Enter The World Of

Zibbles

Fast. Strategic. Creature Card Battles.

Three lanes. Clever creatures. Race to 7 Sparks by defeating rivals and claiming open lanes.

Free browser demo · Play the computer · No account needed

SproutLeap card

Featured Zibbles

QuarriBloom card
BolterWisp card
MurMurry card
PipTik card
VelveTrail card

Browse all creatures, card codes and version histories →

Your first battle starts here

Meet your next worthy rival.

Choose a starter and take on the computer. Explore all 60 creatures, find a clever Relay and learn each ability as you play.

Single-player browser demo · No download or account · Matches are not saved

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Zibbles starshipSproutleap

A NEW WAY TO PLAY

Fun Games

Explore planet Zibbles73 with Sproutleap, learn algebra and trig on puzzle trails, fly the starship, race through Spark Trail, climb enchanted towers, or learn spelling in Word Quest. These adventures are separate from the TCG.

Explore Fun Games

How To Play

Play head-to-head, or as two teams of two sharing a deck, hand, creatures and score.

01

Choose your starter

Each side reveals a Skill 100–199 starter in the middle lane, ready and shielded. Shuffle the remaining deck and draw three cards.

02

Make your moves

Ready your creatures, draw a card and spend up to three actions. Deploy, attack, move, Relay, use an ability or Claim. The starting side gets two actions and no draw on its first turn.

03

Battle across lanes

Attack the enemy opposite you. Attack below Defense deals one wound; equal or higher deals two. A shield prevents one wound, once. There is no counterattack.

04

Earn your Sparks

Gain one Spark per enemy defeated. Claim an open opposing lane for one Spark, once per turn. Finish the whole action: at seven or more, higher score wins; equal scores draw. After round 12, compare scores the same way.

The details that make a clever move

Decks: Use matching decks with one copy of each agreed creature, a Skill 100–199 starter and at least three other cards. The demo includes all 60 current creatures per side.

Health: One wound represents 100 damage. Wound spaces equal Health divided by 100, rounded up. When all spaces fill, discard the creature immediately. Wounds and shields travel with it; healing removes wounds.

Skill: Deployment costs one action at 100–199, two at 200–299, or three at 300–399, paid together. Deploy into an empty friendly lane, exhausted.

Readiness: Actions other than deploying cost one action and exhaust the ready creature using them. Exhausted creatures still defend and keep passive abilities. Unused actions expire. Empty decks do not reshuffle.

Speed: 100–199 reaches a neighboring lane; 200–299 reaches either other lane. Move to an empty lane or swap with a teammate. Relay swaps with a teammate in range, then the initiating creature attacks an enemy in its new lane. The partner keeps its readiness.

Abilities: Follow each creature’s text. Ability attacks use normal combat. Ability wounds ignore Defense but use shields unless stated otherwise. A defeat awards the opposing side a Spark even when self-inflicted. Resolve all bonuses and self-wounds before checking victory.

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