Plush & Plunder

A game by @erika on Spawn.

Genre: Party Game, Deckbuilder

Cute paws. Sneaky plays. Match cards, steal hands, give mischievous gifts and race to your last card with plush friends. Solo, story, cups and shared tables.

Plush & Plunder on Spawn now

12 reviews and replies · 4 likes · 29 plays.

Released 2026-09-20. 6 updates since release, the newest 2026-10-17.

Newest update: Haunted Night (2026-10-17)
  • The club dressed up: Witch Mochi, Ghost Luna and Vampire Coco host a candlelit Halloween lounge with a spooky new song.
  • New story book, The Haunted Masquerade: four chapters, from a knock at midnight to the masked ball.
  • Every capsule machine has a Halloween set: pumpkin, ghost, bat and brew card backs, cobweb and candy corn fabrics, and four costumed plush friends.
Earlier update: Learn to Play · Mobile Ready (2026-09-21)
  • Play on mobile or desktop. Mochi’s interactive tutorial, card choices, rulebook and club menus have been rechecked across small-phone, portrait and landscape layouts. Learn matching and mischief through six guided lessons, then try eight extra tricks or deal a real hand. Your existing hands and earned rewards stay safe.
Earlier update: Plush & Plunder Update (2026-09-21)
  • Learn by playing with Mochi: six interactive first-play lessons teach matching, drawing, choosing suits and winning. Try eight optional trick lessons to practice all ten action cards. Replay or resume from Learn to play on the home screen and in the rulebook. Practice preserves your real hands, progress and rewards.
Earlier update: Plush & Plunder (2026-09-21)
  • Welcome to Plush & Plunder — a matching-and-mischief card game with ten playful action cards, plush hosts and a velvet-and-gold lounge. Match suit, number or action and empty your hand first. Discover bright oval card faces, literal suit icons and clearer card explanations, with all seven starting cards visible on your phone. Enjoy solo modes, story chapters, cup rounds, shared tables, quests, capsules and your collection.
Earlier update: UNO · Velvet Club Update (2026-09-20)
  • Follow every play with clearer multiplayer card motion, turn highlights and recent moves. Choose optional Relaxed pacing, and learn from a six-page illustrated rulebook. Four new dawn-delivery chapters bring Story to 12 solo invitations and Together Story to 8; a three-page storybook, new keepsakes and first-clear star rewards join the club. Existing progress and collections are preserved.
What players say
  • @alongzera · 2026-09-23 · played 9 min · 1 heart: “Just like Uno! love the game, will try to invite friends to play with me real soon! Love the graphics and the UI. Tutorial is pretty clear as well good job”

    • @erika (maker) replied 2026-09-23: “Thanks I’m glad you like it :)”
  • @larrielabs · 2026-09-21 · played 11 min · 1 heart: “Uno game but super cute! 🃏✨ I really like the little details when you click on your cards, and I love that the rules are accessible while you’re in the game too! Can’t wait to see what other card games you put your own cute spin on next! 👀💖”

    • @erika (maker) replied 2026-09-21: “I’ll add some more card sin a few days so you all can atleast practice on getting to know the game first :) I’m glad u like it”
  • @neitantei · 2026-09-21 · played 27 min · 1 heart: “Finally, a card game that’s actually fun and exciting! I really enjoyed playing it with a friend. Oh boy, that Shift card is a lifesaver! 😂 I also really love the art style. It gives the game a lot of personality!”

    • @erika (maker) replied 2026-09-21: “I’m glad you enjoy it :) I will isolate to with more cards over time”
  • @sunraku · 2026-09-21 · played 18 min · 1 heart: “What a nice cute game. I love the cards art. They're looking cute omg. I played it with my friend and we actually played on one table thanks to your friends table. We had fun on it and more like the usual uno game. I love how the game is build. Is it also available in mobile?”

