Fellowships of Fate
Fellowships of Fate Rulebook
Table of Contents
Table of Contents
Game Contents
- 5 Journal cards
- Member cards (5 of each of 9 types)
- 32 Adventure cards
- 8 Level 1 Relic cards
- 22 Level 2 Relic cards
- 2 Round markers (I and III)
- 1-Point Tokens (20 of each type: Strength, Mana, Wisdom)
- 3-Point Tokens (6 of each type: Strength, Mana, Wisdom)
Card Anatomy
Adventure card, Level 2 Relic card, Level 1 Relic card and Member card. Parts: 1 Type, 2 Title, 3 VP, 4 Playing cost, 5 Nameless ability, 6 Legendary ability.
Set up
Common Setup
1 Adventure Deck and 2 Field
Shuffle all adventure cards and place the deck face down to form the 1 Adventure deck. After that, lay out the top four cards from the adventure deck facing up next to the deck. These four cards form the 2 Field.
3 Relic Deck
Split Relic cards according to their level (1 or 2) and shuffle them separately facing down. Remove cards from the Level 1 Relic deck according to the number of players. The table shows how many cards would be used according to the number of players.
| No. of players | No. of Level 1 cards |
|---|---|
| 2 | 3 |
| 3 | 4 |
| 4 | 6 |
| 5 | 7 |
Place all level 1 relic cards above level 2 relic cards facing down to form the 3 Relic deck. Place the deck in a sideways position above the 2 cards on the furthest right on the 2 Field as shown in the diagram.
4 Supply
Place all Tokens (Strength / Mana / Wisdom) to form the 4 Supply. The tokens in the supply are not limited. If you run out any tokens, use any substitute to keep track of it. 3-Points token counts as three 1-Point tokens. When you gain any token, take the token from the supply and place it in your play area. Players are allowed to change three 1-Point tokens to a 3-Points token of the same type and vice versa.
Player Setup
A Play area. Open up enough space in front of you to form your Play area. All cards and tokens in your play area are public information and may not be kept secret.
B Standby area. Open up enough space beside your Play area to place a pile of cards which should be kept hidden from other players. This space forms your Standby area.
C Member cards and D Journal card. Choose a color and take all nine Member cards and the Journal card of the chosen color. All member cards have the same ability regardless of their color. Place all cards of the chosen color to your Standby area.
E Round marker. The wisest player receives the honor to play as the Starting player. The starting player takes both Round markers and stack them up while revealing "I" on top and place it in their Play area.
Playing the Game
Fellowship of Fate is a card game where players set on an adventure to an unexplored island. As the guardian of your fellowship, lead your members of the fellowship to unveil the ancient civilization. At the end of your adventure, the fellowship with the most magnificent journal wins the game.
A game is played over 4 rounds, each of which is divided into 3 phases: Formation (Choose a card to play), Explore (using ability and gain VP) and Cleanup (end of the round). The game ends at the end of the fourth round.
1. Formation (Simultaneously)
Choose 4 member cards from your 9 member cards and keep them hidden from other players. The 4 chosen cards form your hand. Place the rest of the cards face down in your standby area. Once all players have chosen 4 member cards as their hand, proceed to 2. Explore phase.
2. Explore (In order)
Each player takes a turn after the starting player in a clockwise direction. Players who can't perform an action (have no cards in their hand and all members in their play area is facing sideway) must pass their turn. After all players pass their turn, proceed to 3. Cleanup phase. Check the additional rules for 2 player game.
Card position
During 2. Explore phase, member card's status changes according to their position, either Upright or Sideways. Pay attention to your card's position when playing them.
- Upright: able to use ability.
- Sideways: unable to use ability.
Taking your turn
During your turn, you may play an action according to the position of your member cards in your play area.
- No member in upright position: "2-a Play a member card"
- Any member in upright position: "2-b Activate legendary abilities"
If this is the first time you are playing this game, it is recommended to read through the Round example for an idea of how a round flows.
2-a Play a member card. Choose an ability to activate and declare it. Select a member card from your hand and place it face up in your play area at an upright position. Choose either Nameless ability or Legendary ability to activate and announce which ability to activate aloud.
- If you declare the nameless ability: Immediately activate the nameless ability and turn the card sideways.
