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Sprout Party

Every Sprout Party minigame

After every round on the board, everyone plays a short minigame together. The winners take trophies and coins to spend on Golden Sprouts. There are 30 minigames in 9 kinds, and each one explains its controls before it starts. Play on a computer or a phone.

Race

Get there first. Obstacle courses where picking the right path matters as much as speed.

Crazy Dash

Crazy Dash

Be the first across the finish line of the toy obstacle course.

  • Jump the low spinning bars; wait for the punching gloves, the rollers and the pop-up blocks to let you by.
  • Three stretches give you a choice: a safe, slower way or a fast, risky one. Fall into the balls and you're back at your last flag.
  • The others are ghosts: nobody can bump you.

Keyboard: W A S D Run · Space Jump

Phone: Joystick to run · Jump button

Sky Platforms

Sky Platforms

Race across the sky! Hop the moving leaves on the beat, or risk the vines and springs.

  • The leaves move on the beat, and each glows just before it moves: hop on while it rests.
  • Every stretch has two ways: wide, safe leaves, or a fast run over thin vines and spring flowers (they bloom on the beat and launch you up).
  • Fall and you float back to your last flower. First to the finish wins; at 90 s the rest rank by how far they got.

Keyboard: W A S D Run · Space Jump

Phone: Joystick to run · Jump button

Crumbling Bridge

Crumbling Bridge

The bridge is falling down behind you! Race across the canyon to the far cliff.

  • The collapse comes from behind, a little faster all the time. If it catches you, you're out. Ahead of the leader, a stretch of bridge shakes, then drops and leaves a gap: jump it!
  • Grey planks split by a crack give way just after someone steps on one: don't stop on them! A swinging log knocks you off: time your run. A fall lands you in the vine net; climbing the ladder back up takes a couple of seconds.
  • Where the bridge branches: the narrow way is quick but has gaps to jump, the wide way is safe but longer. First to the far cliff wins.

Keyboard: W A S D Move · Space Jump

Phone: Joystick to move · Jump button

Ice Slide

Ice Slide

Ski down the icy mountain run and be the first to the bottom!

  • The ice is slippery: you keep sliding. Turn on the white frosted grip lines; on bare ice you drift wide.
  • Hold Turbo to tuck low on your skis: faster, but you steer less. Let go before a sharp bend, or you'll hit the snowbank.
  • Off an edge with no snowbank you fall, and come back at the last flag. Hop over the snow drifts. The ice bridge is quicker, and narrow.

Keyboard: W A S D Steer · Space Hop · F Turbo

Phone: Joystick to steer · Hop and Turbo buttons

Maze Run

Maze Run

Find your way through the hedge maze and be the first to reach the fountain in the middle!

  • Every entrance leads into the same maze. Look ahead from above and pick your way: there is more than one route.
  • Hedge gates open and close on a rhythm. When the bud on a gate's arch opens, the gate is about to open.
  • Some burrows in dead ends are tunnels: walk in to crawl under the hedges to another burrow.

Keyboard: W A S D Move

Phone: Joystick to move

Arena

Everyone on one platform. Push, dodge and be the last one standing.

Push-Off

Push-Off

Be the last one standing on the platform.

  • Walk up to someone and push them over the edge.
  • A push needs a moment to recharge, so time it well.
  • The platform shrinks as time runs out: stay near the middle.

Keyboard: W A S D Move · Space F Push

Phone: Joystick to move · Push button

King of Platform

King of Platform

Grab the crown and keep it: whoever wears it scores. Hit the wearer to steal it!

  • Touch the crown floating over the middle to take it; you score every second you wear it.
  • Hit someone and they're dizzy for a moment; hit the wearer and the crown is yours (a new crown is safe for 1.5 s).
  • The crown slows its wearer. Fall off and you're back in 2 s, but the crown goes back to the middle.

Keyboard: W A S D Move · Space F Hit

Phone: Joystick to move · Hit button

Bombardment

Bombardment

Pinecones rain on the treetop deck: throw them before they blast. Be the last one on the deck!

  • A balloon drops pinecones where a red ring with a cross shows. Each one's fuse glows faster as it burns down, then it blasts and throws everyone near it.
  • Action picks a pinecone up and throws it the way you face; hold it too long and it blasts in your hands! With empty hands, Action pushes, and kicks a pinecone away. One glowing red is too hot to pick up: Action kicks it away.
  • Blasts and pushes only knock you about: falling off the deck puts you out. Its edge breaks away ring by ring (it shakes first). The last one up wins; at the end, the one knocked the fewest times.

Keyboard: W A S D Move · Space Jump · F Pick up · throw · push

Phone: Joystick to move · Jump · Throw: picks up and throws a pinecone; with empty hands, it pushes and kicks

Wrecking Ball

Wrecking Ball

Hives swing vines across the glade: jump the low ones, stay down under the high ones, and find the gap in the curtain. Be the last one on the platform!

