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A Wanderer In The Forest Of Wyr box art

A Wanderer In The Forest Of Wyr

Players

1-2

Time

20-40

Age

10+

Weight

1.67

Rating

5.73

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. While there is some level of cooperation required, it is not the main focus of the game.

Replay value

A Wanderer in the Forest of Wyr has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The player interaction score is average, and the game is moderately easy to learn with a decent depth of gameplay.

Luck profile

A Wanderer in the Forest of Wyr has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In Wyr you wander, searching for the spellshards of your magic which have become ravens. Will you recover all eight shards and win your way home or will you ever roam among the dark trees of Wyr? A solitaire game using a one page board, 9 markers, 1 deck of playing cards and 1 six sided die. To Win: You must free each of the 8 Ravens, reclaiming their spellshards of magic before the remaining ravens reduce your health to 0. Each Raven you free will allow you to draw a Recovered Spellshard card from its deck. To Play: Each round of the game has 3 phases which are played in cycles until all Ravens are freed or your health is lost: Phase 1. Raven Flight - Draw 1 card from the Raven Flight deck and discard it face up to the bottom of the game board. The card drawn equals the number of spaces 1 or more Ravens will fly (i.e. move) this turn. Phase 2. Raven Attack - Each Raven that ends its flight on a space your marker occupies will attack you in turn. For each Raven draw 1 Raven Strength card plus 1 additional card for each freed Raven. Then, play cards from your hand into a discard pile in front of you, adding the values of each card together for your defense strength. If your defense strength is greater than the Raven’s attack strength you have freed the Spellshard. Phase 3. Wanderer Movement/Freeing - The cards in your hand are used both for defense and movement. Each card you play will go in a discard pile in front of you. Recovered Spellshards Deck - When Ravens are freed they become Spellshards you have recovered. You may use a Spellshard at any time during a round, playing them from your hand, but once a Spellshard is played it is removed from the game. This game is part of a series: The other two games are Seeker in the Forest of Wyr and Land of Enin

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Credits

Designers

1
Todd Sanders

Artists

1
Ivan Bilibin

Publishers

2
(Web published) Air and Nothingness Press