How to Play Greenwood
Learn the three-night structure, Dusk and Departure, Companion actions, Spy tokens, Knowledge, rescues, Submarine placement and solo rules.
Prepare your Companions, explore the sanctuary and rescue mystical creatures.
How do you play Greenwood? The short answer
Greenwood is a competitive fantasy strategy game for 1–4 players, published by Feuerland Spiele and Capstone Games. You lead a fellowship of mystical Companions to rescue captive creatures from a threatened forest and fit the rescued creatures into your Submarine. The player with the most points after three rounds wins.
Each round contains four phases: Dusk, Departure, Night and Dawn. At Dusk, you choose three out of four preparatory effects. At Departure, persistent Aurora strength lets you cast spells or make a Companion available again. At Night, players alternate turns, activating their own Companion with Energy, borrowing an opponent’s ability with a Spy, or sending one of their Companions into the forest with a Hiking token. Dawn awards points for unused Energy tokens and Spies. After rounds one and two, you perform Return preparation.
The central loop is Study for Knowledge → Rescue a creature → Fit its tile into your Submarine → Claim placement bonuses. More powerful creatures often need particular combinations of red, blue and yellow Knowledge. Every rescue contributes immediate points, but the shape and placement of the freed creature can unlock additional Submarine rewards.
This guide explains the actual rules and timing. It is separate from our Greenwood game overview, which covers game identity and availability, and our Greenwood strategy guide, which evaluates decisions after you know the rules. Mechanical details were cross-checked with the publisher-uploaded final English rulebook and accessible searchable rules reference.
How to set up Greenwood for the first game
Feuerland recommends starting with the Basic game, Submarine 0 and a prescribed sequence of Threats. Do not start with all seven clan powers on your first play: the special rules add equipment, spells and extra interactions, while the Basic game already contains the complete Night action system.
- Choose the Basic Companion deck. Use the 55 Companion cards marked for the Basic game, or the dedicated introductory deck as packed. Shuffle them into a shared face-down stack and leave room for a discard pile.
- Prepare the forest board. Either art side is fine; the day and night designs use the same playable spaces. Put the Start Player marker near the group.
- Lay out Threats. For an introductory game, use Threat 1 face up, Threats 2–3 face down for the second round, and Threats 4–5 face down for the third. For a subsequent Basic game, randomize as instructed.
- Place Tower tokens. Randomize the applicable first/two-round Tower tokens and prepare the third-round replacements according to the publisher setup diagram.
- Set out captive creatures. Shuffle small captive creatures (stack A) separately from large ones (stack B), populate the matching A/B forest spaces, and keep corresponding freed-creature tiles in reach.
- Make shared supplies. Put Hiking tokens, Lumen Sprites, three Knowledge types, Threat indicators and other common pieces beside the board.
- Give each player a Basic board and Submarine. Use the same introductory Submarine 0 for everyone the first time. Player boards have different illustrations but the same Basic abilities.
- Prepare personal tokens. Start with two Energy tokens and one Spy, with extra tokens left in the shared supply to earn later. Put Strength and Wayfinding markers at their start, and Aurora at zero.
- Position figures and scores. Put each Primal Spirit in the forest starting space, and set every player’s score to 5 points. Points can be spent by certain effects, but never below zero.
- Deal opening Companions. Each player draws six cards, places one as a Companion and begins with the other five in hand.
Why does setup matter? First-game Threats are deliberately easier to learn in sequence. The chosen Submarine changes which columns or marked spaces grant bonuses; different Submarine boards can alter the value of the same rescue. For a first teaching game, matching Submarine 0 boards keeps everyone learning the same geometry.
The complete Greenwood round sequence
| When | What players do | What changes |
|---|---|---|
| Dusk | Choose one Dusk effect to omit; resolve the other three. | Companions, Auroras, Protection and Strength. |
| Departure | Use available Auroras to restore Hiking Companions and/or cast permitted Spells. | Prepares stronger Night options; Auroras are not spent. |
| Night | Take one token-based action or pass in clockwise order until everyone passes. | Activate your own Companion, Spy on another, or make a Forest action. |
| Dawn | Receive one point per unused Energy token and unused Spy; resolve clan exceptions. | Rewards efficient saving and ends the round. |
| Return | After rounds one and two, recall eligible tokens, reveal new Threats, refresh hands and pass first player. | Resets the board for another Night. |
Key timing rule: Dawn is not the same as Return. After the third Dawn the game immediately ends. You do not reveal new Threats or begin a fourth Dusk. This gives every improvement a maximum of three opportunities to matter.
