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Night Flowers

Night Flowers Rulebook

Table of Contents

Table of Contents

  • List of Components
  • Game Overview
  • Game Setup (2-4 players)
    • Tavern board setup
    • Management board setup
    • Talent board setup
    • Patron card setup
    • Achievement board setup
    • Player token setup
    • Main cast board setup
  • Game Flow
    • Charm and stress tokens
  • 1. Clock-In Phase
    • Determining the order of clocking in
    • Placing player markers depending on the clock-in order
  • 2. Business Phase
    • Using free actions
    • Four important rules for using talents
    • Receiving stress tokens
    • Free action example
    • Using main actions
    • Space effect icons
    • Waiting guest spaces
    • Board space effects
    • Acquiring guests and big spenders
    • Achieving events/quests
    • Acquiring guest example
  • 3. After Shift Phase
  • 4. Closing Phase
  • 5. Evaluation Phase
    • Lvl 1/Lvl 2 Talent Acquisition
    • Picking up quirks
    • General talent rules
    • About the talent board
    • Expanding storage
    • Awakening the hosts
    • Evaluation bonus
  • 6. Tavern Preparation Phase
    • Event progress
    • Replace waiting guests
  • Game End and Score Calculation
    • Story summary
  • Solo Rules
    • Game setup differences
    • Changes per phase
    • Quest changes
    • Game End

List of Components

Common boards: Tavern board x 1, Management board x 1, Talent board x 1, Achievement board x 1.

Tokens and markers: Charm tokens x 4 (Ale x 30, Heart x 30, Diamond x 26, Star x 20), Special tokens x 2, Bonus token, Stress x 26, Big spender x 26, Evaluation bonus x 26, Awakening tokens x 8 (2 types, 4 each), Storage tokens x 12 (3 types, 4 each), Round tokens x 2 (4R is on the back of 3R), Cast tokens x 8 (2 each of red, blue, green, and black), Host tokens x 9 (2 each of red, blue, green, black, and 1 gold), Player markers x 16 (5 each of red, blue, green, and black), 1 florin note x 30, 5 florin note x 30.

Main cast boards x 12.

Cards: Support cast cards x 12, Patron cards x 6, Guest cards x 45, VIP guest cards x 12, Lvl 1 Talent cards x 24, Lvl 2 Talent cards x 24, Quirk cards x 13, Event cards x 7, "Fullest" quest cards x 3, "Fastest" quest cards x 4.

Solo rule cards: Solo quest cards x 6, Solo play cards x 10. Summary cards: x 8 (2 types, 4 of each).

Game Overview

In "Night Flowers" you are managing monstergirls and mysterious hosts in a fantasy tavern. Showcase the charms of your cast by collecting a variety of tokens to attract guests. The money you earn from sales can be used to upgrade your staff, expand your capabilities, and earn more victory points.

Game Setup (2-4 players)

The solo play cards (x 10) and Solo Mission cards (x 6) are only used for the solo mode. Leave them in the box when playing with 2-4 players.

Tavern board setup

  1. Place the tavern board in the middle of the play area.
  2. Place the guest and VIP guest cards as instructed below.

Guest cards

  1. From the deck of 45 guest cards, remove the 6 that have the starting icon.
  2. Shuffle the 6 starting cards to randomize their order.
  3. Place the cards in the 6 rightmost slots of the tavern board, leaving only the 1R slot empty.
  4. Shuffle all remaining guest cards and place them as a face down guest deck near the tavern board.

*If this isn't your first time playing, you don't need to use the guests with starting icons during setup.

VIP guest setup

  1. Shuffle all 12 VIP guest cards.
  2. Draw the top card and place it in the leftmost slot. (Above the 1R.)
  3. Place the remaining VIP guest deck face down near the tavern board.

This row of guest cards is referred to as the "waiting guests".

Management board setup

  1. Place the management board in the center of the play area, so that it can easily be seen by all players.
  2. Place the shared components (florins, round tokens, all other tokens) within easy reach of all players.

