For Northwood! A Solo Trick-Taking Game

2021 · Fantasy

For Northwood! A Solo Trick-Taking Game

A solo hand-management and precision trick-taking game about negotiating alliances with eight animal rulers over eight rounds. Each ruler corresponds to a suit that acts as trump for that fief and demands an exact number of tricks to join the alliance, forcing careful play as options narrow. Players begin with four allies whose one-use abilities (draw, discard, manipulate cards) help shape each hand; won rulers can be recruited temporarily to provide different abilities for later visits. Games use 12 of 24 possible rulers and a scenario booklet to vary difficulty and objectives across sessions.

Players
1
Playing time
15–30 min
Age
12+
Complexity
1.8 / 5
7.7 on Ludoyafrom $17.11Print & PlayCard GameSolo / Solitaire GameTrick-takingHand Management

About the game

Photos from Ludoya tables

All photos in Ludoya
  • For Northwood! A Solo Trick-Taking Game on the table, photo by Artur Rodríguez Coma
  • For Northwood! A Solo Trick-Taking Game on the table, photo by Artur Rodríguez Coma
  • For Northwood! A Solo Trick-Taking Game on the table, photo by Artur Rodríguez Coma
  • For Northwood! A Solo Trick-Taking Game on the table, photo by Mario Estruch
  • For Northwood! A Solo Trick-Taking Game on the table, photo by Mario Estruch
  • For Northwood! A Solo Trick-Taking Game on the table, photo by ming bambu

On Ludoya's tables

Full stats in Ludoya
693
Plays logged
108
Players
26m 13s
Average play
126
In collections
14
On wishlists
1
Pre-ordered

7.7/10

from 50 Ludoya reviews

  • Interaction2.0
  • Replayability8.0
  • Uniqueness8.0
  • Looks4.0
  • Accessibility6.0
  • Paige Forrest8.0

    This game really seems to solve the "how to make a solo trick taker" very well!

  • Juli8.0

    - Small box - Quick game: under 30 mins - Solo game - Own Physical version - Digital version (BGA)

  • jowsep7.0

    64

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do I have to follow suit when the ruler plays a card?

Yes — your response must be of the same suit as the ruler’s statement if able; you may only play any card when you cannot follow suit. (p.9; examples p.10)

How do I score during a dialogue — what counts as a point?

You score if your response is a higher card of the same suit as the ruler’s statement, or if the ruler’s statement doesn’t match the ruler card’s suit but your response does (the trump). (p.9)

When can I use an ally ability, and how many can I use?

Before each ruler’s statement you may activate up to one ally by exhausting it; resolve the ability fully when used, and all allies reset after the visit ends. (p.11; reset p.12)

If I bring in friendly rulers as substitutes but don’t use them, do they stay or go?

Remove all substitutes you brought in from the game at the end of the visit whether or not you used their abilities. (p.12)

Can I end a visit early, or when does a visit actually end?

A visit ends immediately when either your hand or the deck is empty; you cannot end visits early and you may not activate abilities after the visit ends. (p.11)

Do I have to match the fief's target score exactly to win the ruler?

Yes — at the end of the visit count the cards in your score pile: if it equals the fief’s target score the ruler becomes friendly, otherwise the ruler is removed and the fief is flipped facedown. (p.6; p.12)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Score sheets and play helpers

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Game facts (players, playing time, age, credits) from BoardGameGeek.