Everbloom
Everbloom Rulebook
Table of Contents
Table of Contents
Main Components
- Wilderness Board (2-sided)
- Rulebook
- 4 Reference Cards
- 5 Groves
- 15 Landmarks
- 50 Hybrid Cards
- Bloom Board
- Wildlife Token
- 20 Event Cards
- 25 Bloom Cards
- 35 Nectar Cards
- 5 Wildlife Cards
- First Player Token
- First Player Chip
- Round Marker
Faction Components
- 4 Habitat Boards
- 12 Faction discs
- 6 Faction Cards
- 20 Habitat tiles
- 107 Faction pollinators (per faction: 14 one-value and 3 three-value)
- Bees: Hive
- Bats: Cave & Marker
- 24 Faction Chips
Main Setup
- Place the wilderness board on the table with the appropriate side face up (If playing with 1-3 players use side A, if 4 players, use side B).
- Place the bloom board near the wilderness board.
- Place the five groves near the wilderness board.
- Place the round marker on the "1" space on the round track.
- Select a landmark theme from [pg. 26]* and randomly place the noted landmarks on each of the outlined spaces on the wilderness board, with the numbered side face-up. *(for your first game, use the "First Blossom landmark theme")
- a. Place the wildlife cards face up on the bottom left of the wilderness board. b. Place the wildlife token beneath the western landmark on the wilderness board.
- a. Shuffle the bloom cards and place them face down on the bloom board. b. Draw the top three bloom cards and place them face up near the bloom board.
- Shuffle the event cards and place three of them face down on the wilderness board. Set the remaining cards aside.
- Separate the hybrid cards into biome decks based on the icon located on the bottom right of each card back: aquatic, desert, forest, jungle, and tundra.
- Shuffle each biome deck. For each biome deck, place the top three cards on a random card space on the wilderness board.
- (4-Player ONLY) Take the top card of each biome deck and one event card, then shuffle them together. Place three of these cards on each of the two remaining card spaces.
- Return all remaining hybrid and event cards to the box.
Setup Diagram
After step 10 & 11, there should be one empty card space on the wilderness board and each other card space should have three cards on it.
Player Setup
- Select a faction and take the following steps:
- A. Place your faction card in front of you.
- B. Place your habitat board near your faction board.
- C. Place your faction pollinators near your faction card.
- D. Place one faction disc on the zero space of the score track.
- E. Place one faction disc on the first space of the bloom board.
- F. Place your faction chips on your faction card in the marked spaces.
- G. Take any faction specific setup steps.
- Choose one habitat theme* [pg. 25] for all players. Gather your habitat tiles lettered A-E and place them next to your habitat board. Everyone's habitat tiles should be showing the same sides face up. *(for your first game, use the "daytime habitat theme")
- Shuffle the nectar cards and place them face down on the bloom board. Deal three nectar cards to each player.
- a. Each player chooses two of the nectar cards to keep and one to discard. (You'll also pollinate a grove based on your discard in step 4b!) b. Place one of your numbered "3" faction pollinators into the grove matching the biome of the card you chose to discard.
- Choose a first player at random and give them the first player token and chip.
First Player Token
If you are first player, place the first player token and "1" chip near your faction board.
- The "1" chip cannot be placed until all of your faction chips have been placed.
- Once placed in the wilderness, the "1" chip counts as a chip of your faction for all landmarks, wildlife bonuses, bloom cards, etc.
Key Concepts
Factions
There are six factions in Everbloom and each has a unique ability. Some of the faction abilities are straightforward, such as the Lizard's 4th chip being a "5" value. Some faction abilities, like the Bee's placement of their Beehive, require a small added step as noted below.
Bats: IF YOU PLACE A HIGHER VALUE CHIP, MOVE THE CAVE MARKER. Setup: Place the cave near your habitat board. Place the cave marker on the first space of the cave track.
- If you place a faction chip with a value greater than the chip directly beneath it, move the cave marker one space to the right.
- At the end of each migration phase, gain one bonus from the cave marker's current space or any space to its left.
Bees: AT THE START OF EACH ROUND, PLACE YOUR BEEHIVE ON TOP OF A LANDMARK. Setup: Place the beehive near your habitat board.
- At the start of each round place your beehive on top of a new landmark on the wilderness board.
- You do not have to follow the beehive's restriction.
