⛅ Player guide

How to play Weatherlings

Weatherlings is a creature battler powered by real weather. Every battle replays a real forecast hour by hour. The trick isn’t the weather you see now — it’s reading the trend to predict what’s coming next, because that’s when your move lands.

The core idea

Read the sky, then act

You always observe the current conditions, but the card you play resolves under the weather 6 hours later — the reading you have to forecast. A fire move you line up for a warm afternoon fizzles if a cold front rolls in first. Both players face the exact same weather, so the only edge is how well you read it.

Creatures

Types & the weather matchup

Every creature has a type. A creature is vulnerable — it takes +25% damage — when it’s caught in its opposite weather. So a Hot creature hit during a freeze takes extra, and a Wet creature is exposed in a dry spell.

Cold
thrives in the cold, struggles in the heat. Weak vs Hot weather.
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Hot
thrives in the heat, struggles in the cold. Weak vs Cold weather.
Dry
thrives in dry air, struggles when it rains. Weak vs Wet weather.
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Wet
thrives in rain, struggles when it's dry. Weak vs Dry weather.

Weather is fixed and game-wide: above 80°F is hot, below 40°F is cold; rain makes it “wet,” a dry day is “dry.” (A Normal type has no weakness.)

A round

Two steps: play, then attack

1
Play a creature (hidden)

Add one creature from your hand to your field, or skip. Your pick is hidden — your opponent does the same at the same time. You build up a team over the battle (up to four creatures); they stay on the field until knocked out.

2
Reveal

Both fields are revealed, so you now see what your opponent just put down before you commit to anything.

3
Attack & forecast

Pick one creature to attack with, choose its move and a target, and forecast the next reading. Everything resolves under that +6h weather. A correct forecast earns you a bonus that round.

Forecasting

Predict the next reading

You don’t get live data — you get the recent hours and have to extrapolate. Open the Weather Lab during a battle to study trends: temperature, pressure and precip charts, an hour-by-hour table, and regional maps (radar, temperature, cloud, pressure). Guess the +6h temperature (within a degree) and precip type and you claim that round’s reward — a random boost like +25% attack, +10 defense, or bonus points.

The math

How damage & score work

How damage is built

  1. 1
    Base damage
    Every move has a base damage, printed on the card (a heal shows as +N).
  2. 2
    Weather
    A move only works inside its temperature range (also on the card). Outside it, the move can’t be used and does 0. Some moves add or lose damage in certain conditions — e.g. +20 below 40°F.
  3. 3
    Type matchup (±25%)
    A creature takes +25% damage when it’s hit in its opposite weather — a heat-loving creature struck in the cold, a water type in dry heat, and so on.
  4. 4
    Forecast bonus
    Predict the next reading correctly and you earn a random reward that round: +10 or +25% attack, +10 or +25% defense, or +2 / +25% points.
  5. 5
    Forecast-reading moves
    Some moves reward how precisely you forecast the temperature with bonus damage — e.g. +10 within 3°F, +20 within 1°F, plus a little for the right sky. The card spells out its exact numbers. This stacks with the reward above — so the better you read the weather, the harder these creatures hit.
Special moves
  • All foes — some attacks hit every enemy creature at once (lower damage each).
  • Heal — restores HP to one of your own creatures instead of attacking.
  • Normal-type creatures have no weather strength or weakness — they win by reading the forecast well, not by matching the weather.

How you score points

  • Damage ÷ 10 — points for the damage you deal (rounded).
  • +20 for a direct hit (your opponent has no creature to block).
  • +10 for a KO (you knock a creature out).
  • Highest total when the battle ends wins. (HP is tracked per creature; score is your running total.)
Worked example

Subzero (base 30) in freezing weather: 30 +20 (below 32°F) = 50, then +25% because the target was a heat creature caught in the cold → 63 damage. That scores 6 points (63 ÷ 10) and, if it KOs, +1016 points.

Reminder: above 80°F is hot, below 40°F is cold — fixed for every creature.

Off the battlefield

Build your team

Win battles to earn ⚡ Bolts and experience. Spend Bolts in the Shop to collect creatures into your trunk, then assemble Decks. Because you can’t choose the arena or season, the real skill is keeping a deck ready for any weather.

How to play · Weatherlings