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Sons of Faeriell

Sons of Faeriell Rulebook

Table of Contents

Table of Contents

  • Note from the Designer
  • Components
  • Game Board Overview
  • General Setup
  • Two Players Setup
  • Three Players Setup
  • Menaces Setup
  • Main Concepts
    • Rounds, Turns, Phases
    • The Essences
  • Gameplay
    • Player Turn
    • Tribe Phase
      • 1. Dress Up a New Hero
      • 2. Level Up a Hero
      • 3. Build a Settlement
      • 4. Build a Beacon
      • 5. Control the Spiritual Totem
      • 6. Gather an Heirloom Herb
      • 7. Attune with a Great Guardian
    • Event Phase
      • 1. Great Guardian Movement
      • 2. Menace Draft
        • Solve a Corruption Event
      • 3. Solve a Menace by Beacon or Spiritual Totem
      • 4. Harvest
    • Hero Phase
      • Hero Actions
      • Perk Actions and Abilities
      • Lore Actions
    • Claiming Achievements
      • Achievement Conditions
    • End of the Round
  • The Power of Corruption
    • Corruption Essences
    • Trigger a Corruption Event
    • Advancing the Doom Token
    • Tribe Corruption Level & the Rise of the Corruption Sower
    • Playing the Corruption Sower
  • Endgame Conditions
  • The Shadows
    • Setup
    • Gameplay
  • The Drifter
    • Setup
    • Gameplay
  • Starting Scenario
    • First Game Setup
    • First Tribe Phase Tips
  • Full Coop & Solo Play Modes
    • Setup
    • Gameplay
    • Winning in the Solo Play Mode
    • Winning in the Full Coop Mode
  • Alternative Scenarios
    • The Twins
      • Setup
      • Gameplay
    • Winter's Grasp
      • Setup
      • Gameplay
  • Cards Reference
    • Essences
    • Great Guardians
    • Cards Layout
    • Attunement Cards
    • Heirloom Herb Cards
  • Tiles Reference
    • Heroes' Innate Ability
    • Hero Perks
    • Corruption Sower Perks
  • Credits

Note from the Designer

Hi everyone and welcome to Faeriell!

Before delving into the core of the rules, I wanted to spend a few words on the game in order for players to better understand what's ahead and what kind of game to expect.

Sons of Faeriell is two things at once (or, at least, that's what I tried to design!). On one side it's a strategic Eurogame, with lots of meaningful choices, neat mechanics (like production engine building and pickup & delivery), a present but manageable randomness and some indirect interaction.

Up to here, everything seems quite in line with the genre.

On the other side though, Sons of Faeriell is a game with variable and non-linear relationships between players, with multiple endings and chances for alliances, betrayal and cooperation.

Players will be competing against each other at the beginning, but at the same time they will be allied against Corruption, with the option of embracing it and start playing in the opposite direction; all of this fully in line with the underlying storyline and fictional framework the game is set in.

This layer of the game has been heavily influenced by my long experience, both as a player and designer, in the mafia/werewolf kind of games, where the relationship between the players is one of the main features of the game itself. The two genres seem quite diverse and far from each other. Sons of Faeriell is an experiment to blend them into a new mix, hoping players more used to one of the two will find interesting the nuances brought by the contamination with the other.

At a first game, it could seem that there is quite a lot to keep track of, but once you got into its fundamental mechanics (like dealing with Corruption and the several different ways of winning), everything will flow quite smoothly.

But enough talking! Turn the page and start walking along the paths of Faeriell!

Enjoy!

Christian Zoli

Components

  • 1 game board
  • 4 player boards
  • 80 essence cards (16 x 5 colors)
  • 16 heirloom herbs
  • 8 attunement cards
  • 20 hero tiles
  • 22 perk tiles
  • 1 corruption sower tile
  • 5 corruption sower perk tiles
  • 12 phase tiles (3 x player)
  • 8 terrain tokens
  • 1 first player token
  • 16 menace tokens (4 x 4 colors)
  • 4 corruption tokens
  • 1 havoc token
  • 1 doom token
  • 1 harvest token
  • 24 achievement tokens (6 x 4 colors)
  • 16 tracking tokens (4 x 4 colors)
  • 4 tribe corruption tokens (1 x player)
  • 8 great guardian meeples
  • 24 settlement meeples (6 x 4 colors)
  • 8 beacon meeples (2 x 4 colors)
  • 1 spiritual totem meeple
  • 12 Weybit miniatures (3 poses x 4 colors)
  • 20 tribe mask miniatures (4 x 5 colors)
  • 1 corruption sower mask miniature
  • 1 drifter standee
  • 1 drifter token
  • 38 action gems
  • 8 aid cards (2 x player)
  • 1 event bag

*The Kickstarter Edition contains 20 Heirloom Herbs (instead of 16). **The Kickstarter Edition contains 38 Hero Perk tiles (instead of 22). ***The Kickstarter Edition contains 9 Corruption Sower Perk tiles (instead of 5).

