boardgame

Tussie Mussie: Flower Shoppe – Customers

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Description

You’re working alone in the back of the shoppe when you hear the familiar chime of the front door. A customer! Let’s hope they’re in a buying mood. The last one only browsed for ages. A large order now might set you up nicely for the rest of the day... Tussie Mussie: Flower Shoppe Customers expands on the solo play of Tussie Mussie: Flower Shoppe with 6 new cards. Mike Mullins (Bottom of the 9th, Pentaquark) did such a fantastic job capturing the feel of the multiplayer game when he designed the original Flower Shoppe that we knew we’d want more of his work. Flower Shoppe built on the base game by using Turn cards which direct how cards must be dealt (and taken) while letting the player decide how they’re actually assigned. It’s a great solo mode, but it’s still missing something that every Flower Shoppe should have: customers! The new Customers expansion features 6 Customer cards, 2 of which are added to the deck between each round. Whenever a customer comes up, their unique ability will be resolved. Customers might reorganize the player’s arrangement, replace claimed cards, let the player sneak a peek at the opponent’s cards, or otherwise change the game. Not all of these abilities are helpful: sometimes the player will have to adjust on the fly. Just remember that the customer is always right! Contents: 6 Customer cards Rules During setup, shuffle two random customer cards into the Turn deck. If the first card revealed in any round is a customer, set it aside and resolve it after the first turn. All customers must be resolved unless the effect description includes the word “may”. If there are no valid targets for an effect, it is ignored. After resolving a customer, it is removed from the game. Between rounds, shuffle two new random customers into

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