During Gen Con of 2013 we were given a copy of Flower Fall by the manufacturer to review. Of course we came home with over 140 different games to review, so it didn’t really stand out in the bunch, especially with it’s unassuming small green and white box. I didn’t even really think about it again for a while until I heard another gamer I know mention playing it kinda randomly at a game day. I didn’t even put two and two together at the time that this was in fact the game I had been given, I just remembered that this gamer had played a game about dropping cards all over the table. Of course I thought to myself that this was the dumbest thing I had ever heard of in my life, but the novelty of it stuck with me. So when I was looking through my collection of games for one I hadn’t yet reviewed and needed to, Flower Fall caught my eye, and the conversation I had previously had came back to me.
Flower Fall is indeed a game about dropping cards all over the table, but it wasn’t at all what I actually envisioned. I envisioned small children dropping and throwing cards everywhere, screaming and running, and generally being annoyances. The result was actually four adults sitting around a table, very methodically dropping cards, one at a time, with precision and care. This became a somewhat tense and invested game by some players. And much to my surprise, I was even able to get the hard core euro gamer among us to join in.
In Flower Fall, you are trying to create large interconnecting gardens full of lush green flowers. The trick is that you want the most of your kind of flower showing in that garden as well, because if you have the most, all of those green flowers will count as positive points for you. The player with the most points at the end of the game is the winner.
On your turn you take the top card of your personal deck, decide if you want to drop it face up or face down, and hold it up at at least eye height above the playing surface and then let it drop. Hopefully it lands where you intended, covering your opponents flowers, while leaving you with large gardens full of green daisies.
The one thing I really took issue with was the scoring, and how chaotic it is. The examples in the rule book show five or six cards with clearly defined green garden paths. This is not
the case when you actually play the game. Instead you end up with clusters of 30+ cards piled on each other at odd angles, and you end up with gardens that wiggle around more than one of Cthulhu’s tentacles. It makes it very hard to accurately count who has the most flowers, because we found ourselves constantly second guessing. “Did we count this offshoot? Because see, it’s connected right here by that two millimeter green section.” Counting and recounting ensues.
Over all, I have to give the designers props for originality. It’s a really silly, interesting, idea. And he pulled it off well, without it turning into an excuse to simply play 52 card pickup. But the difficulty in actually scoring it is what will keep me from falling in love with it.
This entry was posted by The_Null_Entry on Monday, February 10th, 2014 at
1:45 pm and is filed under
Board Game Reviews
, Skill Games
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