The Fairy Court has convened and building the Grove is deemed necessary. The ancestral Wisps return to inhabit the Trees once again. You are Luminaries tasked with nurturing the Grove, raising it together, but only one of you will be the most influential in this necessary endeavor, when the dust has settled and the colorful leaves rustle with magical energy and life!
Each turn you will place one Bark card in a tree - columns beginning from separate Roots - of the common Grove and draw a new Bark card at the end of it. Bark cards come in four types and may contain Hollows, the prospective residence of the three Tribes of Wisps, as well a scoring condition.
Play Bark cards into the Grove to create elaborate arrangements through their type (color) and through potentially summoning Wisps that you must place in any vacant Hollow of the Grove suits your aims. But, these purposefully composed arrangements of colors and creatures are measured solely against the scoring conditions on the four Bark cards that you have chosen to not play in any round since you drew them and keep in your hand by the end of the game. They will decide how much Favour, victory points, you have earned!
Once per game, using your Treetop, you can simultaneously cap off a tree in which no cards will be able to be played afterwards by any player, and secure a fifth - strictly personal - scoring condition, the one on the topmost Bark card in the Tree at that point.