The Little Flower Shop Dice Game
The Little Flower Shop Dice Game Rulebook
Table of Contents
Table of Contents
Components
- 11 Ribbons
- 4 Shops
- 32 Arrangement Tiles
- 6 Task Cards
- 48 Money Cards (12 of each value)
- 4 Initiative Dice
- 4 Vase Dice
- 16 Flower Dice
- 4 Baskets
- 20 Wild Tokens
Setup
- Each player takes 1 shop, 1 basket, 4 flower dice, 1 initiative die, 1 vase die, and $5 in money cards.
- Shuffle the arrangement tiles, then place a number of tiles in a row equal to the number of players plus 1. Place the tiles with the icon side face-up. These tiles are "available."
- Place the remaining arrangement tiles in a stack above the row of cards with icon side face-up.
- Pick a random task card and place it face-up. Remove other task cards from the game.
- Place the money, ribbons, and wild tokens in a supply.
- For 4 players, place a $4, $3, $2, and $1 card under the row of arrangement tiles. For 3 players, place only a $3, $2 and $1 card. For 2 players, place a $3 and $1 card. This is the "salary area."
(The rulebook's example setup diagram is not reproduced here.)
Overview
The game lasts 6 days (rounds). Each day, you arrange flowers (roll dice) to try to finish arrangements (match dice to arrangement tiles in your shop). Score points by finishing arrangments and by completing tasks (shown on the task card). The player with the most points wins the game.
Playing the Game
The game lasts 6 days. Each day is divided into two phases, which are repeated until all players have completed both phases.
Phase 1: Roll Dice (simultaneously)
Players roll their "unlocked" dice. At the start of each day, all dice are unlocked. The results on the initiative dice determine the turn order in the next phase. In Phase 2, players will take turns from high to low numbers on their initiative dice.
Example: Becca, Seth, and Anthony roll their dice to start the day. The turn order for the next phase will be Becca (21), Seth (7), Anthony (1).
Phase 2: Take Turns
Players take turns in order of initiative dice, from high to low. On your turn, you must perform step 1. You perform steps 2 to 4 only if all your dice are "locked" at the end of step 1.
- Step 1: Lock Dice
- Step 2: Earn Salary
- Step 3: Take Arrangement Tile
- Step 4: Use Dice and Money
Step 1: Lock Dice
In step 1, lock 1-2 of your dice for no cost.
You must place 1 or 2 dice into your basket to "lock" them. Once locked, dice may not be rolled again until they are unlocked at the start of the next day.
Lock More Dice. You may lock more than 2 dice in the same step by paying $1 to the supply for each additional die you lock.
Lock No Dice. You may disregard the requirement to lock dice by paying $1.
Example: After the first roll, Becca locks 3 dice. She must pay $1 to lock 1 extra die.
Unlocked Dice? If you have one or more unlocked dice, your turn ends and the next player takes her turn. You wait until all players to take turns before returning to Phase 1, when players with unlocked dice will reroll them.
Locked All Dice? If you have locked all your dice, immediately go to step 2 prior to the next player's turn. Note that the initiative die must also be locked to proceed.
Step 2: Earn Salary
Take the lowest money card from the salary area.
Take the lowest money card from the salary area and then go to step 3.
Example: Seth is the second player this day to lock all of his dice, so he takes $2. The $1 card was already taken by the first player after she locked all her dice. The last player to lock dice will take $3.
Step 3: Take Arrangement Tile
Take an arrangement tile from the row of available tiles.
Take an arrangement tile from the row of available tiles and place it in your shop with the icon side face up. Once you place a tile, you may not move it. The placement is important for completing various tasks. See reference card for more information about the tasks. Go to step 4.
Step 4: Use Dice and Money
Use your dice to finish arrangements, buy ribbons and/or buy wild tokens.
You may now use your dice and/or spend money to perform different actions. To "use a die," take it out of the basket and place it aside until the next day. Each die may only be used once. The initiative die is not used in this step. Spent money is returned to the supply.
Finish an Arrangement. If you have dice that match all the flowers and vase on an arrangement tile in your shop, you may use the dice to "finish the arrangement." After finishing an arrangement, flip the tile to its illustrated side. Wild tokens may also be used to help finish an arrangement (see "Spending Wild Tokens" below). Finished arrangements score points at game end.
Example: Anthony has an arrangement tile with 3 lillies (orange flowers) and a yellow vase. He has 3 lilly dice and a yellow vase die. He finishes this arrangement and flips the tile to its illustrated side. It will score 5 points at game end.
Fuchsia Icon = Any Flower. The fuchsia icon on the arrangement tile means any flower counts as a match for the purpose of finishing an arrangement.
Take Wild Tokens. Use 2 dice to take 1 wild token. You may have a maximum of 5 wild tokens.
Take Money. Use 1 die to take $1.
Spending Wild Tokens. Each wild token may be spent as a flower die or as a vase die of any kind to help finish an arrangement. Return spent tokens to the supply.
Buy a Wild Token. You may pay $3 to the supply to buy a wild token. Note that some arrangement tiles have 5 flowers but you only have 4 dice. Thus, these tiles require a wild token to finish them.
Buy a Ribbon. At the time of finishing an arrangement, you may pay $5 to place a ribbon on the tile. A ribbon is worth 1 point at the game end. Note that the supply of ribbons is limited.
Unfinished Arrangements. If you cannot (or choose not to) finish an arrangement tile, keep it in your shop with the icon side face-up. On a future day, you may finish it by using dice and/or tokens, as normal.
Point of Emphasis. The actions of step 4 may be performed in any order and each action type may be performed more than once, provided you have the dice, tokens, and/or money to perform the action. A ribbon may only be bought at the time the arrangement is finished.
Return to Phase 1 or End the Day
Players who still have unlocked dice return to Phase 1. Players who have completed step 4 of Phase 2 must wait until all other players have completed step 4, then a new day begins.
Begin a New Day
Start a new day, unless 6 days have passed (go to game end, if so). To begin a new day, discard the unchosen arrangement tile in the row of tiles. Refill the row so the number of tiles is again equal to the number of players plus one. Place money cards as salary, as in the setup. All dice are considered unlocked and players begin the new day in Phase 1.
Game End
After 6 days, the game ends. Remove unfinished arrangement tiles, then calculate your points from arrangements, ribbons, and tasks.
- Finished Arrangement: Score points equal to the sum of the star values on finished arrangement tiles.
- Ribbons: Score 1 point per ribbon.
- Completed Tasks: Score points for completed tasks (see reference card).
The player with the most points wins. For ties, the player with more money wins the tie. If still tied, the player with more wild tokens wins the tie. If still tied, players share their final position.
Scoring Example
- Finished Arrangements: 34 points for tiles (sum of blue stars)
- Ribbons: 2 points (for 2 ribbons)
- Completed Tasks:
- Rows: 2 points for top row (exactly 10 flowers)
- Columns: 1 point for right column (same knickknack)
- Task Total: 3 points
- Total Score: 39 points