Four study games in herbalism. Villagers come to your counter or your door and say how they feel, in their own words. You decide what will help them, and the notes teach you why.
Each game is its own subscription with its own price, and every one lets you play five for free before you decide.
Two games, two ways of looking at a person: one reaches for the remedy, the other reads the person first.
A villager walks up to your counter and tells you what is wrong, in her own words. Behind you are four bottles. Which one do you reach for? A study game for anyone learning ailments and herbs: 807 clients across thirteen shelves, from the lungs to first aid. Right or wrong, the case notes tell you what the remedy is, why it fits, and why the other three do not. Your work adds up to simulated clinical hours, ten minutes for every client treated correctly with the book closed: about 134 hours across all 807, kept on your own printable record.
No card for the free clients, just an email. A study game, not medical advice.
Folks come to the door of a village herbalist and say how they are, in their own words. You read them: which element is running, and whether it is balanced, in excess, or deficient. The notes teach the differential and end with what she would reach for. Ten shelves and 355 people, from the fields to the sickroom. Every person you read correctly with the book closed counts as ten minutes of simulated clinical hours, about 59 hours in all, with a printable certificate of your hours. Built on Southern Folk Medicine with Phyllis D. Light.
A study game, not medical advice.
The same villages, for young herbalists aged 6 to 18 and anyone starting out. Younger players may want a grown-up to read with them. Nothing is collected about a child; the only thing they ever type is a three-word family code.
The same village counter, for young herbalists aged 6 to 18 and anyone starting out. A villager says how they feel in a few plain sentences, and you tap one of four bottles. Each shelf keeps the same four herbs all the way through, so one sitting teaches four gentle plants and what each one is for. That means learning to listen for the body and the complaint behind the words. Six shelves and 24 herbs, and on one of them the goat, the dog, the carthorse and the cat come to the counter.
A game, not medical advice.
A first study of the four elements, for young herbalists aged 6 to 18 and anyone starting out. A villager says how they feel, and the clue is hidden in their words: hot or cold, wet or dry, quick or slow. You pick Fire, Water, Air or Earth. It's simple to play and takes real noticing to get right, so it's a good first step before the grown-up Herbalist. Your stars grow a garden, from a seed to a tree with a swing. Built on Southern Folk Medicine with Phyllis D. Light.
A game, not medical advice.
Every game is played the same way: someone says how they feel, you choose, and the notes explain the right answer and the near misses. Progress saves to your account, and each game stands on its own, with its own sign-in and its own shelves. The kids' games never ask a child for a name or an email; a grown-up signs in and the kids use a family code.
Each game is its own subscription with its own price; buying one does not open another. Every game lets you play five for free before you decide.
Each one is a study game for learning to read a case. None of them is medical advice, and none replaces a practitioner.