70 faction cards
35 per side — soldiers, workers, diplomats, and one Epic Unit each. The Gnomes bring schematics. The Capybaras bring serenity. Both bring hand-finished woodland art on every single card.
The official store · woodland-certified
Seventy hand-finished faction cards. A shared deck of lands, missions, and mischief. Dice that decide things. The gnomes have a plan. The capybaras have a snack. You have a checkout button.
Ships in 3–5 business days ✦ Secure checkout ✦ Every copy supports children's art programs
Inside the box
The gnomes inventoried it. The capybaras verified it by napping on it. Everything below ships in every box.
35 per side — soldiers, workers, diplomats, and one Epic Unit each. The Gnomes bring schematics. The Capybaras bring serenity. Both bring hand-finished woodland art on every single card.
The forest's half of the table: 20 Lands to claim, 18 Missions to chase, and 10 Events that ruin someone's whole afternoon.
d4 through d20 — carved for Berries, Crystals & Courage. Every full 10 rolled adds +1 to your fight. Roll big, or roll home.
Everything needed to keep score and keep the peace — briefly. Lose the rulebook someday? It lives forever as a free PDF →
Tempo. Spend them to draw deeper and play faster. Wars are won at breakfast.
The dice pool, d4 to d20. Courage buys trouble — the good kind.
Endgame currency. Each one is an Influence Point waiting to happen.
The gallery
Shot by lantern-light, like everything else around here.










Drag · every card is real, hand-finished game art
The pledge
Every copy of Woodland War sold helps fund art programs for children — paint, paper, brushes, and the stubborn belief that every kid should get to make something.
This whole forest was drawn by hand, late at night, by people who were once kids with crayons. Your $30 keeps that going for the next ones in line.
— the woodland keepers, on their honor
Questions from the front lines
Orders leave the burrow in 3–5 business days — packed by gnomes (fast) and quality-checked by capybaras (thorough). Checkout is fully secure, and your box arrives ready for war.
2–4 players, ages 12+. A full war runs 45–90 minutes across five seasons. Two-player duels are tense and personal; with four, the banners team up and the scheming doubles.
Teach it in ten minutes, honestly. Every turn is the same simple ritual — draw, reveal, act, score — and the cards explain themselves. Mastering the six paths to victory? That's the part you'll argue about in the car afterwards.
It happens. Usually a capybara is sleeping on it. The full rulebook lives forever as a free PDF — download it, print it, laminate it, lose that one too. We don't judge.
The forest doesn't end at the table. Three portals are open in your browser right now — no downloads, no signups:
Constructively. Diplomacy is a fully legal path to victory, so the quietest player at the table is statistically the most dangerous. Snacks help. Snacks always help.
Last call from the canopy
One box. Five seasons. Several lifelong grudges, lovingly earned.
Ships in 3–5 business days. Packed slowly, with love, by capybaras.