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Windmill Valley: Blooming Sails

Expansion for Windmill Valley

Windmill Valley: Blooming Sails Rulebook

Table of Contents

Table of Contents

  • Setup
  • Gameplay Changes
    • Conduct Foreign Trade
    • New Mechanisms
    • Build a Windmill
    • Double Tulip Tiles
    • Calendar
  • Final Scoring
  • Expert Variant
  • Solo Mode
    • Setup
    • Gameplay
    • Final Scoring
  • Appendix
    • General
    • Enhancements
    • Farm Enhancement Cards
    • Starting Farm Enhancement / Queen's Wishes
    • Port Tiles

Setup

Before your first game, carefully punch out all cardboard components from the punchboards.

Before setting up, leave the following base game components in the box: the three base Wheel Enhancement tiles, the base Foreign Trade cards, and the base Starting Farm Enhancement card.

Then, add the new Farm Enhancement cards (including the Starting Enhancement card) and Wheel Enhancement tiles to their respective pools. When setting up the Foreign Trade cards, use only the new cards from this expansion.

In step 1 of the base game setup, cover the Calendar track on the Main board with the Overlay tile. You may choose the regular side (with the unique rewards in the same order as in the base game) or the expert side (with the rewards inverted), depending on your group's playstyle (details on page 5).

After finishing the base game setup, do the following:

  1. Place the Conduct Foreign Trade action tile and Water level overlay tile on the matching spaces of the Main board.

  2. Place the Trade sideboard next to the Main board.

  3. Gather all the Demand tiles. If playing with: a. 2 players: all tiles must show only 2 Crates. b. 3 players: 5 tiles must show 3 Crates, and 4 tiles must show 2 Crates. c. 4 players: all tiles must show 3 Crates.

    Shuffle them and place one in each indicated space on the sideboard. Return unused tiles to the box.

  4. Randomly draw 8 Port tiles. Add them to each Demand tile on the sideboard, top to bottom in ascending order. Return unused tiles to the box.

  5. Each player takes the Crates and Ship token in their chosen color. Then, place the Ships on the starting space on top of the sideboard.

  6. Place all Single Patch tiles in a bag. One by one, draw tiles and place them on each space of the Main board that depicts a single Tulip so there is one tile in every such space.

  7. Place the bag with the rest of the Single Patch tiles next to the sideboard.

  8. Place in general supply Double Tulip tiles, additional Contract tiles, Column scoring tiles and/or Row scoring tiles depending on what is available on the Port tiles in play (more details in the Appendix on page 6).

The rulebook shows a setup example for 3 players.

Gameplay Changes

Windmill Valley: Blooming Sails significantly changes how the Conduct Foreign Trade action works. Players now sail with their Ship between ports and may spend their Tulip Bulbs for various rewards. Moreover, the position of their Ship now determines the benefits they may gain when advancing on the Calendar. The Calendar is also updated and allows players to choose if they want to use the regular or expert variant.

Conduct Foreign Trade

Whenever you resolve a Conduct a Foreign Trade action, you have the following options:

  1. Deliver the Tulip Bulbs - you resolve the following steps in order: a. Place a Tulip Bulb on the Foreign Trade card as per the base game rules. b. If you resolved a), you may also spend a Tulip Bulb in the color matching the one on the Demand tile in a Port next to your Ship to place a Crate and gain the reward from the Port tile. The Crate space must be free, and you cannot have another Crate in your color on that Demand tile.

    OR

  2. Remove all Tulip Bulbs from the card as per the base game rules, and gain 1 additional Tulip in a color that was not present. If you choose this option, you may not send a Crate to the Port next to your Ship.

Example: Orange performs the Conduct a Foreign Trade action. They send a yellow Tulip Bulb from their Storage to the Foreign Trade card to gain 1 Tool token and 1 Planting action. They Plant a white Tulip Bulb in the last row on a Single Patch tile. That allows them to move their Ship up to 2 spaces. Then, Orange spends a violet Tulip Bulb from their Storage to send a Crate to the new Port and gains a reward of 2 Single Patch tiles.

Orange places the new Single Patch tiles on their Farm board.

New Mechanisms

At any time during your turn, you may spend Tools to move your Ship by one space along the indicated routes (in any direction). The cost is 1 Tool per space. There are no limits for how many Tools you may spend this way. You can find a reminder for that rule on the top of the Trade sideboard.

Build a Windmill

When you resolve a Build a Windmill action and you place a Windmill next to a space with the Single Patch tile, you may take that tile instead of a printed Tulip (do not refill the space with a new tile!). Place that tile on your Farm board on any empty patch. You do not gain a covered reward (if any), but you instead permanently change the reward you will get when Planting a Tulip Bulb in that space.

Double Tulip Tiles

When you gain a Double Tulip tile, you may choose any of the available tiles of that kind. Then, you must place it on your Farm board obeying the same rules you would when Planting a Tulip Bulb (i.e. covering the leftmost spaces in a chosen row). Gain all covered rewards in any order. If you cover a Single Patch tile that way, simply remove it from the game after gaining the reward (but you do not gain the reward that was underneath the Single Patch tile).

Calendar

When advancing on the Calendar track as a common reward you gain the benefit from the sideboard section that your Ship has sailed to. The first section allows you to gain 1 Tulip Bulb or Plant 2 Tulip Bulbs, the second section increases both options by 1, and the third section increases the benefit even more.