Talent board setup

  1. Place the talent board in the center of the play area, so that it can easily be seen by all players.
  2. Shuffle all lvl 1, lvl 2, and quirk cards, and place each deck in their corresponding area on the talent board.

Patron card setup

  1. Placing the patron cards:
    1. Shuffle all 6 patron cards, and draw 1 for each player.
    2. Place the drawn patron cards next to the tavern board, and return any unused patron cards to the box.

Achievement board setup

  1. Place the achievement board in the center of the play area within easy reach of all players.
  2. Place the event and quest cards on the achievement board:

Event cards

  1. Shuffle all the event cards face down and randomly select 3 cards.
  2. Place them in the event area of the board, returning other event cards to the game box.
  3. Place the charm tokens depicted below each event card on top of the card.

Quest cards

  1. Randomly select one Fullest quest card.
  2. Place it in the Fullest quest area, and return all other Fullest quest cards to the box.
  3. Randomly select two Fastest quest cards.
  4. Place them in the Fastest quest area, and return all other Fastest quest cards to the box.

Player token setup

Each player chooses one color and receives all player components of said color: Player markers (5), Host tokens (2), Cast tokens (2), Cast stands (2). Place the cast tokens into the cast stands.

Main cast board setup

  1. Each player decides their main and support cast via the following method.
    1. Randomly draw 3 cards from the support cast cards.
    2. From the 3 drawn cards, decide which monstergirl will be your main cast member, and which will be your support cast.
    3. Take the corresponding main cast board from the box.
    4. Place your chosen support cast next to your main cast's board.
    5. Return the chosen main cast card and the unchosen support cast card back to the support cast deck and pass it to the next player, or back to the box if all players have finished this process.
  2. Token setup
    1. All players receive storage tokens and awakening tokens.
    2. Place the storage and awakening tokens on your main cast's board as demonstrated in the setup illustration.

Choosing the main and support cast: The rulebook describes a way to select your cast randomly, but if you have a favorite monstergirl, feel free to discuss this with the rest of your player group! You can then draw 2 support cast cards instead of 3 to choose your support cast member. Each monstergirl also features a unique description that might help you decide!

Game Flow

The game plays out over four rounds, after which the final scores are calculated (see Game End and Score Calculation). Each round consists of the following 6 phases, except for round 4, which does not feature the tavern preparation phase.

  1. Clock-In phase
  2. Business phase
  3. After shift phase
  4. Closing phase
  5. Evaluation phase
  6. Tavern preparation phase

The management board reminds you of the phase order. Once all players have finished their actions for one of the phases, the game proceeds to the next phase.

Charm and stress tokens

There are four types of charm tokens: ale, hearts, diamonds, and stars. Stress is a separate token type. All charms acquired by a player are stored and managed from their main cast board. Charms on your board can either be acquired from "main cast talents" or "other" means. The management and storage of charms differs slightly based on the acquisition method.

Main cast talents: When you convert charms using your main casts' talents, place any acquired charms on the talent slot used (see Using free actions).

Other: Charm tokens obtained through any means other than your main cast's talents must be placed in your storage area. One charm token takes up one storage space. Acquired tokens must be placed in storage, and cannot be discarded or exchanged unless required or instructed to do so.

Getting stressed: Stress tokens do not count as a charm and must be placed in the storage area, regardless of the acquisition method. Discard other charms to make space for stress tokens if necessary.

When storage is full: If you acquire Charms when your storage is full, place them on the Tavern board's warehouse space instead. If your storage is full of stress tokens, you cannot place any charms or stress in your storage.

Using charms: When paying for costs or consuming charms for talents, you can use any charm token from anywhere on your main cast board, whether it's from your storage or from a talent slot.

1. Clock-In Phase

Clock-In phase actions: determine the order of clocking in; place player markers depending on the clock-in order.

During the clock-in phase, players will place one of their player markers on a clock-in space of the management board. This is called "clocking in". During the business phase, players take their turns in the order they clocked in, from left to right.

Determining the order of clocking in

In the first round, the person who most recently consumed a carbonated beverage goes first, with turns proceeding in clockwise order. From the second round onwards, the order of clocking in is determined by the player order on the contribution track, with the right most player going first. If two players are tied for a contribution, the player whose contribution marker is stacked on top takes priority.

