a Shade's Owl Series game
Every owl has her own 40 cards. Owls are earned by playing, never sold.
Reach the Moon Tree to open the next Ascent. Each one makes the woods a little wilder.
Save code: copy it to carry your progress to another device.
Scoop crosses the Night Woods to wake the Moon Tree. On the way she meets grumpy forest spirits. Fill a spirit's Calm meter and it settles down. Nobody gets hurt.
Touch: tap a card, then tap the spirit to play it. Keys: 1-9 pick a card, Enter play it, E end the turn, Esc pause.
Cards cost Breath; you get 3 back every turn. Hoots add Calm. Glide and Feather Shield give Hush, which blocks the spirit's Ruffle. A Ruffle that gets through costs Scoop some Courage.
If Courage runs out, Scoop simply flies home to rest, remembers what she learned, and the woods are there again tomorrow.
Echo: your Hoots this turn calm more. Glow: Calm rises at the start of each turn. Sleepy: the spirit's next Ruffles are halved. Steady: Hush stays for next turn. Fades: one use per encounter. Flusters are leaves blown into your deck: play them for free to shoo them away.
Hootdraw is an original Kitson Workshop game: code, the owls, the spirits, the cards, the trinkets, the music and the sound.
Display font: Gochi Hand by Huerta Tipografica, SIL Open Font Licence 1.1 (fonts.google.com/specimen/Gochi+Hand), used unchanged and embedded.
Paper grain (CC0 1.0, public domain, ambientcg.com): Paper 001, used as a tinted tile.
Not affiliated with kitson LA or Kitson Co., Ltd.
Pick one for your deck.
Scoop can rest here before going on.