Tinkletown

Inventor Brief · First Parade

Town Primer

How hero cards work, what the numbers mean, and how a match plays out across the four teams.

Rag Squire
3
2
2

Hover for full card preview

  • SpringsTop-left cost
  • WitBottom-left power
  • StitchBottom-right durability
  • Button BrigadeRealm affinity

Four Teams

Button Brigade, Wind-up Workshop, Paper Parade, and Patchwork share one toy town. Each team is a cast of small heroes — cloth knights, tin ducks, paper dragons, and sock dragons — ready for clever decks and a bright collection.

  • Button Brigade

    Cloth Knights

    Rag knights with button shields — stitched banners, thread lances, and a gate made of oversized buttons.

  • Patchwork Team

    Plush and Socks

    Plush bears and sock dragons on a quilt meadow — soft stitches, mismatched buttons, and cozy dens.

  • Wind-up Workshop

    Springs and Tin

    Mechanical ducklings and tin robots among kettle houses — keys, gears, and matchbox carts.

  • Paper Parade

    Folds and Flight

    Origami dragons and paper planes over a fold plaza — creased bridges and parade kites.

Win the parade

You and a rival inventor take turns sending small heroes onto the board. Drop their Stitch to zero before your own runs out.

Reading a card

Each card is a living toy you can play — knights, ducks, dragons, and plush friends with clear stats.

  • SpringsSprings — how much wind-up you spend to play this hero.
  • WitWit — how cleverly this hero presses when it engages.
  • StitchStitch — how much wear the hero can take before it leaves the board.
  • DomainTeam — Button Brigade, Wind-up Workshop, Paper Parade, or Patchwork.
  • AbilityA short trick that happens when the hero enters or acts.
  • KeywordsTags that change timing, targeting, or who must be engaged first.

The lanes

Four lanes. Fill them to keep pressure, soak a hit, and line up a finisher.

Turn structure

  1. Refresh springs each turn — start at five, gain +1 max each round.
  2. Play affordable heroes from hand into open lanes.
  3. Start the clash so your heroes act first.
  4. End turn — your rival plays, then the clash resolves.
  5. Survivors reach the rival inventor until one Stitch pool hits zero.

Deck design

Matches use thirty-card decks in the collection, and the primer can start you on a smaller guided list. Mix cheap scouts with sturdy anchors and one clever finisher.