Placing player markers depending on the clock-in order

Following the clock-in order, each player performs these following steps to their full extent. When performing an action from steps 2 or 4, you are able to use free actions if you'd like (see Using free actions).

  1. Choose a clock-in shift slot and place one of your player markers on it. You cannot place your marker on an already occupied slot.
  2. Carry out the effect on your chosen clock-in shift slot.
    • Starting early: While there is no bonus, you play first in the next phase.
    • Store cleaning: Earn 2 florins.
    • Shopping: Acquire 1 ale charm into your storage.
    • Sales contact: Acquire 1 heart charm into your storage.
    • Employee onboarding: Gain an additional host that can only be used during this round.
    • Service guests: Use an immediate effect on one of your guests (see Guest cards).
    • Service a big spender: Choose one of your guests and pay the cost to turn them into a big spender (see Turning guests into big spenders).
    • Starting late: Discard 1 Stress charm from your storage.
  3. Place your contribution marker on the 0 space of the contribution track. Stack all player contribution markers on top of each other in player order.
  4. Check if you receive a bonus this round from your support cast. Any bonus charms are placed in storage. Each support cast member receives a different bonus depending on the current round.

2. Business Phase

Business phase actions: using free actions; using main actions.

During the Business phase, players take turns in order dictated by the clock-in track. The business phase repeats until all players have used up all of their cast and host tokens. You may perform as many free actions as you'd like, but your turn ends once you've used a main action.

  • Start of turn. Using free actions (as much as you want): convert charms using talents; use effects of acquired guests.
  • Using the main action (ends your turn): place one cast or host token.
  • End of turn: if any players haven't placed all their tokens, it is the next player's turn; otherwise the business phase ends.

Faster Game: If all current players are comfortable with playing Night Flowers, you can adjust the rules so that free actions can be used at any time, including during another player's turn or during a different phase. However, when a player announces an action involving another player's storage or florins, make sure to pay attention, as these actions can be affected by other players' charms and florins.

Using free actions

The abilities of your main and support cast, as well as guests with a free-action icon, are called "free actions". Free actions can be used during the clock-in phase, the business phase, and the after shift phase. Free actions can be used any number of times during your turn.

Talents: support cast talent; unique talent; natural talent; Lvl 1/Lvl 2 talent; quirk. Guest effects: The abilities of guests with this icon can be used as a free action (see Guest cards).

  • Unique talent: These are unique talents that each main cast monstergirl possesses from the start of the game. While they are very strong, they also build up her stress when used.
  • Natural talent: These starting talents are not unique, and there are Lvl 1 talent cards with the same effects. A monstergirl cannot possess multiple identical talents (see Lvl 1/Lvl 2 talents).
  • Lvl 1/Lvl 2 talents: These are talents that can be acquired during the Evaluation phase (see Lvl 1/Lvl 2 Talent Acquisition). Higher level talents are more powerful, but their acquisition cost is higher.
  • Quirks: Quirks can also be acquired during the Evaluation phase (see Picking up quirks). You may discard 2 stress charms to pick up a quirk. Quirks also count as a talent.

Four important rules for using talents

  • Charms obtained by using the main cast's talents are placed on the talent card itself, rather than in storage.
  • When using or performing a talent or effect, you can freely combine charms from your storage and talents.
  • Charms placed on a talent card cannot be moved to your storage.
  • While a talent has a charm placed on it, it cannot be used.

Receiving stress tokens

No matter how they are acquired, stress tokens have to be placed into your storage. If your storage is already filled with stress, you cannot use any talents or effects that produce other charms.

Free action example

An example of free actions for Aysha, if she had one diamond in her storage:

  1. Lvl 2 talent: Discard the Diamond from storage. Place 3 Ale and 1 Heart on this talent card.
  2. Natural talent: Discard 1 Ale and 1 Heart from the previous talent. Place 1 Star on this talent.
  3. Unique talent: Discard the Star from the previous talent. Place 1 Stress in storage. Place 2 Hearts and 1 Diamond on this talent.
  4. Natural talent: Discard the Heart from the previous talent. Discard the Ale from the previous talent. Place 1 Star on this talent.

