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Sons of Faeriell is a strategic eurogame for 2 to 4 players, featuring a brilliant potential traitor mechanic and multiple endings.
Faeriell is a verdant land of forests, mountains and lakes, set at risk by the menace of Corruption. All players have to face this threat, while pursuing their individual Achievements. If they fail to constrain the rise of Corruption, everyone loses the game. Collecting the most Achievements, while avoiding this fatal outcome, allows one player to win the game.
Players guide different Tribes of Weybits, the youngest sons of Faeriell. They are tiny and industrious humanoids, with the common goal to preserve the environment from Corruption and help the Great Guardians, the giant keeper animals that watch over the land since remote times. The customization of the Weybit Heroes starts from the beginning with the selection of their Tribe Masks, original items which can be worn by the minis. Each color of those masks provides a different specialization. New Heroes can be dressed and upgraded during the game with the acquisition of Perks, additional abilities that make every character unique. Weybits can become the most efficient helpers to the Great Guardians, mastering the knowledge of nature and learning to fight Corruption.
As an additional thrill to the game, one player can choose to change sides, get corrupted and gain the Corruption Sower as a new Hero, becoming able to win in the event Corruption defeats all others.
Strategic choices lead to multiple endings, making every game a different story to be unfolded.
Ages | 14+ |
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Players | 2 Players, 3 Players, 4 Players |
Play Time | 90m – 120m |
Designer | Christian Zoli |
Mechanics | Action Queue, Movement Points, Ownership, Prisoner's Dilemma, Semi-Cooperative Game, Point to Point Movement |
Theme | Animals, Miniatures, Fantasy |
Publisher | Tabula Games |
Serina24
Really struggled with this one. Was the worst game I have played but I am hoping they will rewrite the rules because it is beautiful.
Tiangou
As others have stated the English rules need clarification. I think we spent more time going through the rule book than playing the actual game. Once we got the hang of things, I found it difficult and slow to get specific colors due to my initial configuration, or the harvest wheel. Some of the level up perks seemed "useless" (again, poor instructions), and some mechanics we barely touched. The pacing moved very slowly, and we eventually stopped caring and packed it up. May try again if I can find better instructions, but not hopeful the experience will be much better. One of the things I disliked was the "quest" system. You can only choose a quest card that matches the mask color of your weybit, and then "make your way" across the board to the animal spirit on the back. When you can only move 2 spaces at a time at the beginning, it can take 3-4 turns to get across the board to complete that quest by getting close to the spirit guardian. It made more sense to obtain and trash quests until I found one close by that I could then complete on the next turn. (again, if we were even understanding those instructions correctly)
Arronius
Very dense, lot of moving parts. A great game once you've got it figured out. Takes a decent chunk of time to learn. Several different game modes for all interests.