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Keyflower board game box image

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Keyflower

An auction worker-placement game where colored meeples double as both bidding tokens and production workers. Even outside your own turn, you can plant a worker on someone else's village tile to join in producing, so every player's village grows intertwined with the others.

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👥 2–6 players age 12+⏱️ 90–120 min🎯 weight 3/5
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Rules

A four-season auction and worker-placement game where the same colored meeples are used both to bid and to produce. You can plant a worker on another player's village tile even on their turn, so every village grows intertwined with the others.

Edition: Base game (R&D Games official English rulebook, first printed October 2012 — German distribution via Hutter Trade / Huch! & friends)Checked against one official rulebook · other edition pending

Components

TypeCountNotes
64 large hexagonal tiles4 turn order · 6 boat · 6 home · 48 village (incl. 4 summer boat tiles)12 village tiles per season (spring/summer/autumn/winter)
48 skill tokens16 anvils (smithing) · 16 pickaxes (mining) · 16 saws (carpentry)Used as upgrade costs or scored by certain tiles
120 wooden resource counters48 gold · 24 iron · 24 stone · 24 woodGold substitutes for any other resource (usually worth 1 point at game end)
141 wooden workers ("keyples")40 blue · 40 red · 40 yellow · 20 green · 1 purple (start-player only)Only same-colored workers may be added to a bid together
6 home screens (with chimney tiles)—Stand behind your workers to hide their colors

A white worker icon on a tile means "any color of the player's choice"; a translucent (?) icon means "random color." The actual physical workers come in only 5 colors: blue, red, yellow, green, and purple.

Setup

  1. 1Put the blue, red, and yellow workers in the cloth bag; set the green workers, resource counters, and skill tokens face down beside it.
  2. 2Each player secretly draws 8 workers from the bag and hides them behind their home screen.
  3. 3Each player takes a random home tile. Whoever draws the lowest-numbered tile takes the purple "start player" worker and begins in spring.
  4. 4Lay out boat tiles and turn order tiles equal to the player count, and reveal that many spring village tiles in the center.
  5. 5Each player takes their allotment of winter tiles without looking at them first, holding them in hand for a later choice.
Players23456
Home/Boat tiles23456
Turn order tiles12344
Spring/Summer/Autumn tiles678910
Winter tiles (per player)33322

New tiles arrive each new season

When summer and autumn begin, new boats, new workers, and new skill tokens are added, along with that season's village tiles. No new workers arrive in winter — you finish the game with whatever workers remain.

The four seasons — spring, summer, autumn, winter

The game runs over 4 rounds (seasons). On your turn, place one or more workers in a single location to either ① bid on a village tile (or turn order tile) or ② use a tile for production. The season ends once everyone has passed in succession.

1234Spring → Summer → Autumn → Winter
The game moves through spring → summer → autumn → winter. Final scoring happens immediately after winter ends.

Passing doesn't stop you from acting again

As long as not everyone else has passed, a player who already passed may place workers again. The season ends only once all players have passed in succession.

Bidding — only the same color may be added

  1. 1Place one or more workers on your side of the village tile (or turn order tile) you want to bid on, drawn from behind your screen or from a losing bid.
  2. 2You may only add workers of the same color already on or bidding for that tile. A different color cannot bid on it at all.
  3. 3To outbid an existing bid, you must place more workers than the previous bid. There is no maximum.
  4. 4Outbid workers do not return behind your screen — they can be moved together to bid elsewhere or to use for production.
First bid (2 blue)Raise (3 blue, more)A different color cannot bid
Bidding 2 blue workers first means a later raise on the same tile must also be blue and larger, e.g. 3 blue. A single red worker cannot bid there at all.

Turn order tiles work the same way

Turn order tiles never join your village. Instead they set the order for taking that season's boat contents (except in winter) and determine the next start player.

Production — own village vs. others' villages vs. a tile being bid for

Workers may be placed on tiles in your own village, another player's village, and (except in winter) a tile currently being bid for. The first use of a tile usually costs 1 worker; a second use costs 2 of the same color; a third costs 3 (maximum 6 per tile per season).

Your own village tileWOutput stays on that tile
Another's village / a tile being bid forWOutput comes to your home tile
Goods produced on your own village tile stay stacked on that tile. Goods produced on another player's village tile, or on a tile still being bid for, come straight to your home tile instead.

Skill tokens and extra workers are outputs too

Some tiles produce skill tokens, white (random-color) workers, or green workers instead of resources. All of these go straight behind your home screen (unlike resources, they never sit on the tile).

Transport and upgrading

Your home tile and the Farrier, Stable, and Wainwright tiles enable transporting resources and upgrading tiles. Placing a worker there moves up to the indicated number of resources along roads, and upgrades (flips) up to the indicated number of village tiles in your own village.

Transport capacity 2●●2 resources → 1 adjacent tile●1 resource → 2 tiles away
A transport capacity of 2 lets you move 2 resources together to one adjacent tile, or move 1 resource two tiles away along a road.
Before upgrade
Pay the resource cost →
After upgrade (flipped)
Upgrading pays that tile's printed resource cost, then flips it over. The reverse side usually produces or scores better.

The resources required for an upgrade must already be sitting on that tile. You must transport them there first. Once placed, a tile can never be repositioned.