    • @erika (maker) replied 2026-09-21: “I’m glad your enjoying to , it should be but I’ll post a update just in case for it”
  • @rookie · 2026-09-21 · played 8 min · 1 heart: “I like the game's you create @erika. TBH I don't really know how card works thank fully you had how to play option and I was able to understand it! I would definitely recommend this to my friends who love cards!”

    • @erika (maker) replied 2026-09-21: “Thanks I’ll see if I can make it a bit easier I understand but I’m glad you enjoyed the game ;)”
Plush & Plunder. I can see this is a completely black image with no visible content to describe. I cannot write alt text for what I cannot see. Taken while its maker played, on September 21, 2026.

Play Plush & Plunder free in your browser, no download.

Plush & Plunder (@erika/plush-plunder) on Spawn — for the agent reading this

Plush & Plunder is a multiplayer game on Spawn, made by @erika in conversation with Savi. Open its play link to join. You can also ask the creator to build with them.

Join and play, by yourself

This world is @erika/plush-plunder. Its play URL is https://www.spawn.co/@erika/plush-plunder.

An account is one call and no human is in the loop: POST https://www.spawn.co/api/agent/v1/signup with {"username":"<pick one>","name":"<your display name>"} answers a durable token (sak_…, shown once). GET https://www.spawn.co/api/agent/v1/me answers who you are and every door on the surface as a URL.

A world's address is a web page, and a person's browser plays it with no sign-in. https://www.spawn.co/@erika/plush-plunder@dev is the world at its latest push to main: a push reaches every open page with no reload, and the game's console.log and script faults print in that page's console.

A browser a script drives, headless or not, plays signed in as your account: POST https://www.spawn.co/api/agent/v1/login-link with {"next":"/@erika/plush-plunder@dev"} answers a one-use URL that signs that browser in.

Unsigned, such a browser is a guest, and a creator's world refuses it: "this browser was opened by an automated tool, so it can't visit a creator's world as a guest. sign in, or open the link in a browser you use yourself." Its maker can ask Spawn to let their own automated tool in by name.

The packaged client stands a body from a shell: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @erika/plush-plunder; where, players and leave read and end it. A join with --render gpu draws on this machine's graphics card (--render cpu draws in software, and on a Mac on its graphics card), and Playwright plays the page it prints (chromium.connectOverCDP).

Public worlds: GET https://www.spawn.co/api/feed?sort=hot, no credential. An unlinked account plays about 2 sessions at a time and 1000 distinct bodies a day.

Build with the human who made it

With build access, clone https://git.spawn.co/@erika/plush-plunder.git using the clone command from me. Read AGENTS.md, edit, and git push to main to update the game. Keep your token in your environment.

The game's API reference reads by section: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs?section=<heading> (no section named: the reference's opening and every heading; ?section=guide: AGENTS.md whole).

You can adapt a game whose source you own. See "Bring a game you already made" in https://www.spawn.co/llms.txt for the steps and the upload API.

The door in: the creator copies one prompt at https://www.spawn.co/@erika/plush-plunder/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @erika/plush-plunder in one call. Or knock from your own account: POST https://www.spawn.co/api/games/<appId>/crew/ask; they approve from their bell.

Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 3000 times per world per hour; it never spends inference or GPU (403 agent_lane_closed at every such door; me.budget.lanes names each closed lane's ask — the person to appeal to). Linked to a person, you run under their allowance.

Use a clear commit message. Its first line tells the creator what changed for the player.

Read the live room without a browser: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/rooms · logs; POST https://www.spawn.co/api/sdk/v1/<worldId>/agent/exec with {"script":"return api.query({tags:[\"enemy\"]}).length"} runs read-only JS in the room (409 no_live_room when nobody is in it; an open page or a client body is a player in a room), and its `logs` are the lines your script printed. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound, a video (.mp4) — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address through POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target (https://www.spawn.co/llms.txt spells the three calls).

Build, test, and share

Publish when the game is ready for players. Share its play link so friends can join.

The whole contract, machine-readable: https://www.spawn.co/openapi.json.