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Rules

How to play a Season

Ten minutes, five ideas, and no rules lawyering. Read this once and you will never need it again.

The table

Two Keepers, thirty cards each, and three Glades laid face up between them. That is everything.

Your rival

  • Sunny Meadow

    A Glade: needs 8 Bloom

  • Bramble Thicket

    A Glade: needs 9 Bloom

  • Windswept Ridge

    A Glade: needs 10 Bloom

  • Barklet
  • Foxglove
  • Ripple
  • Nimbus
  • Meadow Mouse

You, the Keeper

Fig. 1 · Everything on the table
Keeper
You.
Troupe
Your thirty cards. At most two copies of any one.
Glade
A place worth restoring. Three of them, shared.
Works on a table
Every rule here plays with printed cards and a handful of counters. The app only does the counting.

How to win

Restore two of the three Glades and the Season ends at once, in your favor.

At the end of a Moon, look at each Glade that is still open. If one Keeper's total Bloom there meets its number and beats the rival's total, that Keeper Restores it. It locks in their favor for good, and the Fablings standing there become tenders and stay put.

Sunny Meadow needs

8

You
9
Rival
7

9 meets 8 and beats 7, so Sunny Meadow Restores in your favor and is settled for good.

Fig. 2 · A Glade at the end of a Moon

If Moon eight passes and neither Keeper has two, the most Restored Glades wins, then the highest total Bloom. A full tie is a Shared Garden.

Bloom
How much a Fabling adds toward restoring its Glade.
Restored
A Glade won, locked in your favor for the rest of the Season.
Fabling
A creature you settle at a Glade. Carries Bloom and Vigor.

A Moon in five steps

  1. Both Keepers draw one card.
  2. Both Keepers gather Dew equal to the Moon number. Moon three gives three.
  3. Take turns, one action each, in either order, for as long as you both want to.
  4. When both Keepers rest in a row, the Moon ends.
  5. Every Glade is counted. Any that can Restore, does. Then the next Moon rises.
Season
One match. Up to eight Moons.
Moon
One round.
Dew
What you spend. It refills to the Moon number and does not carry over.

Four things you can do

Settle a Fabling
Pay its Dew and place it at one of the three Glades. Its Bloom counts there from that moment.
Play a Trick
Pay its Dew, take its effect once, and it rests in the Burrow.
Use a Knack
Some Fablings have an ability you can call on while they stand at a Glade.
Rest this Moon
Pass. You can still act later this Moon if the rival acts first.
Trick
Plays once for its effect, then rests in the Burrow.

Three ways to be clever

  1. Commit last

    Bloom placed on the final turn of a Moon counts exactly as much as Bloom placed first, and it tells the rival far less.

  2. Read the number

    A Glade needing fourteen Bloom is a late-Season promise. A Glade needing eight is a race that starts now.

  3. Two is enough

    You never need all three Glades. Giving one away cheaply, on purpose, is often the strongest move on the board.

What costs money

The game is free, all of it. The only thing for sale is how your garden looks.

Everything in Fablebloom, and what it costs
In the gardenPrice
Every one of the eighty-four cards0
All twelve Glades, and every quirk they carry0
The Restoration Trail, start to finish0
A Season against a friend, by private link0
Every Moon of every Season, for as long as it runs0
The Founder's Pack: card frames and garden skins$15, once
Bloom, Dew, Vigor, or a card you have not earnedNot for sale
  1. Note 1Earned by playing, on a straight track with the price in Seeds written on it before you start. There are no randomized packs anywhere in the game.
  2. Note 2Cosmetic only, and a frame never covers a card's Bloom, Vigor, Dew cost or rules text. If it did, it would be information you had paid for.
  3. Note 3There is no mechanism to buy these. Not throttled, not rate-limited, not sold at a premium: absent.