Night play is not a fixed number of actions per player. Your choices, added tokens, and ways to remove Hiking tokens can change how many turns you take. Players who pass are finished with that Night, even if others continue.
Dusk: choose three of four effects
At Dusk, every player selects one of four effects not to perform by putting the Dusk marker on it. Perform the other three in any legal order. You may skip an effect you cannot or do not want to resolve, but you do not gain an alternative one for it.
| Dusk effect | Rules summary | Beginner check |
|---|---|---|
| Play one Companion | Add a Companion card from your hand to one of your five normal Companion slots. | If the slot is occupied, discard the old Companion and handle its assigned tokens. |
| Generate one Aurora | Discard one hand card and move the Aurora marker forward one, to a maximum of five. | The Aurora remains in later rounds; it is not a consumable. |
| Protect against a Threat | Place or move one of your Protection tokens on an eligible active Threat and take its printed protection bonus. | Protection covers a particular Threat, not every Threat of the same trigger. |
| Increase fellowship Strength | Advance your Strength track one space and apply any reached bonus. | Some later bonuses enhance actions or provide more tokens. |
In rounds two and three, the Dusk marker must move to a different effect from the one you skipped last round; round three can repeat your round-one omission. That simple restriction means you cannot always skip the same apparently weaker preparation action.
Original Dusk planning example
Suppose you already have five useful Companions and no expendable card you want to play. You could mark the Companion effect as the skipped option, then improve Strength, gain Aurora by discarding another hand card and place Protection against an active Threat. Next round you cannot simply skip playing a Companion again. This example illustrates the timing choice; which effect is actually best depends on available cards and Threats.
Departure: how do Auroras and spells work?
Your Aurora track measures how many opportunities you have during Departure. For each Aurora you possess, you may remove one Hiking token or perform one permitted Spell. Using an Aurora does not decrease the Aurora track. It is a reusable capacity, not a stack of tokens you must surrender.
In the Basic game, two standard Spells are always available: Call for Aid draws one card and scores one point, and Keep an Eye Out discards a hand card to gain one Wayfinding. Both may be chosen repeatedly, subject to your Aurora count and the stated costs.
Removing a Hiking token frees a Companion that would otherwise remain unavailable after wandering in the forest. You may remove several different Hiking tokens if you have several Auroras, while keeping the rest of your opportunities for Spells.
Example: with three Auroras, you can recall one Companion with a Hiking token, draw a card and score one point through Call for Aid, then discard a card for one Wayfinding with Keep an Eye Out. The Aurora marker remains at three afterward. A fourth Aurora earned partway through Departure cannot be used immediately in that same phase.
With advanced clans, certain Companions and clans provide additional Spells and Ancient Spells. Those effects have their own frequency limitations. In particular, the rulebook permits at most one Ancient Spell in a Departure phase even when more Auroras remain available.
Energy, Hiking and Spy tokens: what is the difference?
| Token | What it lets you do | What becomes unavailable |
|---|---|---|
| Energy | Activate an ability printed on one of your Companions or your Primal Spirit. | That Companion cannot also receive a Hiking token later unless it becomes available again. |
| Hiking | Use an available Companion to enter the forest and perform one board-space action. | The Companion remains occupied by the Hiking token until it is removed. |
| Spy | Use an eligible Companion or Primal Spirit belonging to another player. | Each Spy is committed until it is returned during the proper reset. |
On a Night turn, you use one token or pass. A regular Companion may receive an Energy token or a Hiking token, not both at once. The Primal Spirit can be activated with Energy but can never receive a Hiking token. Your fellowship starts with two Energy tokens and one Spy; later bonuses can increase that supply.
The word “token” is important: a Hiking token is not another Worker you own in your private supply. You take one from the common supply and put it on a qualifying Companion to represent an action performed by that Companion. Once assigned, the Companion is occupied until an effect explicitly removes the token.
How Companion cards are played, replaced and activated
You have five regular Companion slots on your Basic board. At game start, you play one Companion. The Dusk play effect and some other abilities let you recruit more. If all five slots are full, you can replace an existing Companion by discarding it and removing assigned tokens according to the printed rules.
