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Regolamento - Wispwood

Wispwood

The forest is full of fantastic lights!

What if you follow them into the night?

Jacks

Mischief-making Jack-o'-lanterns scatter through the forest, delighting in chaos.

Witches

Also known as ghost lights, these wisps are very interested in cats.

Hearts

Spoken of as friar's lanterns, these holy wisps love the forest for its trees.

Orbs

These playful, social wisps form glowing chains along the forest trails.

SETUP

  1. The Pond

    Wisps gather around a mysterious pond. Assemble the pieces in the center of the table. The 4 pieces around the edge of the pond can be in any order.

    Your game has 160 tiles, 40 of each type of wisp.

  2. Tree Tiles

    Mix up the tiles face down and organize them into random stacks near the pond. These are called tree tiles. Trees are not wisps.

  3. Wisp Tiles

    Take 8 tiles and deal them randomly, face up, to the 8 spaces of the pond. Their colorful side is up, so these 8 tiles are wisps.

  4. Your Cat

    Everyone chooses a cat. Take a tree tile and place it in front of you. Place your cat on the tree tile, as shown. This is the start of your forest.

    Note: The tile with your cat on it is no longer a tree. Your cat is obviously more important than a tree, so this square of your forest is called your cat.

  5. Goal Cards

    There are five decks of goal cards – one for each type of wisp, and one for trees.

    Choose one card from each deck. You can choose them randomly, or, if some players are new to the game, you can intentionally choose goals marked with just one paw – they are more straightforward than the two-paw goals.

  6. Starting Player Paw

    Give the starting player paw to the player sitting closest to a light.

    That player will take the first turn of the game.

Goal Cards

Goal cards tell you what you want to accomplish in a game. Be sure everyone understands each goal.

The upper half shows a scoring example.

The lower half tells you how that type of wisp scores points ().

Specific goals are explained on below.

Grid Guide

Some players like to have a grid guide to help them plan their forest. For the first round, your forest will be a 4×4 grid.

Firefly Tokens

Firefly tokens are used only in the solo game. If you are not the only player, leave them in the box.

BASIC TURN

Players take turns beginning with the starting player and continuing clockwise around the table. You will take several turns during the round. A typical turn looks like this:

1. Choose a wisp.

Choose one of the wisps available on the pond.

2. Choose one of the 2 shapes.

Your chosen wisp is between 2 shapes. You choose one of these.

Take your chosen wisp and enough tree tiles to make your chosen shape.

The wisp can be anywhere in the shape.

The shape can be mirrored or rotated in any orientation.

3. Add the shape to your forest.

At least 1 tile of your shape must be placed beside a tile already in your forest.

round 1 round 2 round 3
4×4 5×5 6×6

Turn by turn, your forest will grow. The tiles must stay inside a 4×4 grid.


Tip: You can use your grid guide to help you plan the growth of your forest. For later rounds, the grid will be bigger.

Watch out for witches.

The goal card for witches gives a special rule about where witches can be placed. You are not allowed to take a witch tile that cannot be placed according to its rule. See here.

Note: When you start the game, your forest is just your cat. And you don't know if your cat is in the corner of your forest or in the middle. You don't know if your cat is on the north edge or the south. So, you can grow your forest in any direction, as long as it always fits inside some 4×4 grid.

THE POND

Dwindling Wisps

When a player takes a wisp tile, it is not automatically replaced. This means each following player will have fewer wisps to choose from.

Dealing New Wisps

At the start of your turn, if all available wisps are the same type, you may discard them all and randomly deal out 8 new wisps. And if you start your turn with no available wisps, you must randomly deal out 8 new ones.

After you deal new wisps, continue your turn as usual.

Discard Pile

Keep discarded wisps face up in a messy pile somewhere far away from the stacks of tree tiles. You are unlikely to run out of tree tiles, but if you ever do, flip the discarded wisps over, mix up the tiles, and make new stacks of tree tiles.

CAT ACTIONS

READY

HIDDEN

At the start of the game, your cat tile should be flipped to its fully-visible side to show it is ready.

The other side is its hidden side. You flip the cat to the hidden side to show you have taken a cat action. We call this hiding your cat.


There are 2 possible cat actions:

Deal New Wisps

On your turn, before you choose a wisp, if your cat is ready, you may hide your cat to discard all available wisps and randomly deal 8 new ones. You may do this even if you started your turn by dealing new wisps because the old ones were all the same type.

