A cooperative adventure/survival card/board game for 1 or more players comprised of ONLY cards, allowing for accessible, variable game play with fast set up and tear down.
Designed to circumvent counters, dice, booklets, excess text, tracks, dead time, and remain complex, deep and replayable.
Duel purpose Deck - Your deck IS your health. Play too many and you'll die. Play too few and you won't have what you need to face the challenges of the wood.
Duel Discard Piles - cards discarded face down (damage) have a change to be returned to their deck (healing). Cards discarded face up (broken items, critical damage) are gone forever. The clock is ticking, at least 1 card is lost forever each turn.
Duel purpose Items- All items have a durability which is how much damage they can absorb. Do you have a powerful weapons? Unfortunately you may need to discard it to prevent death. Do you have an item with strong durability? unfortunately it will likely not augment your stats strongly.
Fast Setup - All scenario decks have a symbol on their backs designating which sub-deck they belong to. Just separate cards by their symbol at game start and you're all set.
No card "cost" - Instead of having "costs", cards are "crafted" when they are placed on the "development stack". When there are as many cards on top of a card in your stack as is indicated by its number, you can take it into your hand. Your stack must be added to at least once per turn, meaning you are always building items, and always losing health.
Co-op - Trade with other players Designate roles among your friends Distract enemies
Automatic Scaling - The whole of each game is on a "timer" as each player loses 1 card permanently each turn. When there are 3 or more players, 1 additional card is discarded per player each turn. This reduces the number of total turns possible for each player as the number of players increase. This means the difficulty of the game and the length of the game remain similar regardless of how many people play.
Locks and Keys - Advancing the scenario usually involved "unlocking" certain locations with a series of "keys". found on other scenario cards. This system allows the scenario deck to be completely random without fear of completing the scenario too soon, or having any turn be "wasted".
156 double sided cards (305gsm black core)
My oma was born in Germany in 1930. She went to school with the grandchildren of The Brother’s Grimm who brought their books into class for her to read. When she came to America she brought the “real” versions of these stories
I was always captivated by these bleak, truthful, mysterious adventures, and I’m not alone of course, they are found everywhere in pop culture, but the American take on them has always felt (to me) needlessly romantic/magical or needlessly scary/violent. It was always a hope of mine to tell these stories in a way that evoked the same feelings I felt when I heard them; Wonder, dread, consequence and the often unappreciated German tradition of blunt truth
I’ve always loved physical games as a participatory way of gathering around a candle to read a favorite story, and I’m particularly fond of cooperative games which force people to communicate, strategize and get to know each other in a friendly way. Overly complex or competitive games, deter participation while overly simple games become an arbitrary chore. I’ve attempted here to create a mature, social gaming experience for “non-gamers” in a unique take on a familiar world
Component | Quantity | Photo |
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Poker Deck | 1 deck of 13 cards | ![]() |
Poker Deck | 1 deck of 133 cards | ![]() |
Mini Deck | 1 deck of 6 cards | ![]() |
Average Rating | 1 reviews |
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Publish Date | June 28, 2019 |
Edition | First |
Department | Games |
More Info | Grimm Tales of the wood (Core) web site |