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Woodland Cards

Mobile card game β€” commercial project

πŸ”’ NDA project β€” visuals & some details changed for confidentiality
Designed from scratchLearn in minutes Β· Play strategically
Bear cardMeat cardFox cardShelter cardForest card

Role

Game & UX/UI Designer

Type

Mobile card game β€” commercial (under NDA)

Scope

Mechanics Β· rules Β· UI Β· visual direction

About the project

Woodland Cards is a real commercial mobile card game I designed end to end. Because the project is under NDA, the visuals and some details shown here have been changed or recreated specifically for this portfolio. It was built around an original gameplay system: the brief was to design a game from scratch on a given woodland theme and adapt it for mobile β€” rules simple enough to learn in minutes, yet with meaningful strategic decisions in every match.

The Challenge

Design an original mechanic

Invent a card game system from scratch around the woodland theme β€” no borrowed rules, no unnecessary mechanics.

Adapt it for mobile

Translate the game to a single mobile screen while keeping the interface clear, calm and intuitive.

From the beginning, I wanted to avoid overly complex rules. Every action needed to be easy to understand β€” while still encouraging players to think strategically.

The Core Mechanic

The project began with one simple idea: a card game centered around collecting Victory Points. Since the theme is a forest ecosystem, animals naturally became the main characters.

The real challenge was making every animal valuable β€” even those worth only a few points. Instead of animals scoring on their own, I designed them as the foundation of a combination. To score, players collect the resources each animal needs.

Fox
Fox
+
Food
Food
+
Shelter
Shelter
+
Environment
Environment
=
12
VictoryΒ Points
Fox cardWolf card

Building the Resource System

With the animals defined, I created the supporting resource cards, divided into three simple categories: Food, Shelter and Environment.

Rather than giving every animal unique resources, I deliberately designed overlapping requirements. This creates natural competition over valuable cards and forces players to constantly decide which combination is worth completing first.

Meat card

Food β€” Meat

Shelter card

Shelter

Forest / Environment card

Environment β€” Forest

Meat is required by the Fox, Bear and Wolf

One resource, three predators β€” Meat is required by the Fox, the Bear and the Wolf

Introducing Strategic Decisions

A shared Market

Relying entirely on random draws would make the game feel too luck-based. So I introduced a shared Market. Instead of drawing blindly, players can see the available cards and decide what to do with each one:

01

Use it now

Play the Market card straight into a combination.

02

Take it

Add it to your hand for a future turn.

03

Leave it

Wait for a potentially stronger combination later.

This one mechanic significantly increased strategic depth β€” and naturally encouraged interaction between players.

Adding Player Interaction

The Action Deck

To let players influence each other, I added a separate Action Deck. Instead of scoring, a player can exchange a small combination for an Action Card β€” a real decision: score points now, or sacrifice them for a tactical advantage later.

This made Action Cards an intentional strategic resource rather than a random bonus.

Strong Wind action cardHeavy Rain action card

πŸŒͺ Strong Wind

Discard all Market cards and reveal new ones.

🌧 Heavy Rain

Every player discards 1 random card from their hand.

🦊 Fox Trick

Look at a player's hand and steal 1 card of your choice.

πŸ¦… Eagle Eye

Look at the top 3 of the Main Deck; take 1, reorder the rest to the bottom.

πŸ‚ Lost Path

The chosen player loses 2 Victory Points.

🐾 Broken Tracks

Cancel the points from one combination a player scored this round.

Shaping the Gameplay Loop

With the core mechanics in place, the game settled into a simple turn structure. On each turn, players choose one of three actions:

Action 1

Play a combination

Action 2

Take a card from the Market

Action 3

Play an Action Card

A few constraints keep the pacing smooth: a maximum hand of 5, an automatic draw at the end of each turn, and a fixed 6 rounds. These keep the flow consistent while leaving room for tactical choices.

Balancing the Game

Animal values are determined by both their rarity and the difficulty of completing their combinations. Higher-value animals require less common resources but reward significantly more Victory Points.

At the same time, lower-value animals stay useful β€” they're easier to complete and offer a faster route to earning Action Cards.

Designing for Mobile

The main challenge was fitting every essential element onto a single screen without overwhelming the player. A few decisions made that possible:

  • β€’The Market shows only three cards at a time.
  • β€’The player's hand is limited to five cards.
  • β€’Every interaction is a simple tap β€” no drag-and-drop.
  • β€’Important information stays visible throughout the game.
Woodland Cards main screen

Main screen β€” Market, hand, decks and scores on one view

Woodland Cards scoring screen

Scoring β€” completing a combination awards Victory Points

Quick Rules

Objective

Score the most Victory Points over 6 rounds by completing Animal combinations.

Setup

Each player draws 3 cards. Place 3 face-up Market cards, plus the Main Deck and Action Deck. Max hand size: 5.

On your turn

Choose one: play a combination, take a Market card, or play an Action Card. Then draw back up to 3.

A combination

🐻 Bear = πŸ₯© Food + 🏠 Shelter + 🌲 Environment β†’ 10 VP. For each one, gain points or draw an Action Card.

You don't need a full combination. The minimum is two cards β€” e.g. FoxΒ +Β Food. A partial combination can be exchanged for an Action Card instead of scoring.

Final Outcome

The result is a complete mobile card game β€” mechanics, cards and combinations, resource balancing, rules, mobile UI, and card illustrations with a consistent visual direction.

The project shows how gameplay design and interface design can evolve together: many UI decisions were made while designing the mechanics, so both systems support one another.

Key design decisions

01

Built the game around combinations instead of single cards, to reward long-term planning.

02

Designed overlapping resources so animals compete for the same cards.

03

Replaced random draws with a shared Market for more control.

04

Added Action Cards as an alternative reward β€” points now vs. advantage later.

05

Reduced every turn to three core actions to keep rules easy to learn.

06

Designed the mobile UI alongside the mechanics, so gameplay and interface grew together.