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== Basic Concept ==
Play multiple hands of trick-taking. Win an exact number of tricks, aided by your allies' special abilities, to win a hand. Win enough stars from hands to win the game.


''For Northwood! Is a solo hand management and precision trick-taking game.''


You want to peacefully unite the woodland kingdom of Northwood. You do this by visiting eight fiefs and engaging their rulers in dialogue (tricks) to win them over.


You start with four allies, with special abilities that you can use once per visit. These abilities allow you to manipulate your hand to help you hit the target score.
== Game modes ==


Once you’ve won over a ruler, they can temporarily replace one of your allies, giving you more choices for abilities.
There are two ways to play the game: the standard game, or one of the 16 scenarios.


=== Dialogue Cards ===
The following are the rules for the standard game. Scenarios put a twist on the standard game; see [[#Scenarios]] for more details about them.


Valued 1 to 8 in four suits:
* Claws
* <span style="color: #ff40bf;" >Flowers</span>
* <span style="color: #f7c200;" >Leaves</span>
* <span style="color: #21cfff;" >Eyes</span>


=== Character Cards ===


6 in each suit
== Game overview ==


== Gameplay Overview ==
The game uses two kinds of cards: '''dialogue cards''' and '''character cards'''.


Each game follows the five steps below:
Dialogue cards are the cards used to play. They come in 4 suits (claws, <span style="color: #ff40bf;" >flowers</span>, <span style="color: #f7c200;" >leaves</span>, <span style="color: #21cfff;" >eyes</span>) and 8 ranks (1-8), for a total of 32 dialogue cards. During the game, dialogue cards will be either in the '''deck''', in your '''hand''', in the '''discard pile''', or in the '''score pile'''.


<ul>
Character cards have a suit and a special ability. There are 6 cards in each of the 4 suits, for a total of 24 character cards. All special abilities are unique.
<li>Choose an unvisited fief to visit.</li>
<li>(Optional) Bring in friendly rulers to substitute for allies.</li>
<li>Play out dialogues (tricks) with the chosen fief’s ruler to try to hit their target score exactly.</li>
<li>If you exactly hit the target score at the end of the visit, the ruler is now friendly.</li>
<li>Repeat until you’ve visited all the fiefs.</li>
</ul>


=== Choose a fief to visit ===
There is a row of 8 '''fiefs'''. Each fief has a certain number of stars, and requires a specific number of tricks won. From left to right:


You must visit each of the eight fiefs once and only once per game.
{| class="wikitable" style="margin: auto; text-align: center; width: auto; border: 2;"
| '''Stars''' || 4 || 3 || 2 || 1 || 1 || 2 || 3 || 4
|-
| '''Tricks''' || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7
|}


Each fief’s ruler starts off neutral, and they each require you to end your visit with an exact score as indicated by the number beneath them.
Each fief begins with a character card, called its '''ruler'''. Each ruler is initially '''neutral''' to you; your goal is to make them '''friendly'''.


The target scores range from 0 (leftmost) to 7 (rightmost).
You begin with 4 character cards, referred to as your '''allies'''.


The currently visiting fief will be indicated by the arrow card above the row.  That ruler's suit will also be the '''trump suit''' for that round.
The game is divided into 8 '''visits'''. Each visit follows the procedure below.


=== Bring in friendly rulers ===


When visiting a fief, any number of friendly rulers from previously visited fiefs may be brought in to temporarily substitute for an ally.


Each substitute brought in replaces a single ally, allowing you to use their ability for that fief only. 
== One visit ==


Any ruler can substitute for any ally.
Each visit is played following the steps below:


=== Play out dialogues (tricks) ===
# Shuffle the dialogue cards, and deal 8 cards as your hand. The rest becomes the deck.
# Choose an unvisited fief to '''visit'''. The suit of its ruler becomes the '''trump suit''' for the hand.
# Choose any number of friendly rulers to temporarily substitute an equal number of your allies.
# Play tricks until the visit ends. (See [[#One trick]] for rules on playing tricks.)
# If the number of cards in your score pile is ''exactly'' the fief's number, you have won the fief. Its ruler becomes friendly to you. Otherwise, you have lost the fief.
# If you substituted in any ruler (from step 3), remove them from the game. You will begin the next visit with your 4 allies again.


Continuously play out dialogues (tricks) with the fief’s ruler until either of you run out of cards.
If there is still an unvisited fief, repeat this procedure. Thus you will play a total of 8 visits; each fief will be visited exactly once during the game.


''A single dialogue'' consists of the ruler playing a card from the deck and you responding with a single card from your hand.


