Goal
You and your rival each have an empty 9×9 garden and one growing season of 53 days. You buy flower beds (plots) with seeds and plant them in your garden. At the end of the season:
Score = seeds − 2 × empty squares (+7 if you earned the full-square bonus)
The higher score wins. Everyone starts with 5 seeds.
The season track
Both gardeners start on day 0. Your marker moves forward as you spend days. The thin track under the status line shows both markers.
- Harvest days (5, 11, 17, 23, 29, 35, 41, 47 and 53): whenever your marker lands on or passes one, you gain one seed for every seed icon on the plots in your garden.
- Seedlings (days 20, 26, 32, 44 and 50): the first gardener to land on or pass each one takes a free single-square plot and must plant it straight away. Great for filling a stray hole.
- No one can go past day 53. Movement stops there.
Whose turn is it?
The gardener who is further behind on the season track always moves. That can mean several turns in a row. If both markers are on the same day, whoever arrived there last moves.
On your turn, do one of these
- Wait: move your marker to the day just past your rival's and gain 1 seed for every day you moved.
- Plant: choose one of the three plots on offer. Pay its seed cost, and the catalogue moves on to just after that plot. Place the plot in your garden. You may rotate or flip it, but it can't overlap another bed or hang over the edge. Then move your marker forward by the plot's days.
Harvests and seedlings you pass during either action count. When you plant, the new plot's seed icons already count for harvests you pass on that same move.
You can only buy a plot you can afford and that fits somewhere in your garden. The others are greyed out; tap one to see why.
Reading a plot
Full-square bonus
The first gardener to fill a complete 7×7 square anywhere in their garden (every square of it planted) earns +7 points. Only one gardener can win it.
End of the season
The game ends when both markers reach day 53. Score as above. If the scores are tied, whoever reached day 53 first wins.
On screen
- The four cards under the track are your choices: the three plots on offer, and Wait.
- Tap a plot to pick it up. Glowing squares show where it fits. Tap your garden to put it there: the preview is outlined when it fits and striped red when it doesn't.
- Use Rotate and Flip to turn it, or tap another square to move it. Tap ✓ Plant to confirm.
- The chips at the top show each gardener's seeds. Tap your rival's chip to see her garden. The menu's Game info has scores, the full season track, the rest of the catalogue and the journal.
- Keyboard: 1–3 pick a plot, R rotate, F flip, arrow keys nudge, Enter plants, W waits, Esc cancels.
Tips
- Seed icons pay off at every harvest still ahead, so they are worth most early in the season.
- Every empty square costs 2 points. Awkward holes are expensive; fill from the corners and edges.
- A cheap plot that takes many days can be worse than a pricier quick one. Waiting is never wasted: it pays a seed per day.
- Watch what you leave your rival: the three plots after yours are what she gets to pick from.