Ages 8–12 • Branching gamebook

WanderWood

The Path That Never Stays

Wanderwood is a forest of fairies, gnomes and magical creatures where the paths move every night. Pick a gate, solve each glade and find your way to the fairy ring.

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Wanderwood: cover and puzzle pages

What Your Kids Learn in the Wandering Wood

In Wanderwood every answer chooses the path. Take a wrong turn and the wood gently folds you back, so kids learn that a mistake is a direction, not a failure.

Pattern Spotting

Leaves, tracks, rings and trails: every glade hides a pattern kids must spot to know which path is safe.

Planning & Tracking

The Trail-Log keeps each journey in order. Kids learn to plan, keep track and follow a process to the end.

Real Measuring

A printed vine-ruler turns measuring into a tool they hold in their hands, not a worksheet.

Checking Their Own Work

Lost pages mean a wrong turn, never a dead end. Kids go back, look again and put it right on their own.

The story

Three gates. Three nights. One wood that won't stay still.

For three hundred years, Pennyroyal the tortoise walked the paths of Wanderwood every night, and the paths learned to stay where she put them. Then one warm evening she stopped to rest under a hawthorn, and the wood has been wandering ever since, looking for somebody to remind it. Tonight it has your path. Choose the Fox, Owl or Root Gate, solve the puzzle in every glade and let the answer tell you where to walk next. Take a wrong turn and the wood folds you back.

How it works

  1. 1

    Pick a gate

    Fox, Owl or Root. Each is a different night in Wanderwood. Keep your mark: you need it on every page.

  2. 2

    Solve, then walk

    Each glade shows three ways out, with a number for each gate under every path. Your answer shows which path to take.

  3. 3

    If the wood folds you back

    Land on a page with no puzzle and you know you took a wrong turn: go back and look again. No referee needed.

  4. 4

    Reach the fairy ring

    Ten glades later, your trail-log is pinned to the ground and one path stops wandering. Come back for the other two gates.

Everything you get instantly:

  • 39 PDF pages
  • 18 full-page illustrated puzzle glades
  • Three story endings: Pennyroyal Stirs, Remembers and Wakes
  • The Three Gates, Your Mark tokens and the Trail-Log
  • Keeper of the Wandering Wood certificate
  • The Whispers: two-step hints for every glade
Wanderwood: printable pages

The Mission at a Glance

18Puzzles39Pages45–60 minutes per journeyPlay timeChallenge
Printing tips:

Print single-sided at 100% / Actual size, never Fit to page: one glade is measured against a printed ruler and only works at true size. Use the print-check bar on the Kit page to confirm.

Open the First Gate Tonight

Download in seconds, print in minutes, and three nights in Wanderwood are ready. Print it again for every little explorer at home.

Wanderwood

€12,00
  • 18 puzzle glades, 3 gates, 3 endings
  • 45–60 minutes per journey, made to replay
  • Keeper of the Wandering Wood certificate
  • Instant PDF + two-step hints for every glade
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Best value

Get All 6 Adventures

€72,00€49,00
  • 6 complete adventures, 82 puzzles
  • 8+ hours of screen-free play
  • A ready answer for every rainy day
  • Best price per adventure
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Questions from Parents

How do I get the game?

Right after checkout you receive an email with your download link. Download the PDF, print it at home or at a copy shop, and play the same day. Nothing is shipped.

Can I print it more than once?

Yes. Print it as many times as you like for your own family, for siblings or for a second playthrough. Please don't share or resell the file.

Do I need a colour printer?

Colour gives the best experience because the illustrations are part of the puzzles. Print single-sided on standard A4 paper.

Which paper size?

The PDF is A4. It also prints on US Letter: choose "Fit to page", unless the printing tips above ask for Actual size. At actual size, Letter paper is slightly shorter than A4, so the very top and bottom edges may be trimmed.

What language is it in?

All games are written in English, with short texts designed for ages 8–12. Younger players can team up with a grown-up who reads along.

What if my child gets stuck?

Every game includes the answers for grown-ups, kept at the back so nobody peeks by accident. Ninja Academy, The Lost Pyramid, Starhollow Academy and Wanderwood also include a page of gentle hints.