- If you declare the legendary ability: Immediately end your turn. Its ability does not activate during this turn. Its ability will be activated only during your next turn.
2-b Activate legendary abilities. Activate the legendary abilities of cards in your play area and turn it sideways.
[At the end of each turn] Check for interruption. If there is any play area with a member card in an upright position with the same name of the card you played this turn, interrupt the card with the opponent's same name. To interrupt, turn the card of the same name in an upright position to sideways. This means the interrupted card's ability will not activate during the next turn.
Flow chart of a turn
At the beginning of your turn, is there a card in an upright position in your play area?
- NO: 2-a Play a member card. Choose a member card from your hand to play and declare which ability to activate. Declare "Nameless ..!": resolve the nameless ability and turn the card sideways. Declare "Legendary ..!": leave the card in an upright position to be activated on your next turn.
- YES: 2-b Activate legendary abilities. Activate the legendary ability of that card and turn it sideways.
- End of turn: Check for interruption (all cards which share the same name as the card played this turn must be turned sideways).
Card abilities
All abilities of the member cards are indicated by icons. If an ability consists of multiple icons, resolve the icons from left to right. If you are not able to activate or choose not to activate an icon, simply skip that icon and continue to the icon on the right.
- Cost: You must return all tokens shown in the box from your play area to the supply. If you are not able to resolve this icon, skip all remaining icons and immediately end your turn.
- Strength / Mana / Wisdom: Gain 1 token of the shown icon from the supply.
- Wild: Gain any 1 token from the supply.
- Overcome: Choose a card with an Overcome icon (compass) on the upper left on the field. Return all tokens shown in the cost of the card and obtain it.
- Excavate: Obtain the top card from the relic deck. If the relic deck is exhausted, this ability has no effect.
- Nameless ability of Traveler of Fate: Interrupt all cards of all names in an upright position (see Check for interruption). However, this ability doesn't affect cards with the Holy Shield.
- Legendary ability of Traveler of Fate: Choose a card with a sun-emblem icon on the upper left on the field and obtain it. If the card you obtained have any abilities, resolve the ability immediately.
- Holy Shield: Cards with a Holy Shield are not effected by interrupt.
- Token of a kind: If you are gaining more than one token from a wild ability in this box, you must choose the same type of token.
After obtaining a card
Obtaining an extra relic card
If you obtained any of the 2 rightmost cards on the field using Overcome or the Legendary ability of Traveler of Fate, immediately obtain an extra card from the relic deck.
Refilling the field
After you obtained any card on the field using Overcome or the Legendary ability of Traveler of Fate, immediately refill the field to 4 cards. Close the gap by moving cards to the right and flip over a new card from the adventure deck. Place the new card to the leftmost space of the field which is empty. If the deck runs out of cards, no new cards would be added to the field.
VP on obtained card
Obtaining card with VP (Adventure card and Level 2 Relic card). If you obtained any card with VP, show that card to all players and place that card face down under your journal card and keep it hidden for the remaining of the game.
Obtaining card without VP (Level 1 Relic card). Whenever you obtained a Level 1 Relic card, place it face up in your play area. Beginning from your next turn, whenever you activate an ability from your member card that shares a same name on any relic card you obtained, you may choose to activate the ability on the relic card instead of the ability on your member card. All level 1 relic cards remain in your play for the remaining of the game.
Special adventure card "Mythical Beast"
Treat Mythical Beast as a member card once you obtained it. When you obtained Mythical Beast, immediately add it to your hand and treat it as a fifth member card to play on this round.
End of the Round
After all the players have passed during 2. Explore phase, the round ends and the game immediately proceeds to 3. Cleanup phase. If this is the end of the 4th round, instead of proceeding to 3. Cleanup phase, the game ends and immediately proceeds to End of the Game and VP Scoring.
3. Cleanup (Simultaneously)
During the 2. Explore phase, the last player to play an action will be the starting player for the next round. That player receives the round marker and advances the round number count by one.
At last, each player collects all of their member cards in their play area and places them in their standby area, facing down. Any cards in the field, tokens obtained by each player, and all Level 1 Relic cards in all play areas remain as they were.
