can plant. The active player draws a tile from the bag and places it on the board, either free or adjacent to another tile. Three times one may put the tile face down in the meadow of the opponent. If the same kind of flower is adjoined via the middle zone, the total area counts for the player with the most flowers on his side! Highest score wins. There is a solitaire variant as well.
FlowerPower is in a word, fun. It is not the most profound or most complicated game in the world, but it doesn't intent to be. It sets out to be a light, fast, easy-to-learn game, and it passes with flying colors.
The game can be taught in under 5 minutes and played under 30. There is not a lot of confrontation, but a tad as opponents have the opportunity to plant weeds in each others flowerbeds. The game works just as well if this element is removed for less adversarial types.
The game itself is beautiful, especially near the end when the board is filled, but one must confess that the box top art is rather cheezy and awkward. Luckily, the side of the box has great art and the game looks good when stacked.
In sum, a great game for a light, quick good time.
Flowerpower will certainly not appeal to those in the mood either for a deep strategy game or a raucous and fun one. If you were to log on Amazon, for example, you won't be seeing a lot of comments like: 'Players who bought Axis & Allies' or 'Players who bought Pit also bought Flowerpower.' Nonetheless, flowerpower is certainly not without its charms. The rules are easy enough to teach and absorb, play time is about 40 minutes and the components are of typical good quality for the Kosmos series. In flowerpower, essentially, each player must fill up his or her grid with flowers, which come in tiles of two flowers (usually of different sorts). Points are awarded at the end of the game based on the size of each player's respective flower beds. There are a few opportunities for interaction, but not very many; it reminds me a little bit of a light, very flowery Carcassonne. But for a fairly simple game, there are a reasonable number of strategic, planning choices, and games usually end with close scores. I am almost always up for a good game of Acquire or El Grande or Mu und Mehr, but Flowerpower is a very relaxing game, and sometimes, after a workday, it really hits the spot.
I managed to get hold of this game for 10, and it was the best 10 I've spent for along time. When I first bought it my five year old daughter and I played it everday for many weeks. Perhaps the theme is a bit 'girlie' for some and possible puts people off.
The only modification we play with is that we don't play with the weeds. I felt there ability to screw up a players plans would be a bit too challanging for a five year old.
The latest 2-player game (in the regular Kosmos box size) is a pretty game about building flowerbeds. In common with 95% of German games, you'll not notice the theme after two seconds, as this is an abstract game.
This is a game about placing domino-type tiles on a square gridded board in order to form contiguous linked flowerbeds. Most of the 2x1 domino tiles feature two different flower patterns and a few show two flower patterns of the same pattern. Players alternate drawing a tile from a bag and place the tile on the board. Points are received at the end of the game for each set of tiles of the same pattern that form a continuous pattern. You need to have 3 to score 1 point, while 9 or more will bring in 5 points -- the maximum points available for one set of flowers.
The game board is a 15x15 grid, with 3 areas. Two larger areas are divided by a central common area of 15x3. Players can place the tiles on their own area or the common area but not so a tile uses any of their opponent's area.
The game is fairly quick as you only have one tile to place each turn, and often one of the colours of the tile will be a pattern that you are trying to extend, so the placement is obvious.
The scoring takes place at the end of the game, which is when neither player can place a tile. The player with more of this pattern in their own area decides the flower patterns in the common area. This includes the connections through to your own area.
Instead of playing a tile face up (with the flowers showing), each player is allowed to play a tile face down three times in the game on their opponent's side. This disrupts a flower pattern from extending and can be a useful threat.
That's it. The game plays well and the colourful tiles create pleasing patterns on the board. When I first played the game, I thought that all the squares would be used, but holes develop as tiles are placed to maximise scoring opportunities. The game effect of these holes is to reduce the number of turns you will have. The importance of this is that you can keep playing while you can validly place tiles, so if your opponent can no longer place tiles, this may allow you a better chance of winning. Quite how important this is in the overall scheme of things, I don't know, as I haven't played the game enough to consider it.
If you know the distribution of the tiles (each combination appears twice, with the double tiles appearing once), you might be tempted to count the tiles that are still available. This is a game that is intended to play quickly, so don't bother. However, it is useful to know that the double for two five petalled roses may be missing (as in my set) so I would check the doubles.
Overall, I quite like the game -- it sort of grows on you (pun intended). It's cute enough to look inviting and quick enough to teach to appeal to non-games players. I'll happily play it, but in the 2 player Kosmos series, Settlers the card game, Lost Cities and Babel are better games for the regular gaming crowd.