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Publish gardensofmars rules from repository GAMEHELP.wiki
 
Publish gardensofmars rules from repository GAMEHELP.wiki
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==Overview==
==Goal==


'''Gardens of Mars''' is an abstract strategy game for 2–5 players designed by Néstor Romeral Andrés and published by nestorgames. Martian gardeners plant flowers on a 91-hex hexagonal board representing the red sands of Mars, attempting to grow connected clusters of flowers and score the most points.
'''Gardens of Mars''' is an abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Move your Martian gardener across the red Martian sands by rolling and drafting dice, cultivate clusters of exotic flowers, and advance furthest along the perimeter scoring track to win.


==Components==
==Components==


* A hexagonal board of 91 hexes with an integrated perimeter scoring track (spaces 0 to 50).
{| class="wikitable"
* 60 flowers across 6 colors: Blue, Yellow, White, Gray, Red, and Green (10 of each).
! Component !! Icon !! Description
* 6 six-sided dice.
|-
* Martian figures (Ali, Bob, Bot, Marty, Robby): each player controls a Gardener on the board and a matching Scoring Martian on the perimeter track.
| '''Flowers''' || [[File:Gardensofmars_flower_blue.png|28px|middle]] [[File:Gardensofmars_flower_green.png|28px|middle]] [[File:Gardensofmars_flower_red.png|28px|middle]] [[File:Gardensofmars_flower_yellow.png|28px|middle]] [[File:Gardensofmars_flower_white.png|28px|middle]] [[File:Gardensofmars_flower_gray.png|28px|middle]] || 60 flowers (10 each of Blue, Green, Red, Yellow, White, Gray; Orange/Purple in variants) held in player reserves and planted onto hex spots.
|-
| '''Martians''' || [[File:Gardensofmars_martian_ali.png|28px|middle]] [[File:Gardensofmars_martian_bob.png|28px|middle]] [[File:Gardensofmars_martian_bot.png|28px|middle]] [[File:Gardensofmars_martian_marty.png|28px|middle]] [[File:Gardensofmars_martian_robby.png|28px|middle]] || Martian gardeners (Ali, Bob, Bot, Marty, Robby). Each player guides a Gardener on the board and a matching Scoring Martian on the perimeter track.
|-
| '''Peaks''' || [[File:Gardensofmars_peak.png|28px|middle]] || Mountain obstacles (in Peaks variant) that block line of sight and gardener movement.
|-
| '''Board''' || — || 91-hex garden surrounded by a numbered perimeter scoring track (0 to 50).
|-
| '''Dice''' || — || Up to 6 standard six-sided dice drafted each round to dictate movement distances.
|}


==Setup==
==Setup==


* Flowers are distributed randomly among players from the bag:
* '''Flowers''': Distributed evenly from the bag into secret/public player reserves (2P: 30 flowers each; 3P: 20; 4P: 15; 5P: 12).
** '''2 players:''' 30 flowers each
* '''Martians''': Each player receives a Martian character ([[File:Gardensofmars_martian_ali.png|20px|middle]] Ali, [[File:Gardensofmars_martian_bob.png|20px|middle]] Bob, [[File:Gardensofmars_martian_bot.png|20px|middle]] Bot, [[File:Gardensofmars_martian_marty.png|20px|middle]] Marty, or [[File:Gardensofmars_martian_robby.png|20px|middle]] Robby).
** '''3 players:''' 20 flowers each
* In turn order, each player clicks an empty board hexagon (excluding the central space) to place their Gardener. Scoring Martians start on space 0 of the perimeter track.
** '''4 players:''' 15 flowers each
* Each player is assigned a Martian character (Ali, Bob, Bot, Marty, Robby). In turn order, each player clicks an empty hexagon on the board (except the central space) to place their Gardener. Their Scoring Martian begins on space '0' (next to space 1) of the perimeter scoring track.