Each ruler has a favorite conversation topic, represented by their suit. (This is known as the '''Trump Suit''')


# You may activate one ally ability.
== One trick ==
# The top card of the deck is played face up into the discard pile. This card is the ruler’s statement.
# Play one card from your hand as your response. Cards you can play follow standard trick-taking rules:
#* Your card must be the '''same suit'' as the ruler’s card if possible. This is called ''following suit''.
#* If and only if you cannot follow suit, you may instead play any card.
# You score a point in the trick if either:
#* Your card is a higher card of the same suit as the ruler’s card (a strong, on-topic rebuttal!), or
#* The ruler’s card doesn’t match the ruler’s suit, but your response does. (You played a trump card.)
# If you score, place your card goes into the score pile (face up), otherwise it goes into the discard pile.


==== Ally Abilities ====
The bulk of the visit is in playing out tricks. Each trick is played following the steps below:


Each ally has an ability you can activate once per visit.
# Choose if you want to activate any ''one'' special ability. You have access to any ability of allies that you didn't substitute out, as well as any ruler you brought for the hand. Each ability can be activated once during the visit.
# If your hand or the deck is empty, skip the rest of this procedure. The visit ends (see step 7 below).
# Place the top card of the deck into the discard pile. This is the ruler's '''statement'''.
# Play a card from your hand. This is your '''response'''. You ''must'' follow suit if able, i.e. play a card with the same suit as the ruler's statement. If you cannot follow suit, you may play any card from your hand.
# Determine if your response beats the ruler's statement:
#* • If your response is '''the same suit''' as the ruler's statement and your rank is '''higher''', you win the trick.
#* • If your response is '''the trump suit''' and the ruler's statement '''is not the trump suit''', you win the trick.
#* • In all other cases, you lose the trick.
# If you won the trick, put the played card into your score pile. If you lost the trick, put the played card into the discard pile (on top of the statement).
# If your hand or the deck is empty, the visit ends and you proceed to check if you won this visit. If neither is empty, the visit continues with the next trick.


Before each ruler’s statement, you may activate up to one ally by turning the card 90 degrees, exhausting it for the current visit.


Follow the instructions on the card exactly, and fully resolve the whole ability.


Abilities reset after each visit, so use them freely.
== Abilities ==


=== Ending the visit ===
Each character card has a special ability.


After completing a dialogue or fully resolving an ability, if either your hand or the deck is empty, the visit immediately ends.  
During a hand, you have access to 4 of them. Normally, these are your 4 allies.


You can’t end visits early, nor can you activate abilities after the visit ends.  
However, at the beginning of each hand, you may choose to substitute out some allies with ''friendly'' rulers (i.e. rulers from fiefs you have won). You must do the substitutions before you begin playing tricks for the hand.


# Once the visit ends, count the number of cards in the score pile.
You may only use abilities '''before''' a trick (i.e. before you reveal the ruler's statement), and you may only use '''one''' ability before each trick.
#* If it’s exactly equal to the fief’s target score, the ruler is now friendly. Slide their card
downward a bit to cover the number and show the little “For Northwood!” cheer. You may call them to substitute starting from the next visit.
#* If it’s not equal to the target score, your discussions have unfortunately failed. Remove that ruler from the game and flip the fief facedown.
# If you brought in any substitutes, remove all of them from the game, whether you used their abilities or not. In the next fief visit, you’re back to your starting allies unless you bring in new rulers.
# Reset all exhausted allies by rotating them back face up.
# Shuffle all dialogue cards back into a new deck and draw eight new cards. Choose the next fief to visit.


Each ability can only be used '''once''' during a hand. Once used, the character will be '''exhausted''' (represented by dimming out on BGA). However, allies will refresh between hands, so you may activate each ally once every hand.


=== Game End ===
Each friendly ruler may only substitute in once. Whether their ability is used or not, they are removed from the game after the hand concludes.


Once you’ve visited all eight fiefs, the game ends.
If you use an ability, you must do it in full. If you cannot, it does nothing. The exception is that you may move cards from piles that don't have enough of them.


Each friendly fief gives you victory points equal to the number of stars on their card. Friendly fiefs give points whether their ruler is still on their card or was called in to substitute.
''For example: The ability of Queen of Claws is "draw the top card from the deck, the discard pile, and the score pile". If any of them is empty, you may still activate her to draw from the other piles.''


Add the total victory points to get your final score.  
See [[#List of abilities]] for a list of all character cards.


'''You win with a score of 16 or higher.'''