- The beehive is a landmark, but is not flipped during the end of the round steps [pg. 22].
Butterflies: WHEN YOU PLACE YOUR "4" CHIP, MOVE A POLLINATOR FROM ONE CARD TO ANOTHER.
- When you place your "4" faction chip, before sending pollinators, you may move a pollinator from any card to any other card.
- This does not count as sending a pollinator to a card.
Hummingbirds: WHEN YOU PLACE YOUR "2" CHIP, YOU MAY IGNORE LANDMARK RULES.
- When placing your "2" faction chip, you may choose to ignore the rules of the landmark you are placing it on.
- When placing pollinators using your "2" faction chip, you must follow the rules of all hybrid cards it is adjacent to.
Lemurs: YOUR FIRST CHIP AT A WILDLIFE LANDMARK IS ADJACENT TO CARDS AT BOTH WILDLIFE LANDMARKS.
- The first time you place a chip at a wildlife landmark each round, you may send pollinators to cards adjacent to either wildlife landmark.
- Your first chip at a wildlife landmark must follow the rules of all cards adjacent to either wildlife landmark.
Lizards: YOUR "4" FACTION CHIP IS REPLACED WITH A "5".
- Instead of a "4" value chip like the other factions, the Lizard faction has a "5" value chip.
- Your "5" faction chip must follow all placement and landmark rules.
Pollinators
Pollinators are a key element of the game. Each faction has a unique set of pollinator meeples featuring both 1-value and 3-value pollinators. Three value pollinators are used to indicate the presence of three pollinators and have no other gameplay significance.
The pollinator icon is a universal pollinator icon and refers to all pollinators, regardless of faction. The dotted outline pollinator icon shows the number of pollinators required to pollinate a card.
Biomes
There are five biomes in Everbloom (Aquatic, Desert, Forest, Jungle, Tundra, plus a Wild (any) symbol). Biomes are a key element of the game.
- At round start, biomes determine where event cards are placed.
- During the wilderness phase you'll bid on hybrid cards which feature certain biomes on them.
- Biomes determine where hybrid cards and pollinators are sent during the migration phase.
- IMPORTANT: During the pollination phase you'll select a single grove to take all of your pollinators from; then you may use them to pollinate ANY hybrid cards, regardless of biome.
Habitats
Each faction has a habitat board. The habitat board features five biomes where hybrid cards will be placed during the migration phase. Hybrid cards must be placed in a biome with a matching icon. When the first hybrid card is placed in any biome, you'll choose a habitat tile to place on that biome and then score points. Each additional hybrid card added to a biome with a habitat tile will score points in the same way for the rest of the game.
Another benefit of placing a habitat tile on a biome is that you'll cover the "-5" points symbol, removing the penalty for neglecting that corner of the world!
Nectar
Nectar is represented by the nectar icon. Nectar is a key element of the game. Your goal is to gather the most nectar in as many biomes as you can. At the end of the game, the faction with the most nectar in a biome will score one point per nectar. The faction with the second most nectar in that biome will score one point per every two. And finally, all other factions will score one point for every three nectar in that biome.
Hybrid Cards
Hybrid cards feature the wonderous creatures you're attempting to attract to your habitat. The anatomy of a hybrid card:
- Biome - The biome(s) the card belongs in.
- Ability Type - When and how the card ability functions.
- Ability - The function of the card ability.
- Pollination Cost - The number of pollinators the card requires.
- Nectar - The amount of nectar the card grants once pollinated.
- Set Icon - This icon helps sort and identify cards by set.
- Biome Icon - This icon helps sort and identify cards by biome.
Ability Types
- Public Migration: All factions who've completed the requirement will gain this bonus.
- Quiet Migration: Only the winner of the card gains this bonus after it is added to their habitat.
- Adjacent Landmark: These abilities have an additional effect or rule when placing a chip at an adjacent landmark.
- Storm: These abilities add challenges by limiting the chips and pollinators you can send.
For a full list of hybrid and event abilities, see [pg. 22-23].
Event Cards
Event cards are nearly identical to hybrid cards but have a few key differences.
- They can feature more than one biome.
- They can effect the wilderness in ways that limit your choices.
- When revealed, they displace a card based on the placement icon.
Event cards also feature one additional element: 8. Placement Icon - This icon shows the biome to displace.
