Bloom

Breed two plants together, look at every seed that pairing could produce, and sow one of them. The bed is already full, so something has to come out before anything goes in, and you win when the row matches the flowers you were asked for.

How to play

Under each plant sit its two copies of every gene, a capital for the dominant one and a small letter for the recessive, which is all you need to work out what a cross can throw.

  1. Read the whole row first You need all of those plants standing together at the end, not one after another. Work out which is hardest and build towards it last.
  2. Check what the bed carries If no plant anywhere carries a small letter for a gene, no crossing will ever make one appear.
  3. Make a carrier, then self it A plant with one of each copy, crossed with itself, is the only cheap way to produce two recessive copies.
Full instructions

In depth

Breeding flowers with real genetics and no luck at all

How dominant and recessive genes work in the flower breeding puzzle, why selfing a carrier is the fastest route to a pure recessive, how to read the seed tray before you sow, and why digging up the wrong plant can make the goal impossible.

Screenshot: How to play Bloom
How to play Bloom as it appears when the page opens.

What the letters under each flower mean

Every plant in the bed carries two copies of each gene, written as a pair of letters underneath its picture. A capital letter is the dominant copy. A lowercase letter is the recessive copy. The pair AA means the plant has two dominant copies. The pair Aa means one of each - this plant is called a carrier. The pair aa means two recessive copies.

The first gene controls the flower's colour. The second controls the number of petals. If there is a third gene, it controls the centre of the flower. So two plants that look different on screen also differ in their letters. You can read the genetics from the appearance or from the letters - both tell the same story.

How crossing works

Tap two plants in the bed to cross them. The game then shows every seed that pair can produce, laid out below the bed. Each parent passes on one copy of each gene to the offspring. A plant with AA can only pass on A. A plant with aa can only pass on a. A plant with Aa can pass on either A or a.

For one gene, crossing Aa with Aa can produce AA, Aa, or aa. The seed tray lists all three possibilities. You see the full range and you pick one. There is no dice roll and no hidden outcome. Every seed that could result from the cross is sitting in front of you.

Tap the same plant twice to cross it with itself. This is called selfing, and it is allowed. Selfing a carrier - a plant with Aa - is the only cheap way to produce a pure recessive aa offspring. Any other route needs more crossings to reach the same result.

The bed is full, so something has to go

After you pick a seed, the game asks you to tap a plant in the bed. That plant is dug up and replaced with the seed you chose. The bed never has a spare slot. Every new plant costs you an existing one.

This constraint is where the puzzle lives. If you could hoard plants in extra pots, nearly any goal would be trivial - just cross everything with everything and keep the best. With a full bed, every sowing is a trade. The plant you remove is gone. If it was carrying a recessive copy that no other plant in the bed has, that copy is lost and you may never produce a pure recessive from that gene again.

Reading the goal row

The top of the screen shows the target: a row of plants that the bed must contain when you finish. You do not need to match their positions. The bed just needs to hold all the right genotypes at the same time.

Before you make a single cross, study the target row carefully. Compare each target plant against what the bed already has. Some targets may already be growing in the bed. Those are marked and you do not need to breed them - just do not dig them up by accident. For the targets that are missing, look at which genes need to change and by how much.

A target with all dominant copies, like AA BB, is often easy because dominant copies are common. A target with all recessive copies, like aa bb, is the hardest because recessive copies hide behind carriers and take extra crossings to surface.

Why carriers are the key to everything

A carrier plant, one with Aa for a given gene, looks the same as an AA plant because the dominant copy masks the recessive one. But the carrier can pass on the recessive copy to its offspring. That hidden letter is the only path to producing a pure recessive.

Here is the critical move. Cross a carrier (Aa) with itself. The seed tray will show AA, Aa, and aa. Pick the aa seed. You now have a pure recessive in one crossing. No other combination produces aa in a single step unless both parents already carry a recessive copy.

If the bed has no plant carrying a lowercase letter for a particular gene, no amount of crossing will ever produce one. Capital letters breed capital letters. When you scan the bed at the start, check whether every recessive copy you will need exists somewhere. If it does not, the game gave you a bed where it does exist - look more carefully.

Planning which plant to sacrifice

Every cross costs a season, and you have a limited budget. The fewest possible crossings is shown as par. You are given a few extra seasons beyond par, but not many. Wasting even one crossing on a dead-end line usually means running out of time.

Before you dig anything up, ask two questions. First, does any other plant in the bed carry the same useful genes as this one? If yes, it is safe to remove. Second, is this plant itself a target? If you remove a target that is already in the bed, you have to breed it again, which costs at least one more crossing.

The safest plant to remove is one whose genotype is easy to recreate. A plant with all dominant copies - AA BB CC - can be produced from almost any cross. A plant carrying a rare recessive copy is dangerous to lose. Protect the carriers and sacrifice the common ones.

