Settle it at the Meadow
Costs 3 Dew, all of it
7 + 2 = 9Leads by 1
Rooted, so it is staying. The Ridge keeps its Fabling.
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Tiny creatures. Big-brain battles.
Three Glades. Eight Moons. Ten minutes. Read the board better than they do.
Scroll to wake the garden
This one asks you to put something back.
The decisions stay sharp. Only the ending feels different.
Eight Moons. About ten minutes.
Act 1 of 3
Three Glades between you.
Each names the Bloom it needs and one quirk. You bring thirty cards and choose where to care.
Act 2 of 3
Dew rises with the Moon.
One Dew on Moon one, eight on Moon eight. Settle, trick, rouse, or drift. When both rest, the Moon ends.
Act 3 of 3
The garden is counted.
Lead a Glade and meet its Bloom: it Restores in your favor. Restore two and the Season is yours.
Moon four. Three Dew. One Bloom behind. Here is the board.
Moon 4 of 8 · 3 Dew

Needs 8

Needs 9

Needs 10
The board at Moon four · The decision is at Sunny Meadow
The Meadow is the only Glade in reach this Moon, and you are behind on it. Everything else can wait; this cannot.
The stronger move is free, and it empties the Ridge to pay for itself. The rival has been watching the Ridge all Season. An empty Glade is an invitation.
Take the smaller lead. It costs every Dew you have and it leaves nothing open behind you, and at Moon end the Meadow Restores and stays that way.
Ten minutes of these, then the garden says who read it better.
Each family has a symbol and a color, so it reads at a glance.
Moss Green · Patient board control
Grove waits you out.
Grove takes root and refuses to be moved. It grows a little every Moon and outlasts the hurry.
Marigold · Tempo and burst
Ember is already gone.
Ember is bright and brief. It races to an early lead and tires rivals before they settle in.
Pond Blue · Recovery and inevitability
Pond comes back.
Pond rallies the tired and rouses the rested. Answer its friends and they simply return.
Moon Mauve · Mobility and misdirection
Sky was never there.
Sky drifts where it pleases and shoos rivals home. You will think you know where it stands.
Fablings, Tricks, and Blessings. Earn every one by playing.
Rooted. Flourish 1.
The oldest cub in the grove, and the most patient.
Spark: a friendly Fabling here gains 2 Bloom.
Gone in a flash, but the warmth lingers.
Drift. On-play: Peek 2.
Never quite where you were looking.
You cannot buy a single point of Bloom.
Every card is free to earn by playing.
The Trading Post sells cosmetics only.
No randomized packs. No pay to win.
A frame never hides a card's stats or rules.
Ten minutes. A browser. No account required.
Yes. Every card and every Trail encounter. Money only buys how your garden looks.
About ten minutes. Challenge links let you take one turn a day if you prefer.
No. The Trail's first four encounters teach the whole game, and every keyword explains itself.
No. A tired Fabling is Tuckered Out, rests in the Burrow, and can be roused later.
A browser. No account to begin. Installs as an app if you want.
Yes. Send a private link; the first person to open it takes the other seat.
The garden remembers who tended it early.