To use your Companion’s card text during Night, place an unused Energy token on its Energy space, then resolve the printed ability. If its effect contains multiple separate sections, you may choose their order where the rules permit; each paid section requires its cost before the benefit. When you begin a new section, you cannot return to a section already finished.
Original example: a Companion has one section that provides Wayfinding and another that requires discarding a card for Aurora. You may use the free Wayfinding even if you cannot afford the paid part. But you may not claim the Aurora without paying the hand-card cost. A Companion is not a blank check to take every icon while ignoring requirements.
Companions can belong to a specific clan in the advanced game, but they are not restricted to their owner’s clan: the available deck may contain cards from any clan included in the game. Your personal faction identity affects other abilities, not who is universally allowed to recruit a card.
Primal Spirit rules: two built-in abilities
Your Primal Spirit counts as a Companion with a special limitation: it can be activated only with Energy, not a Hiking token. In the Basic game, every Primal Spirit has the same two options. Choose one when activating it:
- Card and point option: draw three Companion cards and gain two points.
- Forest option: draw one card, then perform a Forest action with temporarily increased movement range.
The second choice does not mean the Primal Spirit is receiving a Hiking token. The Forest action is being generated by its own ability, so it uses the special exception to the usual Hiking-token requirement. The standard movement and selected space requirements still apply.
Why this is useful for teaching: the Primal Spirit ensures that a player can access the game’s draw-and-points or forest-action options even when the other Companions in their starting hand are unfamiliar. But after activating it with Energy, the Primal Spirit is occupied until that Energy is returned or another rule permits reuse.
How Spy actions work: copying another player
A Spy copies a suitable ability from another player’s fellowship. You do not need to recruit the card yourself, and the other player does not have to agree to lend it. However, there are timing and occupancy rules about which abilities can be copied.
For an ordinary Companion, the target must already have an Energy token, proving the original owner used that Companion, and no other Spy may be on that card. Place your Spy onto that Energy token and resolve the card’s ability for yourself.
Primal Spirits are the exception. They can be copied via a designated free Spy slot even before the owner has activated them. They also have another Spy position associated with the Energy token, so a Primal Spirit can be used by up to two Spies during a Night, following those separate spaces.
Example: first turn of the Night
No other player has activated a Companion yet. Your Spy cannot simply copy a normal unactivated Companion. It can copy an opposing Primal Spirit if one of its Spy positions is available. If you use the draw-three-and-two-points option, those rewards go to you, not the owner.
In advanced play, copying a Companion’s Equipment or Inspiration can trigger points for that Companion’s owner. If you want strategic advice about whether this helps the other player too much, use our Spy and clan strategy analysis.
Forest actions: movement range and the four board actions
To take a regular Forest action, place a Hiking token on an eligible Companion (never the Primal Spirit), then move your Primal Spirit figure up to the number of steps allowed by your Wayfinding range. Finally, perform the action shown by the space where you stop.
The Wayfinding track gives movement ranges of two, three or four spaces as your skill improves. You may move fewer steps than the maximum, but you cannot pause, perform an action and continue moving. You also cannot end the move on the space from which you started. Other Primal Spirit figures do not block your route.
| Forest action | What you gain or do | What to prepare |
|---|---|---|
| Study | Discard cards for their matching red, blue or yellow Knowledge. | Enough hand cards and unlocked Knowledge storage. |
| Rescue | Pay the exact Knowledge requirement of a captive creature, gain its points and tile. | The Knowledge printed on the creature and sometimes beside its space. |
| Lumen Sprite | Take one small Sprite tile for your Submarine and optionally change one Knowledge type. | An available legal space in your Submarine. |
| Tower | Gain one Wayfinding and resolve the Tower’s optional printed bonus. | Reach the Tower before its round-specific effects change. |
Not all “move” card effects are Forest actions. The rulebook distinguishes effects that simply move the Primal Spirit without an action from effects that move and perform a named Forest action. Read the complete wording before awarding a Study or Rescue reward from movement alone.
Study: how red, blue and yellow Knowledge works
Captive creatures are protected by different obstacles. The game represents the necessary preparation with three Knowledge types: red for Perceiving Traps, blue for Seeing through Illusions, and yellow for Breaking Hexes.
When an effect says Study once, discard one Companion card from your hand and take the Knowledge type shown on its icon. Place that Knowledge token on an unlocked storage space at the bottom of your Basic board. The standard Study Forest action lets you Study up to twice, paying a hand card for each individual Study.