Sons of Faeriell is a semi-cooperative, strategic Eurogame with multiple endings for 1 to 4 players.

Game Board Overview

The game board contains:

  1. The map of Faeriell is divided into 8 Areas, each one belonging to one Great Guardian Animal. Each Area is divided into 4 Regions and each Region is characterized by a different type of terrain: Mountain, Meadow, River and Forest.
  2. The essence cards decks section: 5 slots for the Essence cards decks, which represent the resources to be managed during the game, and 5 more slots for their relative discard pile.
  3. The harvest wheel, which determines which Regions will produce the Essences.
  4. The section dedicated to beacons and the spiritual totem, which can be built and/or controlled during the game.
  5. The heirloom herbs section, containing 5 dedicated slots for deck, discard pile and available Heirloom Herbs, respectively.
  6. The perk tiles section, which are able to level up the heroes.
  7. The tribe corruption track, where the tribe tokens will move forward every time the player decides not to hinder the Corruption.
  8. The corruption sower section, containing the dedicated slots for both the Corruption Sower and its Perk tiles.
  9. The doom track, the cornerstone of the game evolution, which keeps track of how close Faeriell is to succumbing to Corruption.
  10. Achievements section: which the player will need to collect in order to win the game.

General Setup

For your very first game, it is recommended to use the "Starting Scenario & Tips" (see below).

1. Game board — Place the Game Board in the center of the table. The map is composed of 8 main Areas, each one divided into 4 Regions. In each Area an Animal icon is depicted and it represents the Great Guardian belonging to it.

Each Region is outlined by paths and nodes. The paths connect nodes. Two Regions that share one path are considered adjacent. Nodes always join three or four Regions: they are also considered adjacent to those Regions. Each Region is represented by a Terrain type: Mountain, Meadow, River and Forest.

2. Heartlands — For each Great Guardian Area, place one random Terrain token in a random Region of that Area, then place the related Great Guardian meeple of that Region. These chosen Regions are now called Heartlands and acquire the Terrain type on the token, in addition to the one depicted on the map.

3. Heirloom Herbs — Shuffle the Heirloom Herb cards and place them face down on the game board to form the Heirloom Herbs deck on the appropriate slot, then reveal 3 Heirloom Herb cards beside the deck.

4. Perk tiles — Shuffle the Perk tiles face down and divide them into four piles as evenly as possible. Then, flip each pile face up on each Perk slot.

5. Spiritual Totem & Beacons — Place the Spiritual Totem and the Beacons, two for each type, on their appropriate slots.

6. Attunements — Place each Attunement card on the appropriate slot of the map, on the corresponding Great Guardian Region.

7. Doom tokens & Doom track — Place the Doom token on the first space of the Doom track.

8. Corruption Sower — Place the Corruption Sower tile and its Perk tiles on the appropriate slots next to the Doom track. Place the Corruption Sower Mask on top of the Corruption Sower tile.

9. Essence cards — Sort the Essence cards into decks by color. Shuffle each deck separately, and place them on the designated slots of the game board, keeping the Great Guardian side face down.

10. First player token — The player that most recently touched a tree, takes the First Player token and is the first in order of play. Other players follow clockwise.

11. Your Tribe — Choose a Tribe color and take the matching player board, tokens, meeples (6 Achievement tokens, the Tribe Corruption token, 6 Settlement meeples) and place them in front of you.

12. Achievement tokens — Place 5 Achievement tokens on your player board in their slots. Place the remaining Achievement token on the Purity Achievement slot of the game board.

13. Tribe Corruption token — Place your Tribe Corruption token on the white slot of the Tribe Corruption track.

Note: All players begin the game with their Tribe Corruption Tokens piled up on the same slot.

14. Settlements — In order of play, each player chooses a Region and places one of their own Settlement meeples on it as an owned Region. Then, in reverse order of play, they repeat the same again. Each player starts the game owning 2 Regions. Settlements cannot be placed on Regions occupied by another Settlement.

Note: Settlements are more profitable if placed on Heartlands.

Place the remaining 4 Settlement meeples on the appropriate slots of the player board, filling the slots from top to bottom.

15. Phase tiles — Place your three Phase tiles on the left of your player board, face up. Sort them vertically in this order, from top to bottom: Tribe Phase tile, Event Phase tile and Hero Phase tile.

In order of play, choose one Hero type and place the corresponding Hero tile on the right side of the player board (active side).

Note: Each Hero type owns an Innate Ability of their specific color. (For more details about Heroes abilities see "Tiles Reference" below.)