Nectar Cards
Nectar cards represent your faction's secret cache of nectar. Nectar cards are private and can be gained by completing bloom cards [pg. 12] or through migration abilities. Each nectar card features a biome where that nectar belongs. At the end of the game, you'll reveal your nectar cards and add them to the matching biomes of your habitat.
- Nectar - The amount of nectar.
- Biome - The biome this nectar is in.
Groves
Groves are a unique part of the Everbloom ecosystem. During the migration phase, when another faction wins a card with your pollinators on it, they are sent to the grove with the matching biome symbol. Later, during the pollination phase, you'll take all of your pollinators from one grove and pollinate any cards in your habitat.
Bloom Board
During the migration and pollination phases, you will have the opportunity to complete bloom card objectives, which allow you to move up the bloom track to gain nectar cards and end game points.
BLOOM CARDS: Complete objectives to move up the bloom track. When you complete a bloom:
- Move up the bloom track one space per bloom icon shown on the completed bloom card. a. If you land on or pass a space with a nectar card icon, draw the top nectar card and add it to your hand. b. You will score points equal to the farthest point icon you are on or passed at the end of the game, see [pg. 21].
Each bloom card has an objective that you can complete during the migration and pollination phases. a. Blooms cannot be completed during the wilderness phase. Bloom cards that require placing chips are checked at the start of the migration phase. b. You may complete a bloom card any number of times during the migration and pollination phases.
Gameplay
Overview
A game of Everbloom takes place over three rounds. Rounds include three phases:
- Wilderness - You'll take turns placing faction chips at various landmarks and sending pollinators from your supply in an attempt to attract hybrid beings.
- Migration - If you have the most pollinators on a hybrid card, you'll win the card and place it in the matching biome of your habitat. You'll also gain the card's migration bonus. Other factions with pollinators on the card you won will send them to the grove matching the biome of that card.
- Pollination - You'll take all of the pollinators from a grove of your choice and spend them to pollinate any hybrid cards in your habitat. Securing the most nectar in a biome of your habitat will grant a substantial end game scoring bonus.
Ties
During the migration phase there will often be times where two or more players end up in a tie for wildlife landmarks, hybrid cards, events, etc. Ties are broken in the following order:
- The player with the least cards in their habitat wins.
- The player with the least points wins.
- The player who is earliest in the current turn order wins.
Tiebreakers are quite important in Everbloom -- Be sure to use them to your advantage!
Start of Round
At the start of each round, complete the following steps:
- Reveal the top hybrid card of each card space on the wilderness board to show the migration ability on the front.
- Reveal the top card of the event deck. Each event card has a rectangular biome symbol on the right side above the text box which determines where it is placed.
To place an event card, first: a. Move the hybrid with the matching biome to the empty card space on the wilderness board. (If there are multiple hybrids with the same biome, the first player chooses which one is moved). b. Place the event card on top of the card space that the hybrid card was just removed from. Each card on the wilderness board should now be showing the ability on the front.
Example 1: The Dune Blossom event is revealed showing the desert placement icon. First, the desert hyena moves to the empty wilderness space, then, Dune Blossom is placed in its place.
Phase I: Wilderness
Beginning with the first player, you will take turns placing your faction chips at landmarks and sending pollinators to the area surrounding any adjacent hybrid cards of your choice on the wilderness board.
1. Placing Faction Chips
Choose a faction chip from your faction board, then place it onto one of the landmarks on the wilderness board. Each landmark features a rule that must be followed to place a chip on it. a. Landmarks feature unique conditions that must be met during chip placement. These conditions can result in bonuses, penalties, or placement restrictions. A landmark with a placement restriction may result in certain chip values being unable to be placed at that landmark. *For the full list of landmarks, see the Landmarks section [pg. 26]. b. The two landmarks on the east and west side of the wilderness board are the wildlife landmarks. If you have the highest total value of chips at either of the two wildlife landmarks at the end of a round, you will gain a wildlife bonus. *For more on wildlife bonuses, see Phase II: Migration [pg. 17]. c. If a faction chip cannot be placed at any of the landmarks, you instead place the number of pollinators shown on the chip into a grove of your choice.
2. Sending Pollinators
When you place one of your faction chips:
- Gather pollinators from your supply equal to the value of the placed chip.