Storage is not unlimited. If your unlocked Knowledge spaces are full, taking a new Knowledge token may require replacing one you already hold, rather than hoarding an unrestricted set. Some bonuses offer Study for free or Study from the top of the deck, which change where the card or cost comes from.
Original Knowledge example
A creature requires one red Knowledge and one blue Knowledge. You currently have a blue token, a hand card with a red symbol and an available storage space. A Study action lets you discard the red card to acquire red Knowledge. On a later Rescue action, you can pay both tokens to free the creature. Merely possessing a red card in hand is not the same as holding red Knowledge on the storage track.
How to rescue mystical creatures
The captive tiles on the forest board show the creature’s Knowledge cost, immediate Victory Points and resulting tile shape. The small creatures are in stack A; large creatures are in stack B. An eligible Rescue Forest action at that location proceeds in this order:
- Check the full requirement. Read the Knowledge icons on the captive tile. For a large creature, add the extra Knowledge requirement printed beside its B space, if present.
- Pay the Knowledge. Return the required tokens from your personal storage to the supply. If a Threat or other rule adds a cost, satisfy it as well.
- Take immediate points. Advance the score marker by the value shown on the captive tile, unless an active effect modifies the gain.
- Place the rescued tile. Take the corresponding creature shape and fit it legally inside your Submarine. Resolve any placement bonuses in their appropriate order.
- Record and refill. Keep the captive tile at the top of your Submarine for tracking, then draw a new captive from the same A or B stack for the emptied forest position if available.
Why the tile shape matters: rescuing something that scores more immediately is not always better when the resulting shape blocks a valuable submarine bonus. The rules require placement; you cannot simply score the creature and put its rescued tile aside if a legal placement is needed.
If a stack is depleted, the matching forest space remains empty instead of magically refreshing with a creature of the wrong type. The publisher’s appendix gives exact tile values and any special creature exceptions, including the Golden Hummingbird pair.
Submarine placement rules: instant versus completion bonuses
The Submarine is a personal tile-placement puzzle. Each freed creature and Lumen Sprite occupies a shape on its grid. Its geometry is important because covered bonus symbols and finished regions can trigger rewards that help you rescue more creatures.
- First tile: it must cover the marked starting space of your Submarine.
- Later tiles: each must share at least one full edge with a tile already placed.
- Stay inside: tiles cannot overlap, hang outside the grid or cover unusable spaces.
- No rearranging: once placed, a tile cannot later be moved to fix a planning mistake.
- Instant bonus: gain a printed bonus when its entire required space or group of spaces is covered.
- Completion bonus: certain full columns, diagonals or marked regions award a bonus, depending on your Submarine board.
- Unusable spaces: these can count as already covered for relevant completion bonuses, even though no tile can be put onto them.
Worked tile-placement example
You rescue a two-space creature. You place it beside an existing tile and the second occupied square completes a column that awards Strength. If one of its squares also finishes covering an instant icon, both rewards may apply, following the chain timing. Should the Strength gain itself produce another bonus, finish resolving that follow-up before continuing with unrelated Submarine bonuses.
The Submarine 0 teaching board is not the only configuration. Other boards emphasize different completion patterns, so do not assume a diagonal scores on every Submarine. The rulebook states exactly which boards score columns, diagonals or marked areas.
Tower actions and Lumen Sprites
Every Tower action grants one basic Wayfinding when you take that part of the effect. It may also provide one optional, unique secondary bonus, such as card draw, additional Wayfinding, a rescue-related action or a Spell. Resolve the actual Tower tile, including its cost and whether the bonus can occur before or after the ordinary Wayfinding.
At the start of round three, the Tower I/II tokens are replaced by the prepared Tower III set. This changes which public options remain available on the forest. A Tower you liked in round one may not provide the same extra benefit in round three.
Lumen Sprites are small rescued tiles that follow normal Submarine placement rules. A Lumen Sprite action also lets you exchange one Knowledge token for another type if desired. This exchange does not count as gaining Knowledge for Threats, which can matter when a Knowledge-gain Threat would otherwise impose a penalty.
There is no obligation to trade your Knowledge during a Sprite action. Keeping the current type may be better if it already matches the next creature you intend to rescue.
