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Tulpenmanie © 2022 by Pedro Gil Guirado

Tulpenmanie is a two player worker placement game where you play a tulip farmer in the 17th
century during the tulip bubble in the Netherlands. During several game rounds you will have to
sow, water and harvest tulips of different colors, obtaining money and tulip bulbs competing
against another player, who will come out better when the bubble bursts?

Index

1. Components ……………….……………….……………….……………….………………. Page 1


2. Game preparation ……………………….……………….……………….………………. Page 1
3. Description of each element of the game ……………….………………… Page 3
4. Description of a growing season ………………………………………………… Page 3
5. Detail of the steps of the game …………………………………………………… Page 4
6. Detailed description of the actions …………………………………………….. Page 5
7. Actions available in each round ………………………………………………….. Page 7
8. Optional game mode ……………………………………………………………………. Page 8

1. Component

1 playing card.
Dice: 2 red, 2 yellow, 2 blue, 1 orange, 1 purple.
Cubes: 2 orange, 2 purple.
Discs: 3 red, 3 yellow, 3 blue, 1 orange, 1 purple, 1 green.

2. Game preparation

1. Place the playing card in a central area between both players.

2. Place the red, yellow and blue colored dices as shown in the illustration, on both sides of the
card, with the following values and order, red 1, yellow 2, blue 2.

3. Place the bulb/tulip discs (red, yellow, and blue discs) in the
upper left corner of the card.

Then take one red and one yellow disc and place them on the
bottom of the card.

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4. Each player chooses a color, orange or purple, and takes two worker cubes, the disc, and the
dice of their color.

5. The players roll the orange and purple dices respectively, and whoever gets the highest value will
be the starting player.

If there is a tie, the dice are rolled again until a roll is resolved without a tie.

6. The inital player places their colored dice rotated 45 degrees


with a value of 1 on the top right of the card to remember who
started the game, then places their colored disc on the coin
track at position 6, and his two workers under their dice of
bulbs.

7. The second player places his unturned dice under the first
player's dice with a value of 1, and places his colored disc on
the coin track at position 7, and his two workers under his bulb
dice.

8. Place the green disc in the first center space that is at the bottom of the card.

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3. Description of each element of the game

1. Coin counter dices (represents the number of turns on the card's coin marker) and initial player.
2. Coin counter discs on the edge of the card.
3. Player workers.
4. Warehouse of tulip bulb dice for each player.
5. Dry tulip bulbs available for sowing.
6. Reserve tulip bulbs for the game.
7. Three farm fields for each player.
8. Green disc indicating the round in play.

4. Description of a growing season

The objective of the game is to grow tulip bulbs during various growing seasons to get coins and
tulip bulbs that will go to your warehouse, the bulbs are represented by the dices on the sides of
the card.

As long as the conditions are not met for the bubble to burst, a series of growing seasons are
played, each one divided into three rounds. In each round, players will place their workers to
perform actions on their farm fields such as planting, watering, and harvesting.

When sowing, take a bulb from the dry bulb area and place it in one of your crops. When you water
a field. you make grow one of your fields that you have planted, moving it one position. When
harvesting, take the tulip flower disc from one of your cultivated fields, which will have grown after
watering it, and you get coins and tulip bulbs for your storage.

Once all workers have been placed and performed their actions, the round is over. Players will then
collect their workers, and the initial player order will be changed by swapping the position of the
players' colored dice.

This will complete the three rounds that make up a growing season, finally players will be able to
make one last harvest from their three fields. At the end of two growing seasons, it will be checked
if the bubble burst conditions are met, ending the game when it occurs.

At this point, the green disc is placed back in the bottom center position to start another growing
season.

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5. Detail of the steps of the game

1. If it is the first growing season this step does not apply. Modify the position of the bulb dice in
each player's warehouse, thus defining the most and least popular colors.

Before starting the next growing season it is checked which will be the most popular color
for the next season. The new color is determined by adding the dice of the same color from
both players. The sum of the color with the lowest value, which is not
the most popular color in the round just played, will be the most popular
in the next growing season.

Players take that dice and place it on top while moving the rest down,
thus establishing the most popular and least popular color. Change the
bulbs in the dry bulb area with the 2 most popular colors this season.

2. Place the green round disc in the lower center position.

3. Play the round indicated by the green round disc by placing the workers. The available actions
can be sow, water, harvest, sow and extra turn, fertilize, and sow any color of tulip.

3.1. The initial player places his first worker on one of the available actions.
3.2. The second player places his first worker on one of the available actions.
3.3. The initial player places his second worker on one of the available actions.
3.4. The second player places his second worker on one of the available actions.
3.5. If any player chooses the sow and extra turn action, that player takes their turn now.

4. Collect the workers and change the order of first player and second player by
swapping the vertical position of the orange and purple player dices.

5. Move the green round disc to a higher position in the central spaces.

If the round green disc is in the last position (the 3rd round), the growing
season will be over. Otherwise, go back to point 3 to play another round.

6. Players can harvest their three fields.

7. Check the conditions for the bubble to burst.

If this round was started by the second player *, the bubble burst conditions are checked,
which happens when the sum of the dices in the players' warehouse is greater than 25.

* This happens every two growing seasons, when in the round the non-rotated
player's die is up, being this the starting player of this round

8. If the bubble did not burst, return to point 1.

9. Count the points to find out who won.

At the end of the game, players will subtract their bulb dice total to their coin count, then
each player will subtract 2 points for each farm field left unharvested. Whoever has
managed to get the most coins after subtracting the bulb dice is the winner.

