Petrichor Collector's Pack
Petrichor Collector's Pack Rulebook
Table of Contents
Table of Contents
Components
- 8 promo tiles: Alfalfa, Biodome, Blackberry, Cloudberry, Snapdragon, Sunflower, Venus Flytrap, Volcano
- 4 forecast cards (numbers 21–24)
- 8 extreme weather event cards
- 5 terrain objects: Geyser, Treerow, Mountain, Windmill, Canal
- 1 Swarming action card (rules not included, see the note in the Table of Contents)
- 1 player power card
- 1 player aid card
- Tile tokens: 1 volcano control token, 3 bloom tokens, 5 sunflower tokens, 1 cloudberry growth token, 4 fly tokens, 4 bramble tokens
Setup
- If playing with terrain objects, randomly select 2 terrain objects for 2 players, 2 for 3 players, 3 for 4 players, or 4 for 5 players, and place them between the indicated tiles as shown in the setup diagram (page 8 of the Collector's Edition rulebook). Each terrain object sits on the border between two tiles.
- If playing with extreme weather events, shuffle the extreme weather event cards into a face-down deck. Reveal the top card and place it next to the game board.
- Player power cards and forecast cards are dealt as in the base setup (steps 15 and 16). Any player who chooses the Meteorologist player power is dealt two forecast cards instead of three (see Player Power).
- Tile-specific setup is given with each promo tile below.
Promo Tiles
Promo tiles are shuffled in with the other tiles when the fields are formed (see the base game setup). Each special tile may be used only as stated for that tile.
Alfalfa
Players: 2–5. Notes: Requires the Cows expansion.
Alfalfa is a plant and requires three water drops to grow.
Harvest: The players score 4/3/2/1 points. If there is a cow on Alfalfa at harvest, first place also gains two wheat tokens.
Biodome
Players: 2–5 (special tile). Notes: Requires the Cows expansion. Neither the cows nor the bee can be moved on the Biodome.
The Biodome is not a plant and does not grow. When you add methane to a cloud, you may add one water drop (of any player) from the Biodome instead.
Harvest: The players gain 3/1/0/0 methane into their private supply. The methane that players gain this way must come from the general supply and/or from clouds they control. Water drops are not removed from the Biodome at the end of harvest.
Blackberry
Players: 3–5. Notes: Requires the Honeybee and Cows expansions. Counts as both a honey-producing tile and a climate-sensitive tile.
Setup: Place one bramble token on every (non-special) plant tile that is orthogonally adjacent to Blackberry.
Blackberry is a plant and requires a Temperate climate, two germinated pollen, and three water drops to grow. If the climate is no longer Temperate, it stops growing.
All tiles adjacent to Blackberry, which have bramble tokens, require one additional water drop to grow.
Blackberry produces 1 honey when you collect its yield with a Bee action. Blackberry has a limit of two germinated pollen.
Harvest: First place scores 2 points plus an additional 1 point per water drop on tiles with bramble tokens. Second place scores 1 point plus an additional 0.5 points per water drop on tiles with bramble tokens (rounded down).
Cloudberry
Players: 1–5. Components: 1 growth token.
Cloudberry is a plant and requires any non-Scorching climate and three water drops to grow.
Use the special growth token to track which climate it grew in. Reevaluate its growth each time the climate changes.
Cloudberry produces 1 honey when you collect its yield with a Bee action.
Harvest: If Cloudberry grew in a Warm or Temperate climate, the players score 5/2/0/0 points and first place may create a cloud with one water drop. If Cloudberry grew in a Cold or Frozen climate, the players score 7/4/2/0 points and first place may create a cloud with two water drops.
Solo: When the neutral player has first place on Cloudberry at harvest, it creates a cloud with two water drops.
Notes: Counts as a climate-sensitive tile but not a honey-producing tile. If playing without the Honeybee expansion, ignore honey production. If playing without the Cows expansion, treat Cloudberry as a standard tile, ignore all climate-related effects, and score the lower values at harvest.
Snapdragon
Players: 1–5. Components: 3 bloom tokens.
Setup: Snapdragon must be placed as a corner tile. The surrounding tiles must not be special tiles. Place a bloom token on each of the tiles surrounding Snapdragon.
Snapdragon is a plant and requires two drops to grow. When you take a Bee action on a tile with a bloom token, score 1 point.
Harvest: First place scores 3 points per growing tile with a bloom token. Second place scores 1 point per growing tile with a bloom token.
Solo: Snapdragon must be placed as the bottom-left corner tile in the fields (P5). The neutral player also scores for Bee actions on a tile with a bloom token.
Sunflower
Players: 1–5. Components: 5 sunshine tokens.