Now that all your talents are covered with charms, you have no more free actions available to use. By chaining together all of Aysha's talents, you were able to turn 1 Diamond into all other charm types.

Using main actions

Placing a cast or a host token on the tavern board or on a guest card with an effect (see Guest cards) counts as a main action. Icons on the board dictate which tokens (cast token, host token, awakened host) can be placed on which spaces.

When the right conditions are met, your host becomes awakened (flip over), gaining access to additional spaces. Awakened hosts can still access all previously accessible spaces.

About the tavern spaces: You can use the effect of a tavern space when you place a token there. Pay attention to the token types that can be placed, as dictated in the bottom left of each space. Any space with a token already in it counts as occupied. No further tokens can be placed there. (Each space shows its space name, placeable tokens, and space effect.)

Space effect icons

  • Contributing to the tavern: You enthusiastically contribute to the tavern management. Move your contribution marker on the contribution track by the spaces indicated within the icon. (Max contribution: 7) Place your marker on top if another marker already occupies the space.
  • Obtaining a charm: Obtain the depicted charm into your storage.
  • Earning florins: Obtain the depicted amount of florins.
  • Stress relief: Discard a stress token from your storage.
  • Charm conversion: Discard the charm on the left of the arrow to obtain a charm on the right of the arrow.
  • Stocking up: Place the charms from here into your storage.
  • Revitalize cast: Select a placed cast token, move it to another space, and activate that space's effect.
  • Cast / Host space: This is a space where either a cast or a host token can be placed.
  • Unlimited space: You can play a host token into this space, even if it is already occupied.

Waiting guest spaces

You can use the effect of a waiting guest by placing a cast or an awakened host token on these spaces. Normally, you can only use the effects of guests you have already acquired, but these spaces let you use these effects immediately (see Guest cards). You can only use the effect once per main action.

The waiting guest spaces do not prevent another player from bringing a guest in, even if one of your tokens occupies these spaces.

Board space effects

1. Support: Acquire 1 Ale and 2 contribution. You can only place a token in a support space if there is a cast token placed in the attached reception (2. Invite Guest) space. The player whose token is in the attached reception space receives 1 florin.

2. Invite Guest: Acquire a waiting guest, or turn a guest into a big spender. Pay the charm requirements of a waiting guest to acquire that guest (see Guest preferences and requirements). Turn an existing guest into a big spender by paying the required charms (see Acquiring big spenders).

3. VIP Room: Acquire a patron, or turn a guest into a big spender. Pay the required charms to acquire a patron (see Acquiring patrons). Turn an existing guest into a big spender by paying the required charms (see Acquiring big spenders).

4. Refill!: Revitalize a cast token and acquire stress. This space can only be used when your storage isn't full. Select a cast token you've already placed, move it to another space, and activate that space's effect.

5. Purchase: Convert florins into charms. This space can only be used when your storage isn't full. Pay the specified amount to obtain the depicted charms. You may convert as many times as you'd like in one main action, provided you can afford it.

6. Embezzlement: Gain charms and stress from the warehouse. This space can only be used when your storage isn't full. Select and acquire charms from the warehouse up to the number of free storage spaces you have available. You must prioritize the stress charms.

Acquiring guests and big spenders

Guest card overview

  1. Charm preference: By paying these charms, you acquire this waiting guest.
  2. Guest bonus: The florins you earn when acquiring this guest.
  3. Guest effect: The effect possessed by the guest. There are four different types of effects, each with its own activation timing.
    • Immediate: This effect is activated immediately when a waiting guest is acquired.
    • Always: This effect can be used as a free action.
    • Additional space: This is treated as a main action space that can only be used by the player who acquired this guest. Activate the effect when placing a cast or awakened host token here.
    • End of game: Only available on VIP guests. This effect earns you additional victory points based on the other acquired guest cards.
  4. Big spender requirement: The charms required to turn a guest into a big spender.
  5. Type: There are three types of guests: Citizen, Infantry, Nobility. Guest types are important for certain events, quests, etc.
  6. Flavor: Guest description. No effect on gameplay.