Resolving the end of a season

  1. 1Once everyone has passed, workers used in unsuccessful bids return behind their owners' home screens.
  2. 2Village tiles that received no bids are removed (along with any green workers on them) and go back in the bag.
  3. 3Tiles successfully bid for are claimed starting with the start player, clockwise, along with any workers placed on them; the workers used then return to the bag.
  4. 4Workers used for production on your own home tile return behind your screen as usual (including ones used in winter — they still count for final scoring).
  5. 5Starting with the turn order winners, in spring, summer, and autumn players choose a boat and take its workers and skill tokens; in winter, they take the turn order tile itself instead.

Winter's turn order tiles grant tiles, not boats

Spring/summer/autumn turn order tiles grant a boat's contents (workers and skill tokens), but winter's turn order tile adds the tile itself to the winner's village — winter has no new boats to refill.

Winter tiles — chosen secretly, revealed together

At the start of winter, each player selects one or more of the winter tiles they were dealt during setup (choosing while holding them, unseen), and all players reveal simultaneously. Unselected winter tiles return to the box, and it remains unknown which player chose which.

Winter tile (selected examples)Scoring
KeythedralOwner scores a flat 12 points
WatermillChoose one resource type; score 1 point per unit of it you own
Village hallChoose one worker color; score 1 point per worker of that color
ScholarChoose one skill-token type; score 3 points per token of it
Key market2 points per green worker owned

Unlike spring/summer/autumn production tiles, most winter tiles only score points at game end rather than producing anything. The key is stockpiling whatever resources, workers, or skills that tile needs before winter arrives.

Final scoring

After winter ends, check each scoring tile in your village and add up the points. Most scoring tiles cannot double-count the same item with another scoring tile (resources parked on a Barn, Blacksmith, Stone yard, or Timber yard belong only to that tile).

Boat (1 random per game)Scoring
Keyflower1 point per point of your own transport capacity
Sea Bastion1 point per tile connected by a road loop back to the start
Sea BreezePoints per boat (including summer boats) connected to your home tile by river
FlipperPay an upgrade cost to flip one more tile, and score 2 points
InvincibleA flat 5 points, no condition

Gold can substitute for any resource required by a scoring tile, but doing so forfeits gold's own 1-point value. The purple start-player worker also counts as one resource, skill, or worker of any color for scoring. Ties are broken by playing again.

Strategy tips

  • Securing a rare color (especially green) lets you bid with little competition, since few other players hold that color.
  • Placing a worker on another player's village tile still routes resources to your own home tile — you can profit from a tile even without winning its auction.
  • Securing transport and upgrade tiles before winter makes it much easier to concentrate the resources your scoring tiles will need in the final season.
  • Winter tiles are revealed simultaneously, so you can't scout rivals' choices beforehand. It's safer to pick a tile that matches resources, skills, or workers you've already stockpiled.

Player counts and expansions

ItemNotes
Player count (2–6)Home/boat/turn order/seasonal tile counts scale per the setup table in §2; the rules are identical even at 2 players
Keyflower: The Farmers (2013)Adds wheat, farm animals, and field-based scoring (per English Wikipedia)
Keyflower: The Merchants (2014)Adds contracts, tile extensions, and cabin upgrades (per English Wikipedia)

Whether either expansion has a Korean release could not be confirmed. This guide covers only the base game, and expansion content is not verified beyond the English Wikipedia summary.

Frequently confused rules

Q. Can I bid with a red worker on a tile that already has a blue worker on it?

No. You may only add workers of the same color already used or bid on that tile.

Q. Who keeps the output when I place a worker on someone else's village tile?

You do — the player who placed the worker. But the resource arrives at your own home tile, not that tile.

Q. Can a player who has passed do nothing else for the rest of the season?

No — as long as someone else hasn't passed yet, a passed player may place workers again. The season ends only once everyone has passed in succession.

Q. Does winning a turn order tile add that tile to my village?

Not in spring, summer, or autumn — you only take that boat's contents (workers and skill tokens). Only winter's turn order tile adds the tile itself to your village.

Q. How many workers do I need to use a tile a third time?

Three of the same color (first use costs 1, second costs 2, third costs 3 — up to 6 total per tile per season).

Q. Is it always worth substituting gold for a specific resource on a scoring tile?

You gain that scoring tile's points, but you give up gold's flat 1-point value at game end. It's usually worth it whenever the scoring multiplier exceeds 1 point per unit.

History and editions

Designed by Sebastian Bleasdale and Richard Breese and published by R&D Games in 2012 (confirmed by both the rulebook's imprint and English Wikipedia). English Wikipedia records wins of the 2012 Meeples' Choice and Jogo do Ano awards, nominations for the 2013 International Gamers Award and 2014 Gouden Ludo, and a one-time ranking of 50th on BoardGameGeek. It is the seventh game in Richard Breese's "Key series," which began with Keydom in 1998.

Namuwiki's entry carries the same basic facts — designers, 2012 release, 2–6 players (4 recommended), 90–120 minutes, ages 12+ — but mentions no Korean edition or domestic distributor. Per English Wikipedia, the expansions "The Farmers" (2013) and "The Merchants" (2014) exist; neither is covered by this guide.

Sources

R&D Games — official Keyflower English rulebook (first printing, October 2012; hosted on the 1jour-1jeu.com CDN)Wiki cross-check — English Wikipedia: Keyflower (board game)Wiki cross-check — Namuwiki: Keyflower (Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-10-11

💡 Master tip

Securing a rare worker color (such as green) lets you win auctions with little competition. Stockpiling as many resources and worker counts as possible before the winter tile auctions is also important.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Per-tile worker color and bid tracker

Visualizes the current bidding state for each displayed tile

Winter bonus tile score calculator

Automatically computes the bonus for holding the most resources/meeples

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