Sunflower is a plant but requires zero water drops to grow.
Use the sunshine tokens to indicate the growth level of Sunflower. When any player takes the Sun action, the growth level of Sunflower increases by one.
Harvest: First place scores 1 point per growth level of Sunflower. Second place scores 0.5 points per growth level of Sunflower (rounded down). At the end of harvest, the growth level of Sunflower resets to zero.
Solo: When the neutral player plays a southern winds card numbered 5 or 6, the growth level of Sunflower increases by one.
Venus Flytrap
Players: 1–5. Components: 4 fly tokens.
Setup: Place the four fly tokens, live side up, on the four corner tiles. (For a two-player game, place them on the four tiles that are not in the middle column.) If the Venus Flytrap is one of the tiles with a fly token, flip the fly token on that tile to the dead side.
Venus Flytrap is a plant and requires three water drops to grow.
When you take the Rain action on a tile with at least one live fly token, score 2 points per live fly token on that tile, then move those fly tokens to an adjacent tile that is closer to the Venus Flytrap. When a live fly token reaches the Venus Flytrap, flip it to the dead side.
Harvest: First place scores 3 points per dead fly token. Second place scores 1 point per dead fly token.
Solo: When the neutral player plays a southern winds card numbered 1 or 2, it scores and moves live fly tokens on the selected tile. Do not use this tile with the "No More Tricks" variant (a solo variant described in the Collector's Edition solo rules, not reproduced here).
Volcano
Players: 3–5 (special tile). Components: 1 control token. Notes: Requires the Cows expansion. Neither the cows nor the bee can be moved on the Volcano.
The Volcano is not a plant and does not grow.
The first player with one of their water drops on the Volcano becomes the controlling player and takes the control token.
If another player passes the controlling player for the number of water drops on the Volcano, they take the control token and remove all of the previous controlling player's water drops from the Volcano. For other caveats of changing control, see the Primrose entry (Flowers expansion).
When you take control of the Volcano, if you have five or fewer water drops there, you may adjust the climate one step hotter, resolve the climate event, and score 2 points.
When you take control of the Volcano, if you have six or more water drops there, you must adjust the climate five steps cooler, resolve the climate event, and score 3 points. After that, all water drops are removed from the Volcano.
Terrain Objects
Players: 2–5. Components: 5 terrain objects. Setup: see Setup above and the setup diagram on page 8.
Each terrain object influences both of the tiles that it is placed on the border between. Terrain objects have unique effects that trigger when you take a specific Weather action on either of the tiles that they influence. Forecast cards do not trigger terrain objects (see Forecast Cards).
Geyser
When you create a cloud on one of these tiles with the Frost action, you must add one extra water drop to that cloud -AND- you must move the cloud on the other tile (if there is one) to an adjacent tile in any direction except towards the Geyser.
Treerow
When you add water drops to a cloud on one of these tiles with the Sun action, you only add one water drop. Clouds on these tiles overflow at 6+ water drops.
Mountain
When you move a cloud from one of these tiles to the other with the Wind action, you must rain one water drop (of any player) from the cloud onto the cloud's previous tile -AND- the cloud becomes a thundercloud.
Windmill
When you move a cloud from one of these tiles to the other with the Wind action, you may leave any number of water drops from the cloud behind in a new cloud on the previous tile -AND- you must (if possible) vote for harvest in addition to your normal vote.
Canal
When you rain a water drop (of any player) onto one of these tiles with the Rain action, that player adds one water drop to the other tile.
Extreme Weather Events
Players: 1–5. Components: 8 extreme weather event cards.
Notes: If an extreme weather event has effects that refer to an expansion that is not in play, ignore those effects when it resolves.
There will be one extreme weather event in play at all times. Its setup is given in Setup above.
Voting: A player may place a vote on an extreme weather event card in the same way as on a weather space. Place a vote on the weather space or extreme weather event card if it has a matching icon that corresponds to the card action you performed, or if it has a matching icon that is next in the clockwise weather sequence from the first option (Frost, Sun, Wind, Rain, Frost).
Winning the vote: If one player has the most votes on an extreme weather event, they advance twice on the voting wins track, regardless of the player count. If there is a tie for most votes, all tied players advance once on the voting wins track. The changes described for games with five players do not apply to extreme weather events.
Two-player first player: In games with two players, compare the total votes remaining on all weather spaces including the extreme weather event when deciding whether the first player marker changes hands.
Solo: When the neutral player would vote for a normal weather and a corresponding extreme weather event card is in play, it chooses via a die roll: on 1–3 it votes for the normal weather, on 4–6 it votes for the extreme weather.
1 Blizzard (Frost)
All light clouds become thunderclouds.
