The creator's note
Why I made this game
I created this game for my children, to teach generosity, saving, investing and preparedness with prudence - but it is for everyone, ages 12 and up. I wanted people to practise financial wisdom the way you practise anything worth learning: by making real choices and living with them, not by being lectured.
So I built a year. Four seasons, a road through a kingdom, and a question that comes back every single turn: what will you do with what you have?
There is no way to answer that question once and be finished. Save too much and you never help anyone. Give everything away and the first storm undoes you. The game asks you to hold generosity and preparation at the same time, which is exactly what real stewardship asks of us.
Stewardship is more than a pile of gold
That is why Crowns are worth nothing at the end. You can finish the year the richest noble at the table and still not be the Paragon of Evergreen.
What counts is what you set aside for the future and what you gave to people who needed it. Everything else was only the means.
Hardship is part of the design too. Ordeals arrive whether you were ready or not, because they do in life. But nobody goes into debt, nobody is eliminated, and nobody loses their House. You lose ground, and you begin again - which is also true.
Character sits beside strategy
Every Noble carries a Virtue - endurance, foresight, generosity, wisdom, faithfulness, integrity, opportunity, prosperity, favour, ingenuity. They are permanent, because character is not a resource you spend.
Nobility in Evergreen means responsibility and service, not conquest. The nobles are caretakers of a kingdom, not armies competing for it. There is no attacking another player anywhere in this game.
The values that shaped it are quiet and structural rather than preached. You will not find a sermon here. You will find a year that rewards generosity, foresight and contentment, and I am content to let the game make the case.
For everyone at the table
I first made this for my own children, to teach generosity, saving, investing and preparedness with prudence. But this game is for everyone - it is built for ages 12 and up, and it plays just as well among adults as it does across the generations.
I wanted every player to be able to see themselves as a capable, dignified leader inside a beautiful world - to sit at the table as someone whose decisions matter to a whole kingdom.
If you finish a year a little more thoughtful about saving, a little more willing to give, and a little less rattled when something goes wrong, then it has done what I hoped it would.
The world and its Houses
A kingdom where more players see themselves
Evergreen was imagined from the start as a multicultural kingdom, because leadership, wisdom, generosity, ingenuity, integrity and prosperity have never belonged to one ethnicity.
The nine Houses share one realm. They are families with distinct identities, histories and colours - never racial factions, and no House stands for an ethnicity.
Representation here is an invitation into the world, not a gameplay advantage. It changes nothing mechanical: the only difference between Houses is the Virtue printed on the Noble's card.
Why the Houses are named for trees
Evergreen endures. Oak shelters. Birch carries favour and light. Cedar is old and wise. Palm keeps faith after the storm. Elm stands straight. Willow follows opportunity where it flows. Maple gives year after year. Apple turns a small seed into an orchard.
Each tree suggests a quality, and each House lives up to its own. But they are all one living kingdom, rooted in the same soil.
Choosing a House is choosing a character and a theme, plus that Noble's actual printed Virtue. There is no hidden faction system and no secret bonus beyond the Virtue you can read on the card.

Prince of Evergreen
House Evergreen · Endurance
Never pay for the amount of Ordeals. However, other effects still apply.

Princess of Evergreen
House Evergreen · Foresight
View the top two Proving OR Ordeal cards, choose one to resolve, and discard the other.

Duke of Oakgrove
House Oakgrove · Generosity
Pay 100 Crowns less for each House Gemstone deposited to charity.

Duchess of Birchgrove
House Birchgrove · Favor
During any Decree event, gain +200 Crowns in addition to other Crowns.

Count of Cedargrove
House Cedargrove · Wisdom
Reduce the loss from any Ordeal by 200 Crowns. May be used together with the Estate Butler.

Countess of Palmgrove
House Palmgrove · Faithfulness
After an Ordeal, gain 100 Crowns and a 100-Crown discount toward your next Market item.

Viscount of Elmgrove
House Elmgrove · Integrity
May split an Ordeal with another noble: absorb half of their loss and deposit 1 House Gemstone.

Viscountess of Willowgrove
House Willowgrove · Opportunity
May reroll the die. If used, may move up to the number of spaces on the second roll. Only one reroll per turn.

Baron of Maplegrove
House Maplegrove · Prosperity
Each round of income grants +200 Crowns in addition to other effects.

Baroness of Applegrove
House Applegrove · Ingenuity
Pay 100 Crowns less for every Market purchase, and 100 Crowns less for any Proving-card costs.
Theme & values
What the game gives players practice in
Weighing a choice: every turn ends with one decision between saving, giving, buying and waiting.
Planning ahead: hardships arrive without warning, so the players who prepared handle them better.
Generosity as a habit: giving costs real resources and is genuinely rewarded at the end.
Contentment: waiting and keeping what you have is a legitimate, sometimes winning, move.
Resilience: a bad season is survivable. There is no debt, no bankruptcy and no elimination.
A note for players, parents and educators
Nobles of Evergreen is a game with a point of view, made for everyone aged 12 and up. It was created for the maker’s own children, and it holds up just as well at a table of adults.
We make no claim that a board game produces measurable financial or academic outcomes. What it does reliably is give a family a shared vocabulary - save, give, invest, wait - and an hour of practice using it.
The reflection prompts below are entirely optional. They award no points and change nothing in the rules.
Optional reflection prompts
- Which Duty did you choose most often this year, and why?
- Was there a turn where waiting turned out to be the wisest thing you did?
- When an Ordeal struck, what would you have done differently the turn before?
- Did giving ever feel costly at the time? Did it change how the year ended?
- If you played again tomorrow, what would you save for?
These are conversation starters only. They award no points and change nothing in the rules.