Play Wildwood Stand
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How to play Wildwood Stand
Gather a small party of woodland creatures, grow each one from Sprout to Ancient with paths, knacks and trinkets, and watch them hold the old wood against a logging crew for 15 waves.
- Press New season on the title card, or Today’s season for the season everyone gets that day. Continue brings back a season you left. Once you have held a whole season, New season lets you choose a year: each year’s crew is 5% tougher than the last, up to Year 5.
- Tap a creature in the shop to buy it with acorns. A new creature goes to your bench (it holds three). Buying a creature you already have feeds its growth instead: one copy makes a Sprout Grown, two more make it Elder and three more make it Ancient. Each rank is stronger (Grown 1.5 times a Sprout, Elder 2.1 times, Ancient 2.8 times), and the shop card shows how close the next one is.
- Each time a creature grows, you choose for it. Becoming Grown, it picks one of three paths for its family; becoming Elder and Ancient, it learns one of three knacks. Choices last the season.
- Tap a creature on the bench or in your grove, then tap a spot to move it there, or another creature to swap the two. You can also drag it. Three creatures fit in the grove at first; Grow grove opens a fourth spot for 6 acorns and a fifth for 10.
- Trinkets: the fifth shop card is a trinket for 4 acorns, and the peddler at camp brings more. They wait in your pouch (three spots) until you tap one and then a creature to give it. A creature wears one trinket, an Ancient two; take one off from the creature’s details.
- The top three rows show the next wave’s crew and where they will stand. Put sturdy creatures in your front row and creatures with a longer reach behind them, then press Start wave. The creatures fight on their own: each walks to the nearest crew member, fills its energy as it attacks and is hit, then uses its ability.
- Two different kinds of one family in your grove wake that family’s bonus, and three kinds wake a stronger one. Tap a family chip above the field to read its bonus. Tap any creature or crew member for its numbers and ability.
- After each wave you get acorns: 6 for the day, 1 for every 10 you saved (up to 3), 1 for holding the wave and 1 or 2 for a run of wins or losses in a row. Then the Old Oak offers a blessing (after waves 3, 6, 9 and 12) or you make camp and choose one of three gifts. A lost wave costs the Old Oak leaves: 1 for the wave, plus more the later it is, plus 1 to 6 for each crew member still working. Hold all 15 waves to win the season; when the leaves run out, the season ends.
Controls
- Touch and mouse: tap a shop card to buy. Tap a creature, then a spot or another creature, to move or swap; or drag it. Tap a trinket in your pouch, then a creature, to give it. Drag a creature onto the shop to sell it (one that has grown a rank asks first), or use Sell on the bar that opens when you pick one. New faces refills the shop and the trinket stall for 2 acorns.
- Keyboard: Tab to the field and use the arrow keys to choose a spot, then Enter to pick up a creature and Enter on another spot to put it there. 1 to 4 buy creatures and 5 the trinket, T picks up the next trinket in your pouch (Enter on a creature gives it), R refills the shop, G grows the grove, I describes the chosen creature, S sells it, W starts the wave and Escape puts things back.
- During a wave: the 1x button switches to double speed, and Skip to the end shows the result straight away.
- Toolbar: pause, help, restart (opens the title card: your season stays until you choose to start a new one), optional sound and fullscreen.