==Turn Structure==
==Your turn==


The game is played in turns in anticlockwise order. Each player does the following in order:
Turns proceed in anticlockwise order. On your turn, execute the following steps:


===1. Rolling Dice (if table pool is empty)===
===1. Rolling dice (when table pool is empty)===
* If there are '''no available dice''' on the table, the player counts the number of spaces adjacent to their Gardener that contain no flowers (the central space counts as having no flowers).
* If no dice remain on the table, count the number of hexes adjacent to your Gardener that contain '''no flowers''' (the central hex counts as empty).
* The player takes that many dice from the case (up to 6) and rolls them into the pool.
* Roll that many dice (up to 6) into the common pool. If your gardener is completely surrounded by flowers (0 empty adjacent spaces), no dice are rolled and your turn ends.
* If the gardener is completely surrounded by flowers (0 empty adjacent spaces), no dice are rolled and the player's turn ends immediately.


===2. Moving and Planting===
===2. Moving and planting===
If there is at least one die available on the table:
* Select an available die from the table pool.
* The player selects one of the available dice.
* Move your Gardener in a straight line along any of the 6 hex directions by '''exactly''' the die value. No turning is permitted.
* They move their Gardener in a straight line along any of the 6 directions by exactly the die's value (no turning).
* '''Movement restrictions''':
* '''Restrictions:'''
** The central space cannot be occupied, but may be passed through.
** The central space cannot be occupied (landed on), but can be passed through.
** You cannot pass through or land on another player's Gardener.
** A Gardener cannot pass through or land on a space already occupied by another Gardener.
** Peaks [[File:Gardensofmars_peak.png|20px|middle]] (if enabled) cannot be entered or traversed.
** If playing with the Peaks variant, Peaks (gray cones) cannot be entered or passed through.
* '''Outcome on arrival''':
* '''Outcomes:'''
** '''Empty hex''': You must plant a flower from your reserve. You immediately score points equal to the total size of the connected group of that color (1 point for an isolated flower, 2 for a group of 2, etc.). Your Scoring Martian advances along the track.
** '''Cannot Move / Land on existing flower:''' If the Gardener lands on an existing flower or has no valid legal moves, the player loses 1 point (scoring Martian moves back 1 position, minimum 0).
** '''Existing flower or no legal moves''': If you land on an existing flower or have no valid moves, you take a -1 point penalty (Scoring Martian retreats 1 space, minimum 0).
** '''Empty Hexagon:''' If the Gardener stops on an empty hexagon, the player chooses and plants any one flower from their remaining reserve. They immediately score points equal to the total size of the connected group of that same color (e.g. 1 point for a single isolated flower, 2 points for the 2nd connected flower, 5 points for the 5th, etc.).
* The drafted die is discarded.
* The used die is discarded back into the case.


===3. Extra Turns (Variants)===
===3. Bonus turns===
* '''Last Flower:''' If a player plants the 10th and final flower of a given color in play across the garden, they receive an extra turn immediately, provided at least one unused die remains on the table.
* '''Last Flower''': If you plant the 10th and final flower of a color, you immediately receive a bonus turn if an unused die remains on the table.
* '''Scoring Track Leapfrog & 25+ Landing:''' On the perimeter track, if a Scoring Martian would land on a space occupied by another player's Martian, it advances forward in the same direction to the next unoccupied space. Furthermore, if a player moves their Scoring Martian to a space above 25 points that is already occupied by another Martian, they earn an extra turn (if an unused die remains).
* '''Track Leapfrog & 25+ Landing''': When advancing on the scoring track, landing on an occupied space jumps forward to the next open space. Landing on a space above 25 occupied by another player's marker grants an extra turn (if dice remain).


==Game End==
==End of the game and scoring==


The game ends immediately when:
The game ends immediately when:
* Any player runs out of flowers in their reserve.
* Any player runs out of flowers in their reserve.
* None of the players can move or roll any dice (rare stalemate).
* All players are unable to move or roll dice (stalemate).


The player with the highest score wins! Tiebreaker: player with the most total flowers planted breaks ties.
The player furthest along the perimeter scoring track wins!
* '''Tiebreaker''': The tied player who planted the most total flowers breaks ties.


