Oathsworn: Into the Deepwood

Oathsworn: Into the Deepwood

Lead a Free Company of four Oathsworn through a world consumed by the Deepwood, exploring its stories and confronting monsters with cooldown management and push-your-luck attacks.

Oathsworn: Into the Deepwood supports 1–4 players; community best: 2, 4 players; playing time: 30–90 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Oathsworn: Into the Deepwood is a cooperative campaign for 1–4 players. The Deepwood surrounds humanity’s surviving cities. Players command a Free Company of four Oathsworn, make choices in a dangerous world, and hunt the creatures threatening its people.

Each chapter begins with story exploration and then moves into a separate encounter. Choices about places, time, and supplies affect the company’s preparation. Combat combines positioning, Animus, ability-card cooldowns, and enemy body-part reactions. This overview explains public mechanisms without revealing chapter stories or hidden enemies.

Core rules & scoring

  1. Company and chapters: The Free Company always contains four Oathsworn, regardless of the number of players. Full characters and simplified Companions may be mixed. The group makes story choices together unless the text assigns a decision to a particular character, then sets up the encounter as instructed by the chapter.

  2. Exploration: Visit only locations that still have a location token on the map. On arrival, move that token to the next space of the time track, resolve immediate effects, then read the location entry. Travel time does not depend on map distance; follow the story’s directions for routes and events.

  3. Combat rounds: Normally proceed through Refresh, Oathsworn, Encounter, and End of Round. Refresh restores the specified Animus and returns ability cards at cooldown position 0 to hand; other cards do not automatically move down. The Encounter phase resolves enemies through their stage card, followed by Minions. An ambush skips the first two phases of the opening round.

  4. Turns and cooldowns: During the Oathsworn phase, take repeated turns clockwise until everyone chooses to stop. On each turn, a full character may move once and play at most one ability card, paying its Animus cost. The ability enters its indicated cooldown position and moves only the other cards already at that position one step lower; it does not cascade into further positions. Companions follow their simplified card rules.

  5. Attacks: Choose your Might-card draw in advance, using the colours allowed by your Might track and adding white cards as desired. After redraws, two or more blanks make the attack miss; blanks on extra cards drawn from criticals do not cause a miss. On a hit, divide total damage by the target’s defence and round down to find Hit Points lost. Breaking an enemy location may trigger an immediate reaction.

  6. Ending and resolving encounters: Remove all Hit Point dice from the encounter board to win; if all four Oathsworn are Unconscious, lose. If both happen together, treat it as a win. After victory, remaining Minions flee and play moves to the chapter’s epilogue. After defeat, follow the rules to continue or retry. Resolve levels, loot, Knockout records, injuries, and lost items as instructed in the epilogue, then save the company’s progress.

Rules & gameplay questions

With two players, do we bring only two characters and weaken the enemies?

No. The company always has four Oathsworn. Two players can control two full characters each, Companions, or a mixture. A Companion is a simplified way to run one of those characters, not an extra fifth member.

Does each character get only one turn per combat round?

No. During the Oathsworn phase, turns keep going clockwise and can return to the same character multiple times. Each turn normally allows up to one move and one ability card. Passing earlier does not stop that character from acting on a later turn in the phase.

Do all ability cards automatically move one cooldown step during Refresh?

No. Refresh only returns cards at cooldown position 0. Playing an ability triggers Battleflow, which moves the other cards already in its destination position; it does not cause a cascade across positions. Items and Injury cards do not trigger Battleflow.

Must we choose either Might cards or dice for the entire game?

No. You may switch or even mix them in one resolution, but decide the combination before drawing or rolling. You cannot wait to see a result before choosing to add more. The rules recommend Might cards for enemy damage to provide a steadier experience.

Rules & introduction sources
Edition
The English Story Rule Book (20 pages) and Encounter Rule Book (36 pages) linked from Shadowborne Games’ official Resources page, checked 2026-10-26. Covers public full-campaign mechanisms at Standard difficulty without Hardcore, and the distinction between full characters and Companions. No chapter, monster, or story-branch spoilers are included. Encounter-specific rules boards still apply.
Introduction source
BoardGameGeek

WANGO editorial

Oathsworn: Into the Deepwood · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#65
Complexity Weight3.69 / 5
Best player count (community)2, 4
Player range1–4
Playing time (minutes)30–90
Core mechanismsAction Points · Card Play Conflict Resolution · Cooperative Game · Deck, Bag, and Pool Building · Dice Rolling · Hand Management · Hexagon Grid · Legacy Game · Modular Board · Pattern Recognition · Push Your Luck · Role Playing · Scenario / Mission / Campaign Game · Storytelling · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2022
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Oathsworn: Into the Deepwood, and can I play online?

Oathsworn: Into the Deepwood supports 1–4 players; community best: 2, 4 players; playing time: 30–90 minutes. A WANGO browser trial has not been confirmed.

How complex is Oathsworn: Into the Deepwood, and which mechanisms does it use?

Weight: 3.69 / 5. Mechanisms: Action Points · Card Play Conflict Resolution · Cooperative Game · Deck, Bag, and Pool Building · Dice Rolling · Hand Management · Hexagon Grid · Legacy Game · Modular Board · Pattern Recognition · Push Your Luck · Role Playing · Scenario / Mission / Campaign Game · Storytelling · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn Oathsworn: Into the Deepwood?

No rule guide, strategy article or WANGO trial has been confirmed for this record.