How to Play

Windmill Valley

1-4 players 45-90 min 7.7 Board Game Geek Rating

Players become Dutch tulip farmers in the late 1800s, rotating windmill wheels to select actions each turn. Build and upgrade windmills, plant colorful tulips, hire helpers, and fulfill contracts while trading for bulbs. This engine-building game rewards strategic enhancement of your windmill mechanisms. Victory comes from scoring the most points through blooming tulip fields and completed objectives.

Published 2024

Windmill Valley

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place main board
Put the main board on the table
2
Prepare components
Place "X" tiles, Wheel Enhancement tiles, Farm Enhancement cards, Tulip Bulbs and Tool tokens near board within easy reach of all players
3
Assemble windmill boards
Each player assembles their windmill board using plastic pins (attach large wheel to left side, small wheel to right side matching red gear-tooth, rotate so red arrow and red spoke meet)
4
Shuffle wheel enhancements
Shuffle each type of Wheel Enhancement tiles separately forming stacks and place next to main board, then draw two Common, one Uncommon, and one Unique Enhancement and place in respective spaces on main board
5
Set up farm enhancement deck
Shuffle Farm Enhancement cards to form face-down deck, draw three cards and place face-up on respective spaces on main board
6
Place water markers
Place Floodgate marker and Water Level marker on lowest-numbered positions on their respective tracks on main board
7
Place foreign trade cards
Shuffle Foreign Trade cards and place in face-up stack on main board
8
Determine start player
Last person who bought flowers becomes starting player (turn order is clockwise)
9
Distribute player components
Give each player one Farm board, one Windmill board (randomly chosen), one player aid, one Tool token, and in their color: nine Windmill tokens and five player markers
10
Place player markers
Each player places big markers on "5" space of Victory Point track, starting position of Calendar track, and small marker on Guilder track on their Farm board on 4th/5th/6th/7th position if they are 1st/2nd/3rd/4th player (leave remaining small marker in player area for Queen's Wish)
11
Distribute starting farm enhancements
Display number of Starting Farm Enhancement cards equal to number of players plus 1 with Ability side facing up; in reverse turn order each player chooses one card and tucks it under top leftmost slot of Farm board showing ability; place remaining card on main board next to Calendar flipped to Queen's Wish side
12
Place player markers on market
In reverse turn order, each player places one marker on market area without another player marker; then place neutral markers (2-player: one in each of three areas; 3-player: one in each of two areas without first player's marker; 4-player: one in next area anti-clockwise from first player's marker)
13
Distribute starting tulip bulbs
First player receives 1 white Tulip Bulb in storage, second player yellow, third player red, fourth player violet
14
Place windmills in groups
Each player places their Windmills into groups in slots on left side of Farm board (top to bottom: 1/1/2/2/3)
15
Place calendar limit tile
When playing with less than 4 players, cover respective part of Calendar with Limit tile, leaving last column uncovered

On Your Turn

What you can do during your turn.

1
Floodgate adjustment (optional)
Choose to leave Floodgate marker in current position, close it (move down any number of steps for free, no Victory Points), or open it (move up any number of steps paying 1 Guilder for first step gaining 1 Victory Point, and 2 Guilder for second step gaining 3 Victory Points; cannot move in both directions same turn)
2
Water level adjustment
If current speed is 1, Water Level does not increase; if speed is 2, increase Water Level by 1; if speed is 3, increase Water Level by 2 (Water Level marker can never move beyond rightmost position; if at maximum at start of turn, must decrease water speed to 1)
3
Rotate action wheels
Move both Action Wheels together clockwise a number of steps equal to current water speed (can spend Tools to increase or decrease steps by one per Tool, but must move at least one step and no more than four)
4
Advance on calendar (when wheel completes rotation)
Whenever red spoke on Large Wheel aligns with or crosses red arrow, move marker one step right on Calendar track, receive common reward and select one available unique reward (mark as taken with "X" tile)
5
Perform one or both actions
Select one of two actions above interlocking cogs; if one action has double-action icon, may perform both actions in any order (if unable to perform any action, gain 2 Guilder instead)
6
Lower the Water Level
Gain rewards based on Water Level marker position and action strength (highest section: 2 Guilder or 2 Victory Points per strength; middle section: 1 Guilder or 1 Victory Point per strength; lowest section: 1 Guilder per strength), then move Water Level marker left by action's strength
7
Enhance the Wheels
Take Common Enhancement for free, pay 1 Guilder for Uncommon, or pay 2 Guilder for Unique; place Enhancement on any action space on either Wheel (may replace previously installed Enhancement); immediately refill empty space on main board (may spend 1 Guilder once before selecting to discard all Enhancements on display and replace with four new ones)
8
Gain a Farm Enhancement
May spend 1 Guilder once to discard all three cards and refill offer, then select up to one card to add as Helper (top slot, gain ability and Victory Points from space) or Contract (bottom slot, scores at game end); may replace existing card in full slots (no Victory Points bonus); immediately refill offer after action
9
Build a Windmill
Take Windmill from any group on Farm board, spend 0-4 Guilder based on cost, place on unoccupied space on main board connected to Market via uninterrupted path of Windmills; trace shortest path to Market (each other player's Windmill on path gives that player 1 Victory Point); receive all rewards from Fields adjacent to newly placed Windmill
10
Visit the Market
Pay red number cost in Guilder, move marker white number of spaces clockwise on Market, choose one reward from area next to marker and gain it (for each other marker in same area, may gain same reward again); may pay 1 Guilder once before moving to move neutral marker to different area your marker will move to; can pay 1 Guilder to another player to place marker on top of theirs
11
Plant Tulip Bulbs
Plant number of Tulip Bulbs indicated by multiplier (or one if no multiplier); for each bulb: select any Tulip Bulb from Storage, plant in leftmost available Tulip Patch of any row on Farm board, receive any covered printed reward immediately; slide remaining Storage bulbs left to close gaps
12
Conduct Foreign Trade
Either place Tulip Bulb onto Foreign Trade card (must be color not already present, receive rewards on two adjacent quarters, if four bulbs present return to supply and place card at bottom of stack) OR remove all Tulip Bulbs from card (place as many as desired into Storage, return rest to supply)
13
Fulfill Queen's Wish (during turn)
If you fulfill Queen's Wish card at any time during turn, immediately receive highest available Victory Points and cover value with your marker

Winning

How to claim victory.

1
Game end trigger
When one player reaches end of Calendar track, finish current round so each player gets same number of turns, then each player gets one more turn
2
Score contracts
Score each Contract card on your Farm board according to its condition
3
Score windmill groups
Each empty Windmill group scores Victory Points per matching color Tulip Bulb in your Patches (white: 1 VP each; yellow: 1 VP each; red: 2 VP each; violet: 2 VP each; black: 3 VP each)
4
Score patches
5
Complete rows
Score higher Victory Points if all Tulip Bulbs share same color, otherwise score lower number
6
Complete columns
Score Victory Points printed at top if all Tulip Bulbs are different colors, otherwise lose indicated Victory Points (applies to complete or incomplete columns with same-color bulbs)
7
Highest score wins
Player with most Victory Points wins. Tiebreakers in order: most Tulip Bulbs in Patches, most Tulip Bulbs in Storage, most Windmills on main board. If still tied, tied players share victory

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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