Willowmere
Chapter 9

Tales, the Card Game

Five cards each, a three by three board and four numbers on every card. Lay a card next to one of theirs, and if your touching number is higher, it's yours. Most cards on the table at the end wins.

The rules

  • Each card has four numbers: top, right, bottom and left, from 1 to 9 and A (which is 10).
  • Lay a card on an empty square. Every enemy card it touches with a lower number on the touching side turns over to your colour.
  • When the board is full, count the cards on the board in your colour, plus the one left in your hand. Five each is a draw.
  • Some tables add rules. Open shows both hands. Same and Plus turn cards when numbers match or add up. Sudden Death replays a draw.
  • Every homeland has its own board: the Bell in Sunvale, the Roots in the Thornwood, the Tide on the Moonmere Coast. The realms have theirs too.

Card highlights

116 cards in all. A card's level sets its numbers, and rarity follows level. A few to look out for:

  • The Tales card for Mossling.MosslingCommon
  • The Tales card for Dot Marrow.Dot MarrowUncommon
  • The Tales card for Feral Cloud Sheep.Feral Cloud SheepRare
  • The Tales card for Sky Ray.Sky RayRare
  • The Tales card for Greywind Wolf.Greywind WolfRare
  • Nan Gulliver: Epic, level 8
  • Oolen Calf: Uncommon, level 3
  • Oolen: Rare, level 5
  • Oolen Elder: Epic, level 7

Who plays, and where

Who plays, and where
WhoWhereSkillRules
Dot Marrowthe Common House in Brightwell (the Bakery's dining room)Plain
Kipthe scaffold by the Bell House, inside the Town GateOpen
Benthe fountain in Brightwell Square, in the eveningOpen
Lamplighter TomasBrightwell Square, after the lamps are litOpen, Bell
Watchman Olliehis watch round in Brightwell Square, in the eveningOpen, Sudden Death
Night Owl PipBrightwell Square, after midnightOpen
Mara Fenthe Bell House, inside the Town GateOpen, Same
Hester Croftthe Wheel & Kettle, on the road out of BrightwellOpen, Plus
Nessa Veilthe Old Mill (the harbour Warehouse in Brightwell)Same, Plus
Old Moss Tibbthe Elder Tree Hall in EldergladePlain
Twigthe Root Bell under the Elder TreeOpen
Auntie Bryonythe Mossy Cap on Elderglade's GreenOpen
Rowan Fenthe Root Bell under the Elder TreeOpen, Plus, Roots
Sable ThorneHighbough Rest, up the Thornwood stairSame, Plus, Roots
Saffi Brightwhiskerthe Crescent Inn in LanternportPlain
Minnowthe Tide Bell at the keep in LanternportOpen
Ama Fenthe Tide Bell at the keep in LanternportOpen, Tide
Mapmaker Tobiahthe Gull & Lantern on the Moonmere CoastOpen, Sudden Death
Vix the Fairthe Night Market hall in Lanternport, after darkSame, Plus, Sudden Death
Dena Flintthe Lift Yard in StonewakeOpen, Same, Lift
Hollis Reedthe Dead Letter House in ReedfenOpen, Same, Plus
Wrenthe festival stage on Reedfen's GreenOpen, Sudden Death, Current
Hesper Tollthe Bell Foundry in KitehavenPlus, Wind
Nan Gulliverher counting pool in Keelhollow, under the seaOpen, Same, Plus, Elemental, Sudden Death
Dusty HaleLampwick, under the mountainSame, Sudden Death, Lamplight
A game of Tales with Dot Marrow: the board, the hands and a speech bubble.

Tips from the table

  • Corners are safe. A card in a corner can only be attacked from two sides.
  • Save your biggest card for last. The last card laid can't be taken.
  • Play the night: after dark, night creatures get +1 on every side.
  • Your Oolen sits at the table with you once it's yours, and brings one trick a match.
Pro Tip

If you lose a card you love, go and win it back. That's not sore losing. That's a plan, lu.