Silverwood Grove FAQ LR
Silverwood Grove FAQ LR
Silverwood Grove is an Australian board game set in a mythical Australian realm where
animals from all corners come together to meet, barter, make trades and live.
This FAQ is not meant to be a replacement for the Rulebook – it is designed to supplement and
help with common questions that have arisen since release.
I hope this FAQ proves value and adds to your enjoyment of Silverwood Grove.
Navigation:
P2 - Components
P3 - Characters
P5 - Rulebook
P6 - Solo Play
P7 - Solo Scenarios
P8 - Player Boards; Climate Calamity
P9 - The Hunt
P10 - Locations
P11 - Employees; Conclusion, Appendix Link
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Components:
Q: Does the First Player Marker have footings to help it stand up straight?
A: Yes, it does. We’ve sometimes found they come loose in the box and sometimes escape
under the insert. There are two footings to help the First Player Marker stand.
Q: Why are some tracking cubes coloured and some not coloured?
A: The coloured tracking cubes are designed for your Resources. The uncoloured tracking
cubes are designed to track your Research and Develop level, as well as the number of Actions
you have to play.
Set Up (Standard):
Q: I was handed two Characters, but I don’t like either. Can I change to a different
Character?
A: No. This is a deliberate design decision and is made in the effort to give players choice yet
also provide a sense of purpose and a guiding principle in how they may play.
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Characters:
Q: How does Drop Bear work?
A: Drop Bear is designed as an advanced Character, and to be played only by those already
familiar with the game. Drop Bear comes with the standard 12 starting resources, however the
player may choose how to distribute those starting resources. They do not start with a Tribe,
but may join one by using their Level 3 Talent. Drop Bear has 3 separate Talents, and are
unlocked for the rest of the game with the first, “Ambush”, being available once the player
has Researched Insight. The second Talent “Bite” becomes available once the player
researches Nature. At this point, if the player uses the action “Talent”, they must state
verbally which Talent they are using. After researching Spirit, the player has access to all
three Talents, and when using the Talent action, may choose freely which one to use.
“Instinct” allows the player to either join a Tribe if they have yet to do so, or change to a
different tribe from one they have previously joined.
Q: Can I use my Talent on my last turn for the round, even when my Talent states I
have to forfeit the remainder of my turn?
A: Yes, you can.
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Q: How does “Steal” work?
“Steal” allows the player to gain that number of Resources from another player as that player
removes in kind. When using an action that has this keyword, the player would choose
another player, choose a Resource, ensuring the player has enough of that Resource, and
state they are stealing the # of that Resource as stated by the action. The player would gain
that number of Resources, while the player being stolen from would reduce that number of
Resources.
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Rulebook:
Q: How do I score Research and Develop?
A: Research and Develop, apart from providing benefits and the ability to unlock the Talent
and Unite actions, also provide VP.
For Research it is:
Insight = 1VP
Nature = 2VP
Spirit = 3VP
Q: I’m not sure how to score Tribe co-operation. Does this mean 4VP per 3 different
Tribe symbols?
A: Yes. Players gain 4VP for each set of Daintree, Flinders and Kakadu symbols, regardless of
source. This includes the symbols on Employees, Locations and even your Character.
Set Up (Solo)
Q: Is the set up for the Solo mode the same as for Scenarios?
A: Yes. Apart from selecting a Scenario, the Player Board and the AI board is set up the same
for the Scenario or standard Solo modes.
Q: Can I use the Family Mode (3 sided Turn Phase Token) for the Solo mode or
Scenarios?
A: No.
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Solo Play:
Q: How does the First Player Action work in solo games?
A: Exactly the same as the standard mode. While first player, players may take the First
Player Action. Reminder that this can only be done while first player, and only at the start of
the round, for the cost of -1AP.
Q: What if the AI card asks me to Build a location that the AI does not meet the
requirements to build?
A: Any requirements for Build with the AI is ignored. They’re able to Build regardless of
requirements.
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Solo Scenarios:
Q: Do I have to complete the Scenario objectives and get the Beat around the Bush
score to win the Objective?
A: Yes and No. The Scenario provides the Objective, starting Resources, skills and additional
items, as well as any rule changes for the Scenario. If you complete the Objective, which can
state anything from having a certain number of Locations, Employees or Resources, in
addition to VP, you complete the Objective. Completing the Beat Around the Bush score is an
additional effort that you can attempt.
Q: I don’t understand the layout of the Solo Scenario cards. Can you help?
A: Sure! The Scenarios cards are designed in three sections, the cloud section, the wood
section and the Win Condition section.
On the top of the card (cloud section) is the name of the Scenario, and just beneath that is a
little blurb to give you some background story. Beneath that, still in the cloud section are the
specific rules and changes made for the Scenario.
In the wood (middle) section is the starting resources, Character tribe and any other starting
characteristic. If Resources aren’t denoted, you start with the Resources your Character
ordinarily provides.
Some Scenarios start with some level of Develop or Research already completed.
Beneath the wood (middle) section is the Win Condition (bottom) section, which informs the
player of the conditions or objectives in order to win.
This can be any combination of VP, a level of Research or Develop, a certain number of
Employees or Locations, including those that are Promoted or Upgraded, a certain number of
Resources, or some combination thereof.
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Playerboards:
Q: Is there any difference between using the different Playerboards?
A: No. They are aesthetically different but in terms of gameplay, are the same. They were just
designed differently to show more regions of Silverwood Grove.
Climate Calamity:
8
The Hunt:
Q: How many The Hunt cards are there?
A: There are 18 cards in the The Hunt module.
Q: Why are some The Hunt cards worth more VP than others?
A: Some The Hunt cards require additional effort, and provide more VP for doing so.
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Locations:
Q: Why are some Location cards worth more VP (Victory Points) than others?
A: This is due to some Location cards requiring more of the player, higher Resource cost,
higher Research or Development, more Employee skills.
Q: What’s with the square with the different Resources? Does that mean any
Resource can be used?
A: Yes. As an example, Ironbark Fixtures requires the player to pay to the supply 6 Resources
in order to Build.
Q: Ok, so the square with the different Resources means any Resource. Does that
mean they all have to be the same type?
A: No. Using the Ironbark Fixtures Location I would need 6 Resources to Build. But these 6
Resources can be a combination of any number of Grain, Vine, Sap and Stone.
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Employees:
Q: I have a question about a specific Employee.
A: Your answer may lie within the addendum. If you still have questions, I recommend
checking the BoardGameGeek forum.
Conclusion:
Q: I have a question that isn’t answered by this FAQ.
A: The Silverwood Grove BoardGameGeek forums are your friend. Your question may have
already been asked and answered, but if it hasn’t, ask in the Rules forum.
https://boardgamegeek.com/boardgame/330806/silverwood-grove
Q: Where can I find a full list of each card and their detailed skills/meanings?
A: Head to the below link to download the Appendix of all cards:
https://drive.google.com/file/d/1lsScwqP-1w5D400WUaINTf7PPeVtfIoY/view?usp=sharing
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