Evergreen Wilds Solo Card Game Mechanics

At a Glance

  • Best for: Observation or Events over a fixed period
  • Tension increasing elements: None
  • Requires: Playing Cards, 2xD6, 1xD20
  • Prompt Depth: Typically keyword combinations
  • Story Arc: Random
  • Length: Fixed at 8 cycles – 2 or 3 entries per cycle
  • Chances of Success: Failure is not part of design (unless prompts are modified)

Introduction

The Evergreen Wilds system offers a variety of iterations suitable for different thematic adventures.

Depending on the game, you might find yourself working with 2, 3, or even 4 different tables to drive the gameplay.

Perfect for Long-Term Journaling

This engine excels in scenarios where players engage in journaling activities over extended periods.

Whether you’re recording the daily duties of a park ranger, chronicling the serene yet solitary life at a lighthouse, or capturing the intense experiences of an army medic in a war zone, Evergreen Wilds adapts to fit the narrative.

How It Works

Players roll dice and consult four tables each day to generate an event or incident.

These tables often include vague prompts, leaving much to the imagination and creativity of the player, who then crafts a journal entry based on their interpretation of these prompts.

Example Roles and Corresponding Tables:

  • Park Ranger

    • Keyword (36 entries): Inspiration for the event
    • Location (20 entries): Setting of the event
    • Weather (4 entries): Current conditions
    • Extra Attribute (13 entries): Additional event details
  • Army Medic in a War Zone

    • Keyword (36 entries): Central event theme
    • Location (20 entries): Event location
    • Awareness (4 entries): How did you become aware of the event
    • Mood (13 entries): Emotional state of the day
  • Lighthouse Keeper (no use of D20)

    • Keyword (36 entries): Observations of the day
    • Distance (4 entries): Proximity of observed events
    • Mood (13 entries): Emotional backdrop

Game Loop Dynamics

A typical session spans 8 cycles, where each cycle could represent a day, week, or any other defined time period, with 2 to 3 events unfolding per cycle.

Events are generated through a mix of dice rolls and card draws:

  • D66 dice: Determines the keyword
  • D20 dice: Identifies the location (shown on a themed map in printed versions)
  • Card suit: Used for categories like Weather, Mood, or Distance
  • Card face value: Dictates the Extra Attribute or Awareness details

Players interpret these elements to craft a journal entry for each event.

This continues until the end of 8 cycles, culminating in a final, reflective journal entry as the session concludes.

Game Design Tips

When designing a game within the Evergreen Wilds system, focus on tailoring the 13-value attributes table. This allows you to generate unique scenarios that are both engaging and relevant to the chosen role.

Introducing humorous or quirky attributes can also add a fun twist to the journaling experience.

Conclusion

The Evergreen Wilds system is ideal for games that require detailed observation and event recording over time.

It is particularly effective for roles with defined durations or responsibilities, such as a lighthouse keeper or park ranger.

Example tables

These tables can be used as a basis for any game, and can be rethemed to suit.

Suits (Weather based)

  • Clubs: Cool and Breezy
  • Spades: Heavy Rain
  • Hearts: Hot and Humid
  • Diamonds: Overcast

Face Value of the Card (Mood based)

  • A: Hopeful
  • 2: Desperate
  • 3: Critical
  • 4: Chaotic
  • 5: Serene
  • 6: Tense
  • 7: Somber
  • 8: Busy
  • 9: Isolated
  • 10: Exhausted
  • J: Inspiring
  • Q: Menacing
  • K: Danger

D20
A list of locations (often annotated on a physical map)

D66
A list of 36 events or observations that tightly match the theme

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