A meditative two-player game of nature, balance, and change. Gather the land into harmony โ a full direction or a full terrain โ seal each with the turning of the four seasons, and find the way before your opponent does.
Be the first to complete and lock four Harmony Sets. A set is locked when it has been capped with the four seasons; a locked set is yours forever. The moment you hold four locked sets, you have found Harmony and the game is won.
| Family | What it is | Count |
|---|---|---|
| Terrain | Every terrain card carries a terrain โ Forest, Field, River, or Road โ and a direction: North East South West. Four terrains ร four directions, three copies each. | 48 |
| Season | Spring Summer Autumn Winter โ ten of each. Seasons don't build sets; they seal them. | 40 |
| Celestial (Solstice & Equinox) |
Spring Equinox Summer Solstice Autumn Equinox Winter Solstice โ one of each. Season-wilds that play as one of two seasons (see below). | 4 |
| โฐ๏ธ Mountain | The terrain wild. Stands in for any single terrain card a set is missing. | 6 |
| ๐ซ๏ธ Fog / ๐ Wind | Sky cards you hold and play from your hand at the right moment. | 4 / 4 |
| โก Storm ยท โ๏ธ Sun ยท ๐ Moon | Sky events. You never hold these โ they resolve for everyone the instant they are drawn. | 1 each |
A turn is a single action. You do one of the following, and then it's your opponent's turn:
You take one build action per turn โ lay a set, cap a set, or play a special. Capping is its own action (Cap Set), separate from laying: a set goes down open, and you lock it later, when you choose.
A Harmony Set is four terrain cards that agree in one of two ways:
| Kind of set | What it means | Example |
|---|---|---|
| A Direction | One shared direction, all four different terrains. | East Forest ยท Field ยท River ยท Road "East โ all terrains" |
| A Terrain | One shared terrain, all four different directions. | Forest N E S
W "Forest โ all directions" |
Each set has a unique identity โ you can't lay the same direction twice or the same terrain twice โ and you build toward at most four sets in all.
An unlocked set counts for nothing yet, and any Mountain inside it is exposed. To make a set permanent, cap it with the four seasons โ one Spring, one Summer, one Autumn, one Winter (a celestial card may stand in for one of them). A capped set is locked: safe from theft forever, and one of the four you need to win.
Four special season cards mark the turning points of the year. Each is a season-wild, but either/or: unlike a Mountain, which can be any terrain, a celestial card may be played as one of two adjacent seasons โ never both at once. There is one of each in the deck.
| Card | Plays asโฆ | The turning it marks |
|---|---|---|
| Spring Equinox | Winter or Spring | winter giving way to spring |
| Summer Solstice | Spring or Summer | spring giving way to summer |
| Autumn Equinox | Summer or Autumn | summer giving way to autumn |
| Winter Solstice | Autumn or Winter | autumn giving way to winter |
A Mountain is powerful but exposed. While it sits in an unlocked, unfogged set, whoever holds the exact real terrain card it stands in for can play that card into the slot and take the Mountain into their own hand.
Play Fog onto any unlocked, unfogged Mountain โ your opponent's or your own โ to freeze it. A frozen Mountain's set cannot be stolen from, and cannot be capped or locked, until the fog is cleared. Laying the Fog is your discard โ the Fog rests on the Mountain (not on the discard pile, not buried in the deck) and your turn ends. Fogging your own Mountain is a legal defensive play: it shields the Mountain from theft, at the cost of not being able to cap that set until you clear the fog yourself.
Play Wind to blow the fog off one of your own frozen Mountains, freeing that set to be capped or completed again. The cleared Fog then goes to the discard pile, spent. Like Fog, playing the Wind is your discard โ the turn ends and you are back to seven.
These three are never held or played, and when one is drawn it resolves for everyone โ it is the same sky over both players. The instant it is drawn (even into an opening hand) it takes effect and cannot be kept.
The sky breaks. Every player throws their whole hand into the discard and draws seven fresh. Laid sets are untouched. Drawing the Storm is your turn.
The Sun shines on all. Each player replaces one card โ draw one from the deck, release one of your choice โ so every hand stays at seven. Drawing the Sun is your turn.
A quiet renewal. Each player may release up to three cards and draw that many anew. Drawing the Moon is your turn.
When the draw pile is spent, the discards (all but the top card) are shuffled into a fresh draw pile, and play continues.
The first player to hold four locked sets โ all of the same kind, sixteen distinct cards in all โ has found Harmony and wins.
| Thing | In short |
|---|---|
| Hand size | Always seven at rest. Gain one, shed one, every turn. |
| A turn | One action: draw & build, or steal a Mountain. |
| A set | Four terrains: one direction + all terrains, or one terrain + all directions. All your sets must be the same kind. |
| Mountain โฐ๏ธ | Terrain wild; fills a missing terrain (more than one allowed, with โฅ1 real card). |
| Seasons | All four (a celestial may be one) lock a set via Cap Set โ your deliberate choice, never automatic. Or lay them as a waiting reserve. |
| Celestial | Season-wild for one of two adjacent seasons; fills one cap slot. |
| Steal / reclaim | Instead of drawing: swap your terrain for a Mountain. That's your whole turn. |
| Fog ๐ซ๏ธ | Freeze a Mountain (rests on it). Your discard; turn ends. |
| Wind ๐ | Clear fog off your own Mountain. Your discard; turn ends. |
| Storm / Sun / Moon | Sky events for everyone, fired on draw: redraw seven / replace one / cycle up to three. |
| Win | Four locked sets. |