Guest preferences and requirements

When the active player performs a guest service main action, they choose one of the waiting guests, pay the requested charms, and acquire the guest. Acquired guests are removed from the tavern board and placed in front of the active player. The active player also receives the guest bonus. This series of steps is called "Guest Service." Once you have acquired a guest card, replenish the list of waiting guests.

  • If you acquire a non-VIP guest: Use the immediate effect if the guest has one. Afterwards, slide all the waiting guests to the left of the acquired guest one space to the right, draw a new waiting guest, and place them in the new empty space.
  • If you acquire a VIP guest: Draw a new VIP guest from the VIP deck, and place it face up in the empty space in the waiting guest line. Once the VIP deck runs out, it will not be replenished and remain vacant for the rest of the game.

Acquiring big spenders

Acquiring a guest does not grant you any victory points. When you use the Guest Service action to turn a guest into a big spender, you can choose one of your acquired guests, pay the required charms, and place a big spender token on their card. At the end of the game, you will only earn victory points for guests with a big spender token on them. (The guest card shows the required charms to spend and the victory points you'll receive at the end of the game.)

Each guest can only be turned into a big spender once. You can still use the effects and abilities of a big spender.

Acquiring patrons

Patrons can be acquired in the same way as other guests: meeting their charm requirements. Unlike other guests, patrons can only be acquired via the royal suite (VIP Room). While patrons provide a lot of victory points, their acquisition cost is much higher than other guests, so plan accordingly!

Achieving events/quests

Quests and missions allow you to earn victory points by fulfilling specified conditions. There are two types of quests: "Fastest" and "Fullest". For the fastest quests, players who meet the conditions announce them immediately, and place their player token on the leftmost available victory point space. The faster you are, the more points you get!

Fullest - scored at the end of the game for the player with the most (victory points for 1st / 2nd / 3rd):

  • Most acquired guests (excluding patrons): 6 / 4 / 2
  • Most big spenders: 6 / 4 / 2
  • Most evaluation bonuses: 6 / 4 / 2

Fastest - scored during the game by players who met the conditions first (1st / 2nd / 3rd):

  • Acquire a patron: 6 / 4 / 2
  • Acquire guests with all possible effect icons: 8 / 6 / 4
  • Acquire 3 guests of the same type: 7 / 5 / 3
  • Acquire 3 big spenders: 5 / 3 / 1

Events are active from the second round, depending on the tavern preparation phase (see Tavern preparation phase). Each time you fulfill the conditions of an event card during a round, you earn an evaluation bonus (worth 3 victory points). Events will be renewed during the next tavern preparation phase, with previous events being discarded.

Event cards: Acquire a citizen guest; Acquire an infantry guest; Acquire a noble guest; Acquire a guest with an Immediate effect; Acquire a guest with an always effect; Acquire any guest; Acquire a big spender.

Acquiring guest example

  1. Select a waiting guest and pay their requested charms. (The goblin requires 2 Ale charms.)
  2. Move the card from the tavern board to your play area.
  3. Receive the bonus. (Obtain 1 florin due to the guest bonus.)
  4. Activate the immediate effect. (The Goblin allows you to turn a guest into a big spender. If you had 3 Ale, you could turn the Goblin into a big spender.)
  5. Check event and quest conditions. If you meet the conditions, you can receive an instant bonus.
  6. Draw a card to replenish the waiting list. Shift all non-VIP waiting guest cards to the left of where the Goblin card was, one space to the right. Then, draw one face up guest card from the guest deck to refill the waiting line.

If a VIP guest is acquired, do not shift any guest cards. Instead, draw a face up VIP guest and place them in the newly empty space. If the VIP guest deck runs out, the space will remain empty.

