Entry tags:
Flowers of Heaven: Rules
Flowers of Heaven is a variation on a war room-style game. Unlike standard war rooms, though, units do not vote to specifically target other units. Instead, each unit will choose certain personality traits to target (represented by flowers)—meaning that it is also individuals, not units, who experience the immediate consequences.
The object of the game is for the unit to make it through the Garden with as much of their members’ “essential selves” intact as possible. The game ends when either all three Garden Obstacles are cleared OR 12 out of 16 flowers have been destroyed, whichever happens first. Each Garden Obstacle requires the destruction of a minimum of 3 flowers.
(So somewhere between 9-12 flowers will burn, total.)
Characters can freely share information on their personal flowers with their own units, but will have to rely on educated guesses when it comes to what flowers members of other units may have.
Detailed OOC rules below:
There is a separate set of IC rules; the below rules are for OOC player clarity.
The object of the game is for the unit to make it through the Garden with as much of their members’ “essential selves” intact as possible. The game ends when either all three Garden Obstacles are cleared OR 12 out of 16 flowers have been destroyed, whichever happens first. Each Garden Obstacle requires the destruction of a minimum of 3 flowers.
(So somewhere between 9-12 flowers will burn, total.)
Characters can freely share information on their personal flowers with their own units, but will have to rely on educated guesses when it comes to what flowers members of other units may have.
Detailed OOC rules below:
There is a separate set of IC rules; the below rules are for OOC player clarity.
- Game will be run for 3 rounds of 1 hour each.
- Each round presents the units with an Obstacle in their path that must be burned down using flowers. No other method may be used.
- The “Blue Flame Pyre” for burning down Obstacles always requires at least 3 flowers as fuel, but has the potential to burn more than that.
- Characters ICly know which flowers they have.
- You can share what your flowers are at your own discretion. Probably characters want to tell their unitmates, but maybe they don’t! It’s baring your soul, after all.
- In every round, each unit may vote to destroy 0-3 flowers.
- Each unit also has a protection option: One unit member may wear the unit’s associated flower crown, which protects them—and their flowers, if represented in other unit members—from being destroyed in that round, regardless of how votes go. Yes, you can vote for flowers you are currently protecting through the wreath! (The actual flowers in the wreath don't do anything beyond symbolize the unit; it's just the personal flowers of the wearer that matter.)
- However, no one can use the flower crown more than once. (That is, if John Doe wears the LiliS crown in the round 1—you know, for the aesthetic—he can't benefit from it in rounds 2 or 3.)
- The top 3 voted flowers will be destroyed.
- If more than 3 flowers are tied, then all flowers included in the tie will be destroyed. E.g. if there’s a 4-way tie for the top 3 spots, then all 4 flowers will be destroyed. This means that if no flowers have any votes, ALL the flowers are destroyed: there is a definite cost to abstaining from voting.
- Once a flower has been destroyed, it is no longer available to be voted on in future rounds. It’s Gone (except for those units that specifically preserved it).
- Whenever a flower is burned, everyone with that flower chooses one of the flower’s status effects (OOC choice) to afflict the character.
- Losing both flowers causes “death of the self,” i.e. temporary full amnesia. Amnesia overrides other flower-based status effects.
- Winning units are those who, collectively, have the most flowers remaining to them. This should be the top 4 units; in this case, ties will just mean more winners.
- Amnesia is healed at the end of the game, regardless of win or loss.
- Winners have all other status effects healed as well.
- Non-winners will continue to experience flower-based status effects for ~2 IC days. (This does mean that formerly amnesia-afflicted characters will need to have a second status effect picked out to represent their other lost flower.)
- You can have the status effects go longer if you want; live your best life.