  • Low vine (golden hives, a yellow strip on the floor): jump it in time. High vine (purple thorns, a dashed blue strip): stay down.
  • Arrows at the rim show where the next swing comes from. Each time it swings off the platform, a vine may go up or down. A curtain of hives lets you through only at its gap (the green lane).
  • Touch one and you're thrown off. The swings speed up and the vines thicken. The last one up wins.

Keyboard: W A S D Move · Space Jump

Phone: Joystick to move · Jump button

Giant Ball

Giant Ball

Push the giant balls of honey through the others' gates to score points, and keep them out of yours!

  • Everyone has a gate of petals on the rim (yours has a red shield: defend it; arrows in front of the others' gates show where to score). Run into a ball to roll it; Action shoves it hard, and pushes anyone in front of you.
  • A ball through a rival's gate is a point for whoever pushed it in, and costs that gate a petal. Your 3 petals are your lives: lose them all and your gate is sealed with wax: you're out, but you keep your points. A new ball drops in the middle (watch for its ring).
  • As time goes on, more balls drop in and the gates open wider. The most points wins; on a tie, the most petals left.

Keyboard: W A S D Move · Space Jump · F Push

Phone: Joystick to move · Jump and Push buttons

Aim

Aim well: every point counts.

Target Rush

Target Rush

Score the most points by shooting targets.

  • Red targets are worth 1 point, small blue ones 3, fast gold ones 5.
  • Black bombs take 2 points away: leave them alone.
  • Only the first hit counts, and a miss slows your next shot.

Keyboard: Mouse Aim · Click Shoot

Phone: Tap a target to shoot it

Paint Blast

Paint Blast

Paint the most honeycombs on the garden wall by the end.

  • Click the wall to throw paint: each ball paints a honeycomb and the two under it.
  • Paint never dries: anyone can paint over any honeycomb until the end. Yours have a dark rim, and the bar over the wall ranks everyone's share, best first!
  • Your tank holds 5 balls and refills as you paint (a little faster near the end). Hit a pollen puff for a big flower of paint!

Keyboard: Mouse Aim · Click Throw paint

Phone: Tap the wall to throw paint

Bowling Bash

Bowling Bash

Knock down the most acorns in five rolls!

  • Press as the sweeping arrow points your way, then again as the power meter tops out: the ball rolls.
  • Aim beside the front acorn (the marks): dead centre splits the rack. Just after the throw, left or right curves it. A strike scores 10 + 3.
  • From the third roll a hedgehog crosses the lane on a rhythm: time your throw so your ball slips past it.

Keyboard: Space F Click Stop the arrow, then the power · W A S D Spin left or right as it rolls

Phone: Tap to stop the arrow and the power · tap left or right to spin

Treasure Throw

Treasure Throw

Lob gems into the drifting baskets: small far ones score more, the golden one most!

  • Aim, then hold to fill the meter and let go to throw: the ring on the water shows where your gem comes down. One gem at a time.
  • Near big baskets score 1, middle ones 2, far small ones 3 (a band per point). A basket that catches a gem holds it a moment: others bounce off.
  • Bubbles mean a golden basket is rising: the first gem in scores 6. Halfway through, the current turns.

Keyboard: Mouse W A S D Aim · Click Space F Hold to fill the meter, let go to throw

Phone: Hold the pad at the bottom and slide sideways to aim · lift your finger to throw

Reflexes

Sharp eyes and a quick finger, but don't jump the gun.

Hammer Time

Hammer Time

Bonk the beetles just as their ring closes, and score the most!

  • Beetles pop out of your nine stumps. Swing when the shrinking ring meets the beetle: Perfect scores 3, Good 1. Too early costs 1, but the beetle stays: wait for its ring.
  • Don't hit the striped bees: each one costs 2 points. A swing at an empty stump is a miss.
  • Hits in a row build a combo: ×1.5 from 5, ×2 from 10. A miss, a bee or a beetle that gets away breaks it.

Keyboard: W A S D Pick a stump (let go: the middle one) · Space F Swing · Click Swing at a stump

Phone: Tap a stump to swing

Last Second

Last Second

Stop the flower-clock as close to the target as you can, after its numbers wilt away!

  • Each round shows a target, like 6.50 s. The clock counts up from GO, then its numbers wilt away: keep counting in your head.
  • Press Stop once. The closer you stop, the more you score: 10 within 0.05 s, down to 1 within 1.8 s. Going over counts as further off.
  • The closest stop of each round scores 2 more. Nobody sees anyone's stop until the reveal. Five rounds: most points wins.

