Return to Faeria

2017 is certainly the year of the explosion of collectible card games and Faeria, the Belgian Abrakam team, is thrown into the fray trying to detach from the crowd with a structure of profoundly different game that combines the board game with collectible card games.

Return to Faeria

After all, today there is only the embarrassment of choice: on all it dominates Hearthstone by Blizzard but there are also other titles that resume the bases differentiating only for some mechanics such as, for example, the Japanese Shadowverse of Cygames or The Elder Scrolls: Legends and Gwent who instead draw from the setting of The Elder Scrolls and The Witcher; in short, those who have more and so forth. So what is the niche of supporters who is cutting Faeria and who has brought him more than

 

500,000 active players? Recall the basics: in the lower part there is your charming avatar Kobold turquoise (one of the many available) protected in its glass bubble, in the upper part there is your opponent and, to share, there is water and a grid composed of 31 hexagons on which it is possible, at each turn, place a piece of land and servants on it.

 

To win, you need to get the servants to come from your enemy and lower their points won from 20 to zero. Each turn, the game supplies the rumor, the mana necessary to pay the cost of evoking your cards, whether they are servants or spells, but in the four corners of the game grid there are as many fountains that produce continuously and it will be vital to check them to get a quantity. greater. As?

 

Placing a servant in any hex adjacent to them. but in the four corners of the game grid there are as many fountains that produce continuously and it will be vital to control them to get a larger quantity. As? Placing a servant in any hex adjacent to them. but in the four corners of the game grid there are as many fountains that produce continuously and it will be vital to control them to get a bigger quantity. As? Placing a servant in any hex adjacent to them.

 

So here we find ourselves playing two different games that act in synergy: one of placing the territories and the other, more familiar, made of fighting creatures and spells to support.

 

Certainly it is not the easiest of the games of this type that we have tried but, entering specifically, we try to see what makes Faeria such a challenging game.

Faeria successfully succeeds in mixing elements of the board game with the collectible cards

THE SETTLERS OF … FAERIA

The placement part of Faeria has a fundamental role that could initially displace the players less accustomed to a complexity of play so significant,

 

just think that at the normal cost of the cards, to launch them, you must add the necessary requirement of territorywhich can be of a different type: neutral, forest, desert, mountain and lake, all (except neutral) identified by the colors green, yellow, red and blue respectively. It does not end here, a creature belonging to a certain color also has another evocation requirement and must be placed only on the territory of its color.

 

In summary, there are three parameters to keep under control: the cost in the store, the cost in quantity of specific territories and the positioning of the creature on the right territory that, attention, must be your territory and not the enemy.