A cooperative card game of resistance, resilience, and really knowing your birds.
Shuffle both decks. Draw 12 storm cards at random — set the rest aside. Each player draws 5 bird cards. Assign the Lead Player token. Work through all 12 storms. Beat 7 or more and the birds win.
Bird cards have three stats — Region, Habitat, Migration — plus a species, state, and power. Storm cards have a Hero condition, two flock stat conditions with an AND or OR between them, and sometimes an effect.
Play the exact bird named on the storm card. Storm beaten immediately — goes to your personal hero pile. No power substitutions. True bird only.
Cards on the table collectively meet the storm's stat conditions. AND = both required. OR = either works. One card can satisfy both conditions if it qualifies. Goes to the team win pile.
Round 1 — Hero attempts. Starting with the Lead Player, each player may attempt to hero the storm or pass. First to succeed wins it solo. If all pass, Round 2 begins.
Round 2 — Flock response. Everyone must play one card. No passing. Ask questions openly before your turn — "Who has a Wetland bird?" — then commit. If the flock meets the conditions, team win. If not, loss. Either way all played cards are discarded.
Spent bird cards go to the shared discard pile — they never return. All players draw back to 5 after every storm. Storm cards go to their appropriate pile.
Played bird discarded. Storm → your personal hero pile.
All played birds discarded. Storm → shared team pile.
All played birds discarded. Storm → loss pile.
Play one card, draw back to 5, repeat. High draw-pile risk. Optional variant.