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Dandelions

Dandelions Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Objective
  • Credits
  • Setup
  • Turns
    • 1. Choose
    • 2. Float
    • 3. Plant
    • 4. Gust
    • 5. Puff
  • Game End
  • Scoring
    • Seed Scoring Example

Overview

2-3 Players, 15 Mins

Components

  • 5 Garden Cards
  • 1 Dry Erase Marker
  • 1 Dry Erase Score Card
  • 3 Dandelion Pawns (1 of each color)
  • 33 Dice (11 of each color)

Objective

Float your dandelion from garden to garden to plant more seeds than your opponents.

Credits

Game Design: Takashi Sakaue Illustration: Anca Gavril, Daniel Profiri Graphic Design: Luke Adams Consulting: John Brieger, Michael Dunsmore Special Thanks: James Nathan, Dale Yu, Mandy Tong

Setup

  1. Place the five gardens in a circle in ascending order.
  2. Each player takes a color (11 dice, 1 Dandelion Pawn).
  3. Randomly choose a starting player and place their Dandelion Pawn on the start space (the dandelion icon). In turn order, the other Dandelion Pawns are placed in the next clockwise spaces.
  4. Players gather all of their dice in their hand, and roll them in unison, imagining what it would be like to be the seeds of a dandelion carried away by the wind.

Players then arrange their dice in front of them so they are visible to all players.

Turns

The start player takes a turn. Turns proceed clockwise.

Each player will take 11 turns, using one of their dice on each turn.

1. Choose

Choose one of your dice. Move your pawn clockwise that many spaces.

2. Float

If another pawn is in your final space, move the same number of spaces again.

3. Plant

Place your previously chosen die in the garden you land in.

4. Gust

If you plant in a garden with other players' dice matching your value, move all the matching dice to one adjacent garden.

5. Puff

If you landed on the start space (the dandelion icon) pick up all your dice not in a garden and reroll them.

Game End

The game ends when all dice are in gardens.

Scoring

Sprout Score: Each die scores points equal to the value of the garden it is in. Pips don't matter.

Seed Score: In each garden the player with the most dice scores equal to the sum of the pips on their dice.

If there is a tie, the tied player with the lowest sum of pips on their dice scores. If there is still a tie, all tied players score.

Total Score: Highest total (Sprout + Seed) score wins. If there is a tie, all tied players win.

Seed Scoring Example

The example below shows scoring across the five gardens (numbered 1, 2, 3, 5, and 8) for the yellow, orange, and green players.

Sprout Score

GardenYellowOrangeGreen
13 dice x 1 = 32 dice x 1 = 22 dice x 1 = 2
23 dice x 2 = 62 dice x 2 = 43 dice x 2 = 6
30 dice x 3 = 02 dice x 3 = 63 dice x 3 = 9
53 dice x 5 = 153 dice x 5 = 151 die x 5 = 5
82 dice x 8 = 162 dice x 8 = 162 dice x 8 = 16
Total404338

Seed Score

GardenYellowOrangeGreen
11100
20014
30012
510100
8707
Total281033

Explanation of the Seed Score for each garden:

  • Garden 1: Most Dice: Yellow.
  • Garden 2: Most Dice: Green & Yellow Tie. Fewest Pips: Green.
  • Garden 3: Most Dice: Green.
  • Garden 5: Most Dice: Orange & Yellow Tie. Fewest Pips: Orange & Yellow Tie.
  • Garden 8: Most Dice: All Tie. Fewest Pips: Green & Yellow Tie.