Usually, you will use this action when you want a certain type of wisp and none of that type is available.

Choose Any Shape

On your turn, after you choose a wisp, if your cat is ready, you may hide your cat to choose any of the 8 shapes around the pond (instead of being limited to the 2 that are beside your wisp).

This action lets you pick the best shape for the wisp you take.

Note: If your cat is hidden, you cannot take either of these cat actions. If you want to make your cat ready again, you will need to take a "tree turn", which is described below.

TREE TURN

Instead of taking a wisp, you may take a tree turn. Note: You may do this even if you dealt new wisps to the pond this turn.

1. Take 1, 2, or 3 tree tiles.

Place them one by one into your forest. Each must be placed beside another tile, and you must stay inside the grid for the current round (4×4 for round one).

In particular, you might want to fill holes that would be impossible to fill using any of the 8 shapes.

Note: When taking a tree turn, you must always take at least 1 tree tile.

2. Then, make your cat ready.

If your cat is currently hidden, flip it back to its "ready" side. You may do this even if you used your cat to deal new wisps this turn.

Note: Sometimes a basic turn will be impossible because you have no legal way to add any of the available wisps to your forest. In this case, you must take a tree turn.

END OF ROUND

The round ends when one player has filled all spaces in their grid. Those who play later get to take a final turn.

This ensures all players have the same number of turns. The last turn will always be taken by the last player – the one sitting to the right of the starting player marker. If the last player is the first one to finish their grid, then no one gets another turn.

Before proceeding to the next round, do the following:

1. Score your grid.

Count up your score for the round. Scoring will be explained here.

2. Move your cat.

You may move your cat to a different tree tile or leave it where it is.

3. Remove all trees.

Return all your tree tiles to the stacks. No one has seen their wisp side, so they are still just random tiles that can be dealt on someone's turn. (Do not return the tile under your cat. Your cat is very possessive of that particular tile.)

Your wisp tiles stay where they are.

4. Pass starting player paw.

Finally, pass the starting player paw to the left and start a new round.

Think about witches.

The witch placement rule applies only when placing them. They will all score in the following rounds even if you move your cat to make space for placing more witches.

LATER ROUNDS

The game lasts 3 rounds. Each round has a larger forest. In the first round you are limited to a 4×4 grid, round two uses a 5×5 grid, and round three goes up to 6×6.

Don't reset everything between rounds.

  • All wisps on the pond remain there, and new ones are not automatically added.
  • All hidden cats remain hidden.
  • Although trees are removed, you start the new round with old wisps still in your forest.

This means in later rounds you will have to figure out how to fit the shapes into a forest that is already inhabited by some wisps!

Expanding Your Forest

In later rounds, you can expand your forest on any side.

Some wisps may start the new round disconnected from your cat (or any other wisps). This is okay. New tiles can be placed beside any tile still in your forest.

SCORING

At the end of each round, score the following:

Simple Example

The upper orb scores 2 points for only a single type of wisp in its surroundings. The lower orb scores 4 points for two types (orb and heart). So, orbs score 6 points in total.

The 3 trees beside the heart cause it to score 6 points.

The largest group of trees consists of 8 tiles, so it scores 8 points.

End of the Game

After 3 rounds, the player with the most points wins. Break ties in favor of the player who completed their grid more times. If still tied, the players share their victory.

NOTES ON GOAL CARDS

In most cases, any questions you have about a goal card can be answered by studying the example shown on the card. However, some players may want to check these notes to reassure themselves that they are interpreting the card correctly.

Note that some cards give you points for each wisp while others reward you for each group. Be sure to read each condition carefully. The terms BESIDE, SURROUNDING, and GROUP are illustrated here.

Jacks

Pumpkin Patchwork, Pumpkin Seedoku, Double Cross

For these three cards, count all the jacks that meet the condition described by the card. Then look that number up in the table to see how many points you score.

Pair of Jacks

A pair is the same as a "group of two". It is two jacks beside each other, but not beside any other jacks.

Oh My Gourd

Count each group exactly once. If a group has multiple jacks, count it once. But don't forget that a jack all by itself also counts as one group.

Witches

Witches work differently from the other wisps.

Each witch card shows where you can place a witch in your forest. If you can't place the witch where you are supposed to, you are not allowed to take it.

Tip: When you move your cat between rounds, you can put it somewhere that gives you space to place more witches.

All witch cards follow the same scoring system, which goes by threes and then gives some extra points for extra witches.