== FAQ ==


* You are free to look through the discard or score pile at any time, but you may not rearrange their cards.
== Game end ==
* If you activate an ability and there is at least one valid way to execute it, you must perform the ability. If there is no valid way to perform the ability, it does nothing.
 
* When moving multiple cards at the same time (e.g., ‘discard two cards’), you may choose the order to move them.
The game ends after all 8 visits.
* If an instruction tells you to draw or move cards from an empty pile (e.g., ‘draw three cards’ when the deck only has two), do as much as possible and skip the rest.
 
Each fief you won awards stars according to the fief. You get the stars regardless of whether its ruler has been called in to substitute or not.
 
Each fief you lost gives no stars.
 
In total, there are 20 stars available. '''You win if you score 16 stars or higher.'''
 
 
 
== Important points ==
 
* • Unlike usual trick-taking games, the ruler (the deck) always leads tricks no matter who won the previous trick.
* You can click on the discard pile and the score pile to fan out their contents. They cannot be rearranged, however.
* • When moving multiple cards to the discard pile or score pile at once, you may choose their order by clicking the cards in the order you want. They are moved to the pile in that order; the last card clicked is the one on top.
* • '''There is no undo.''' Make sure you click correctly. There are game options to add various confirmations.
* • The win condition is set at 16 stars out of 20. The more difficult win conditions available in the physical rulebook are not compatible with the scenarios, and are too luck-based.
 
 
 
== Game options ==
 
When creating a table, you may choose the game mode: "single game" or "scenario mode".
 
In "single game" mode, you may choose whether to play a standard game or any of the scenarios. There are 3 options for standard games:
 
* • "Introductory setup": Your 4 allies are the 4 Jacks. The 8 rulers are the 4 Queens and the 4 Kings, in random order.
* • "Standard setup": Your 4 allies consist of 1 random character from each suit. The 8 rulers consist of 2 random characters from each suit, in random order.
* • "Custom setup": When you start the game, you first choose your allies, then the rulers. You may choose up to 4 allies in any combination: it doesn't have to be 1 per suit, and you may even choose fewer allies. You may choose 8 rulers in any combination (it doesn't have to be 2 per suit), and the order you click them is the order of the rulers from left (fief 0) to right (fief 7).
 
You may also choose any one of the 16 scenarios.
 
In "scenario mode", you play through the 16 scenarios one by one. You may start at any scenario; BGA will also remember if you've played before, and the "Start/continue" option will let you start a new run or continue from your last scenario.
 
 
 
== List of abilities ==
 
See [https://boardgamegeek.com/thread/2774038/official-rules-and-ability-explanationfaq this BGG thread] for a list of all abilities, together with some frequently asked questions.
 
 
 
== Scenarios ==
 
See [https://boardgamegeek.com/filepage/239924/for-northwood-challenge-booklet-the-noisy-year this file on BGG] for the scenarios.

Revision as of 23:04, 22 July 2026

Play multiple hands of trick-taking. Win an exact number of tricks, aided by your allies' special abilities, to win a hand. Win enough stars from hands to win the game.


Game modes

There are two ways to play the game: the standard game, or one of the 16 scenarios.

The following are the rules for the standard game. Scenarios put a twist on the standard game; see #Scenarios for more details about them.


Game overview

The game uses two kinds of cards: dialogue cards and character cards.

Dialogue cards are the cards used to play. They come in 4 suits (claws, flowers, leaves, eyes) and 8 ranks (1-8), for a total of 32 dialogue cards. During the game, dialogue cards will be either in the deck, in your hand, in the discard pile, or in the score pile.

Character cards have a suit and a special ability. There are 6 cards in each of the 4 suits, for a total of 24 character cards. All special abilities are unique.

There is a row of 8 fiefs. Each fief has a certain number of stars, and requires a specific number of tricks won. From left to right:

Stars 4 3 2 1 1 2 3 4
Tricks 0 1 2 3 4 5 6 7

Each fief begins with a character card, called its ruler. Each ruler is initially neutral to you; your goal is to make them friendly.

You begin with 4 character cards, referred to as your allies.

The game is divided into 8 visits. Each visit follows the procedure below.


One visit

Each visit is played following the steps below:

  1. Shuffle the dialogue cards, and deal 8 cards as your hand. The rest becomes the deck.
  2. Choose an unvisited fief to visit. The suit of its ruler becomes the trump suit for the hand.
  3. Choose any number of friendly rulers to temporarily substitute an equal number of your allies.
  4. Play tricks until the visit ends. (See #One trick for rules on playing tricks.)
  5. If the number of cards in your score pile is exactly the fief's number, you have won the fief. Its ruler becomes friendly to you. Otherwise, you have lost the fief.
  6. If you substituted in any ruler (from step 3), remove them from the game. You will begin the next visit with your 4 allies again.

