Three card types: Squad cards (your team), Action cards (do what they print), Grumps (the enemies). Draw. Play. Beat Grumps. First to 4 wins.
Pull the 10 Grumps out first โ they crash the party later, but never start in your hand.
Find all 10 Grump cards (dark border,
in the corner). Set them aside face-up. Do this before you shuffle.
Mix up the remaining 44 cards (32 Squad cards + 12 Action cards). This is what you'll deal from.
Everyone gets a hand of 4. No Grumps in anyone's hand โ that's the whole point of step 1.
Take the 10 Grumps and shuffle them into the remaining face-down stack. Now nobody knows when the Grumps are coming.
Combined deck goes face-down in the middle. Leave a clear space next to it โ that's the Zone (where Grumps appear when drawn).
Play passes left, clockwise.
Example starter hand โ one of each habit color:
Big Crunch ยท Food โก
Soccer Smash ยท Move
Bubble Wash ยท Mind
Book Quest ยท Learn
54 cards. Three types. The border tells you which:
Your team: Lulu, Clover, Dash, Pip. One squirrel per color: Mind ยท Food ยท Move ยท Learn. Match a Grump's weakness color. Beat the Grump. 10 Squad cards wear a yellow โก Bonus ribbon โ play one, do the silly thing.
Green border. Each card prints exactly what it does. Read it. Do it. Examples: Tag, You're It bounces a Grump to another player. Mystery Lunchbox trades a card. Jumping Jacks = do 5 reps, beat any Grump.
Dark border,
in the corner. The bad habits โ Sugar Slime, Couch Potato, Worry Worm and crew. Each one shows its weakness up top: a colored circle (or two). Match it. Beat it.
Lose 1 card from your hand as a penalty (your choice โ discard face down). The Grump stays in the Zone. Skip the penalty if you redirect it (e.g. Tag, You're It) or shut it down with an action card. Good play has a price; smart play has a way out.
Hand cap: 5 cards. Over? Drop one to discard. Pass left.
Each Grump shows its weakness up top โ one color, or two. Match it. Three flavors:
One Squad card. Exact color match. Nothing else.
2 GrumpsOne Squad card. Either color works.
5 GrumpsTwo Squad cards. Same turn. One of each color. These Grumps wear the
Howl badge.
Played Squad cards โ discard. Beaten Grump โ Trophy in front of you. Anyone can beat Zone Grumps on any turn โ leftovers count. 4 trophies wins.
Grumpy Gator ยท Mind only
Soda Slurper ยท Food OR Move
Sugar Slime ยท Boss
Drama beat. You drew a Grump. Slam it down in the Zone. Now everyone goes:
Everyone races to slap the Grump and shout "NOOOO!"
Fastest slapper earns a Peek: look at the top 2 Draw Deck cards and rearrange them.
Tied? Clockwise-closer to the active player wins.
False slap (no Grump, or slapping a Squad card): drop 1 card. Flinching counts.
Three of the ten Grumps wear a
Howl badge: Sugar Slime, Lazoid, Distraction Djinn.
When one of them flips up: NOOOO Race happens as normal, AND every leftover Grump in the Zone gets shuffled back into the top of the Draw Deck (top 8 cards). The threats you ignored are coming back at you.
Trophies you already grabbed stay yours. Only Zone Grumps reshuffle.
10 Squad cards wear a โก ribbon. Play one, do the silly thing โ flex (Muscle Mode), wiggle hips (Hoop Groove), say something nice to the player on your left (Kind Words). The card still works if you skip the action, but missing the moment is the moment.
Twelve green-bordered cards. Each one prints exactly what it does โ read it, do it. Some redirect Grumps (Tag, You're It), some shut them down, some are physical (Jumping Jacks / Squats: 5 reps = beat any Grump).
Standard is what you just read. Two real variants:
Same setup, same goal โ easier and faster.
Same deck, same setup. Pocket-sized. Works anywhere.
Healthy habits become a card game kids ask to play again. Ages 4+. 54 cards. 15 minutes a round.
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