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Tiny creatures. Big-brain battles.

Wake a sleeping garden before a rival Keeper does.

Three Glades. Eight Moons. Ten minutes. Read the board better than they do.

Scroll to wake the garden

Most card games ask you to take something apart.

This one asks you to put something back.

The decisions stay sharp. Only the ending feels different.

One Season, three acts.

Eight Moons. About ten minutes.

  1. Act 1 of 3

    The Sun

    Three Glades between you.

    Fig. 1 · The Sun

    Each names the Bloom it needs and one quirk. You bring thirty cards and choose where to care.

  2. Act 2 of 3

    The Moon

    Dew rises with the Moon.

    Fig. 2 · The Moon

    One Dew on Moon one, eight on Moon eight. Settle, trick, rouse, or drift. When both rest, the Moon ends.

  3. Act 3 of 3

    The Bloom

    The garden is counted.

    Fig. 3 · The Bloom

    Lead a Glade and meet its Bloom: it Restores in your favor. Restore two and the Season is yours.

What a hard decision looks like.

Moon four. Three Dew. One Bloom behind. Here is the board.

Moon 4 of 8 · 3 Dew

  1. Needs 8

    Sunny Meadow

    You
    7
    Rival
    8
  2. Needs 9

    Bramble Thicket

    You
    4
    Rival
    2
  3. Needs 10

    Windswept Ridge

    You
    3
    Rival
    0

The board at Moon four · The decision is at Sunny Meadow

Two ways to take the Meadow

Barklet3
Barklet

Rooted. Flourish 1.

The oldest cub in the grove, and the most patient.

24Blossom

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.

Nimbus3
Nimbus

Drift. On-play: Peek 2.

Never quite where you were looking.

33Blossom

Drift it in from the Ridge

Free

7 + 3 = 10Leads by 2

But the Ridge empties, and an empty Glade is an invitation.

  1. The situation

    The Meadow is the only Glade in reach this Moon, and you are behind on it. Everything else can wait; this cannot.

  2. The catch

    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.

  3. The call

    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.

Four families. Four ways to be right.

Each family has a symbol and a color, so it reads at a glance.

Grove

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.

Ember

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

Pond Blue · Recovery and inevitability

Pond comes back.

Pond rallies the tired and rouses the rested. Answer its friends and they simply return.

Sky

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.

Eighty-four cards. All free.

Fablings, Tricks, and Blessings. Earn every one by playing.

Barklet3
Barklet

Rooted. Flourish 1.

The oldest cub in the grove, and the most patient.

24Blossom
Foxglove3
Foxglove

Spark: a friendly Fabling here gains 2 Bloom.

Gone in a flash, but the warmth lingers.

42Blossom
Nimbus3
Nimbus

Drift. On-play: Peek 2.

Never quite where you were looking.

33Blossom
Cards
84
Glades
12
Families
4
Pay packs
0

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.

The garden has waited long enough.

Ten minutes. A browser. No account required.

Is it really free?

Yes. Every card and every Trail encounter. Money only buys how your garden looks.

How long is a Season?

About ten minutes. Challenge links let you take one turn a day if you prefer.

Do I need to know card games?

No. The Trail's first four encounters teach the whole game, and every keyword explains itself.

Is anyone hurt?

No. A tired Fabling is Tuckered Out, rests in the Burrow, and can be roused later.

What do I need?

A browser. No account to begin. Installs as an app if you want.

Can I play a friend?

Yes. Send a private link; the first person to open it takes the other seat.

The garden remembers who tended it early.