I Am The Forest Playtest v1
I Am The Forest Playtest v1
I Am The Forest Playtest v1
am the
F
I REST
am the
Acknowledgements
Special Thanks
An huge "thank you" to Robert Miller who is an amazing
proofreader, playtester, and probably plays this game better
than I do!
Image Credits
All works of art are in the public domain and were accessed
through the National Gallery of Art's website. My deepest
thanks to their efforts to make these beautiful masterpieces
accessible to everyone.
Connect
itch.io grismund.itch.io
Reddit r/IAmTheForest
Twitter @GrismundGames
I am the Forest,
For millenia
my roots lurched
through the loam
of my bed.
My children’s children
expanded upward,
Tow'ring high
to the rim
of Heaven.
Spring is my morning,
Winter is my night,
And I creep
ever on,
unchallenged,
Until now.
TABLE OF CONTENTS
Chapter 1
INTRODUCTION
OBJECTIVE
MATERIALS NEEDED
• A pencil with an eraser
• A special notebook dedicated to your Forest
• A printed Character Sheet and Landscape Map
• Two sixsided dice (referred to hereafter as 1d6 for
one or 2d6 for two)
• One twelvesided die (referred to hereafter as d12)
• A good instrumental soundtrack (I recommend
anything by Jeremy Soule).
Select Ally
Roll d12 on the Ally Table on page 51. Note your
Ally on your Character Sheet. Alternatively, you may
want to read over the list of Allies and select one which
resonates with you.
Pointers
• Drawing Guide Reference the drawing guide on
pages 7374 to practice some landscape features.
Enemy Culture
Your Enemy has a unique culture which makes them
specially adept in certain Nature Types. Roll d12 on the
Enemy Culture Table on page 69. Note the Potency
bonuses for the culture, and add that bonus to their
existing Potency. The Enemy's new Potency is their
Nature Value Potency + Culture Potency bonuses.
Determine Territory
To determine the Enemy's starting territory, you
need 2d6 and the Territory Map. Roll 2d6 on top of the
map. Where a die lands is called the origin. The
number on the die determines how many hexes belong
to the Enemy.
Connect the origins and draw borders to encompas
the total number of hexes rolled.
If your 2d6 roll is less than 5, simply make the total
Enemy territory a size of 5.
If a die rolls off the map, consider it as having
landed on the hex it is closest to, and draw the territory
from there.
If you cannot connect origins with your roll, start
over by rerolling both dice until you can.
Draw Territory
For each hex in Enemy territory, erase your Forest's
features or alter them and redraw the Enemy's
structures or effects on the land. For examples of
Enemy structures, see page 74.
Left
The 3 and 5 have
origins where they
landed, and they
connect to each other to
form an Enemy
territory of 8 (5+3)
connected hexes.
Below
The 1 die is mostly inside of the top hex, so that is its origin. The 3
die landed outside the play area but seems closest to the bottom left
hex, so that is its origin.
The dice did not total 5 or greater, so the Enemy territory is
5 hexes. The territory is drawn with the best effort to connect the
two origins.
Goals
Gameplay in "I am the Forest" revolves around
attempts by the Enemy to Encroach or advance upon
your Forest's territory and your Forest's attemept to
Defend, then Encroach upon Enemy Territory over the
course of multiple Years.
Terminology
Encroachment refers to an effort to take over
territory. Both the Forest and the Enemy Encroach
upon each other's territory. Though this effort may be
intentionally hostile, it may also be a natural
consequence of something else.
For example, the Enemy may Encroach on the
Forest's woodland because they want to destroy all the
threatening animals within, or perhaps they must
Encroach on the woodland because their homes were
destroyed last Year by the Forest and they need a new
place to settle.
Valid Hex
Valid Hex means a hex which is able to be
Encroached upon because it shares a border with an
opposing hex. In the image below, A and B share a
border, so A may Encroach on the valid hex B. A may
not Encroach on C because they do not share a border.
Years
Gameplay is structured into a series of steps which
constitute a full round. In "I am the Forest," rounds are
counted in Years. Each round represents a full Year's
effort by the Enemy and the Forest to Encroach upon
and defend territory. You will recount each Year's
events in a journal from your Forest's perspective.
YEAR OVERVIEW
1. YEAR BEGINS
• Ally and Forest Abilities reset.
2. ENEMY ENCROACHMENT
• Select a Valid Hex: Count valid hexes clockwise
using d12 and starting from your topmost
valid hex.
• Roll d12 on Enemy Nature Type.
• Roll Enemy Encroachment Score: 2d6 + Potency
• Roll Forest Defense Score: 2d6 + Potency + Ability
(if used)
• Compare Scores to determine who prevailed.
• Journal the outcome and add Growth Points if
Forest Wins.
3. FOREST ENCROACHMENT
• Select a Valid Hex: Choose an Enemy Valid Hex.
• Plan: Pick which Forest Nature Type to Encroach
with.
• Roll Encroachment Score: 2d6 + Potency + Ability
(if used).
• Roll Enemy Defense Type and Score: d12 for Type
and 2d6 + Potency for score.
• Compare Scores to determine who prevailed.
• Journal the outcome and add Growth Points (if
Forest Wins).
4. GROW YOUR FOREST
• Apply your Growth points if you wish to make
your Forest stronger.
5. YEAR ENDS
• Make any final journal entries or plans.
Table of Character Gameplay Abilities Random Quick
Contents Creation Tables Reference
Chapter 4
GAMEPLAY INDEPTH
1
6
B
3 2
7
C
SPENDING GP
There are five ways to spend your GP.
FOREST ABILITES
ALLY ABILITIES
DOUBLES RULE
Whenever an Encroachment roll from either side
comes up as doubles (1 and 1, 2 and 2, so forth), then
three effects happen. These three effects happen even if
an Ability creates or negates a double. The Ability's
effects and the double's effects are both applied.
• A random event must occur. Roll on the Event
Tables on the Character Sheet and interpret
their results after the outcome of the
Encroachment is known. Interpret the results in
favor of the winner, and journal it to move
the story forward.
• Two hexes are now at stake. If the Encroacher
wins, they take two Valid Hexes (or as near as
possible).
• There are now 2GP at stake. If your Forest wins
when doubles appear, you gain +2GP.
Table of Character Gameplay Abilities Random Quick
Contents Creation Tables Reference
SPECIAL RULES 60 DOUBLES AND ABILITY LIMITS
ABILITY LIMITS
During a Year, only a single Ability of any kind may
be used. This one use refreshes at the Year Begins
phase.
For example, if you use an Ally Ability during the
Enemy Encroachment phase, you may not use the Ally
Ability again until next Year, and you may not use
your Forest Ability because the Ally Ability you used
counts as your one Ability for the Year.
FOREST HEX
GENERATION
Potency Bonuses
DOUBLES RULE
When any doubles are rolled at any point during any
Encroachment, these three effects occur.
• A random event occurs.
• Two hexes are at stake.
• Two GP are at stake.
The effect of a double and an Ability stack. Both effects
must be applied even if a double disappears due to an
Ability’s effect or appears because of an Ability’s effect.