This card game involves players taking on the role of forest spirits to battle a destructive industrial force. Players collect powerful cards, build combo-strategies, shift locations, and aim to earn Acorns while preserving their ecosystem from pollution and greed.

by JD FitzRoy


In the development of this card game, I decided the primary focus for the “battle” would be players assisting in a shared fight and/or competing against a mighty industrial machine. The evil force wants to rip the forest apart and consume it for resources. And so, the player battle is a personal crusade to protect your life, the source of your energy and, your home.

In this, cards containing key characters could be paired like spirits with their magical weapons to fight against the invading force.


This is my initial outline to establish the game’s beating heart:

From the depths of the ageless forest, there resides an ancient and forgotten temple. The temple’s human builders mysteriously vanished aeons ago. Roots of thousand-year-old oak trees have invaded the remaining rocks, extracting magical spirits that now fill the hollows, the creeks and dark undergrowth. These spirits look after the forest, they become the trees, they emerge through the fungus, they are the leaves, they nurture growth and keep the ecosystem in balance. But a malevolent force is invading, seeking to rip the forest apart for profit.

You take on the role of a character within this forest. A spirit animal or sprite tasked with preserving the ecosystem and protecting your home. As the darkness spreads, you build your capabilities, build your deck and destroy the invasion. You can assist with other spirits or you can battle against them to build/bolster your own capabilities.


Images from the production of “The Mists of Ermwood” outline.

Terminology Key

Using the terminology above, what I settled upon was this outline of gameplay basics:

(Note: Capitalised words are core components of gameplay (see Terminology above))


Recap and Summary:

After the initial concept emerged from the modification of an already existing card game, a theme and setting was settled upon and research done to provide a solid underpinning for theme, visual style and lore.

Now an outline is emerging that will combine all aspects into a full document of terminology, gameplay mechanics, components, set-up and endgame criteria.

This is perhaps the most tricky aspect and will be handled in my next article.


© J.D. FitzRoy 2024-2026

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