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== Emberleaf ==
== '''How to Play – Emberleaf''' ==
Recruit the best fellowship of Emberlings as you rebuild the forest and win the hearts of your people. The Emberling with the most points at the end of the game wins.


In '''Emberleaf''', players lead a group of forest folk rebuilding their home after a devastating fire. Through clever card management and area control on the board, players gather resources, construct buildings, and gain ancient knowledge.
=== '''Core Actions''' ===
On your turn, choose one:


=== Game Objective ===
* '''Play a hero card''': Activate its on-play skills and add stats to your fellowship.
The goal is to have the most '''Victory Points (Prestige)''' at the end of the game. Points are awarded for:
* '''Slide cards''': Move every card on your fellowship board one space to the left, triggering slide skills. When a card slides off the board, it triggers drop-off skills and returns to your hand.
* Constructed buildings and their effects.
* Achieved milestones (Knowledge track).
* Remaining resources and fulfilled objective cards.


=== Game Flow ===
=== '''Actions in the Game''' ===
The game is played over '''4 Seasons''' (rounds). Each season consists of several player turns. A season ends when all players have played their hand cards or passed.


==== The Player Turn ====
* '''Walking: '''Move around the forest to position yourself for key actions. Moving from one clearing of the map to another requires 1 walk if the path is clear, and 1 extra walk if it's a dangerous path.
A turn consists of three steps:
* '''Gathering: '''Collect wood, food, stone, and beehives to support your actions. You can hold up to 8 resources at a time (12 if the boat house next to your resource bank has been built).
# '''Play a Card:''' Choose a card from your hand and place it into your personal '''Clearing''' (a 3x3 grid).
* '''Attacking: '''Use attack skills to clear nearby dangerous areas, collect war banners, and advance the war banner track. The attack strength needed to clear a path is shown on the path token.
# '''Perform Actions:''' Activate the symbols on the card just played, as well as bonus actions triggered by adjacent cards.
* '''Building: '''Spend resources to construct buildings in your current clearing, or upgrade your fellowship with special buildings. Building something will allow you to immediately home a villager.
# '''End of Turn:''' Check if the Clearing is full (clear it if necessary) and draw a replacement card.
* '''Homing: '''Place villagers in buildings to unlock bonuses, upgrade your fellowship, or activate scoring objectives. Each villager will give you a one-time bonus once it is homed.
* '''Favours: '''Collect up to 8 favour cards and complete their objectives. Favours are usually earned by visiting a clearing for the first time (but can be earned other ways).


=== Core Actions (Symbols) ===
=== '''Scoring''' ===
Playing cards triggers the following primary actions:
Earn points by:
* '''Move (Paw):''' Move your hero on the game board a specific number of spaces.
* '''Forage (Basket):''' Collect resources (Wood, Stone, Berries) from the space your hero is currently occupying.
* '''Build (Hammer):''' Spend resources to place a building tile from your player board onto the map (must be adjacent to the hero).
* '''Knowledge (Book):''' Advance on the Knowledge track to unlock permanent bonuses or points.
* '''Clear (Broom):''' Allows you to remove cards from the Clearing early to make room for new synergies.


=== The Clearing (The 3x3 Grid) ===
* '''Connecting different types of buildings''': When you home a villager, count how many unique building types containing one of your villagers are connected to each other. Score that many points.
The core of the decision-making lies in card placement:
* '''Clearing dangerous areas''': When you clear a path, score points equal to the number of points given on that path.
* '''Adjacency:''' Cards have partial symbols on their edges. If two card halves match, a '''Bonus Action''' is triggered.
* '''Collecting trophies''': When you clear a path, the war banner advances to the next row on its track. The last row on this awards a trophy. Each of these trophies will score points, or give some other bonus action or resources (and in some cases, give other players a smaller reward). You can also earn a trophy when any clearing has all possible building sites built.
* '''Overlapping:''' You can place cards on top of others to change symbols, but you cannot exceed the 3x3 grid layout.
* '''Completing favours''': All of your favours give conditional points at the end of the game.
* '''Emptying:''' Once a row or column is complete (or via specific actions), the cards are moved to the discard pile, making room for new combinations.


=== Categories & Card Types ===
=== '''Game End''' ===
* '''Hero Cards:''' Your hand cards that provide specific symbols and strengths for the Clearing.
The game ends after all six trophies have been awarded.
* '''Buildings:''' Provide immediate bonuses (Blue), permanent advantages (Green), or end-game scoring (Yellow).
* '''Hazards (Fire/Predators):''' Areas on the map that block movement or cost resources until "cleared."
 
=== End of Game ===
After the fourth season (Winter), final scoring takes place. All points from buildings, the Knowledge track, and collected bonuses are summed up. The player with the highest prestige wins.

Latest revision as of 05:20, 29 June 2026

How to Play – Emberleaf

Recruit the best fellowship of Emberlings as you rebuild the forest and win the hearts of your people. The Emberling with the most points at the end of the game wins.

Core Actions

On your turn, choose one:

  • Play a hero card: Activate its on-play skills and add stats to your fellowship.
  • Slide cards: Move every card on your fellowship board one space to the left, triggering slide skills. When a card slides off the board, it triggers drop-off skills and returns to your hand.

Actions in the Game

  • Walking: Move around the forest to position yourself for key actions. Moving from one clearing of the map to another requires 1 walk if the path is clear, and 1 extra walk if it's a dangerous path.
  • Gathering: Collect wood, food, stone, and beehives to support your actions. You can hold up to 8 resources at a time (12 if the boat house next to your resource bank has been built).
  • Attacking: Use attack skills to clear nearby dangerous areas, collect war banners, and advance the war banner track. The attack strength needed to clear a path is shown on the path token.
  • Building: Spend resources to construct buildings in your current clearing, or upgrade your fellowship with special buildings. Building something will allow you to immediately home a villager.
  • Homing: Place villagers in buildings to unlock bonuses, upgrade your fellowship, or activate scoring objectives. Each villager will give you a one-time bonus once it is homed.
  • Favours: Collect up to 8 favour cards and complete their objectives. Favours are usually earned by visiting a clearing for the first time (but can be earned other ways).

Scoring

Earn points by:

  • Connecting different types of buildings: When you home a villager, count how many unique building types containing one of your villagers are connected to each other. Score that many points.
  • Clearing dangerous areas: When you clear a path, score points equal to the number of points given on that path.
  • Collecting trophies: When you clear a path, the war banner advances to the next row on its track. The last row on this awards a trophy. Each of these trophies will score points, or give some other bonus action or resources (and in some cases, give other players a smaller reward). You can also earn a trophy when any clearing has all possible building sites built.
  • Completing favours: All of your favours give conditional points at the end of the game.

Game End

The game ends after all six trophies have been awarded.