3. After Shift Phase

This phase allows your cast to work overtime at the cost of acquiring an additional stress token. Choose one of the following actions or pass:

  1. Acquire a waiting guest
  2. Acquire a patron
  3. Turn a guest into a big spender

This phase plays in the same player order as the business phase. You cannot work overtime if your storage is full. If you can and choose to, receive a stress token and perform one of the three actions. Once everyone has taken their turn, the game proceeds to the next phase.

4. Closing Phase

Closing phase actions: earn contribution rewards; recall your tokens.

Earn contribution rewards: All players gain florins equal to the contributions they made this round. Players with 0 contribution receive no florins.

Recall your tokens: All cast and host pieces are collected and returned to their players. Return the player markers from the clock-in track of the management board as well. Do not move the contribution marker yet, as it will be referenced during the clock-in phase of the next round!

5. Evaluation Phase

Evaluation phase actions: Lvl 1/Lvl 2 talent acquisition; picking up quirks; expanding storage; awakening hosts; evaluation bonus.

At the start of the evaluation phase, all players simultaneously acquire Lvl 1/Lvl 2 talents. Once you have chosen a talent, you are free to perform other actions in this phase (picking up quirks, expanding storage, awakening the hosts, evaluation bonus), or to pass. Once all players have passed, the game proceeds to the next phase.

Lvl 1/Lvl 2 Talent Acquisition

Follow these steps to grant a new talent to your main cast.

  1. Draw a total of 3 cards from the Lvl 1 and Lvl 2 talent decks in any combination.
    • A. If you draw an identical talent to one you already have, discard it, redraw, and obtain 1 florin.
  2. You may draw additional cards by spending 1 florin each time if you wish.
  3. Pay the necessary cost for your chosen talent (the talent slot unlock cost) and place it on your main casts' board.
    • A. When learning a Lvl 1 talent, only pay the cost of the talent slot.
    • B. When learning a Lvl 2 talent, spend an additional 3 florins.
  4. Discard all the talent cards that you did not choose face down.

Picking up quirks

You may discard two stress tokens from your storage, causing your main cast to pick up a quirk.

  1. Discard 2 stress tokens from your storage.
  2. Draw 2 cards from the quirks deck.
  3. Choose one of the two quirk cards, placing it in the cheapest available talent slot. You do not pay anything.
  4. Discard all the quirk cards that you did not choose face down.

If you have no free talent slots, you cannot pick up a quirk.

Use your quirks! Quirks are picked up by monstergirls due to stress build-up, and while not as powerful as talents, they can still help you out. Make use of them to free up other talents or create powerful combinations!

General talent rules

  • Talents can not be transferred between players in any way.
  • Talents that have been acquired cannot be discarded.
  • You cannot have duplicate talents (talents with the same name).

About the talent board

The talent board has a Lvl 1 talent deck, Lvl 2 talent deck, Quirk deck, and discard piles. When discarding Lvl 1 and Lvl 2 talent cards, place them face down in the appropriate discard pile. Once a draw deck is empty, shuffle the discard pile to create a new deck.

Expanding storage

You can open up new storage slots by paying the cost on the storage token. Remove the token to free up more storage. Expanding the third and fourth storage slots grants you victory points. Keep these tokens in your player area until the end of the game! You may expand your storage multiple times per round, provided you can afford the cost.

Awakening the hosts

By paying the cost on the awakening token, you can awaken one of your hosts. Flip both the awakening token and the host to their awakened side. Awakened hosts have access to more spaces on the tavern board. You may awaken multiple hosts per round, provided you can afford the cost.

Evaluation bonus

You can give your cast an evaluation bonus by paying florins equal to the current round number + 2. Each bonus is worth 3 victory points. You may provide an evaluation bonus multiple times per round, provided you can afford the cost.

  • First round example: you receive an evaluation bonus token for every 3 florins you spend (round 1 + 2 = 3).
  • Third round example: you receive an evaluation bonus token for every 5 florins you spend (round 3 + 2 = 5).

6. Tavern Preparation Phase

Tavern preparation actions: event progress; replace waiting guests. In this phase, we set up the game for the next round. Skip this phase in the fourth round and proceed straight to scoring.