Working one gene at a time

Each gene is inherited independently. Changing the A gene does not affect the B gene or the C gene. This means you can solve the puzzle one gene at a time without worrying that progress on one front undoes progress on another.

Look at the target row and identify which gene is the hardest to fix. Usually that is the gene where you need a pure recessive and no current plant carries the recessive copy in two doses. Plan your crossings to fix that gene first. The easier genes can be corrected later with fewer crossings because dominant copies are always available.

A worked example with two genes

The bed holds three plants: AA BB, Aa Bb, and AA Bb. The target asks for aa BB, Aa Bb, and AA BB.

The Aa Bb plant is already a target - do not touch it. The AA BB plant is also a target - leave it alone. The only missing target is aa BB.

To get aa, you need two recessive copies of gene A. Only the second plant, Aa Bb, carries a lowercase a. Self it: cross Aa Bb with itself. The seed tray will include aa BB, aa Bb, aa bb, and several others. Pick aa BB and replace the plant you can afford to lose - the AA Bb, since it is not a target. The bed now holds AA BB, Aa Bb, and aa BB. All three targets are present. Solved in one crossing, which matches par.

Mistakes that lose the game

  • Digging up the only carrier. If only one plant holds a lowercase letter for a gene you need, removing it makes that recessive copy vanish from the bed forever.
  • Ignoring the target row and chasing a single plant. You need the entire row standing at once, not one target followed by another. Breeding a target and then digging it up to make room for the next one wastes two crossings.
  • Crossing two pure dominant plants. AA crossed with AA can only make AA. That crossing produces nothing new and burns a season.
  • Leaving the hardest target for last. If the hardest target needs two or three crossings, you need those seasons available at the end. Spending your budget on easy targets first can leave you one season short.
  • Forgetting that selfing costs a crossing. Crossing a plant with itself is legal and powerful, but it is not free. Count it in your plan.

All the breeding happens on your device

The garden is generated in your browser and the genetics are computed locally. No crossing data, no seed data, and no game state leaves your machine. There is no account, no login, and no server doing the work behind the scenes. Once the page loads, the whole game runs offline.

Help

How to play Bloom

Under each plant sit its two copies of every gene, a capital for the dominant one and a small letter for the recessive, which is all you need to work out what a cross can throw. Tap two plants to breed them, or the same plant twice to cross it with itself. The count of crossings is your score, so the shortest route to the asked-for row wins.

Read the whole row first

You need all of those plants standing together at the end, not one after another. Work out which is hardest and build towards it last.

Check what the bed carries

If no plant anywhere carries a small letter for a gene, no crossing will ever make one appear.

Make a carrier, then self it

A plant with one of each copy, crossed with itself, is the only cheap way to produce two recessive copies.

Decide what you can afford to lose

Every seed sown digs something up. Losing the only plant carrying a small letter usually loses the game with it.

Mendel, and what a Punnett square really shows

Gregor Mendel grew something like 28,000 pea plants in a monastery garden and noticed that traits did not blend. Cross a tall plant with a short one and you do not get medium ones; you get tall ones, and short ones reappear in the generation after, in a ratio close to three to one. That only makes sense if each plant carries two copies of something and passes on one at random, which is exactly what genes turned out to be. The little grid used to work out what a pair can produce is a Punnett square, and it lists possibilities rather than certainties: in a real garden you sow a tray and see which come up. This game shows you the whole square and lets you pick from it, which removes the luck and leaves the planning. The space in the bed is what makes it a puzzle: with room to hoard, crossing the two most mixed plants you own throws nearly every genotype at once, and over six hundred random gardens three crossings were needed twice and four never. The fewest crossings is found by searching every bed the garden could reach.

Good to know

Selfing is a crossing too

Crossing a plant with itself is allowed and is often the strongest move, but it still costs a season.

Two dominant copies are a dead end

A plant with no small letter at all can never pass one on. Useful for the other genes, useless for that one.

Every seed is shown

There is no luck here. You see the full range a pair can make and you choose from it.

Do the genes one at a time

The genes are inherited independently, so a plan that fixes one gene never disturbs another.

Common questions

What do the letters mean?
Each pair is one gene. A capital letter is a dominant copy, a small letter a recessive one.
Why does the flower look different?
The first gene sets the colour, the second the number of petals and the third the eye, so you can read a plant without reading the letters.
Do I have to replace something?
Yes. The bed has no spare room, so every seed sown takes the place of a plant already growing.
Is any of this luck?
None of it. Every seed a pair can make is shown, and you choose which to plant.
Could a row ever be impossible?
It could in principle — many random ones are — which is why every garden here is searched before you are given it.