If there is still an unvisited fief, repeat this procedure. Thus you will play a total of 8 visits; each fief will be visited exactly once during the game.


One trick

The bulk of the visit is in playing out tricks. Each trick is played following the steps below:

  1. Choose if you want to activate any one special ability. You have access to any ability of allies that you didn't substitute out, as well as any ruler you brought for the hand. Each ability can be activated once during the visit.
  2. If your hand or the deck is empty, skip the rest of this procedure. The visit ends (see step 7 below).
  3. Place the top card of the deck into the discard pile. This is the ruler's statement.
  4. Play a card from your hand. This is your response. You must follow suit if able, i.e. play a card with the same suit as the ruler's statement. If you cannot follow suit, you may play any card from your hand.
  5. Determine if your response beats the ruler's statement:
    • • If your response is the same suit as the ruler's statement and your rank is higher, you win the trick.
    • • If your response is the trump suit and the ruler's statement is not the trump suit, you win the trick.
    • • In all other cases, you lose the trick.
  6. If you won the trick, put the played card into your score pile. If you lost the trick, put the played card into the discard pile (on top of the statement).
  7. If your hand or the deck is empty, the visit ends and you proceed to check if you won this visit. If neither is empty, the visit continues with the next trick.


Abilities

Each character card has a special ability.

During a hand, you have access to 4 of them. Normally, these are your 4 allies.

However, at the beginning of each hand, you may choose to substitute out some allies with friendly rulers (i.e. rulers from fiefs you have won). You must do the substitutions before you begin playing tricks for the hand.

You may only use abilities before a trick (i.e. before you reveal the ruler's statement), and you may only use one ability before each trick.

Each ability can only be used once during a hand. Once used, the character will be exhausted (represented by dimming out on BGA). However, allies will refresh between hands, so you may activate each ally once every hand.

Each friendly ruler may only substitute in once. Whether their ability is used or not, they are removed from the game after the hand concludes.

If you use an ability, you must do it in full. If you cannot, it does nothing. The exception is that you may move cards from piles that don't have enough of them.

For example: The ability of Queen of Claws is "draw the top card from the deck, the discard pile, and the score pile". If any of them is empty, you may still activate her to draw from the other piles.

See #List of abilities for a list of all character cards.


Game end

The game ends after all 8 visits.

Each fief you won awards stars according to the fief. You get the stars regardless of whether its ruler has been called in to substitute or not.

Each fief you lost gives no stars.

In total, there are 20 stars available. You win if you score 16 stars or higher.


Important points

  • • Unlike usual trick-taking games, the ruler (the deck) always leads tricks no matter who won the previous trick.
  • • You can click on the discard pile and the score pile to fan out their contents. They cannot be rearranged, however.
  • • When moving multiple cards to the discard pile or score pile at once, you may choose their order by clicking the cards in the order you want. They are moved to the pile in that order; the last card clicked is the one on top.
  • There is no undo. Make sure you click correctly. There are game options to add various confirmations.
  • • The win condition is set at 16 stars out of 20. The more difficult win conditions available in the physical rulebook are not compatible with the scenarios, and are too luck-based.


Game options

When creating a table, you may choose the game mode: "single game" or "scenario mode".

In "single game" mode, you may choose whether to play a standard game or any of the scenarios. There are 3 options for standard games:

  • • "Introductory setup": Your 4 allies are the 4 Jacks. The 8 rulers are the 4 Queens and the 4 Kings, in random order.
  • • "Standard setup": Your 4 allies consist of 1 random character from each suit. The 8 rulers consist of 2 random characters from each suit, in random order.
  • • "Custom setup": When you start the game, you first choose your allies, then the rulers. You may choose up to 4 allies in any combination: it doesn't have to be 1 per suit, and you may even choose fewer allies. You may choose 8 rulers in any combination (it doesn't have to be 2 per suit), and the order you click them is the order of the rulers from left (fief 0) to right (fief 7).

You may also choose any one of the 16 scenarios.

In "scenario mode", you play through the 16 scenarios one by one. You may start at any scenario; BGA will also remember if you've played before, and the "Start/continue" option will let you start a new run or continue from your last scenario.


List of abilities

See this BGG thread for a list of all abilities, together with some frequently asked questions.


Scenarios

See this file on BGG for the scenarios.