- Send the pollinators to hybrid cards that are adjacent to the landmark where you placed your chip. a. Pollinators are placed in the area surrounding each hybrid card on the wilderness board. b. Pollinators must follow any rules of the cards they are being sent to or landmark they are being sent from. c. Pollinators may be divided between hybrid cards however you choose. d. If you have more pollinators to place than you have in your supply, you may take them from the groves of your choice instead.
Example 2: The bats are first, placing their "2" value chip at landmark 1. Landmark 1 reads: "If 2: +1 pollinator." The bats take three pollinators from their supply (two for the chip plus one from the landmark bonus). They place two on the adjacent elephant card and one on the adjacent crab.
Example 3: Next in turn order are the butterflies, who take their "1" value chip and place it at landmark 21. Landmark 21 reads "Must Match Round" and since it is round one they are able to visit this landmark. They take one pollinator from their supply and place it on the adjacent crab.
Once you have finished placing your pollinators, the next player (clockwise in order) begins their turn.
You continue taking turns placing faction chips and pollinators until all players have placed all of their chips. (The final chip placed will always be the "1" first player chip)
Phase II: Migration
After all faction chips and pollinators have been placed, the migration of the hybrid beings to their chosen habitats begins.
1. Western Wildlife Landmark
Collect the faction chips placed at the (left) western wildlife landmark and sort them by faction. If you have the highest total value of chips on this landmark, you'll win your choice of the first wildlife bonus. If there is a tie, see Ties [pg. 13].
WILDLIFE BONUS: Gain either a wildlife card or advance twice on the bloom track.
Wildlife Card Bonus a. When you gain a wildlife card, place it into any biome of your habitat. b. Wildlife cards do not score when they are added to your habitat. You also don't choose a habitat tile when adding a wildlife card. c. Wildlife cards auto-pollinate during Phase III: Pollination. d. Wildlife cards act the same as hybrid cards when scoring future habitat tiles in that biome and when counting your total hybrid cards or nectar.
Bloom Track Bonus a. Advance your bloom marker two spaces on the bloom board [pg. 7].
The wildlife bonus taken by the player who wins the western wildlife landmark is considered used. Flip the wildlife token to the side showing the unused option and place it beneath the eastern (right) wildlife landmark.
Example 4: Totalling up the chips at the western wildlife landmark, butterflies win with a total value of three to the bats total of two. Butterflies choose the wildlife card bonus then take the top wildlife card from the stack and decide to place it into their jungle biome. Finally they flip the wildlife token to the side showing the other bonus and place it beneath the eastern wildlife landmark.
Example 5: After resolving the northern migration, the eastern wildlife landmark is resolved. The bats win with a total value of three to the hummingbirds total of one. Since the butterflies chose the wildlife card bonus on the western landmark, the bats gain two bloom advances as their bonus. They move up twice on the bloom track.
2. Northern Migration
Starting with the top left hybrid card space on the wilderness board and continuing clockwise, migrate all of the hybrid cards in the top row. To migrate a hybrid card, perform the following steps: a. If you have the most pollinators on a hybrid card, it will migrate into your habitat during step d. You have won this hybrid card. If there is a tie, see Ties [pg. 13]. If there are no pollinators on a hybrid, return it to the box. b. If there is a public migration bonus, all players who meet the requirements gain it now. c. All other players move their pollinators from this space to the grove matching the biome of the hybrid card. If there are multiple biomes on a hybrid card, players choose any matching grove to place the pollinators into. d. If you have the most pollinators on the hybrid card, place it in the matching biome of your habitat. If there are multiple biomes on the hybrid card, choose any of them to place it in. e. If the hybrid card you place has a migration bonus, take it now. For a full list of migration bonuses, see [pg. 24-25]. f. When you place the first hybrid card into a biome of your habitat board that has no habitat tile, choose an available habitat tile, and place it on the slot covering the "-5" for that biome. g. Score points based on the habitat tile in this biome. For a full list of habitat tiles, see [pg. 27]. h. Return all of your pollinators from this card to your supply.
3. Eastern Wildlife Landmark
Collect the faction chips placed at the (right) eastern wildlife landmark and sort them by faction. If you have the highest total value of chips on this landmark, you win the wildlife bonus shown on the wildlife token.
4. Southern Migration
Starting with the bottom right hybrid card space on the wilderness board and continuing clockwise, migrate all of the hybrid cards in the bottom row. After migrating the bottom left hybrid, continue to Phase III: Pollination.