Threat cards and Protection: how to apply penalties
Threats create restrictions that grow as you move from round to round. The first Threat begins active; two more become active before round two and another two before round three. Threats have triggers such as using a Spy, moving, rescuing, gaining Knowledge or using the Primal Spirit.
When a Threat’s trigger applies, you must resolve its condition or pay the cost before receiving the triggered benefit. Some Threats remove points or discard cards; others can make an action illegal if you cannot pay. You may never spend points that would put your score below zero.
During Dusk, one of the four possible effects places a Protection token on an active Threat. That protects you from that specific Threat and may award the printed Protection bonus immediately. If you move a Protection token to a new Threat, the original one can start affecting you again.
Example: an active Spy-triggered Threat requires a two-point penalty. If you have only one point and no Protection against it, you cannot use a Spy in a way that triggers the effect; the game does not let you go to a negative score. A Protection token on that particular Threat removes that restriction while it remains there. Another Spy-triggered Threat might still be active.
Because two more Threats appear each subsequent round, a setup that felt safe in round one can become costly in round three. Check the matching Threat indicator on your board before each relevant action rather than waiting until Dawn to calculate penalties.
Dawn and Return: scoring unused tokens and refreshing
At Dawn, gain one Victory Point for each unused Energy token and each unused Spy. These are the tokens that were still available, not pieces already assigned to Companions or other players. Hiking tokens do not award an equivalent Dawn point simply by remaining unused in the common supply.
If the Brewmasters clan is in the advanced game, Dawn also contains the special Potion rack step described on its clan board. For the Basic game, the key scoring step is the unused-token reward.
After rounds one and two, perform Return:
- Take back unlocked Energy tokens and Spies. Remove assigned pieces according to the reset rules; remember that a Hiking token is removed by its specified effect rather than assumed to vanish automatically at every moment.
- When preparing for round three, replace the I/II Tower tiles with Tower III.
- Reveal two new Threats and take reminder indicators for any newly active triggers you are not protected against.
- Adjust hand cards: discard any you wish, then draw to a normal limit of five cards or discard down to it, applying any advanced hand-limit modification.
- Pass the Start Player token clockwise.
Critical distinction: there is no Return after the third Dawn. The game ends there and immediately checks who has the highest score.
How Greenwood scoring and the tie-break work
Greenwood’s score is accumulated during the game rather than calculated from a large separate final-scoring worksheet. Common sources include rescuing creatures, Submarine instant and completion bonuses, Companion abilities, Protection bonuses, Wayfinding/Strength rewards and one point per unused Energy or Spy at Dawn. Other advanced clan effects may add points.
| Event | Typical scoring method | When it happens |
|---|---|---|
| Rescue a creature | Receive the points printed on the captive tile, modified by any applicable Threat. | Immediately upon a legal rescue. |
| Submarine bonus | Receive the completed icon or line/area reward; some rewards are points. | During legal tile placement and resolved chains. |
| Companion/Spell bonus | Gain the printed points if the card action says so. | When activated and costs paid. |
| Threat Protection | Take the particular Threat’s Protection reward. | When you legally place the protection token. |
| Unused Energy/Spy | One point each. | At the Dawn of that round. |
Original mini scoring example
A player begins with 5 points. During the round they gain 6 points from two rescues, 3 points from bonuses and 2 points from card abilities. At Dawn, one unused Energy token and one unused Spy award 2 more. Their score is then 18. This is an invented accounting example, not a printed sample scenario; real rescue rewards and card text can differ.
The game ends after Dawn in round three. Highest total wins. If two or more players are tied, compare how many captive creatures they rescued, excluding Lumen Sprites. Count the captive tiles retained at the top of each Submarine. If tied players have the same number of such creatures, they share the victory. Do not use unused Energy, number of Companions or filled Submarine squares as an unofficial tiebreak.
Greenwood solo rules: the inactive second player
Greenwood has an official solo mode, but it is not a full adversarial AI taking normal turns. Set up as for two players and make an additional imaginary player’s board. That second player has three Energy tokens and follows a simplified card display procedure; it takes no independent actions.
At the beginning of each Night, reveal a number of Companion cards onto the imaginary board equal to the current round number: one card in round one, two in round two and three in round three. Place an Energy token on each revealed Companion so they are eligible for your Spies to copy. At the end of the Night, discard those cards.
