Windmill Valley: Blooming Sails

2025 · Expansion for Base-game

Windmill Valley: Blooming Sails

Players expand their tulip business by acquiring a ship and sailing between ports to conduct foreign trade. On each turn, players move their Ship to different ports, spend Tulip Bulbs for rewards, and gain position-dependent benefits when advancing on the Calendar. The Calendar offers a choice between the regular and expert variant, affecting timing and options for actions. Gameplay changes the Conduct Foreign Trade action into a spatial, sea-trade mechanic that ties resource spending and ship placement to long-term planning and timing on the Calendar.

Players
1–4 best 3
Playing time
45–90 min
Age
14+
Complexity
3.5 / 5
8.5 on Ludoyafrom $18.58EconomicFarmingVariable Player PowersPoint to Point MovementSolo / Solitaire Game

On Ludoya's tables

Full stats in Ludoya
10
Plays logged
23
Players
2h 6m
Average play
23
In collections
3
On wishlists

8.5/10

from 3 Ludoya reviews

  • Thijs van den Hoven9.0

    Will never play without it anymore, gives more depth to the game while staying relatively simple.

    No plays logged

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I send a Crate to a Port when I deliver Tulip Bulbs?

Yes. After placing a Tulip Bulb on the Foreign Trade card, you may spend another Bulb matching the Demand tile at the Port next to your Ship to place a Crate and take that Port’s reward. The Crate space must be empty, and you can’t already have a Crate of your color on that Demand tile (p. 4).

Can I move my Ship whenever I want, or only during a Foreign Trade action?

You may spend Tools at any time during your turn to move your Ship one space along the marked routes; there’s no limit to how many Tools you spend this way (p. 4).

What happens if I choose to remove all the Bulbs from the Foreign Trade card?

Remove the Bulbs as in the base-game rules and gain 1 additional Tulip in a color that wasn’t present. You can’t also send a Crate to the Port next to your Ship that turn as part of that action (p. 4).

What do I get when I advance on the Calendar?

For a common Calendar reward, take the benefit from the sideboard section your Ship has reached: the first section lets you gain 1 Tulip Bulb or plant 2, and later sections increase both amounts. With the expert Calendar side, also take the topmost available unique reward and cover it with an X tile (p. 5).

When I build a Windmill next to a Single Patch tile, do I refill its space or take its covered reward?

You may take the Single Patch tile instead of the printed Tulip, and you do not refill the space. Put the tile on any empty patch on your Farm board; you don’t gain a covered reward, but the tile permanently changes the reward for planting in that space (p. 5).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.