Keyboard: Space F Stop the clock

Phone: Tap Stop to stop the clock

Reflex Arena

Reflex Arena

Be first to touch each lantern as it lights: dash to get there. Keep away from the purple ones!

  • A lantern glows while a ring closes on it, then it lights: the first Sprout to touch it scores 1 point. Get there before it lights for a bonus point!
  • Purple lanterns with thorns are fakes: touching one costs a point and leaves you dizzy for a moment.
  • Dash bursts you forward, then recharges; dash into someone and they stumble. One lantern lights at a time, two with 5 players or more. 60 seconds: most points wins, then fewer fakes.

Keyboard: W A S D Move · Space F Dash

Phone: Joystick to move · Dash button

Don't Press!

Don't Press!

Press only when the beetle shows a green leaf AND rings its bell!

  • The conductor beetle raises a sign and makes a noise. Press only on a green leaf with the bell ringing: the quicker, the more points (up to 5).
  • Only the first is real. Pressing on a fake, or before the bell, costs a petal:
  • You have 3 petals: lose them all and you're out. Those with petals rank first, by points; the last one with petals wins.

Keyboard: Space F Press

Phone: Tap Press only on a green leaf with the bell

Survival

The floor falls, the lava rises, meteors rain down. Outlast everyone.

Rising Lava

Rising Lava

Climb out of the volcano: first to the rim wins.

  • Climb the crater: hop the ledges, climb the chain ladders, ride the steam geyser.
  • Each stretch has a safe way and a fast one: cracked ledges fall, glowing cracks spit lava.
  • The lava keeps rising and surges after a rumble: whoever it catches is out.

Keyboard: W A S D Move (W climbs, up ladders too) · Space Jump

Phone: Joystick to move and climb · Jump button

Disappearing Floor

Disappearing Floor

Honeycombs blink and fall: get off them in time. Be the last one up!

  • Every few seconds a patch of honeycombs turns red and blinks, then falls: get off it in time!
  • Fall off the floor and you're in the honey: out! Jump the gaps, and the bees: one that catches you knocks you away.
  • The floor shrinks from its edges and never splits: there's always a way out. The last honeycomb never falls: there, bees keep coming till one Sprout is left.

Keyboard: W A S D Move · Space Jump

Phone: Joystick to move · Jump button

Meteor Storm

Meteor Storm

Meteors fall where their shadows show: step out of the rings (jumping won't dodge). Be the last one up!

  • A dark ring shows where each meteor will land; a gold ring closes in on it, and the patch flashes bright just before the rock hits. A white circle at your feet means you're still inside: get out of the red line!
  • A hit costs one of your 3 hearts and throws you; lose all three and you're out. A green ring leaves a seed stone: walk over it for a shield.
  • Craters slow you down: jump to cross them, or dash out. The storm grows: the last one up wins, or the most hearts when time runs out.

Keyboard: W A S D Move · Space Jump · F Dash

Phone: Joystick to move · Jump and Dash buttons

Electric Floor

Electric Floor

The floor charges in patterns: step off the glowing tiles before they spark. Be the last one up!

  • Tiles hum faintly with a small bolt, then glow bright with a big bolt, then spark. Be on a plain steel tile when they spark: dash to get off a charging tile in time!
  • A spark costs one of your 2 hearts and stuns you for a moment; lose both and you're out. A shocked Sprout zaps anyone touching it, so keep your distance!
  • The patterns come faster as time goes on. The next one shows only as a faint outline at its corners until the one before it sparks. The last one up wins, or the most hearts when time runs out.

Keyboard: W A S D Move · Space F Dash

Phone: Joystick to move · Dash button

Hot Crown

Hot Crown

Pass the hot crown on before it bursts: the last one left wins!

  • A crown lands on someone and heats up: it glows, smokes, then sparks just before it bursts. Whoever holds it then is out.
  • Touch someone to pass it on, or Push them from a little further off. You can't pass it straight back to whoever gave it to you.
  • Holding the crown makes you a little faster. With 6 or more left, two crowns are lit. The last one in wins!

Keyboard: W A S D Move · Space F Push / pass

Phone: Joystick to move · Push button

Windstorm

Windstorm

Gusts sweep the cliff top: lean into them, brace, or shelter behind a hedge. Be the last one on the cliff!

  • Before each gust, the windsock swings round and arrows slide across the floor the way it will blow: more and longer arrows, a stronger gust. Standing still, the wind carries you off; walk against it to hold your ground.
  • Hold Action on the ground to brace: you can't move or jump, but you hold against a gust. Red arrows: too strong to brace, you'd slip: shelter behind a hedge, where the wind hardly reaches you (its calm patch shows on the floor).
  • From the second gust, debris flies across along striped lanes: step out of the lane or jump it. Fall off the cliff and you're out. The last one up wins; at the end, the one knocked the fewest times.

