For Northwood! The Roar of a Cozy Solo Game About Chit-Chat

Meet with adorable animal rulers to sway their opinions through the intriguing art of conversation in For Northwood!
It was absolutely the right time to return to the cozy woodlands and take part in the most diplomatic of battles… One conversation at a time! For Northwood! A Solo Trick-Taking Game is simply delightful, and I wanted to hone my skills a little more before I dove into the scenarios that served as a sort of campaign. Onward to friendly tabletop chit-chat!
Game Overview
Game Name: For Northwood! A Solo Trick-Taking Game
Publication Year: 2021
Designer: Wilhelm Su
Artist: Wilhelm Su
Publisher: Side Room Games
Solo Mode: Designed for Solo (Included in the Base Game)
The idea is to carefully use cards to earn a certain number of points with each ruler. Allies offer up special abilities, and sometimes, it’s more about losing a lot of tricks in order to meet the requirements of the 8 fiefs! Gameplay is quite charming, yet challenging. A lovely combination!
First Play
April 28, 2023
Complexity
2
Latest Play
September 21, 2024
Expansions
0
Setup Time
Almost None
Lifetime Plays
34
Play Time
20 Minutes
High Score
20
Game Area
24" x 18"
Low Score
3
All Sorts of Rulers
With the full game, there are tons of possibilities for who might show up as an ally or ruler. Not every animal is used with each play, and there are some intriguing synergies.
I haven’t dug into the scenarios yet, but the seasonal campaign seems like the perfect way to enjoy playing!
My skills were a little rusty as I started to plan out my moves, and I do believe some of my allies grumbled over not being used as much as they should have. Sorry!
Luckily, the sequence of play falls into place quickly, with a pace that keeps every fief visit an interesting puzzle.
Getting the Picture
At a glance, it’s actually quite strategic. The cards that make up a hand often influence which rulers are the best choices, yet having access to temporary abilities is great.
Once a ruler has been convinced, it’s possible to replace an ally for a future visit. This opens up tons of options!
I loved finding ways to use my allies during most visits, although there are certainly times when they won’t be as useful. Still, they’re always cute, so that counts. Ha ha!
The tracking card with the arrow and way the rulers slide down are simple touches that work amazingly well, too.
Out-Tricycled Again
In order to make the animal rulers a little more amenable to these conversations, I enlisted a popcorn tricycle.
Well, well! One arrived on time, only to be shown up by a pretty rude bear driving an identical popcorn tricycle! Just imagine him flying in at full speed, tires screeching.
There went my secret weapon! I think the fiefs were alert over conversation tampering with all that popcorn. Ha!
Also, those with sharp eyes may recognize the Advent calendars in the background. It’s nearly December, and this year, I have a trio of gaming-related ones to open!
Laying Out the Cards
Conversations center around a starting hand of 8 cards across adorable suits like leaves, flowers, eyes, and paws. I can just imagine the sorts of talks with the rulers!
The general flow is very much the same, yet the animal abilities really open up the choices. Sometimes, it all comes down to taking a risk and hoping it pans out.
I had a couple of interesting rounds when it looked like I was down and out, only to have the exact card show up!
Everything about this was pleasant, and I thoroughly enjoyed the simple act of talking with the animals. Ha!
More Appreciation for Sticking to the Basics
As I continue to play more solo games, I’ve come to love the ones that don’t try to do too much. It starts to show when there are extra resources, too many tracks, all sorts of edge cases, and special rules for a subset of components. This is another solo game that does something that might seem obvious, but is so important… It doesn’t feel like work.
Don’t get me wrong: I do love the complex games with 40-50+ page rulebooks! But for games I play on a regular basis, it’s nice to spend a couple of minutes with the rules and just get down to the fun. I learn new games all the time, and having a set that doesn’t require me to do much more than dive in cuts down on any sort of pressure or stress.
I’ll often go back to reference where I was years ago in thinking smaller, quicker games didn’t qualify as good games. Not all of them will be, yet my collection wouldn’t be complete without them! On those days when I’m feeling exhausted and not quite up to the daunting task of settling in with a new rulebook, this is going to be a great choice.
Session Overview
Play Number: 9 & 10
Solo Mode: Designed for Solo (Included in the Base Game)
Play Details: Full Game
Outcome: 20, 20 (2 Wins)
Somehow, I managed to pull off the perfect score twice in a row! The first play was a nail-biter with things definitely not going smoothly, yet I got lucky. My second play was more about cleverly using ally abilities, which chained together in some really nice ways. Definitely excited to be playing this one again! It’s truly a lovely and cozy sort of game. Plus… Animals. The scenarios should be exciting!
%
30 Plays
Affordability
Price & Value
10
Functionality
Challenges & Mechanics
10
Originality
Design & Theme
10
Quality
Components & Rules
10
Reusability
Achievement & Enjoyment
8
Variability
Distinctness & Randomness
7
+ Pros (Positives)
- Each animal possesses a unique ability, which can come in handy either as an ally or temporary replacement.
- Planning out the order to visit the fiefs is very dependent on the card draws, as this is never a solvable process.
- Some hands play out rather poorly, but there are often ways to plan ahead or leave it all up to luck in a fun way.
- Gameplay moves quickly and smoothly to create fun little puzzles to work through with each of the 8 fief visits.
- The theme is adorable and charming, with a focus on chit-chatting and impressing rulers rather than fighting.
- It’s very easy to assess the play area with the way the ruler cards slide down to indicate the visited rulers.
– Cons (Negatives)
- Some rounds may feel repetitive since the variety is mainly focused on the animal abilities, though this is minor.
- Allies may work better together with certain combinations, which can make some plays a little extra challenging.
- Each animal card has a fair amount of text to read over when considering what choices will be the best ones.
- Card backs are identical for the animals and trick cards, and it can be easy to forget not to shuffle them together.
Victory Conditions
Score 20 Points
- Overall Goal Progress 57%
Goals and Milestones
Score 20 points with the introductory game.
Score 20 points with the full game.
Score 20 points in the Summer 1 Challenge.
Score 20 points in the Summer 4 Challenge.
Score 20 points in the Summer 2 Challenge.
Score 20 points in the Summer 3 Challenge.
Score 20 points in the Fall 1 Challenge.
Continue the Conversation
What are some of your favorite allies or rulers in For Northwood! A Solo Trick-Taking Game? Do you prefer to play the full game, or the scenarios? I absolutely adore cozy games, and this one definitely qualifies. The lack of conflict is a welcome addition, and it’s just so much fun thinking about what these animals might talk about! Lovely solo game!
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