Example: A player has 70 coins, and his bulb dice add up to 13, his score will be 70 - 13 = 57.

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6. Detailed description of the actions

Sow 1 field.
(x2 sows two fields)

When sowing a field, take a disc from the bulbs in the


area of dry bulbs available for planting and place it on the
starting position of a farm field.

If necessary, a sowed field is discarded and its disc is returned to the reserve without
obtaining rewards.

Immediately you have to replace the bulb or bulbs that you just took from
the area of dry bulbs available to sow with other bulbs from the game's
bulb reserve following the order of greatest popularity, keeping in mind
that if possible there should always be two colors different in the dry
bulb area.

Then subtract 1 from the value of the color dice you sowed in your
warehouse dices.

If you do not have bulbs in the dice of that color, you can sow it if you pay
1 coin.

If by subtracting your die it goes to 0, it will move to the a side to indicate


that you have no reserves of that color, but keeping its vertical position,
since the vertical position indicates the most popular colors.

Water 1 field.
(x2 waters two fields)
Cost 1 coin per field.

When you water a field you pay 1 coin per field watered, and you
advance the tulip disc in one of your fields one place.

The Water x2 action cannot be used to water at the same field twice.

The full cost must always be paid, even if you can only irrigate one of your fields.

Harvest 1 field.
(x2 harvest two fields)

By harvesting a field you can get its benefits in bulbs and coins, freeing up a field to be
able to sow it again.

The Harvest x2 action is mandatory, two fields must be harvested if you have more than
one field ready to harvest.

The rewards when harvesting will be different depending on the color and size of the
flower.

A small flower is one that has only advanced 1 position in the farm field.

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A large flower is one that has advanced as far as possible, 2 positions in the farm field.

If it is a small flower. You get:


4 coins. (+2 if it is the most popular color)
1 bulb of that color goes to your dice warehouse.
If it is a big flower. You get:
8 coins. (+2 if it is the most popular color)
2 bulbs of that color goes to your dice warehouse.

If it is the least popular color:

If it is a small flower. You get:


2 coins.
If it is a big flower. You get:
4 coins.

When you get coins after harvesting your fields, you must add this amount by moving
the disc of your color in the coin counter that is on the edges of the card.

If any dice in the bulb store reaches 6 and you have to score more points on that dice
when getting the rewards, you will subtract 1 coin for each point left to score.

Each time you go from 24 to 1 in the coin counter, 1 will be added to your counter dice.

Each time you go from 1 to 24 in the coin counter, 1 will be subtracted from your
counter dice.

You can't have less than 0 coins, when you have no coins left, put your coin counter disc
in the top left corner outside of the card.

Sow 1 field and before the end of the round you can take an extra turn with this worker.

With this action you can sow 1 field, and when all the workers for this round are placed,
you can use this worker to take an extra turn.

This action cannot be repeated when playing another turn.

Fertilize 1 field, water the same field twice.


Cost 2 coins.

This is the only action that allows you to water a field twice, advancing one of the tulips
in your fields to the maximum with a single action.

The full cost of the action must always be paid, even if you can only move one position
in your field.

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Sow 1 field, you can choose a tulip bulb color from the game's
reserve of bulbs.

This action allows you to plant a tulip bulb from the game's reserve
of bulbs.

This way you can skip the two colors in the area of dry tulip bulbs
available to sow.

7. Actions available in each round

The available actions vary depending on the round, and these actions can be primary, secondary or
special.

With the secondary actions, 2 actions can be chosen in any order, but it is not mandatory to do
both, only one of them can be done.

Primary Secondary Special

The arrows that connect with the green disc of the round determines which actions are activated in
that round, the players will place their workers in squares that connect with the green disc.

In each round there are 2 primary actions, 4


secondary actions, and 2 special actions
available.

The illustration on the left shows the actions


available in the second round.

Of the 4 secondary actions available each round,


only 2 of them can be accessed when a worker is
placed on the primary action that connects them.
The other two secondary actions can be chosen
as if it were a primary action, that is, without the
need to activate any action before that one.

For example, starting this round, the initial player could place
a worker on one of two primary actions, Water x2 or Harvest
x2.

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But of the 4 secondary actions, 2 of them cannot be used until
some player has placed a worker on the connecting primary
action.

In the other 2 available secondary actions you can place


a worker without the need for a worker in the primary
action that connects them, since they connect directly
with the round disc.

There are also special actions that are in the round circles, where the green disc that
indicates the round in play is placed.

The action below the round disc in play cannot be chosen.

Two special actions are always available each round, and they are actions that cannot
be performed with any other action on the game card.

Remember that actions are connected at the top and bottom of the
card.

On the first round the secondary actions on the top are available to
place a worker, as if there were one matching card on top of another.

8. Optional game mode

If you want more interaction in the game, you can apply this rule:

When harvesting 2 or more fields of big flowers of the same color, subtract 1 tulip bulb from the
total obtained, and your opponent receives 1 tulip bulb of that color, applying the same rule when
obtaining the reward after harvesting, if no more can be added to that die, one coin will be
subtracted.

Example:

Harvesting 2 fields of red tulips when they are the most popular color produces 3 bulbs instead of 4,
and your opponent receives 1 red tulip bulb.

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