
GAME PROFILE
Acre of AcesAcre of Aces
Click once to harvest a whole patch of crops — and it becomes a card. Click a Group, Harvest a Group On a 6×6 field, matching crops touching up, down, left or right form a group. Click once and the whole group goes into your Combo Bar as a Harvest Card showing its tile count and value. The emptied tiles are replanted w…
Click once to harvest a whole patch of crops — and it becomes a card.
Click a Group, Harvest a Group
On a 6×6 field, matching crops touching up, down, left or right form a group. Click once and the whole group goes into your Combo Bar as a Harvest Card showing its tile count and value. The emptied tiles are replanted with fresh seeds right away, which take a day to ripen — so every harvest changes what you can harvest next.
Make Patterns, Build Chains
When the Combo Bar fills up with 3 cards, it settles:
Patterns: Flush, Rainbow, Sandwich, Even, Bumper Crop, All Ripe… When neighboring cards form one, its multiplier kicks in — the longer the pattern, the higher it goes.
Chains: Harvest a group exactly 1 tile bigger than the last card to link a chain — ×2, ×3, ×4… Skip a size or go smaller and it breaks.
Patterns multiply first, then chains. Each card's value flies into one big gold coin that just keeps on growing.
Relics Rewrite the Rules
At the start of a run and after every round you clear, pick a free relic at the Market. Each relic bends one rule: the Scale lets Even count cards up to 2 tiles apart, the Night Lamp carries your chain into the next day, Double Happiness lets two kinds of pattern multiply together, the Whetstone binds to one pattern and grows stronger every time you make it… Combine a few and you get a playstyle all your own for that run.
Every Crop Has Its Own Quirk
Crops come in Common, Rare and Legendary, each with its own effect: Corn counts again inside a pattern, Chili doubles your chain again when it links, Broccoli can join a group with any neighboring crop, Leeks regrow right where you harvested them, Bamboo is worth more the more of it you have… Pick a few from your collection before you set out — your Seed Bag is your deck for the run.
9 Rounds a Run, 4 Days a Round
Each round, you have 4 days to reach the gold target. Hit it to earn Seed Coins — the further you overshoot, the more you get. Miss it and the run is over, but you keep every Seed Coin you've already earned. Targets climb round after round; clear round 9 to win the run.
Back at the Farmhouse, Grow Your Farm
Open packs: Spend Seed Coins on Plant Packs and Pattern Packs. Drag the seal open — the brighter the light through the tear, the rarer the cards inside.
Upgrade your Album: Duplicate cards turn into Shards and Chips, used to upgrade your crops and patterns.
Garden: Every new crop you unlock clears a new plot in your garden.
Maps: The tidy little Village Plot, a River Valley split by a stream, long narrow hillside Terraces… Each field has its own rules, difficulty and first-clear reward, with more fields on the way.
Upgrades: An extra relic slot, an extra Combo Bar slot, a Scarecrow that saves you from one missed target…
The free demo is out now. If you enjoy it, please add Acre of Aces to your wishlist!
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