
Inventive. Industrious. Incapable of leaving anything alone.
The gnomes have blueprints for everything — including their apologies. If it can be gathered, gadgeted, or over-engineered into a siege weapon, it already has been.

A woodland strategy card game · 2–4 players · ages 12+
Choose your side. The gnomes have a plan — several plans, a backup plan, and a suspiciously smoking wheelbarrow. The capybaras have a snack. The forest only has room for one of them.
or read the rules before committing to a war
Snack diplomacy has failed.

01The World
For a thousand quiet years, gnomes and capybaras shared the forest. The gnomes built. The capybaras napped. Historians agree it was a golden age, mostly because nobody wrote anything down.
Then the crystals began to glow. The berries grew strange and sweet. And one fateful morning, diplomacy was attempted over breakfast — and somebody ate the treaty.
Now twenty contested lands, eighteen quirky missions, and ten chaotic events stand between two factions and total woodland influence. Victory will take brute force, clever resource management, or diplomatic finesse. It's up to you.

The gnomes have blueprints for everything — including their apologies. If it can be gathered, gadgeted, or over-engineered into a siege weapon, it already has been.

The capybaras have achieved inner peace. Unfortunately, that peace is armed, organized, and extremely good at negotiating. Snacks are involved at every level of government.

Five seasons will turn. Crystals will hum. Events will strike without warning. The forest doesn't pick sides — it just keeps score.
02Pick a banner
Choose calm. Choose chaos. Choose snacks. There is no neutral in the woodland.

“Measure twice. Attack five times.”
Industrious tinkerers with a 35-card deck built for pressure: soldiers that stack the battlefield, workers that strip-mine a berry bush in seconds, and inventions nobody asked for. Their strategy: build, plot, attack, apologize later.
“If you're not overthinking it, is it even gnome work?”— Abner Fopdoodle, gnome tactician

“Stay calm. Win anyway.”
Serene diplomats with a 35-card deck of patient power: negotiators who claim land without a single sword, healers, mystics, and one capybara in a pumpkin whose role remains classified. Their strategy: relax until the forest surrenders.
“If it can't be solved with a snack, it's not worth solving.”— Bertrand Juniper, zen diplomat
03How to play
Every turn is the same simple ritual — and somehow, no two wars ever look alike.
Take a card from your faction deck. Feeling bold? Spend Berries for extra draws or extra plays. Berries are tempo — and tempo wins wars.
Flip the shared deck: a Land to claim, a Mission to chase, or an Event that ruins someone's whole afternoon. The board grows every turn.
Attack with soldiers. Gather with workers. Negotiate with diplomats. Or pass — dramatically, while maintaining eye contact.
When the 20th shared card flips, the war ends. Most Influence Points wins the forest. Ties go to whoever kept more cards in hand.
Six paths to victory. Most players take three at once and panic beautifully.
The battlefield changes every two turns — plan for the forest you'll have, not the one you've got.
Berries everywhere. +3 to every berry harvest. Spend lavishly.
Bold moves flourish — bonus Berries and Courage on every gain.
No Events allowed. Pure strategy. Eerily quiet. Plot accordingly.
Crystal power awakens — every source yields an extra die.
Missions and lands are worth +3 IP. Endgame greed intensifies.
04Cards & components










Drag · every card is real, hand-finished game art
The Courage pool: d4 to d20. Roll big, or roll home.
05Meet the woodland
The forest's finest minds, bravest hearts, and most committed nappers.

“If it can't be solved with a snack, it's not worth solving.”
Hover for wisdom

“My Zen disturbs enemy plans.”
Hover for wisdom

“If you're not overthinking it, is it even gnome work?”
Hover for wisdom

“I've outwitted raccoons, reinvented the wheelbarrow, and brewed tea from a lightning strike — so yes, I do think I can handle you.”
Hover for wisdom

“The trees have considered your proposal. The trees want you gone.”
Hover for wisdom

“Diplomatic immunity. Gourd edition.”
Hover for wisdom
06The contested lands
Every land hums with its own atmosphere — glowing crystals, berry groves, moss, mist, and the occasional ominous pond.







In the box, the lands become cards — twenty territories worth fighting, trading, and faking a nap over.
07The Digital Grove
The forest doesn't end at the table. Step through — each portal opens instantly in your browser, no downloads, no signups.

Twenty-two animated story scenes from the woodland war — a lanternlight grove production.
Enter the theater →
The full card-battle arena — ranked duels, live seasons, and a codex of 184 cards.
Play the demo →
Fifteen little games of berries, courage & crystals. The calm side of the war.
Visit the grove →Portal one · the stage

Standoffs, sieges, berry heists, wizard duels, one extremely dramatic backflip — animated story scenes that play right in your browser. No tickets required. Lanterns provided.
Portal two · the arena
Woodland War is a full card-battle arena: ranked duels, seasons, quests, clans, boosters, and a codex of one-of-a-kind cards. Trading-card-arena energy. Capybara-sized chill.
Portal three · the meadow
Fifteen little games of berries, courage & crystals — bounce cap to cap, glide the creek, harvest the orchard, breathe. The capybaras insisted, and frankly, they were right.
08Get the game
or wander the full store page →
Made with love, lore, and a little woodland magic.

09Why this exists
Gnomes vs Capybaras began with a family's love of imagination — a world sketched late at night out of doodles, snacks, and the stubborn belief that play matters. It grew into a card game. Then a forest. Then all of this.
Every copy helps support children's creativity — because the whole point of the woodland is that everyone gets to play in it.
— Jeramy, woodland keeper