Your aim is to beat your own score using the standard actions and the extra borrowed abilities from the dummy board. The published solo results table gives the following approximate benchmarks:
| Solo score | Publisher’s performance tier |
|---|---|
| 45 or fewer | Low impact on Greenwood. |
| 46–65 | The Druids begin noticing missing creatures. |
| 66–85 | Others notice your efforts. |
| 86–104 | Your efforts inspire followers. |
| 105+ | Top published liberation tier. |
For a first solo game, use the Basic setup and the two-player rules except for the stated solo exceptions. Advanced clans are also possible, with one clan assigned to you and another to the imaginary player, but that changes the prepared Companion deck and special rules.
Advanced game: which of Greenwood’s seven clans are involved?
The advanced game adds clans with unusual powers, expanded Companion decks and unique interactions. It is intended after players understand the Basic game, since each participating clan changes the options available to everyone, not only its controlling player.
| Clan | Distinctive rule area | Teaching implication |
|---|---|---|
| Nature Elementals | Inspiration and shared Companion effects. | Track attached resources as well as printed card abilities. |
| Bird Scholars | Almanacs and knowledge-related effects. | Keep its clan tokens and their timing visible. |
| Freethinkers | Magical items and flexible clan powers. | Learn special item use and charges before Night. |
| Root Rebels | Compasses, wayfinding and Companion Spells. | Remember both spells and movement exceptions. |
| Brewmasters | Potions and a special rack. | Add the optional Dawn Potion step when this clan is present. |
| Fungus Pirates | Provisions and related Submarine benefits. | Track provisions alongside creature shapes. |
| Meowmicry | An unusual clan that imitates and adapts. | This clan has no ordinary affiliated Companion cards or Ancient Spell. |
For a first advanced game, use the rulebook’s clan distribution and preparation, including the Companion cards for the specific clans at the table plus the unaffiliated set. Do not just shuffle all clan-specific decks together; that would add abilities whose supporting pieces are absent.
Several advanced abilities can be used by opponents through Spies or shared spells. A player’s chosen clan is not a private collection of effects nobody else may touch. This is part of what makes advanced Greenwood interactive, but also why the beginner rules are the right starting point.
Three practical first-game decisions
Example 1: spend an Energy or hike to Study?
You need red Knowledge to rescue a creature. One Companion gives cards when activated; another is free to hike to a Study Forest space. Activating the first with Energy might help you find a red card; Hiking with the second can turn that red card into Knowledge. Check whether you can legally reach Study and whether enough hand cards remain before spending either token.
Example 2: is an unused Spy worth keeping?
You can use your Spy to copy an opposing Companion that awards one point, or keep the Spy unused for the guaranteed one-point Dawn bonus. Both choices are equal before considering any additional effect or restriction. A Threat that makes the Spy action cost two points would make copying much less attractive unless you were protected. This shows why token value is not always measured only by how many actions it provides.
Example 3: fitting a rescued creature into a nearly full Submarine
You can rescue a large creature worth immediate points, but its tile shape would block the only gap that can complete a bonus region. A Lumen Sprite might fit more neatly and trigger an extra reward first. Compare both the printed rescue points and the physical geometry. The guide does not label a particular creature “best” because your chosen Submarine and existing tiles change the answer.
These are original teaching examples derived from published rules, not official puzzles or playtested claims. Their purpose is to make legal sequencing and trade-offs easier to understand.
Common Greenwood rules mistakes
- Skipping the wrong number of Dusk effects: mark one to omit, then perform the other three; you cannot omit the same one in consecutive rounds.
- Spending Aurora tokens: Auroras are reusable capacity during Departure and are not spent when the associated opportunities are used.
- Hiking with the Primal Spirit: it cannot receive a Hiking token; use its Energy ability instead.
- Using an ordinary Spy on an unactivated Companion: regular Companions require an Energy token already placed; Primal Spirits have special Spy-space exceptions.
- Taking two token actions on one Night turn: each turn uses one token or passes.
- Moving, acting, then continuing to move: the ordinary Forest action is one movement followed by one space action.
- Taking Knowledge directly from a card without Studying: paying a Study cost or receiving a free-Study effect is required.
- Rescuing a B creature with only the tile’s printed Knowledge: check the additional requirement at the forest space.
- Moving Submarine pieces later: placement is permanent and every new piece must touch an existing piece along an edge.
- Using Threat protection against every card of the same trigger: protection belongs to a specific Threat token.
- Scoring Hiking tokens at Dawn: only unused Energy and Spy tokens grant the standard one-point Dawn reward.
