Not too noble and fascinating thing – talking, and even more so to read about the rules of the card game. So I will not delve into the intricacies Faeria – it soundly throughout the single player campaign itself teaches.
In addition, if you are familiar with the Hearthstone , you and so almost all are able. Maps are divided into beings with indicators value, attack and health yes spells all sorts of fireballs, shields, and so on. Each turn, a player receives mana and draws another card from the deck. Creatures attack or hero, whose destruction is a major challenge, or other creatures.
Immediately apparent and familiar mechanics card “mockery” acts as a “provocation” and “gift” – analogous to “battle cry”. Almost all the familiar skills are disguised under other names.
A choice of three modes are familiar: single player campaign, the rating matches and “Pandora” – such as “Arena” Tournament, in which we build the deck, picking up cards from the three options.
There is also a daytime job, and chests of treasure, and the familiar system of “craft.” In general, Faeria in their basic principles creates the impression of a clone of the Hearthstone .
However, judging by the screenshots, the creation of Blizzard certainly would not be the first to have arisen associative row. This is not surprising: the tactical mechanics then supplemented with strategic elements.
In Faeria is not divided into two halves of the table on which the laid out cards. If the battle in the Hearthstone – a “scuffle” in the ring, the match in Faeria– the whole war.
The playing field is marked out empty cells. On his turn, the game participant can “cement” the two of them, that are close to your possessions. On any of the assigned land is allowed to spread beings. In addition, in the field there are four sources of local mana, which will provide additional revenue, if next to them will be your creature.
Faeria at this stage takes a strategic perspective: Cards are similar to “units” to move and perform different functions. Someone is attacking someone collects resources, someone protects a hero.
The player must also decide as soon as possible with the plans for the match: build a bridge directly to the opponent and try to destroy it at an early stage or expand ownership, collect mana and prepare for a long battle?
Complicating matters, and associated with a segmented field unique card mechanics being a “jump” can be moved into two cells, and the “flight” offers the opportunity to overcome the vacant space.
But this is only the beginning. Soon we are introduced to the main feature – instead of creating two standard land we can make one of the following: take an additional card, get a point of mana or put a unique land.
Last here four types: forests, lakes, mountains and deserts. All maps, in addition to neutral, are divided into groups corresponding to a particular kind of land.
This kind of processing class system. Heroes are different from each other only visually – there are no creatures, spells and abilities they have. But each card is an indication of the amount of the specific land required for its lottery.
That is, before you can put some “ancient Boar” from the green set, you need to spend two moves to create forests. Thus, the formation of the pack the player must take into account not only the cost of cards, but also their class affiliation.
Finished deck you will receive, and the campaign is gaining experience. The simplest of them consist of cards of the same type. With their help you quickly learn the specifics of each ground.
For example, the “blue” being mobile, many of them can overcome several cells per turn. More sophisticated kits already made up of different types of cards that allows you to create unexpected combinations. However, the complexity of their implementation are also growing.