Play Wildwood Stand

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Wildwood Stand
Preparing Wildwood Stand
Preparing Wildwood Stand

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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

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