Barrel Rolls and Late Summer Leaves in For Northwood!

Visit the animal rulers of forest fiefs to have delightful conversations during a year-long campaign with For Northwood!
Back to another summer scenario in For Northwood! A Solo Trick-Taking Game! Playing through the campaign so far has been so enjoyable, especially paired with the actual season. Can’t wait to keep on seeing what each challenge has to offer! Still, I had to pull myself together to find all of the right talking points about things like claws, eyes, and leaves!
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 goal is to win a certain number of tricks with cards that represent conversations. Each of the 8 animal rulers has a specific goal, but there are also special abilities that may come into play with allies. The Noisy Year provides a wonderful campaign with ever-changing challenges, too!
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
Barrel Roll Sparrow
This scenario provides a twist with the sparrow, who typically just marks which fief is being visited. I really enjoyed the ability to switch things up like this!
So far, the campaign has slowly introduced more complex rules without feeling overwhelming. I could even see playing through this again in the future. Awesome!
I went with the challenge again, just to see what I might be able to do. No expectations of greatness here. Ha!
My scores during this campaign haven’t been the best, yet the fun is in laughing at the bad conversations. I’m a pro!
Lady Duck and the Bees
This pair of allies was quite helpful. Actually, Lady Duck probably did the least because I didn’t really need to discard anything at times… But her punchlines were good!
I love how allies change the options a lot. In this case, the sparrow was like an ever-present mini-ally who was very helpful in very select cases. Or was Lady Duck jealous?!
Even bad luck doesn’t really spoil much here, as I always play on, even when I don’t convince the outlier fief rulers.
No harm done! I’ve been getting better over time, or so I tell myself… You can’t tell by my overall scores. Ha ha!
Different Rulers
Variety also comes from the animals themselves. Not only are they unique in appearance, but each offers a very different sort of ability that might be called upon later.
Naturally, winning 0-1 or 6-7 tricks is more difficult, so those fiefs offer extra victory points. But sometimes, it’s worth it to start convincing the easier rulers.
A lot of my conversations fell short by just a single trick, so I was close! Although the King of Leaves was offended…
There was one play when he required 5 tricks, and I managed 0. He promptly delivered me right out of his fief!
A Very SMug Duck
Lady Duck is probably the animal who seems to have the most personality in my game. Not only is the campaign scrapbook marked as hers, but she’s so memorable!
I liken this expression to smugness in the cutest and most endearing of ways. She looks quite pleased with whatever punchline she just delivered, excellent or not. Ha ha!
All of the animals seem to have little personalities, too, which always make the game feel so welcoming.
Anytime these animal rulers would like to settle down for a fun chat, I’ll be there… Probably with my Calico Critters!
Looking at Solo Games as Familiar Friends
I’ll get back to another discussion of my board game wheel of emotions eventually, but this session reminded me of the benefits of knowing a game inside and out. That’s not to say I know how to win a lot… Or at all? Ha! Yet it’s about knowing what to expect and not feeling like a game is going to introduce more stress when I’m already exhausted.
Think about some of the solo games you choose when you want to play, but might not be feeling great in general. For me, I know that’s the worst time to try out something new or attempt a game that needs very careful strategizing. I think this one is also a good choice because I love the friendly artwork, and losses really don’t mean anything.
I can also explain away losses by laughing about how I talked about claws with the stork and accidentally frightened him. Or I mentioned missing leaves to the parrot, when she was the one who stole a whole bunch to build a secret nest. All sorts of silly, and without any negativity! Worst case, I simply reshuffle a bit and start my conversations over.
Session Overview
Play Number: 25-28
Solo Mode: Designed for Solo (Included in the Base Game)
Play Details: Summer 3 Challenge
Outcome: 10, 12, 10, 10 (4 Losses)
Although I didn’t come close to a victory, this was a lot of fun! I’ve been feeling a little stressed out lately, and a visit to the forest is often a lovely way to relax. Also, I just noticed that on the bottom of the box lid, seen here, there is a little bear lined up to look like he has glasses with the “oo” in Northwood! How adorable! Even more charming details. Can’t wait to keep rolling through the campaign!
%
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 is adorable in a unique way with a special ability that can be situational, but may be the perfect choice.
- Although the game can be played with a random setup, the campaign offers so many fun twists on the rules.
- Gameplay moves quickly without feeling rushed, allowing some thoughtful decisions to be made at each fief.
- The order to visit the fiefs is never obvious, as it depends on the cards, ruler suits, and other nuanced factors.
- Trick-taking in a solo game may feel difficult or sub-par, yet it’s achieved in such a wonderful and smooth way.
- Conversing with animals is a very calm and cute sort of theme that doesn’t add any stress or tension.
– Cons (Negatives)
- Bad luck early on can make it impossible to score well, which can make some plays feel a little less exciting.
- Even with the best-laid plans, the order of the cards can make the perfect hand unable to score enough tricks.
- Some of the abilities feel just a little too wordy and can require re-reading cards a few times during play.
- It makes sense for some scenarios, yet the same card backs make it easy to accidentally shuffle in the animals.
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 do you like about For Northwood! A Solo Trick-Taking Game? Are you following along with the campaign, or do you prefer to play with a random setup? This is one game I can always count on to make me feel happy, even when I’m making terrible jokes or otherwise making these animals shake their heads at me. Or maybe I’ll blame the duck. Ha ha!
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