Some rules ideas…where the winning dice lands decides what the land does. Players can move the dice a space per gift they have already offered up to the land. The land might give them clues as to where rare rocks or potential charms are, or trip them up, block their way with a new growth of briars, move an aggressive animal towards them or even change the weather.

Spirits don’t move and are defined by the charms that harm them and the charms that would keep a player safe when near them.

Terrain is zones – in multiplayer individual players secretly allocate ‘points’ to terrain zones, points define what kind of item (bones, stones, crystal, antler etc)is likely to be found there. Each terrain zone also explains how tough or risky it is to move through.

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