End of the Game and VP Scoring
After the fourth round ended, the game ends and each player calculates their VP they scored. Each player reveals all cards obtained and placed under their journal and sums up the VP written on the lower left of each card. The number on the lower left of each journal card represents the number of pages to add to your journal. The player with the highest VP total, thus the greatest journal wins.
In case of a tie, the tied player with the more tokens wins. If there is still a tie, the tied players brawl to determine the winner.
Additional rules for 2 players
When playing with only 2 players, apply the following rules in addition to the normal rules.
Anti-legendary Cleric. If your opponent declares to use the "legendary cleric" ability during their previous turn (your opponent has a Cleric in an upright position in their play area), you can only choose to play the nameless ability of a member card if you 2-a Play a member card during your turn.
Play example
Obtaining a card from the field. At the beginning of your turn, your warrior card in your play area is in an upright position, so you activate the "Legendary Warrior" ability. You gain 2 strength and perform an overcome action. As your overcome action, you choose to obtain the adventure card "Lurking Coyote" in the field by returning 3 strengths to the supply as the cost to obtain this card. Since "Lurking Coyote" is one of the cards on the further right on the field, you obtain an additional Relic card from the Relic deck. Finally, fill the gap by moving the remaining cards on the field to the right [the printed example says "to the left", which contradicts the refill rule above] and refill one card from the adventure deck.
Using a Level 1 Relic card. At the beginning of your turn, your warrior card in your play area is in an upright position, and you have a Level 1 Relic card, "The Dragonslayer", obtained from a previous turn. When you activate the "Legendary Warrior" ability (gain 2 strength and overcome) from your Warrior member card, you may instead activate the "Legendary Warrior" ability (gain 4 strength and overcome) from "The Dragonslayer", since the ability shares the same name.
Round example
This is an example of a first round when playing with 4 players. If this is your first time to play this game, it is advisable for you to read this example to have an image of how a round flows.
First turn
The red player chooses to play a Warrior card from his hand and declared "Nameless Warrior!" The red player immediately resolves the nameless warrior ability to gain 2 strength and turned his Warrior card in his play area sideways.
The blue player chooses to play a Magician card and declared "Legendary Magician!" Since any "legendary ability" can only be activated on the next round, the blue player places its Magician in an upright position in its play area. Nothing happens and the blue player ends its turn.
The yellow player chooses to play a Werewolf card and declared "Legendary Werewolf!" Nothing happens and the yellow player ends his turn.
The green player chooses to play a Magician card from her hand and declared "Nameless Magician!" The green player immediately resolves the nameless magician ability to gain 2 mana and turned her Magician card sideways. The blue player has a Magician card in an upright position, which shares the same name with the card played by the green player, thus the blue player's Magician is interrupted and turned sideways.
Second turn
Since all cards in the red player's play area are turned sideways, he chooses his Cleric card from his hand and declared "Legendary Cleric!" Nothing happens and the red player ends his turn.
Since all cards in the blue player's play area are turned sideways, it chooses to play an Archaeologist card from its hand and declared "Legendary Archaeologist!" Nothing happens and the blue player ends its turn.
The yellow player has a Werewolf card in an upright position in his play area. Therefore, he is not able to play a card from his hand and he must activate the "Legendary Werewolf" ability and gain (wild, 2 strength), and he turns his Werewolf sideways after the ability is resolved.
Since all cards in the green player's play area are turned sideways, she chooses to play a Traveler card from her hand and declared "Nameless Traveler of Fate!", thus she immediately resolves the nameless ability of her Traveler of Fate (interrupt all). Since this ability interrupts all cards in all play areas, the blue player's Archaeologist is interrupted but the Cleric of the red player is not interrupted because the Cleric is protected by a Holy Shield.
Icon Reference
- Gain 1 token (Strength / Mana / Wisdom)
- Wild: gain 1 token of any type
- Overcome: obtain a compass-icon card from the field
- Legendary Traveler of Fate: obtain a sun-icon card from the field
- Excavate: obtain a Relic card
- Cost: pay following tokens; if failed to pay, immediately end your turn
- Interrupt all cards of all names in an upright position
- Holy Shield: immune to interrupt
- Token of a kind: must be of the same type
Number of Relic cards to use
| Players | 2 | 3 | 4 | 5 |
|---|---|---|---|---|
| No. of Level 1 | 3 | 4 | 6 | 7 |