On midsummer night in the forest village of Skogen, the sun sets for the first time in a hundred years. Out of the aurora rides the Antlered Rider and carries off Freja, the silver tabby Birk grew up with.
The next morning, a royal herald proclaims that Freja is King Halvard's hidden daughter. By noon, the famous tomcats of the North are racing for a princess and a crown. Only Birk is going after his friend, with old Ebbe's lantern, a worn deck of cards, and the red scarf Freja knitted.
Skogens Solitaire Journey is a portrait card adventure set across a painted Nordic storybook world. Every level is a battle on the Amber Road. Clear the cards to move forward, outpace the rival tomcats, and answer the cold fog spreading south from the Night Keep.
How the cards play:
- Match uncovered cards one rank higher or lower than your hand card, with Ace and King wrapping around.
- Take three cards in a row to grow the branch, a second hand card drawn from the deck that lets you match against two cards at once.
- Use keys on the board to open locked cards.
- Face rivals and world perils whose moves test your timing and your chains on the board.
What waits in Act I:
- A journey through the Nordic worlds of Skogen, Midsummer Meadow, the Old Mill, Fjord Lake, Harbour Town, Lighthouse Cliffs, the Cherry Orchard, Mountain Pass, River Market, Northern Lights, the Stone Bridge, and Castle Gardens, each with its own battles, bosses and story.
- A branching worlds map where the road splits in two. Choose your route, collect world keys, and return to bypassed worlds to open later gates.
- Choices with consequences. Pick Brave, Kind, or Clever answers in talk scenes and world finales. Your save remembers every pick, colours Birk's lantern flame, and changes how rivals, bosses, and friends meet you later on the road.
- A growing caravan of animal companions, including Ekko the squirrel, Tistel and Tagg the hedgehog twins, Bo the beaver, Stilla the heron, Ulla the owl, Mikkel the fox, Olle the moose, and Knack the woodpecker. Sit together at camp nights to build bonds and bring their skills into battle from World 3.
- World films, Freja's letters carried out of the Night Keep by Vigil the snow owl, and world stalls where coins earned in play buy extra time, card boosters and each world's own card deck.
Built for fair, calm play:
- Every board is solver-certified on its fixed deal, so every battle can be won through play.
- No lives and no energy timers. Retry any battle as many times as you like.
- No account or sign-in needed. Your progress saves on your device.
- No in-app purchases in this release. World 1 (Skogen) has no ads, and later worlds show ads only between ordinary battles, never during story scenes and never after a loss. Rewarded videos for extra coins are always your choice.
Later acts of the Amber Road arrive as content downloads. Lay out the cards, light the lantern, and walk the road to bring Freja home.
Solve solitaire battles across the snowy North as Birk races to save Freja.