Game rules

Everdell rules: how to play and how to score

Reviewed on 8 October 2026 against the publisher’s rulebook. How we check

Everdell plays 1 to 4 players: everyone builds a city of woodland animals, fifteen cards at most, from the end of winter to autumn. Here are the essential rules, setup and final scoring, based on the official rulebook.

Players
1 to 4 (solo against Rugwort)
Play time
About 80 minutes
Winner
Most points; on a tie, the most Events, then resources

Everdell quick rules

The goal
Each player builds a city of woodland animals: Critters and Constructions laid out in front of them, 15 at most. The game starts at the end of winter and stops after autumn. Points come from the cards in your city, Point tokens, Events and autumn Journeys.
Your turn
Play goes clockwise. On your turn, take just one action: place a Worker, play a card or prepare for the season. You start with 2 Workers and gain more each season. There’s no shared round: everyone moves through the seasons at their own pace.
Placing a Worker
Put a Worker on a location marked with a paw print and take what’s shown right away: cards, points or resources (twigs, resin, pebbles, berries). A closed ring holds one Worker, an open ring several. You can also go to a Destination (red card) in your city, or an opponent’s if it shows the open sign: they gain 1 point.
Playing a card
Put a card from your hand or the Meadow (the 8 cards in the middle) into your city, paying its cost in resources. Every Critter names a Construction: if it’s already in your city, the Critter is free, and an Occupied token goes on the Construction. A unique card can only be in your city once, a common card as often as you like. Your hand is limited to 8 cards.
Card colors
Tan, the Travelers: once, when played. Green, Production: when played, then again in spring and autumn. Red, the Destinations: places to put a Worker. Blue, Governance: bonuses or discounts when you play other cards. Purple, Prosperity: extra points at the end.
The seasons
When all your Workers are placed, prepare for the next season: take them back and gain the ones waiting for you on the Ever Tree. In spring, one more Worker and your green cards produce; in summer, one more Worker and up to two Meadow cards; in autumn, two more Workers and your green cards produce again. Only in autumn can you go on a Journey, discarding 2 to 5 cards.
Events
Events are shared goals: each can only be completed by the first player to get there, by placing a Worker on it once their city already meets the conditions. The 4 Basic Events ask for several cards of one color and are worth 3 points. Special Events ask for two specific cards and pay more.
The end and the final count
In autumn, when you can’t act anymore, you pass; the others keep going until everyone has passed. Everyone adds up their cards’ printed points, Point tokens, Prosperity bonuses, Journeys and Events. On a tie, the most Events wins, then the most leftover resources.
Beginner traps
Filling your 15 spaces too fast; paying for Critters you could have played for free; preparing for the season too late while others grab the good locations; keeping no cards for the autumn Journey; noticing the Special Events too late.

How to score Everdell

Cards
Points printed on the cards in your city (a Fool in your city is worth −2).
Point tokens
Those in your supply and those left on your cards.
Prosperity bonuses
Bonuses from purple cards, on top of their printed points.
Journey
Points from the Journey locations where your Workers are.
Events
3 points per Basic Event, plus the points from Special Events.
Events completed, then resources left
Tiebreaker only: the number of Events completed, then your leftover twigs, resin, pebbles and berries.
Pearlbrook
Points from your Wonders and Adornments, plus 2 points per pearl left.
Spirecrest
End-of-game points from your fulfilled Discovery cards, and from the Expedition: the map tiles your Traveler reached.
Bellfaire
The Garland Award: 6 points for the most cards of the type shown, 3 for second (at least one card of that type).
Newleaf
Points from the Visitor cards whose condition your city meets at the end of the game.

Worked example

Emma scores 32 points from cards, 6 Point tokens, 9 from Prosperity, 4 from her Journey and 9 from Events (one Basic at 3 and one Special at 6): 32 + 6 + 9 + 4 + 9 = 60 points.

Common mistakes

  • Counting purple cards twice: their printed points go under “Cards,” their bonus under “Prosperity.”
  • Forgetting the Point tokens left on your cards.
  • Forgetting that a Fool an opponent put in your city costs you 2 points.
  • Breaking ties on resources first: compare the number of Events completed first.

How to set up Everdell

With several players, follow the first three parts; solo, add the last one. The number of Forest cards and starting hands depend on the player count.

The board

  1. Set up the board, then put the Ever Tree on the stump at the top of the board.
  2. Put the twigs, resin, pebbles and berries in piles along the river.Resources aren’t limited: if you run out, use something else.
  3. Put the Point tokens and the Occupied tokens next to the board.

The cards

  1. Shuffle the Forest cards and place one faceup on each of the 4 Forest spaces.Solo or with 2 players, only 3: leave the bottom right space empty. Put the other Forest cards away.
  2. Put the 4 Basic Event tiles along the river.
  3. Shuffle the Special Event cards and place 4 of them on the lower branches of the Ever Tree.Put the others back in the box.
  4. Shuffle the Critter and Construction cards and flip 8 faceup into the Meadow.The Meadow is the grid of 8 spaces in the middle of the board.
  5. Slide the rest of the deck, facedown, inside the Ever Tree: that’s the draw pile.The discard pile goes facedown, on the spot marked on the board.

Each player

  1. Everyone picks a color and takes 2 Workers.
  2. Put your 4 other Workers on the upper branches of the Tree: 1 on Spring, 1 on Summer, 2 on Autumn.You’ll get them back as you prepare for each season.
  3. Choose the first player before dealing the cards: the rulebook picks the most humble player.Starting hand size depends on turn order.
  4. Deal 5 cards to the first player, 6 to the second, 7 to the third and 8 to the fourth.With 2 players, 5 and 6; with 3 players, 5, 6 and 7; solo, 5 cards.

Solo: Rugwort

  1. Choose a color for Rugwort, your automatic opponent.An old rat with no hand and no resources. Year 1 is the easiest level; Years 2 and 3 make it harder.
  2. Put one of Rugwort’s Workers on the Forest card at the top left.
  3. Put another of Rugwort’s Workers on the 3 twigs space.Those two locations are blocked for you as long as his Workers are there.
  4. Keep the 8-sided die within reach.Every time you play a card, the die shows which Meadow card Rugwort takes.

Frequently asked questions

How many cards do you start with in Everdell?

It depends on turn order: 5 cards for the first player, 6 for the second, 7 for the third, 8 for the fourth. Solo, 5 cards.

How many cards can your city hold in Everdell?

15 at most, Critters and Constructions together. Your hand is limited to 8 cards.

How much is an Event worth in Everdell?

3 points for a Basic Event; Special Events, which need two specific cards, pay more. Each Event can be completed by only one player.

Ludingo’s Everdell sheet was last reviewed on 8 October 2026, based on: fidelio.ca, matagot.com, rulebook (PDF), BoardGameGeek.