A few rules. A lot of little rescues.

Rescue dragonflies at the Pond, dig deeper in the Meadow, make room beneath the Forest canopy, or tend vegetables and flowers in The Cottage Garden. Or rotate potted plants on The Patio with a cat for company. Every mode starts with a simple match.

01 · THE BASICS

Match & swap

Swap two neighboring plants horizontally or vertically to line up at least three of the same kind. Matches clear and surviving plants fall. Falling plants can make more matches in a cascade. The Pond, Meadow, and The Cottage Garden refill cleared spaces immediately; the Forest also refills cleared spaces immediately.

The Pond and The Cottage Garden use seven plant colors, including white, from the start. The Meadow and Forest use six. Bloodroot is a separate wildcard with a rainbow border and dark grey background; it does not count as an ordinary color. It does not join ordinary color matches, and other bloodroots’ color clears leave it in place.

A swap that makes no match is undone and does not consume a turn. In the Pond and Meadow, incoming plants leave a valid next move, sometimes with a wildcard to keep a tight opening playable. Those modes reshuffle when no moves remain. The Forest and Cottage Garden use natural refills and end when no legal swaps remain.

Each cleared tile earns 100 base points. Each cascade after the initial clear adds 0.1 to that move’s multiplier: one cascade gives ×1.1, two give ×1.2, and so on. An upgrade chain within one clear round adds no cascade bonus. Clears after dragonfly movement count as additional rounds. Your progress adds another 0.1 for every five completed turns in the Cottage Garden, Patio, and Forest; every five dragonflies rescued in the Pond; or every four layers descended in the Meadow. Milestones affect the next move. Add the bonuses together: a 0.3 cascade bonus and 0.4 progress bonus give ×1.7. Apply this once to the move’s tile, rescue, soil, and food points, then round to whole points. Time bonuses stay the same. The multiplier beside Score shows your progress multiplier for the next move.

02 · A LITTLE EXTRA MAGIC

Special plants

  • Four in a line: creates a surrounding burst that clears a 3×3 area.
  • Five in a line: creates a wildcard. Swap it with any plant to clear that kind.
  • A T, L, or + intersection: creates an upgrade that clears both its row and column.

Specials activate when matched or hit by another special, so their effects can chain together. When a horizontal, vertical, surround, or row-and-column upgrade hits bloodroot, it clears all plants of the triggering upgrade’s color. Swap two bloodroots to clear the whole board. New plants have a 1 in 1,000 chance (0.1%) of arriving as bloodroot, a wildcard you can swap with any plant to clear that kind.

03 · MAKE YOURSELF AT HOME

Controls & comfort

  • Mouse or touch: select two adjacent plants, or drag or swipe a plant toward its neighbor.
  • Keyboard: Tab to a plant, use arrow keys to move, and Enter or Space to select. Shift + an arrow swaps directly.
  • Shortcuts: H shows a hint, R restarts, and Escape pauses.
  • Hint: highlights a suggested swap, prioritizing dragonfly rescues in the Pond, digging in the Meadow, space in the Forest, and points in The Cottage Garden.
  • Settings: adjust sound effects and garden ambience independently, or turn on reduced motion.

Settings, each mode’s best score, and your current games stay in this browser. Return to a game to resume its board and any remaining time. Time away is paused. Starting a new game replaces that mode’s saved run and keeps its best score.

04 · ENDLESS PLAY

The Pond

Match the plant carrying a dragonfly, or clear it with a special, to rescue the dragonfly for 500 bonus points.

Every valid turn lifts surviving dragonflies one row. The top row is your last chance to rescue one. If it advances past the top row, the frog catches it and your run ends. New dragonflies arrive more often as you play. The number on the board is capped at two through turn 15, three through turn 35, and ten afterward. Keep matching and rescuing to build your score.

