AN EVERGREEN TALE

Feed the Beast v2.4a

THE DEALER

“Lost, little scout? Sit. We shall play for your life.”

The Beast waits.
THE BEAST0cards devoured
HUNGRY · 2 JokersROUND 147 cards in the deck
THE SCOUT0cards claimed
THE OFFERINGShared cards · choose a combination
YOUR HANDUse at least one

Select cards to form a poker combination.
THE TERMS OF YOUR SURVIVAL

Outplay your dealer.

Survive eight Wagers against the same Beast. After Wager VIII, escape or continue into Endless with your build intact.

Each Hunt starts with 52 ordinary cards and 2 Jokers. Every physical card scores one point; Gold scores two. Keepsakes and Enchantments can add bonus points. Ties are losses.

  1. Build a poker combination using at least one contributing Hand card, unless The Open Hand permits Offering-only Claims. Every selected card must belong to it, except the explicit Beast’s Courtesy Keepsake allowance.
  2. Each Wager begins with 3 Purge actions. Offer 1–3 eligible Hand/Offering cards per action, at most once per round. Buffs and Keepsakes may alter these limits.
  3. Claim, Purge, Cycle and Feed are independent choices. You may Feed without spending other resources. Purges do not reset between rounds.
  4. Cycle up to 2 Hand cards. Draw available replacements from the original draw pile, then shuffle the cycled cards back. The Wandering Needle may add Offering targets; successfully Cycled Offering cards receive Offering replacements when pre-exchange Draw Pile cards are available. One starting charge, two completed Claim/Feed rounds to recharge. Cycle itself does not advance a round.
  5. Refill the Offering to its five-card baseline first, then refill your Hand to its three-card baseline. Draw +1 adds an extra card to Hand. Scry reveals only the actual top card and lets you draw it or bottom it.
  6. Choose one of three fixed Starter Keepsakes before Wager I. Normal randomized Keepsakes begin after Wager I. Collect Keepsakes and choose routes between Wagers. Camps offer an upgrade or Fortify: independently Bless up to two different eligible ordinary cards.
  7. The game may end early only when the result is mathematically guaranteed. It never recommends a hand.

Allowed combinations

Pair (2) · Three of a kind (3) · Two pair (4) · Four of a kind (4) · Straight, flush, full house, straight flush (5). No kickers. Aces can be low or high in a straight, but cannot wrap around.

Jokers

A joker can represent any card, including the exact same rank and suit as another card or joker. Select it, choose a rank (Ace through King), then choose a suit. The card does not have to be on the table. Click the joker again to reassign it. Back and Cancel preserve its old identity until you confirm a suit. Deselect removes it from your selection. Its identity clears when claimed or devoured. It still counts as just one card.

A SCOUT’S FIELD GUIDE

Poker Hands

Only collect the cards that make the combination. Each ordinary card is worth 1 point. A Gold card in The Hunt is worth 2.

Gold border = a card from your hand. At least one must help form the combination unless you carry The Open Hand.

All eight allowed combinations, grouped by cards collected.
CombinationExampleCollect
PairTwo cards of the same rank.
2cards
Three of a kindThree cards of the same rank.
3cards
Two pairTwo matching pairs of different ranks.
4cards
Four of a kindAll four cards of the same rank.
4cards
StraightFive consecutive ranks. Suits can differ.
5cards
FlushFive cards of one suit. Ranks need not be consecutive.
5cards
Full houseThree of one rank, plus two of another.
5cards
Straight flushFive consecutive ranks, all in one suit.Exact combination: five cards.
5cards

Aces: A–2–3–4–5 and 10–J–Q–K–A are valid straights. Q–K–A–2–3 is not. A royal flush is an ace-high straight flush: 5 cards.

Jokers: Choose any rank, then any suit—even if that card is not in your hand or the Offering. A joker still counts as 1 card.

No extra cards: K–K–4 is not a three-card claim. If both kings are in the Offering, an unrelated 4 from your hand cannot unlock them. The Open Hand lets you Claim the legal pair alone. High card alone is not a valid play.

Name your wild card.

1 of 2 · Choose a rank

Begin another wager?

Your current game will be lost.

SOUNDS OF THE FOREST

A crooked little tune.

Original chiptune melodies and retro card effects. The Beast enjoys the wager. You might not.

35%
60%

Audio is on. It starts with your first click or tap at the table.

FEED THE BEAST?

Surrender the cards in your hand and the Offering to the Beast?

I · LOST

Lost

CREATED BY: TheMethLab
1 / 5

TALES OF THE HUNT

Lifetime record

Keep your story

Save Version 6. Export keeps Tales, statistics, upgrade discoveries and settings. Versions 1–5 migrate automatically. Charm career progress and guidance preferences are included. It does not resume a partial game or an unfinished Hunt. Import replaces this browser's profile and reloads the game.

Replace your saved story?

This replaces Tales, statistics and settings and starts a fresh game. Export your current save first if you want a backup.

Erase Tales and statistics?

This starts a new game and clears recorded progress. Your settings stay. Export a backup first if you want to keep these Tales.

The Beast changes the terms

Changes persist across this Hunt. Mark upgrades share one marking system; their inherited Buffs are listed below. Sorting moves cards on screen; numbered Offering seats retain their locks.

Commit this Purge?

Cycle 1–2 Hand cards (Needle may expand targets)

Draw available replacements into the selected Offering seats first, then Hand positions. Replacements come from the pre-exchange Draw Pile; just-cycled cards cannot redraw themselves. Surviving cards then shuffle back once. Beast Buffs may intercept a card. This is not a Claim, Purge, Feed or completed round.

Remaining Deck

Bright cards are still in the draw pile. Grey cards have left it. Cards are grouped by suit and rank, never draw order. Each tile represents one physical copy.

Controller

D-pad / left stick navigates. A / Cross selects; B / Circle goes back. These navigation buttons stay fixed. Assigning an occupied button swaps the two actions. L3 means click the left stick.

THE EVERGREEN TRAIL

Keepsake Bag

Pin a visible card

Inspection does not select or play a card. You can also press P on a focused card or right-click it.

PATCH NOTES

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