Keyboard: W A S D Move (lean into the wind) · Space Jump · F Brace (hold)

Phone: Joystick to move · Jump and Brace buttons

Objective

Collect, carry and keep more than anyone else.

Treasure Hunt

Treasure Hunt

Dig up treasure and carry it to your chest. The most treasure banked wins!

  • Mounds of earth sparkle with what they hide: one gold sparkle for a coin, two blue for a gem, three violet for a big gem. Stand by one and hold Dig; bigger treasure takes longer.
  • Treasure rides on your back (the more you carry, the slower you go) until you walk it to your own chest, ringed in your colour. Only treasure in your chest counts!
  • Push others to make them drop half of what they carry, then grab it. A mound with no sparkle and a wasp circling it is a wasp nest: dig it and you're stunned.

Keyboard: W A S D Move · F Dig (hold) · Space Push

Phone: Joystick to move · hold Dig · Push button

Transport

Transport

Carry the fruit that falls from the big tree to your basket. The most fruit delivered wins!

  • Fruit ripens in the big tree and falls on the island: watch its shadow grow and the ring on the grass, and don't stand under it! Its white dots show its worth: an apple 1, a pear 2, a heavy jackfruit 4.
  • Walk onto a fruit to pick it up (one at a time; the bigger, the slower you go) and carry it to your own basket over one of your two bridges, marked in your colour. Nobody wades the stream!
  • Push someone carrying fruit to knock it loose, then grab it. A better fruit lands by you? Drop yours and take it. Only fruit in your basket counts!

Keyboard: W A S D Move · Space F Push · Q Drop your fruit

Phone: Joystick to move · Push and Drop buttons

Memory

Pay attention: the game shows you once, then it's up to you.

Sequence

Sequence

Watch the flowers light up and sing, then press them in the same order!

  • Your bed has five flowers, each with its own colour, shape and note. They light up one after another: watch and listen.
  • When the bed opens, press the flowers in the same order. Get it right and your sequence grows by one: the same flowers, plus one more at the end. Miss and you get the same one again.
  • A wrong flower, or running out of time, loses a petal of your 3; lose them all and you're out. The last one with petals wins; else the longest sequence repeated, then fewer mistakes, then the quicker repeat.

Keyboard: W A S D Press the flowers round the middle · Space F Press the middle flower · Click Press a flower

Phone: Tap the flowers in the order they lit up

Safe Path

Safe Path

Watch the fireflies trace the safe lily pads, then hop across from memory. First over all three lanes wins!

  • At the start of each lane, fireflies light up the safe pad of each row, one after another, then fly off. Each pad also chimes: low on the left, high on the right.
  • Then hop row by row: left, middle or right. A wrong pad sinks with you: you swim back to your last safe pad (it costs time, you're never out) and that pad stays sunk.
  • Three lanes, each longer than the last; every lane has the same path for everyone. First across all three wins; at the end, the one who got furthest.

Keyboard: W A S D Hop left / middle / right · Space F Hop to the middle pad · Click Hop to a pad

Phone: Tap a lily pad to hop onto it

Rhythm

Tap along with the beat.

Rhythm Rush

Rhythm Rush

Drum along with the forest band: play each seed's lane as it reaches the leaf pad!

  • Seeds roll down four lanes to the leaf pads. Play a seed's lane (its key, or a tap under it) as it reaches its pad: right on the beat is Perfect (3), close is Good (1).
  • A seed with a vine: keep its lane down until the vine ends (2 more). Hits in a row raise your multiplier: ×2 from 10, ×3 from 20, ×4 from 30; a seed you let pass resets it.
  • The song opens with four clicks to tap along with if you like: that tunes your timing. A tap with no seed costs nothing, but mashing jams your pads. Highest score wins.

Keyboard: D F J K The four lanes, left to right · ← ↓ ↑ → The same, on the arrow keys · Click Click the bottom of the screen under a lane

Phone: Tap the bottom of the screen under each lane

Flying

Glide through the sky and through the rings.

Sky Dash

Sky Dash

Ride your dandelion seed up the giant tree and be the first to reach the flower at the top!

  • Up climbs, down dives, left and right steer. Golden columns of warm air, with sparks and arrows rising in them, lift you faster: ride them up.
  • Branches, beetles flying to and fro and spiders swinging on their silk knock you down a little and slow you; you're never out. Gold pollen puffs give you a boost.
  • The first seed to the top flower wins; when time runs out, the highest. The numbers at the top show how high each seed is (m).

Keyboard: W A S D Fly (up, down, left, right)

Phone: Touch anywhere on the screen (the pad moves under your finger) and slide: up to climb, down to dive, sideways to steer

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