Prototype. Separate from Cord. Matches in your tin: 3
0:00ember
0moves
Light it with…
Every fire starts with a starter. Pick one:
How to play
Swap two neighbouring pieces (tap one, then the other, or swipe) to line up 3 or more of a kind.
Build the fire in order: Starter (line up tinder until the nest is ready, then your flint or match lights it) → Kindling → Wood.
Once lit, the fire has Heat. A move that feeds what it needs warms it. A move that doesn't cools it a notch. Pine cones and tinder keep it from cooling.
Logs before the kindling is done are too big, too soon: they smother it.
Get the wood on and the fire roars. Run out of heat or moves and it fizzles. More moves left = more stars.
Later spots get tougher: 💧 wet pieces just hiss unless a line next to them dries them first. 🌬 Gusts knock off a bit of heat every few moves.
Specials. Line up 4 and one piece stays behind, glowing. A Bellows (ring and arrows) blasts its whole row or column when you match it or swap it. What it burns that the fire needs right now goes on the fire, and that move never cools it. 4 tinder makes a Spark: match it and a match goes back in your tin (on ember levels it adds 4 s to your next move).
Fatwood. Make a plus, an L or a T (or 5 in a row) and you get a Fatwood. Swap it with any piece and every piece of that kind goes up in flames. Every piece a blast burns that the fire needs right now counts toward it; other kinds just burn, no harm done. Specials start at Lakeshore (Bellows, Spark) and Pine Ridge (Fatwood).
Ember levels (marked ember on the level card): no flint or match. You start from your last glowing ember, and you have 5 seconds for each move or it goes out. Every move resets the clock. Once the tinder catches and the fire is going (heat 2 or more) you get 10 seconds a move; if the heat drops to 1 it's back to 5. As time runs low the ember dims, flickers and smokes. The clock pauses while pieces fall and while this How to play is open.