When you score witches, count them all! Count the ones you placed this round and the ones you placed earlier, regardless of where your cat is now.

Checkershire Cat

If you can trace a zigzag path (always diagonal, never horizontal or vertical) from your new witch to the cat, and if each square in this path already has a witch, then your new witch is diagonally connected as required by the card. The card shows one witch off by itself, but that's because the cat was moved between rounds.

Example: You score all 7 witches, even though some of them no longer meet the placement condition. The first three witches earn 18 points, the next three add another 18, and the last witch contributes 4 points. You score 18+18+4 = 40 points in total.

Orbs

Orbs are always concerned about types of wisps. Remember that trees are not wisps.

A Light Following, Merry Glow Round, Sign of Light

You count types of wisps. For example, a group with 1 orb and 3 jacks has exactly 2 types of wisps.

Energy Synergy

An orb with no wisp beside it does not score.

Hide & Glow Seek

The placement of the wisps doesn't matter for this card – you only care about how many there are.

Hearts

All these goal cards work the same way: For each heart in your forest, count up the trees that meet the condition and score points for each of them. Even when the example shows just one heart, you still count all of your hearts, each one separately. It's possible for one tree to be counted multiple times (by different hearts).

Way of Light

Think of a beam of light, horizontal or vertical, coming from the heart, shining through the trees.

The beam doesn't stop until it hits an empty space, your cat, or a wisp.

Trees

When counting trees for tree goals or wisp goals, ignore the tree tile with your cat on it. That square is not a tree, it is your cat.

Lower Branch, One Grove to Rule ...

If groups are tied for size, just pick one. For Lower Branch, if you have only one group, then you score 0 points.

USEFUL TERMS

BESIDE

Only these 4 squares are beside your cat.

GROUP

A group of wisps is any number of wisps (even 1) that are connected by their sides.

(The same is true for groups of trees.)

SURROUNDING

There are 8 squares surrounding your cat.

SOLO GAME SETUP & GAMEPLAY

You can play Wispwood by yourself, attempting to score more points than a ghost player, Catty. Set up the game as for more players, but with these changes:

Catty always plays first.

Scoring Guide

Instead of building a forest, Catty will collect wisps and score them according to points shown on a scoring guide.

The scoring guides are on the back sides of the grid guides. Each offers a different difficulty level – higher numbers are for harder games. If you are new to Wispwood, start with the easiest scoring guide – it is marked with only one paw:

Set aside one wisp of each type and randomly assign them to the 4 levels of the scoring guide. The highest wisp is worth the most points for Catty, so it is the type Catty wants the most.

The scoring guide is only for scoring Catty's wisps, not yours. You score points for 5 goal cards, as usual.

The Pond

Deal 8 wisps to the pond, as normal. Then, choose a cat for Catty and replace one wisp with the cat (discard the wisp).

During the game, Catty's cat will wander clockwise around the pond, collecting wisps. Keep this in mind when choosing the cat's starting space.

Round 1
Round 2
Round 3

Firefly Tokens

Mix up the firefly tokens face down. Make a stack of 4 at random for round one. Set the others aside without looking at them. For round two, you will mix them all together again and choose 6 at random. And round three uses all 8.

Catty's Turn

  1. Flip over the top firefly token. That number is how many wisps Catty's cat can see this turn. Look ahead clockwise at that many wisps. (Do not count empty spaces.)
  2. If there are not that many wisps on the pond, remove all wisps (not the cat) and deal 7 new wisps at random.
  3. From the wisps the cat can see, Catty takes the one that scores the most points. If there are more wisps of that type, Catty takes the one closest to the cat (the one the cat would meet first, walking clockwise). Put Catty's new wisp on the right side of the scoring guide, in the row for that wisp type.
  4. Move the cat into the space the wisp was taken from.

Your Turn

You always take your turn after Catty's turn. If you deal new wisps, leave the cat where it is and deal 7 wisps at random.

Rounds

If you complete your grid, the round ends immediately. Otherwise, after Catty resolves the final firefly, you take your last turn, and the round ends then.

At the end of each round, you score points as usual, including points for trees and completing your grid. Catty scores points only for the 4 types of wisps. Each wisp is worth the points shown on the scoring guide.

Like you, Catty keeps its wisps between rounds and scores them again in the following round.

End of Game

Play 3 rounds and add up scores, as usual. If you meet or exceed Catty's score, you win!

Catty scores 51 points at the end of round two.