05 · TIMED DIGGING

The Meadow

Start with 90 seconds. Soil occupies the lower board: match plants immediately above or beside it to dig. Diagonal matches do not dig. Pale limestone takes one stone hit, gray slate two, golden sandstone three, and dark basalt four. Each then leaves bare earth requiring one final hit to clear. Each rock keeps its material as damage adds deep cracks, chipped edges, and exposed soil. Screen-reader labels describe hits taken and hits remaining. A brief dust burst marks each impact; reduced motion skips it. Direct special blasts remove two layers, while adjacent matches remove one.

Clear every soil tile above the dashed dig line (below row six) to dig deeper and gain 30 seconds. Clear the whole board’s soil in one turn for 90 seconds. Two wildcards clear all plants, soil, and stones. The remaining earth rises and fresh soil appears below.

Find food for the robin: grubs for 200, worms for 500, and beetles for 1,500 bonus points. At depths 8, 16, and 24, new ground contains more stones. Food keeps its base value; the depth bonus applies to the whole move. Rocks can take three hits from depth 16 and four hits from depth 24. Each soil tile adds 50 points alongside your usual match score. Hint favors digging moves. When the clock reaches zero, the robin flies away and your run ends. Pause, Settings, and hidden tabs pause the clock; so do match animations.

06 · ACORN GARDEN

The Forest

Play at your own pace on a full board of six woodland plant colors. Cleared spaces refill naturally, with no timer or reshuffling. Acorns drop in from the top as replacement tiles. The first 20 replacement tiles have no acorns. Tiles 21–30 have a 0.25% chance each; the chance rises by 0.25 percentage points every ten replacement tiles, up to 20%. At most one acorn per turn can arrive, including all cascades. Replacements during cascades count; the opening board does not. The minimum gap between acorn arrivals is 5 turns on turns 1–5, 4 on turns 6–10, 3 on turns 11–15, 2 on turns 16–20, and 1 from turn 21 onward. The current stage determines when the next acorn is eligible. Rejected swaps do not advance the cooldown.

Acorns match nothing. They cannot complete a plant match or match each other. Only an upgraded tile’s effect clears them: a line, surrounding burst, row-and-column clear, or bloodroot combination. Bloodroot color clears leave unrelated acorns intact; swapping bloodroot with an acorn clears all acorns and consumes that bloodroot. The game ends when no available matches remain.

07 · CLASSIC MATCHING

The Cottage Garden

A wren watches over a garden of peas, carrots, tomatoes, borage, purple coneflowers, black-eyed Susans, and white snapdragons. Swap adjacent plants to match three or more, clear them, and let fresh plants fall into the gaps. Cascades and special plants grow your score.

Take your time: there is no clock or move limit. Keep making matches until the settled board has no legal swaps left. The run ends naturally, with your final score and best score. Start another garden whenever you like. Hint suggests a scoring move, and returning to the garden resumes your saved run.

08 · ROTATING POTS

The Patio

A cat keeps you company on a sunlit patio. Press near where four pots meet to show a rotation ring around a 2×2 square. Any overlapping square can be selected, including squares along the edges. The selected square stays fixed while you drag right for clockwise or left for counterclockwise. Release to turn the highlighted pots in the direction shown by the arrow. A tap does not rotate. Drag a little to choose a direction; returning to the starting position before releasing cancels. The arrows disappear in neutral. Sliding off the board also cancels.

For a square starting as A B / C D, a clockwise turn gives C A / D B; counterclockwise gives B D / A C. Line up three or more matching plants anywhere on the board. A rotation must make a match or activate bloodroot; otherwise it is undone without using a turn. A selected bloodroot clears the plant color at its destination in the chosen direction. Usual specials, cascades, and chain bonuses apply.

There is no timer. Cleared spaces refill naturally, and the run ends when no scoring rotations in either direction remain. Hint shows a square and the direction to turn. With a keyboard, arrow keys move the ring and Enter or Space rotates clockwise; hold Shift to rotate counterclockwise. Your Patio run and scores save separately.