How it plays
Each trick compares two cards, following suit when possible, with the decree card setting trumps. The winner normally pulls a shared marker toward their end of the forest. Movement comes from the cards’ paw-print values, not their ranks.
Land beside a gem to collect it. Running beyond the path resets the marker and uses a forest token to shorten the route; running out of those tokens can lose the game. Gems must all be collected by the end of the third round.
Decisions you’ll make
A high card can win control without giving the movement distance you need. Consider both cards’ movement values and the marker’s position before trying to win a trick.
Odd-ranked cards have special effects, such as changing trumps, exchanging cards, or adjusting movement. Save an effect for a useful location rather than treating every trick as a contest for the highest rank.
Learning the game
Moderate: suit-following and trumps combine with movement, odd-card powers, and strict communication rules.