Living Forest combines two game mechanisms - push-your-luck and deck-building. Story-wise you are spirits protecting the forest from evil forces. There are three ways to win. Plant enough trees, or put out enough fires, or form a long enough chain of flowers.
Everyone starts with the same deck of cards. At the start of your turn, you will reveal cards from your deck one by one. Five different icons can be found on the cards, and they correspond to five different actions you can take. Cards are divided into day cards and night cards. You can keep revealing cards from you deck for as long as you want to accumulate as many icons as you like, but once you get the third night card, you must stop. Getting the third night card is bad news. Normally you can perform two actions on your turn, but if you have three night cards revealed, you may only perform one action. So this is the push-your-luck element in the game. Once you have the second night card, you need to make hard decisions. You don't necessarily decide to stop drawing only after your second night card. If you already have enough of the right icons you want before that, you can decide to stop.
One of the actions you can perform is to summon an animal. That means buying a card from the market. This is the deck-building part of the game. A newly purchased card goes to the top of your deck, so you will draw it on your next turn. When you buy cards you augment your deck. There are also ways to remove cards from your deck. Another type of action you can perform is to plant trees. The number of tree icons you reveal determines what kind of tree you can plant. You plant in your own 5x3 forest grid. Some trees give you benefits. Completing rows or columns, or planting at specific spots, give you benefits. Some of these benefits are one-time affairs, while some are ongoing effects. You always start planting from the central tree. How your trees spread outwards depends on which kinds of benefits you want to pursue.
Whenever anyone summons an animal, there will be one fire added. If fires are not put out, they hurt everyone. You will be forced to add fire cards to your deck. They are night cards so they will force you to stop drawing cards. You need to have enough water icons to perform the action of extinguishing fires.
Another thing you can do is to move your pawn along the stone circle. Everyone has a pawn here. Whenever you advance, you gain the benefit at your landing spot. The benefits are mostly other action types in the game. Normally on your turn you may only perform each action type just once. However if you use the stone circle, you can perform the same action a second time. Whenever you overtake someone else's pawn in the stone circle, you get to steal a discount token from them. Everyone starts the game with three discount tokens, one each for the three win conditions. That means in the beginning you don't actually have to reach 12 to win in any of the three conditions. You just need 11 fires put out, or 11 trees, or 11 flowers. If you manage to steal discount tokens from others, you can further reduce the requirement. Of course, if your discount tokens are stolen, then you can only to win when you hit 12.
Forming a chain of 12 flowers is the corner case win condition. This is the equivalent of shooting for the moon. This is not something you can see concrete progress for, like putting out fires or planting trees. This is all about whether you can reveal 12 flower icons within one turn. To achieve this you must manage your deck purposefully. This sounds like you need a fair bit of luck, but there are certainly things you can do to increase your chances. You probably don't want to buy many night cards. Going for the flower strategy can be risky. By focusing on flowers, you will be sacrificing other icon types. Flowers themselves don't improve your abilities, unlike trees.
I was a little OCD when playing, in that I refused to buy night cards. This may not be a wise strategy, because night cards tend to be powerful. I have not explored this aspect of the game - utilising night cards. I feel buying some night cards is viable. I do enjoy buying cards. I like making my deck stronger. However I realised a problem when I played. Han was extinguishing fires at an alarming pace. I realised I should have paid more attention to player order and who would get to extinguish fires first. I should not have done my animal summoning without considering the consequences.
One situation that can occur is getting most of the icons almost equally. That's bad news. You can perform at most two actions on your turn, which means you will use at most two icon types. Other icons you draw are all wasted. If there is something you have planned to do, do you insist on drawing cards until you get enough of the icons you want? Or should you change tact if you happen to draw many of another icon? This can be tricky!
I like that the game has three distinct win conditions. I think you probably need to pick one somewhat early and focus on that, so that you can concentrate your resources around it. However it may not be easy to make this decision early. You may still need to observe how the game situation develops. Planting trees improves your abilities, so even if you don't intend to win by trees, you probably should plant some.
I won by getting to 12 flowers. I fell behind in extinguishing fires. I didn't have an advantage in planting trees. So I decided to gamble on flowers. Thankfully I had been OCD about not buying night cards. That helped with the flower strategy.
I admire and enjoy Living Forest. I don't always say both about a game. Sometimes it's one but not the other. I like that the various aspects of the game are closely related. The three win conditions are distinct, but indirectly they are linked. You don't directly attack your opponents, but there are several ways you compete. You summon animals from the same pool. Summoning animals creates fires, which can be both problem and opportunity. The race around the stone circle can become intense. The push-your-luck element itself is exciting. I like that there is harmony between the game mechanisms. They feel like a natural and coherent whole, with nothing out of place.