A family strategy board game with extremely simple rules but deep tactical gameplay.
The map is made of hexagonal tiles. These basically represent “clocks”, or the process of time.
The further they’re rotated (relative to the clocks around it), the more time has passed for whatever that tile is.
On your turn, you’ll …
- Rotate pne or more clocks
- Move around (step by step, clockwise or counter-clockwise) on them.
All with the general theme of running a garden, or plantation, producing fruit/food/goods. For example, each tile might be a plant which you try to “grow” by rotating the tile and passing time. You can only harvest that plant ( = take the tile out of the map and score it for points at the end) if it has grown enough.
@IDEA: Actions only trigger if two sides of adjacent tiles match. (Or you may only step to that other tile, switching clocks, if the two sides match?)