- Running a fourth Return: Greenwood ends after Dawn of round three.
- Counting Lumen Sprites in the tied-game rescue tiebreak: only freed captive creatures count.
If a Companion’s icon causes a dispute, consult the full player aid and publisher-rulebook reading reference for the exact wording. Do not import a special advanced clan rule into a Basic game when the corresponding clan is not being used.
Greenwood rules FAQ
How many players can play Greenwood?
One to four. Feuerland lists approximately 40 minutes per player, and a dedicated solo variant is included.
How many rounds does Greenwood last?
Three rounds, each with Dusk, Departure, Night and Dawn phases.
What happens at Dusk?
Mark one of four preparation options to skip, then perform the other three when legal.
Can you skip the same Dusk option every round?
No. You must change the omitted option between consecutive rounds. You may repeat round one’s choice in round three.
Are Auroras spent when casting Spells?
No. Your Aurora count measures opportunities in Departure, and it remains on your track.
What can you do on a Night turn?
Use one Energy token, one Spy, one Hiking token for a Forest action, or pass.
What happens when you pass?
You are finished taking actions for the rest of that Night while other players may continue.
Can you activate your Primal Spirit with a Hiking token?
No. It uses Energy; one of its printed options can include a Forest action.
Can Spies copy another player’s regular Companion before it is activated?
No. A normal target needs an Energy token already assigned. Primal Spirits have a separate exception.
What are the three Knowledge colors?
Red for traps, blue for illusions and yellow for hexes.
How do you gain Knowledge?
Normally by Studying: discard a matching hand card for each Knowledge gained. Specific effects allow free or deck-based Study.
What does a Forest action do?
Move up to your Wayfinding range and resolve the board action where you end, after committing an eligible Companion or using a valid card-generated exception.
How do you rescue a creature?
Go to its forest space, pay its full Knowledge requirement, gain its points and legally fit its freed tile in your Submarine.
Do large creatures need more Knowledge?
Sometimes. Check both the captive tile and the additional Knowledge indicated beside a B-space.
How do Submarine completion bonuses work?
Fill the designated column, diagonal or marked region on your particular board; qualifying unusable spaces count as covered for the completion condition.
Can you move tiles in your Submarine?
No. Every placed tile stays where it was legally placed.
How do you rescue a Lumen Sprite?
Take the appropriate Forest action, place one Sprite in your Submarine and optionally exchange one Knowledge type.
What do Tower actions give?
At least the option of one Wayfinding, plus an optional effect on the current Tower token.
How many points do unused Energy and Spy tokens score?
One point for each unused Energy token and Spy at Dawn.
What happens after the third Dawn?
The game ends immediately; there is no third Return preparation.
What breaks a tied game?
The player who rescued more captive creatures wins. Lumen Sprites do not count for this purpose. If still tied, share the win.
How is solo Greenwood played?
Use an inactive second-player board. It displays one, two or three energized Companions in successive rounds for you to access with Spies.
Do you need the seven advanced clan abilities for your first game?
No. Feuerland explicitly recommends learning the Basic game first.
Where is the official Greenwood rulebook?
The English Rulebook is uploaded by Feuerland_Official to BoardGameGeek. The RulesPal edition offers text-searchable sections.
Official sources and editorial disclosure
Publisher rulebook: Greenwood — final English rulebook, uploaded to BoardGameGeek by Feuerland_Official on 1 June 2026. The Feuerland Greenwood product page confirms the game’s designers Christos Giannakoulas and Manolis Zachariadis, 1–4 players, approximate play duration and advanced-clan premise.
Readable rules reference: RulesPal — Greenwood Rulebook was used for checking base setup, Dusk/Departure/Night/Dawn sequencing, Companion cards, Study costs, Knowledge, Submarine placement, threats, solo and advanced clan exceptions. The publisher PDF takes precedence if revised later.
Related original coverage: Greenwood game guide discusses theme, player count, features and release context; Greenwood strategy considers practical decisions, token efficiency, submarine planning and clans. This page is specifically an instructional rules article to avoid repeating those purposes.
Editorial scope: This is an independently written explanation, not a copied publisher rulebook, official artwork, a hands-on playtest review or a claim of measured winning strategies. Illustrative examples are original; particular Companion and clan effects follow the physical pieces. Source review: 1 November 2026. See our editorial policy.