Note: the printed rulebook reads "Plant 2 Tulips Bulbs" in this sentence; it is transcribed here as "Plant 2 Tulip Bulbs".

Final Scoring

Proceed with the final scoring as described in the base game rules. Then, each player gains VP for their delivered Crates:

Delivered Crates12345678
Victory Points024710131824

Expert Variant

Place the Calendar overlay tile on the side that shows increasing rewards from top to bottom. Each player that advanced on the Calendar track gains the common reward (depending on the position of their Ship on the side board) and the topmost available unique reward, covering it with the "X" tile.

Solo Mode

If you believed your overseas endeavors would go unnoticed, you might want to reconsider. Being a Queen's gardener offers a multitude of advantages, including a royal fleet dedicated to showcasing the Queen's exquisite tulips around the world. Will your ship generate enough profit and prestige to earn you the first place in next year's contest?

Setup

Set up the game according to the core and expansion rules. Place the Gardener's Ship on the starting space of the sideboard and give them the Crates in their color.

You can use either side of the Calendar tile, however the side with the same rewards distribution as in the base game is the default for the solo mode.

Gameplay

You play according to the normal rules.

When it is the Gardener's turn, and the drawn card increases the speed of the Wheels (moving the Floodgate marker up), the Gardener places their Crate in the Port where their Ship is. It does not matter if the Floodgate marker actually increases, it's enough that the card indicates it. If the Gardener must choose the space on the Demand tile to place a Crate, check the number of the current Gardener card:

  1. Odd number - place a Crate on the left space.
  2. Even number - place a Crate on the right space.

Then, the Gardener moves their Ship to the next Port (according to the numbers on the Port tiles).

The Gardener never gains any rewards from the Port tiles.

When the Gardener claims the rewards from the Calendar, if their Ship is in the 1st/2nd/3rd tier on the sideboard, they Plant 1/2/3 Tulip Bulbs (in the color shown on the drawn card).

Final Scoring

You score according to the normal rules. The Gardener scores for the placed Crates in addition to the scoring described in the solo rules for the base game.

Appendix

General

  • Move your Ship.
  • Spend a Tulip Bulb to place a Crate in the Port next to your Ship.

Enhancements

The appendix lists the Enhancement effects in two columns. The left column reads:

  • Perform a Conduct Foreign Trade action. You may move your Ship up to 2 spaces.
  • Perform a Lower the Water Level action. Receive two rewards with full action strength.
  • Gain a Double Tulip tile.
  • You may move your Ship up to 3 spaces. You may also perform the action of the other Wheel, unless it has already been resolved.

The right column reads:

  • Spend a Tulip Bulb to place a Crate in the Port next to your Ship (normal rules apply). You may also perform the action of the other Wheel, unless it has already been resolved.
  • Perform a Lower the Water Level action. Receive two rewards with full action strength. You may also perform the action of the other Wheel, unless it has already been resolved.
  • Lose 2 VP to gain a Double Tulip tile. You may also perform the action of the other Wheel, unless it has already been resolved.

Farm Enhancement Cards

Each card has a Helper effect and a Contract scoring condition. The printed cards carry no names; they are listed here in the order shown in the appendix.

  • Helper: When you perform a Plant Tulip Bulbs action, you may also move your Ship up to 2 spaces. Contract: Receive 3 Victory Points for each of your delivered Crates with a white Tulip Bulb.
  • Helper: When you perform a Build a Windmill action, you may also move your Ship up to 2 spaces. Contract: Receive 3 Victory Points for each of your delivered Crates with a yellow Tulip Bulb.
  • Helper: When you move the Floodgate marker up, receive 1 Tool token. Contract: Receive 4 Victory Points for each of your delivered Crates with a red Tulip Bulb.
  • Helper: When you perform an Enhance the Wheels action, you may also move your Ship up to 2 spaces. Contract: Receive 4 Victory Points for each of your delivered Crates with a violet Tulip Bulb.
  • Helper: When you move your Ship by 2 or more spaces, you may Plant 1 Tulip. Contract: Receive 5 Victory Points for each of your delivered Crates with a black Tulip Bulb.
  • Helper: When you perform a Gain a Farm Enhancement action, receive 1 Tool. Contract: Receive 18 Victory Points if you delivered Crates with every Tulip Bulb color.

Starting Farm Enhancement / Queen's Wishes

  • Starting Farm Enhancement: When you deliver a Crate, you may receive 2 Guilders or 2 Victory Points or move your Ship up to 2 spaces.
  • Queen's Wishes: Score when you deliver your 5th Crate. You may only score this once.

The Queen's Wishes card art also shows 10, 6 and 3 Victory Point values in three circles. The rulebook text does not explain these values, so they are not stated here as a rule.

Port Tiles

  • 2: Gain a random Single Patch tile.
  • 6: Gain 2 random Single Patch tiles.
  • 9: Gain a Double Tulip tile of your choice.
  • 11: Gain a Row scoring tile (it replaces scoring on your Farm board).
  • 12: Gain a Column scoring tile (it replaces scoring on your Farm board).
  • 13: Gain an Additional Contract tile (it allows you to have 4 Contracts).

Each entry is keyed by the number printed on the Port tile. The printed icon on the tile shows the reward.