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Wellkeeper: the long card game

Two keepers share a clearing of six fields around the old well. Whoever brings their sapling to bloom first wins. A game takes about 15 to 25 minutes. The mode is in beta.

The Wellkeeper clearing with six fields around the well
Your three fireplaces at the bottom, the other keeper's at the top, the well in the middle.

Wellkeeper is played openly and in turns. There are no player life points and no stakes: your cards are never lost. And one important rule up front: rarity does not count here. A Mythic card is exactly as strong as a Common one.

Setup

New here? Take a loan deck. Its cards only stay for that game.

Your turn

  1. Draw a card (not on the very first turn), at most 7 in hand.
  2. Embers: 1 from the campfire and 1 for each of your fireplaces that still burns, at most 4. Up to 2 embers keep glowing into your next turn. If you are 3 or more glow behind, the root power gives you 1 extra ember.
  3. Call: place creatures on one of your fireplaces. Wander: each creature moves 1 field per turn (from speed 6 up to 2). Leaving a field with an opposing creature costs 1 ember. At most 2 of your creatures per field.
  4. Put support (keeper cards) at the campfire, place a landscape on a ring field (different terrain for 3 days), once per turn put 1 glow into the fire for 2 embers.
  5. "Done". Until then you can take back everything since the last card you drew.

Dusk and glow

After both turns comes dusk: where creatures of both sides stand, they strike. Fallen creatures return under their deck. Whoever tends a field alone gets glow: the well 2 (from day 2), opposing fireplaces together at most 1 per dusk (from day 2). When a sapling reaches 5 glow, the Worldseed surge wakes: for the sapling that is not ahead, the well now gives 4.

Victory

10 glow at the end of a dusk means bloom. The sapling's stages: glimmer, first leaf (3), twig (5), crown (8), bloom (10). After day 12 the evening bell rings: then whoever has more glow wins. A tie: whoever tends the well, otherwise a draw.

Stats and abilities

A card's strike equals its might in the path duel; life is the card's life. Element edge: strike x1.25 to x1.35. Terrain: home element +2, an element beaten by it -1. The same family on a field and an element pair next to it give +1 each, at most +2 together. Every card's stats are in the card gallery.

Opponents

Wins earn sparks within the shared daily cap. Fair: the server calculates everything, the seed's fingerprint is visible from the start and the seed itself at the end.

Still to come in the beta

Wildgrowth: open 4 fresh boosters, build a 12-card deck in 4 minutes and play with loan cards.

Milestones are already here: for your first learning game, 10, 50 and 100 cleanly finished games and more goals you get your own promo cards.

Where do I find Wellkeeper?

On the clearing below the picture ("Wellkeeper, beta"), in the arena below the path duel and under "Play".

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