Example 6: The hummingbirds have the most pollinators on the elephant hybrid so they win the card and will add it to their habitat. First, since there is no public migration ability, the butterflies and bats move their pollinators from the card to the matching jungle grove. Next the hummingbirds move the card from the wilderness into the matching jungle biome in their habitat then gain 2 points from the migration bonus. Since this is the first card in their jungle biome, they choose a habitat tile to place there and finally they score points based on the habitat tile, in this case they score 3 points because the habitat tile day D grants 1 point per pollinator the winning faction had and the hummingbirds had three pollinators on the card.
Example 7: The first card in the southern migration to resolve is a tie between the hummingbirds and the butterflies. The first tiebreaker is least cards in habitat, hummingbirds have two and the butterflies have one, so the butterflies win the tiebreaker. Hummingbirds pollinators go to the tundra grove while the butterflies take the owl, add it to their tundra biome, score its migration bonus of 3 points and then choose a habitat tile and score 5 more points.
Phase III: Pollination
The pollinators you've sent to the thriving groves now deliver this pollen to their habitats to pollinate the flora on the hybrid beings, creating precious nectar. Each round, the following steps may be taken by all players simultaneously:
1. Select a Grove
Choose a single grove and take all your pollinators from it, then place them on your faction card.
2. Pollinate Hybrid Beings
You pollinate hybrid cards in your habitat by spending the pollinators you've just placed on your faction card. a. Pollinators can be spent on any hybrid cards in your habitat, regardless of which grove you chose to take pollinators from. b. Each hybrid card has a pollination cost on the top right that shows the number of pollinators required to flip it over to the side showing its nectar. If the card has an arrow, it will auto-pollinate, costing 0 to flip. c. You must fully pollinate hybrid cards during this step, any unused pollinators will be returned in the following step.
3. Return Pollinators
If you have pollinators remaining on your faction card that cannot be placed, they are returned to a single grove of your choice.
4. Gain Points
Gain 1 point for each pollinated card in your habitat.
Example 9: Bats choose the desert grove, adding the four pollinators to their faction card. They take one of them to pollinate the dune blossom and two more to pollinate the crab, flipping both cards to the side with nectar. They have one pollinator leftover so they place it into the forest grove where they already have three. Finally, they gain 2 points for having two pollinated cards.
End of the Round
If this is the end of the final round, skip to End of the Game.
At the end of each round, complete the following steps:
- Return all of your faction chips to your faction card.
- Flip two landmarks* over following these steps: a. Find the landmark with the lowest number and flip it to the side with no number. then; b. Find the landmark with the highest number and flip it to the side with no number. *(If playing with the bees, the hive landmark has no number and cannot be flipped during this step).
- Discard the three face-up bloom cards and deal three new ones from the bloom deck.
- Pass the first player token and chip to the next player in clockwise order.
- Move the round marker forward one space and start the next round.
End of the Game
At the end of the final round, the game ends. All players will now compare and score points for their habitats and progress on the bloom track.
1. Nectar Scoring
You will now compare the amount of nectar in your habitats. Each player reveals their nectar cards and places them in the matching biome stacks of their habitat. For each biome, starting with the forest, determine the following: a. Count the total number of nectar you have showing on pollinated hybrids and nectar cards in this biome. b. The faction with the most total nectar in a biome gains 1 point per nectar in that biome. If two factions are tied for the most, they instead gain 1 point per every two nectar (rounded down). c. The faction with the second most total nectar in a biome gains 1 point per every two nectar in that biome (rounded down). If two factions are tied for the second most, they instead gain 1 point per every three nectar (rounded down). d. All factions who did not have the first or second most nectar in a biome gain 1 point per every three nectar in that biome (rounded down).
2. Bloom Track Scoring
You will now gain points based on your position on the bloom track. Each faction gains points equal to the point space their marker is currently on, or the point space most recently passed.
3. Habitat Penalty
Finally, you lose 5 points for each biome without a habitat tile (each biome showing a "-5").
The faction with the most total points wins the game!
In the case of a tie, the faction with the most cards in their habitat is the winner. If still tied, the faction furthest on the bloom track is the winner. If still tied, the tied factions share the victory.
Hybrid Abilities
(Icons shown in the rulebook are described in words here.)
Migration - Private
- Leaf icon with a number (1 or 3): Gain the points shown.
- Two bloom (flower) icons: Gain two bloom advances.
