![]() For example, instead of simply making a land tile every turn, you have other options, collected in a little panel on the bottom right. On top of that brainwave, there are many small clever elements that roll into the design. Where the creators of Duelyst had the audacity to think: “What if we made Hearthstone, but on a board?” the makers of Faeria instead took a look at Magic, and said: “What if we did that, but on a board, but you make the board up as you go, but so does the other player, but also maybe some of the minions can fly or swim through the water?” It’s easy to see Faeria’s strength when compared to other CCGs of its ilk. But it is certainly possible, and that opens up many more silly combos than would normally be possible. In reality, I didn’t see a lot of mixing and matching, maybe because at lower levels it is easier to stick with a mix of neutral cards and a single colour. It'll be familiar territory for anyone who has played with the abstract elemental land-currencies of Magic: The Gathering, except this time the territory actually exists. Or the Three Wishes card, which needs two of every land type and nicks three of your opponents cards. There are cards that require both a set number from two or more terrain types, such as the Soul Eater, who is stronger from each death over the course of the game and needs both 3 forests and 3 deserts on the board to be summoned. For instance, I’ve seen a foe place down forest after forest only to see him raise a desert out of the blue in the centre of the map – a useful place to spawn windy sand demons that can charge straight at my godly visage. Or, to put it another way, you can craft a deck that majors in mountains with a minor in lakes, if that’s what you really want. While none of that sounds very unique, there remains the possibility of mixed decks. The mountainous reds are all about dealing damage directly to the god (that’s you) and the sandy yellows are all about being super fast, able to charge across multiple spaces at once, but they also like to sacrifice their own creatures to buff others in their ranks. Other decks, like the watery blues, focus on summoning lots of frogs who can jump two spaces, lowering the need to place land in certain places, or they might simply be planning to jump over your own troops so that your opponent can place down a sneaky lake in the middle of your turf, an act that wouldn’t normally be possible if the lands themselves aren’t connected. As soon as I have a good amount of tree tiles on the board, I summon the Oak Father, who gets more health for each forest I own. I’ve been playing mostly as the vegetarian greens, with a deck that focuses on spreading trees quickly and boosting the power and health of my most giant creatures. You can create two neutral lands in any one turn, whereas special lands (forests, deserts, etc) can only be made one at a time.īecause of all this terrain chicanery, decks usually specialise. Likewise, there is a neutral land type along with neutral minions that can be summoned anywhere, so long as the tile belongs to you. And certain cards need to be placed on the land they call home – green minions on forest tiles, yellow minions on desert tiles, red minions on mountain tiles and blue minions on water tiles (these tiles aren’t the same as the default water underneath everything, they are more like lakes, but many blue minions can swim through an area with no land at all). You can’t summon a powerful warrior on your enemy’s hexagons, only on your own. This is because the type of lands you create will determine what kind of cards you can place onto the board and where exactly you can place them. What happens in one will affect the other, and in big ways. A game of territory control and a game of monster murdering. The challenge here is that you’re really playing two games at once. But the ultimate goal is to get over there and bash your opponent’s face until they run out of health. There are four fountains that continually produce faeria - the magical points that you need to summon things and cast spells - so controlling those is important. Both of you take turns plopping down both bits of land and minions to travel across that land. Here’s the basics: you (intrepid, handsome) and your opponent (untrustworthy, a jerk) face off on opposite sides of a hexagonal grid. Into this arena comes Faeria a board-game-card-game hybrid that moves slowly and methodically but soon reveals itself to be quietly clever. If you’re not into the traditional nature of the efficient Hearthstone, you might dip your toes into the monster chess of Duelyst, and if you don’t fancy that maybe you’ll swan off with the Gods of Smite Tactics (although I wouldn’t currently recommend it). We’re currently spoiled for choice when it comes to collectible card games. ![]()
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