Event progress

Move all charm tokens placed on the current round's event card to the warehouse space of the tavern board. When the round changes, old events become invalid, and only the current round's event remains active.

Replace waiting guests

  1. Discard the rightmost waiting guest.
  2. Shift the remaining non-VIP guests one space to the right.

The following process differs based on the current round.

[1st and 2nd rounds] 3. Place the round token with the next round's number under the free waiting guest space. 4. Draw one VIP guest card and place it in the empty spot above the round marker. If the VIP guest deck is empty, the spot will remain vacant.

[3rd round] 3. Flip the round token to the 4R side. 4. Draw a guest card from the guest deck, placing it in an empty spot.

When the guest deck runs out, shuffle the discarded guest cards to form a new deck.

Once the waiting guests have been replenished, the round ends. Return to the clock-in phase and start the next round.

Game End and Score Calculation

The game ends after the evaluation phase in the fourth round. Each player calculates their accumulated victory points from the following 10 sources. The player with the highest total wins the game!

  1. Fastest and Fullest Quest cards. If there are multiple players tied for the same rank, add up the points of the ranks and divide them by the eligible players. Example: Players tied for first place. 6 points for first place + 4 points for second place / 2 = 5. Both players receive 5 points.
  2. Add victory points from your big spender cards.
  3. Add victory points from your VIP guest effects.
  4. Add any victory points from your patron cards.
  5. Add 3 victory points for each evaluation bonus token.
  6. Add victory points equal to the square of the number of talent cards on your main cast board (e.g. 3 talent cards = 9 victory points). Starting talents don't count.
  7. Add 2 victory points for each Lvl 2 talent on your main cast board.
  8. Add victory points from your expanded storage and awakened hosts.
  9. The player with the most stress in their storage subtracts one victory point per stress token.
  10. Zero stress bonus: Players with no stress tokens in their storage receive two evaluation bonus tokens (6 victory points).

In the event of a tie, compare the following numbers, in this order, to see which player won: acquired patrons; acquired guests; acquired big spenders; evaluation bonus tokens; remaining florins.

Story summary

The relationship between the manager and the main cast member is influenced by your rank and the remaining stress in your storage. Read about how you handled your monstergirl and managed your time at Night Flowers! (The rulebook prints short story endings for the winner, and for rank 2 or lower, varying with remaining stress; these correspond to solo ranks A+ and B-.)

Solo Rules

Game setup differences

When playing alone, make the following adjustments to the setup.

  1. Add solo play cards: Shuffle all solo cards face down to create the solo play deck.
  2. Add a solo quest card: Choose a solo quest, placing it on the quest board instead of the "Fullest" quest.
  3. Add three hosts: Choose three hosts of any color other than your own. They will be placed on the tavern board throughout the game.
  4. Add player markers: Choose one color of player markers to use throughout the game.

Changes per phase

Clock-In phase: Once you select a clock-in timeslot, your player marker won't be removed during the game. Each time slot is single-use only.

Business phase: At the start of each business phase, draw 1 card from the solo play deck. All spaces on the tavern board with the effect depicted on the drawn card are unavailable this round. You can use the additional three hosts (3) to remind you which spaces are unavailable. If there is a stress icon on the drawn solo play card, add a stress token near the solo play deck. When referring to "other players' stress" for card effects, refer to these stress tokens.

Tavern preparation phase: When replacing waiting guests, remove an additional right-most card before proceeding with the replacement.

Quest changes

For the fastest quest cards, you can obtain the maximum number of victory points if you complete the quest by the end of the third round. Otherwise, if you completed it during round 4, you'll receive the lowest amount of points.

You must complete the solo mission by the end of the game. Failing to do so will automatically result in losing all victory points.

Game End

The game end and score calculation is identical to the multiplayer rules. Your total score determines your monstergirl's fame rank. Refer to the table below and aim to achieve the S rank!

  • Rank S: Mythical Monstergirl: 91+
  • Rank A: Shining Star: 90 - 76
  • Rank B: Dreamy Diva: 75 - 61
  • Rank C: Glimmering Gal: 60 - 46
  • Rank D: Lonely Lass: 45 or less