==Credits==
==Controls on BGA==


Game design: Néstor Romeral Andrés. Published by nestorgames. BGA implementation: Jayadev Haddadi.
* '''Dice Selection''': Click any available die in the dice pool to see valid destinations.
* '''Moving''': Valid destinations show a dashed orange highlight ring. Click a highlighted spot to move.
* '''Planting''': A flower picker dialog displays available colors from your reserve. Select a flower to stage your placement, then click the blue '''Confirm''' button (or red '''Undo''' to change choice).
* '''Tooltips''': Hover over any spot, track space, or Martian to view cluster point previews and coordinate info.

Revision as of 11:28, 2 November 2026

Goal

Gardens of Mars is an abstract strategy game for 2–5 players designed by Néstor Romeral Andrés. Move your Martian gardener across the red Martian sands by rolling and drafting dice, cultivate clusters of exotic flowers, and advance furthest along the perimeter scoring track to win.

Components

Component Icon Description
Flowers 60 flowers (10 each of Blue, Green, Red, Yellow, White, Gray; Orange/Purple in variants) held in player reserves and planted onto hex spots.
Martians Martian gardeners (Ali, Bob, Bot, Marty, Robby). Each player guides a Gardener on the board and a matching Scoring Martian on the perimeter track.
Peaks Mountain obstacles (in Peaks variant) that block line of sight and gardener movement.
Board — 91-hex garden surrounded by a numbered perimeter scoring track (0 to 50).
Dice — Up to 6 standard six-sided dice drafted each round to dictate movement distances.

Setup

  • Flowers: Distributed evenly from the bag into secret/public player reserves (2P: 30 flowers each; 3P: 20; 4P: 15; 5P: 12).
  • Martians: Each player receives a Martian character ( Ali, Bob, Bot, Marty, or Robby).
  • In turn order, each player clicks an empty board hexagon (excluding the central space) to place their Gardener. Scoring Martians start on space 0 of the perimeter track.

Your turn

Turns proceed in anticlockwise order. On your turn, execute the following steps:

1. Rolling dice (when table pool is empty)

  • If no dice remain on the table, count the number of hexes adjacent to your Gardener that contain no flowers (the central hex counts as empty).
  • Roll that many dice (up to 6) into the common pool. If your gardener is completely surrounded by flowers (0 empty adjacent spaces), no dice are rolled and your turn ends.

2. Moving and planting

  • Select an available die from the table pool.
  • Move your Gardener in a straight line along any of the 6 hex directions by exactly the die value. No turning is permitted.
  • Movement restrictions:
    • The central space cannot be occupied, but may be passed through.
    • You cannot pass through or land on another player's Gardener.
    • Peaks (if enabled) cannot be entered or traversed.
  • Outcome on arrival:
    • Empty hex: You must plant a flower from your reserve. You immediately score points equal to the total size of the connected group of that color (1 point for an isolated flower, 2 for a group of 2, etc.). Your Scoring Martian advances along the track.
    • Existing flower or no legal moves: If you land on an existing flower or have no valid moves, you take a -1 point penalty (Scoring Martian retreats 1 space, minimum 0).
  • The drafted die is discarded.

3. Bonus turns

  • Last Flower: If you plant the 10th and final flower of a color, you immediately receive a bonus turn if an unused die remains on the table.
  • Track Leapfrog & 25+ Landing: When advancing on the scoring track, landing on an occupied space jumps forward to the next open space. Landing on a space above 25 occupied by another player's marker grants an extra turn (if dice remain).

End of the game and scoring

The game ends immediately when:

  • Any player runs out of flowers in their reserve.
  • All players are unable to move or roll dice (stalemate).

The player furthest along the perimeter scoring track wins!

  • Tiebreaker: The tied player who planted the most total flowers breaks ties.

Controls on BGA

  • Dice Selection: Click any available die in the dice pool to see valid destinations.
  • Moving: Valid destinations show a dashed orange highlight ring. Click a highlighted spot to move.
  • Planting: A flower picker dialog displays available colors from your reserve. Select a flower to stage your placement, then click the blue Confirm button (or red Undo to change choice).
  • Tooltips: Hover over any spot, track space, or Martian to view cluster point previews and coordinate info.