Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Command rival forest factions in a tense asymmetric duel, playing cards as actions or secret combat strength while racing to forge crystals or recover ancient totems.
Core mechanisms
Key systems that shape the decisions players make.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Multi-Use Cards
Use the same card in different ways, making each play a trade-off.
Command Cards
Use cards to issue orders and determine which units or actions can activate.
Area Movement
Move pieces between connected regions rather than along individual spaces.
Card Play Conflict Resolution
Resolve confrontations by choosing and comparing cards rather than only statistics.
Pick-up and Deliver
Use Pick-up and Deliver as a recurring structure for player decisions and resolution.
See all 7 mechanisms
Read the full game description
Ironwood is a highly asymmetric tactical duel between the industrious Ironclad and the forest-dwelling Woodwalkers. Each round, both sides choose three faction cards. A card can drive a powerful action or be committed face down as strength in a simultaneous combat bid, so every move reveals part of a player’s plan while keeping the decisive number uncertain. The Ironclad marches its drill and warbands through the forest, extracts crystals, and turns them into forge foundations. The Woodwalkers move lightly between clearings, ambush invaders, and search for sacred totems before carrying them home. Position, hand management, and timing matter more than attrition: spending the perfect card to move may leave a battle exposed, while winning a skirmish can open the exact route an opponent needs. The Ironclad wins by completing three forges; the Woodwalkers win by retrieving three totems. Dedicated automated opponents let either faction be played solo, preserving the distinct movement, combat, and objective puzzles of the two sides.