CHARM
A downloadable game
A Solo Puzzle Game About Finches Outsmarting a Cat
The Story
Ming is a calico cat with a dream. Every morning, she slips through the cat flap into the back garden, hoping to catch herself a finch breakfast. But the finches are clever. They know Ming is coming, and they have a plan.
Their goal? Gather the whole charm (at least 8 finches) onto the old Mulberry Bush at the far end of the garden. Safe. Together. Out of Ming's reach.
Your job? Help them get there before Ming catches them all.
The Game in a Nutshell
Charm is a small solo puzzle game played on a 3x3 grid of double-sided cards. One side shows a finch. The other side shows Ming the Cat.
- Each round, Ming moves onto a neighboring finch card, scattering those finches to safety.
- Then you activate one finch card, using its unique ability to move finches, reclaim territory, or call friends down from the Sky.
- Win by getting 8 finches onto a single finch card - the Mulberry Bush.
- Lose if Ming chases every finch away or takes over the whole garden.
Why I Need You
I've designed Charm to be small, thoughtful, and a little tricky. But I won't know if it's too hard, too easy, or just right until people play it.
That's where you come in.
If you enjoy solo puzzle games, please give Charm a try. All you need is:
- 9 cards
- 12 small tokens of any colours for finches (cubes, disks, buttons)
- 1 distinct token or meeple for Ming the Cat
- The rules sheet
The rules are ready. The cards have their abilities. Now it needs human hands to shuffle, scatter, and Charm.
What I'm Curious About
After a few games, I'd love to know:
- Did you win? How many finches made it to the mulberry bush?
- How long did it take to play?
- Was anything confusing?
- Did any card feel too strong or too weak?
- Did any card or action feel useless or redundant?
- Did the Scatter rule make sense to you?
- Would you play again?
- Do you have any suggestions?
Ready to Try?
Print the rules and the cards, grab some tokens, and see if your finches can reach the Mulberry Bush before Ming scares them away.
Thank you for helping make Charm a better game!

This game is currently entered in the 2026 9-Card Nano-Game Print and Play Design Contest
| Published | 1 day ago |
| Status | In development |
| Category | Physical game |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | StrangeAcre |
| Genre | Card Game, Puzzle |
| Tags | 9-card-game, Cute, Minimalist, nano-game, Print & Play, Singleplayer, solo, Tabletop |
Development log
- Rules Update V1.819 hours ago
- Rules Update V1.61 day ago
- Designer Diary- CHARM1 day ago








Comments
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Hey I tried out a bit of the game (V1.5) I think there's a really good concept and I love the theming! What I found when playing was the following:
I do play a fair number of puzzle games, so I wouldn't take my experience with the game's difficulty to be too representative of most players, but maybe a base version with a tougher mode/variant would make for more replayability and/or provide a broader range for different players?
Thanks so much for playing my game and your amazing feedback.
My scores so far are around win/lose = 50/50 so i am impressed that youve won every game!
Im not sure how you only used the 2 actions mentioned though. At the start of the game there are only 2 finches in the sky, the other 10 are on finch cards. When finches scatter, they move to an adjacent finch card, not the sky.
How are you getting all the finches to the sky quickly? Most actions just send a single finch to the sky.
You are supposed to set up the garden randonly and not pick which card starts as Ming or place the finches in any specific order.
The rule about there being no cat cards in the garden is for if you flip the cat card that the Ming marker is on, back to finch.
This has been updated in v1.6. There is a rule that says Ming goes back inside. If this card is flipped when there are other cat cards in the garden then ming goes to another cat card.
The action that moves a finch 1 space is just one space, i may change that action because i havent used it yet myself.
I will update the rules again to mention that when you move to another cat card you do not complete that action, just scatter the finches.
I look forward to any further feedback, thanks again.
I only played 4-5 games iirc, so my 100% record sounds more impressive than it actually is! I also wouldn't be surprised if I played incorrectly, it sounds like I played the cat card abilities wrong so I suspect that I might have misplayed some other rule too.
As far as the actions, sorry my language wasn't too clear! I don't mean I was only using those actions, but most of the time I would prioritize flipping cat cards and once there were maybe four or more finches in the sky I would use the one action to return two at a time, which felt very efficient and still let me do other things without feeling like having birds flee to the sky was all that scary. I still definitely used the finch actions that move finches between garden spaces, but it just felt like those actions weren't nearly as important to winning as just keeping the cat cards managed and keeping on top of having enough birds in the garden. The main way I moved finches together was just having Ming move in a spiral pattern, having the finches she scatter move to the next space in the spiral and gradually get collected together.
For all but one of my games I did randomly select which card starts as a cat card, but for my third game I specifically experimented with having that one card as the starting cat card because it felt like it was kind of a safety net that made it so I wasn't too worried about what action I picked, so I wanted to see what it was like not having it available at the start of the game.
Your comments have been really helpful. I thought about changing some cards actions, especially the bring 2 finches from the sky and the card that sends all the finches to the sky. these can be good and bad things to happen depending on the outcome your looking for. but i thought that before i do that I will finish and add the difficulty variants page to the rules V1.8. I havent tried these out yet, theyre still just ideas.
I hope you can try them out and let me know your thoughts. I may use one of them as the base game if it turns out to be better than the current set up.
Tracey
oh wow, that's some quick iteration! I think you probably would benefit from having other people besides me give their feedback; I still have the feeling that there is something I'm missing that is making the games not play as expected. I'll see about printing out the latest version and maybe having some of my friends try it out just from being provided the rules and cards without any explanation/advice from me. Hopefully that will help give a wider range of feedback both for rules interpretation and for puzzle difficulty. I made some logic puzzles for a local LARP recently and I WAY overshot on how difficult they were to solve, so I would be particularly wary about my recommendations regarding difficulty!
Thankyou, It's not just you, i recieved some feedback via FB and have played several more games myself. This is a work in progress so things are bound to change. i am often guilty of making changes available before really checking everything. It's impatience on my part. I have a terrible urge to complete things. So files get changed a lot. That is what the playtesting stage is about really anyway.
So thanks again. :)