

Storyfold - Wildwoods
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The FroGames Card
Open the book. Luma stands there, with the bear sniffing the air. The woods smell wrong. You turn the page, roll the dice, choose the path. In half an hour, you'll know if you made the right choice.
WHAT IT'S ABOUT
A solitary narrative adventure with choices that leave scars
Storyfold: Wildwoods is the first chapter in the Storyfold series, designed by Sjoerd van der Linde and illustrated by Justine Chalieux. The game uses a book-board with an integrated dashboard: you open it, and it's already your play area. Luma and her bear Brom cross the woods to heal him from a mysterious shadow, and you choose their path.
Each session is a scene: you read, roll dice, choose from multiple options, and modify your scores. Choices accumulate through the chapters. The system is light, but the consequences remain. It's not a disguised dungeon crawler: it's a story that changes shape based on where you decide to go and what Luma learns about her fears.
What they say abroad
"Storyfold: Wildwoods is an innovative solo & narrative adventure board game with beautiful art and an immersive story campaign."
— Open Owl Studios
Wildwoods is a first release for the Storyfold series. This card is based on the official description and pre-release materials: we will update the text as soon as we have played the full campaign and have verifiable reviews to cite.
— FroGames
Storyfold: Wildwoods
Designed exclusively for solo play. The game uses a narrative choice system with dice rolls and a dashboard integrated into the book itself: there is no automa or multiplayer, just you, Luma, and the woods. The experience is complete and intimate, designed to be lived alone.
What you have in front of you
The book, the cards, the dice: everything you need
Storybook with Dashboard
The book is not just the rulebook: it's your board. You open it, it has integrated tracks, locations, choices. You turn the page, the woods change.
Multi-purpose Cards
Each card has multiple functions: resource, choice, modifier. You use them to influence checks, to remember past decisions, to unlock paths. Your hand is small, every discard counts.
Dice with Modifiers
You roll to overcome obstacles, convince characters, face fears. But dice don't decide everything: you have modifiers from the path, from the cards, from previous choices.
Chapter Tracks
You mark where you've been, what you've learned, what fears Luma has faced. Each chapter builds on the previous one. You can't go back, only forward.
🎯 COME SI GIOCA
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each scene
Each scene is a cycle: read, choose, check, consequence. Then you turn the page and it starts again.
The book tells you where you are, what you see, what Luma feels. Each paragraph is numbered: you get there from previous choices or check results.
The text offers you options: which path, which answer, which risk. Some choices require specific cards. You mark your decision on the track or go directly to the indicated paragraph.
You roll the dice, add modifiers from cards or tracks, compare the result with the threshold. Success or failure, the book tells you which paragraph to read next.
You mark the consequences: fears faced, resources spent, relationships changed. You turn the page. The scene continues until the book says 'End scene'. Then you close it and wait for the next session.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Chapter start
Open the book to the introductory scene. Luma and Brom enter the forest. You read the first paragraph, look at the dashboard printed on the page, and place your starting cards. Choose a path from two options. The adventure has already begun.
First check
An obstacle: a fallen branch, a swollen river, a moving shadow. You have to roll the dice, add modifiers from the cards, decide whether to spend resources. The result unlocks a different paragraph. Turn the page: the forest responds.
Narrative crossroads
Two characters, two paths, two consequences. The choice isn't Luma's: it's yours. You mark a box on the chapter track, closing one door to open another. In five scenes, you'll see what you've triggered.
Facing fear
The system brings you to a key moment: Luma must face something that frightens her. The mechanics become more tense, modifiers are scarce, failure is possible. You roll, you hope, you read the result. The forest judges.
End of scene
The scene closes. You mark your progress, update the tracks, resolve the cards. Close the book at the bookmark. The next session will start from here, with the consequences already written. Luma has changed, and so have you.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things to consider
It's narrative, not tactical
If you're looking for a puzzle to optimize or combos to build, this isn't the game. The mechanics are light: they serve to advance the story, not to become the focus of the game. Those who love tight Eurogames will get bored.
Dice have a say
You have modifiers, cards, choices to mitigate. But if the dice roll badly, failure is possible. You don't control everything. Those who hate luck in narrative campaigns should know this.
Limited replayability in the short term
The campaign has multiple choices and tracks, but a full run requires several sessions. Those who finish the first time and want to replay it immediately will discover variations, not a totally different game. Great for two spaced-out runs, less so for continuous marathons.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
There is no score. There is only the end of the campaign, and the type of ending depends on the choices and successes accumulated.
Victory (positive ending)
- Complete all chapters of the campaign
- Successfully confront Luma's key fears along the way
- Reach one of the foreseen narrative endings, determined by choices and marked tracks
Defeat or negative ending
- Fail too many critical checks and the campaign gets stuck in an alternative ending
- Luma's fears take over and the forest remains corrupted
- Reach the end but with a less satisfying or melancholy narrative outcome
Storyfold: Wildwoods is for those who seek a story that responds instead of a game that repeats itself. If you love modern gamebooks, light narrative campaigns, and evenings where you close the book and think 'what if I had done things differently?', this is the place for you.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Storyfold: Wildwoods
What mechanics does Storyfold: Wildwoods use?
Narrative choice-based system with dice rolling, multi-use cards, and an integrated dashboard in the book. The campaign is structured into scenes and chapters, with persistent tracks that modify the path. It's an evolved gamebook with modern board game mechanics.
How long does a full campaign last?
The campaign is divided into multiple chapters, each consisting of 30-60 minute scenes. A full run can take 5-8 sessions, depending on the pace of play and choices that lengthen or shorten paths. It's designed to be played in episodes, not all in one afternoon.
Is it really replayable?
Yes, but not infinitely. There are real branching paths, multiple tracks, scenes that unlock or remain closed based on choices. A second run uncovers new content. A third or fourth playthrough, less so. It's great for two spaced-out runs.
Is it suitable for those who have never played narrative games?
Yes. The mechanics are accessible, the dashboard is already printed in the book, and the rules are learned in 10 minutes. It's an excellent gateway to more complex narrative campaigns. Those who come from pure strategic games might find it light, but those who love stories will feel right at home.
Is it available in English?
Yes, this edition is completely in English, with translated texts, rulebook, and localized book-board. The game is text-heavy: having everything in English makes the experience much smoother and more immersive.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Storyfold: Wildwoods is a solo narrative game by Sjoerd van der Linde, illustrated by Justine Chalieux and published by Grumpy Bear. Designed for 1 player, ages 13+, 30-60 minutes per scene. It uses an innovative gamebook system with an integrated dashboard: open the book, it's already your game board. The narrative campaign unfolds through scenes and chapters, with choices that modify the path, dice and multi-use cards to resolve checks, and persistent tracks that mark the journey of Luma and her bear Brom. Every decision has consequences. Available in English on FroGames.it.

Storyfold - Wildwoods
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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📦Does the content of the box match what is indicated?
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