In normal turn order, each player may move one cloud they control to an adjacent tile.
Solo: The neutral player never moves a cloud.
In a Cold climate, in normal turn order, each player may then add one water drop to one cloud they control.
In a Frozen climate, in normal turn order, each player may then add one water drop to two clouds they control.
Solo: The neutral player always targets the highest-priority clouds it controls.
Blizzard does not count as Frost weather for plant development (for example: Snowdrop).
2 Hailstorm (Frost)
Each player rains 1 of their water drops from every thundercloud.
In a Cold or Frozen climate, in reverse turn order, each player may add one water drop to any tile.
Solo: The neutral player always targets the highest-priority tile.
Hailstorm does not count as Frost weather for plant development.
3 Drought (Sun)
Each player removes half of their water drops from every tile (rounded up).
The player or players with the fewest points each draw one forecast card.
Drought does not count as Sun weather for plant development (for example: Coffee).
4 Heatwave (Sun)
In reverse turn order, each player chooses one cloud where they have presence and doubles their water drops in it. Check for cloud overflow only after all players have done this.
Solo: The neutral player targets all clouds where it has presence.
In a Warm or Scorching climate, repeat the effect.
In a Scorching climate, repeat the effect again.
Heatwave does not count as Sun weather for plant development.
5 Sandstorm (Wind)
In reverse turn order, each player must twice move one water drop (of any player) to an adjacent tile. This can be different water drops or the same water drop.
Solo: The neutral player resolves its normal Wind weather effect twice instead.
Each player loses half of their methane (rounded up).
Sandstorm does not count as Wind weather for plant development (for example: Dandelion).
6 Tornado (Wind)
In reverse turn order, each player chooses an effect: move one light cloud they control to an adjacent tile -OR- move one thundercloud they control directly to any other tile without passing through the tiles between.
Solo: The neutral player resolves its card 7 effect instead.
Each player loses half of their honey (rounded up).
Tornado does not count as Wind weather for plant development.
7 Flood (Rain)
All thunderclouds immediately pour.
After this, in reverse turn order, each player chooses one tile where they have presence and doubles their water drops on it.
Solo: The neutral player always targets the highest-priority tile where it does not have majority (or just the highest-priority tile otherwise).
In a Temperate climate, the player or players with the fewest total water drops on tiles then each score 5 points.
Flood does count as Rain weather for plant development (for example: Rice).
8 Monsoon (Rain)
All thunderclouds immediately pour. During this, in reverse turn order, each player chooses where their water drops fall from each thundercloud: all of them onto the tile below the cloud -OR- all of them onto an adjacent tile.
Solo: The neutral player always targets the tile below the cloud.
Monsoon does count as Rain weather for plant development.
Forecast Cards
Forecast cards do not count towards your hand limit, nor do they affect the number of action cards that you can keep for the next round. Forecast cards do not trigger player powers, terrain objects, or the Lake. Forecast cards are discarded from the game once played. You may never play the last forecast card from your hand. Some effects may grant additional forecast cards.
Cards without a timeline are "as your turn" cards. They can be played in the Action Phase instead of a normal turn. If you play an "as your turn" card, you do not place a vote and cannot take further actions that turn.
Forecast cards 21, 22, 23 and 24 have immediate effects. You may play them at any time during your turn in the Action Phase. They do not cost an action, and you may also play them at the very start of your turn.
21 — immediate effect: Remove one of your votes from any weather space and/or spend 1 methane. For each option performed, either gain 3 honey or draw one card. (Both Honeybee and Cows are optional.)
22 — immediate effect: Add 2 methane from the supply to a cloud on a tile with a bee or cow. Create a new cloud if necessary. (Honeybee is optional, Cows is required.)
23 — immediate effect: Spend up to two methane and/or honey. For each resource spent, move one of your votes to a different weather space. (Either Honeybee or Cows is required, the other is optional.)
24 — immediate effect: Take one card from the discard pile. If you spend 1 methane or 1 honey, take an additional card. Then discard one card. (Either Honeybee or Cows is required, the other is optional.)
Player Power
Player power cards grant an asymmetric ability to each player, giving them an affinity for a certain type of weather or action. Each player's chosen player power is available to them throughout the entire game and can be used any number of times.
The Pack's player power card is the Meteorologist. The Collector's Edition rulebook prints the text of every player power card without naming which card belongs to which set; this attribution is inferred from the printed component counts (Flowers 5 player power cards, Honeybee 1, Cows 1, Pack 1, eight powers in total), since the other seven powers are tied to Flowers, Honeybee or Cows.
Meteorologist Player Power: You are dealt two forecast cards at setup (instead of three). During the Cleanup Phase of rounds 1/2/3, draw one additional forecast card.