- Grove (rainbow) pollinator icon: Gain a grove pollinator.
- Nectar card icon: Gain a nectar card.
Migration - Public
- A number of pollinators followed by a point leaf (for example three pollinators then 2 points, or two pollinators then 1 point): If you have at least the number of pollinators shown, gain the corresponding points.
- A number of pollinators followed by a bloom icon: If you have at least the number of pollinators shown, gain a bloom advance.
- A number of pollinators followed by a grove icon: If you have at least the number of pollinators shown, gain a pollinator in the corresponding grove.
Misc.
- Curved arrow: Auto-pollinates during Phase III: Pollination.
Wildlife
- Crossed-out habitat tile icon and curved arrow: Does not place or score a habitat tile. Auto-pollinates during Phase III: Pollination.
Event Cards
Migration - Public
- Dune Blossom: The faction with pollinators here that is lowest on the bloom track gains two bloom advances.
- Coral Blossom: The faction with pollinators here that has the least points gains 3 points.
- Through Leaves: Factions that lose gain a grove pollinator.
- Through Water: Factions that lose gain two grove pollinators.
Migration - Private
- Snow Blossom: Gain 1 point per grove with a pollinator.
- River Blossom: Gain 1 point per biome with a card.
- Petals of Anteri: Gain 1 point per pollinator in the grove of your choice.
- Through Sand: Gain a pollinator in the jungle and tundra groves.
- Frozen Waters: Gain a nectar card and a bloom advance.
- Growing Vines: Gain 1 point per nectar card.
- Sprouting Cacti: Gain 1 point per nectar in the biome of your choice.
- Fresh Waters: Gain 5 points.
Storm
- Storm of Snow: Your first chip must be placed at an adjacent landmark, if able.
- Storm of Sand: You cannot send more than two pollinators here per turn.
- Storm of Rain: Your first chip cannot be placed at an adjacent landmark, if able.
- Storm of Wind: Anytime you send a pollinator to this card, you must send at least two.
Landmark
- Edge of the Jungle: When you place at an adjacent landmark, you must send at least one pollinator here.
- Edge of the Forest: When you place at an adjacent landmark, you may move one of your pollinators here to another card.
- Edge of the Sea: When you place at an adjacent landmark, if you have no pollinators here, move a pollinator from any grove to this card.
Misc.
- Wild Chameleons: Auto-pollinate during Phase III: Pollination.
Landmarks
Each landmark has two sides, (a) and (b). (The preview labels the fifth landmark "Landmark 4" in its text, though its numbered tile is 5.)
| Landmark | Side a | Side b |
|---|---|---|
| 1 | If 2: +1 pollinator | If 3 / 4 / 5: -1 pollinator |
| 3 | No 1 or 2 | No 4 or 5 |
| 5 | No 3's | 3's only |
| 7 | If Lowest: bloom advance | If Highest: bloom advance |
| 9 | 3 / 4 / 5 only | 1 / 2 only |
| 11 | Send pollinators to one card | Distribute pollinators evenly |
| 13 | If 2: bloom advance | If 3: bloom advance |
| 15 | 3 Chips | 2 Chips |
Landmark Themes
- First Blossom (recommended for your first Everbloom experience): 1, 9, 11, 13, 21, 29. 4 players: 3.
- Natural Selection (more restrictive landmarks for a meaner game): 3, 5, 11, 17, 19, 21. 4 players: 27.
- Duo (landmarks selected for the two player experience): 1, 9, 15, 23, 25, 29.
Habitat Tiles
| Tile | Day | Night |
|---|---|---|
| A | Gain 5 points. | Gain points equal to the points space you are on or passed on the bloom track. |
| B | Gain 2 or 6 points if you have at least 2 or 4 pollinators in a grove. | Gain 2 points per grove where you have a pollinator. |
| C | Gain 2 points per landmark where your chip is at the bottom. | Gain 2 points per landmark where your chip is at the top. |
| D | Gain 1 point per pollinator you had on the card. | Gain 9 points minus 1 point per pollinator you had on the card. |
| E | Gain 1 point per biome where you have a card. | Gain 2, 4, or 7 points if the card has a 1, 2, or 3 for pollination cost*. |
*Auto-pollinate cards have 0 so they do not score.
Habitat Themes
- Daytime: Recommended for your first Everbloom experience.
- Nighttime: A set requiring clever play to score your cards well.