The four Hero types are:

  • Adventurer, bound to the Red Essence
  • Druid, bound to the Green Essence
  • Shaman, bound to the Blue Essence
  • Chieftain, bound to the Yellow Essence

Place each of the remaining three Hero tiles (inactive side) on the left side of the player board.

16. Tracking tokens — Stack the 4 Tracking tokens (1 Yellow, 1 Blue, 1 Red and 1 Green, piled up in any order) on the starting space of your player board track.

17. Hero tiles — In the game there are 4 types of Heroes, each with its related tile, as described above.

18. Tribe Mask miniatures — Place each of the four Tribe Mask miniatures on its Hero tile.

19. Weybit miniatures — Gather the three Weybit miniatures close to your player board.

20. Action gems — Place two Action gems on the active Hero tile.

21. Dressing up the Weybit miniatures — Each player picks one of their Weybit miniatures and dresses it as a Hero with the Tribe Mask of the active Hero tile. Place the Hero miniature on a node of an owned Region.

22. Essence pool — In order of play, each player takes one Essence card for each owned Region; the color of the Essence card must match the Terrain type. In case the owned Region is a Heartland the player must choose between the two Terrain types. Put these cards on their appropriate slot on your player board, with the Great Guardian side face down, to form your Essence Pool.

23. Harvest wheel — Randomly place the Harvest token on one slot of the Harvest Wheel, either an animal icon or a Terrain type.

After all setups are done, the game begins. The rounds are performed starting from the player with the First Player token.

Two Players Setup

For a 2 player game, after completing the General Setup, continue with the following additional steps:

1. In order of play, each player takes one Settlement meeple from the lowest slot of their player board and places it on a Region without Settlements. Each player starts the game owning 1 additional Region.

2. In reverse order of play, each player activates an additional Hero tile and dresses a Weybit miniature as a second Hero. Then, they place the second Hero miniature on a free node of an owned Region.

Three Players Setup

For a 3 player game, after completing the General Setup, continue with the following additional step:

1. Each player chooses one of their Heartland Regions and takes the Essence of the color not chosen at step 22 of the general setup.

Menaces Setup

To complete the game setup, put:

  • 4 red menace tokens
  • 4 yellow menace tokens
  • 4 blue menace tokens
  • 4 green menace tokens

in the Event Bag.

For both Hard and Very Hard difficulty level game, put all the Corruption tokens in the Event Bag.

Draw one token from the Event Bag, check the Great Guardian icon depicted on top of it (the first side you see: the player cannot choose) and put it under the related Great Guardian meeple.

If the Great Guardian meeple already has a token underneath, discard the drawn token. All the discarded tokens must be gathered next to the Event Bag. Continue until you have placed three tokens this way. Put the discarded tokens back in the Event Bag.

Note: Choose the difficulty level you want to play and place the number of Menace and Corruption tokens shown in the table below:

Difficulty LevelMenace TokensCorruption Tokens
Easy30
Medium40
Hard31
Very Hard32

Put the Havoc token and the 4 Corruption tokens in the Event Bag.

Main Concepts

Rounds, Turns, Phases

The game is divided into a series of rounds, and each round counts three turns per player (which are performed clockwise). During a turn, a player must perform a Phase.

There are three different kinds of Phases, which are represented by the relative Phase tile:

  • Tribe Phase — The player can buy, build and improve game elements.
  • Event Phase — New Menaces are assigned and players receive Essences.
  • Hero Phase — The player can move Heroes through the map and use their abilities.

In each turn, the active player has to choose one face up Phase tile, turn it face down and resolve the corresponding Phase.

Once a Phase has been resolved, the turn ends (a previously initiated Phase can't be chosen again from the same player for the rest of the round).

When all the three Phases have been performed by all players, the current round ends. Then, the First Player token passes to the next player clockwise.

The Essences

During the game, the players manage resources (Essences). Each resource is represented by an Essence card. Essence Cards are sorted into Essence Decks, that form a general supply, placed on their designated slot of the gameboard.

When an Essence Deck runs out of cards, shuffle all the discarded cards to form a new one.

Each Essence card shows an Essence on the front and one Great Guardian on the back.

There are 5 kinds of Essences:

  • Red Essence — This Essence represents Vigor, the inherent strength that makes living creatures overcome the limits of fear and weakness to survive. Adventurers live and fight by this Essence. Red Essence is produced by Mountains and other actions related to the Red color.
  • Yellow Essence — This Essence represents Influence, the power of command and leadership as well as the moral resolve and determination. Chieftains embody it the most. Yellow Essence is produced by Meadows and other actions related to the Yellow color.
  • Blue Essence — This Essence represents Spirit, the bond between the Great Guardians and all other living creatures on Faeriell. Shamans are skilled in this Essence. Blue Essence is produced by Rivers and other actions related to the Blue color.
  • Green Essence — This Essence represents Ley lines, the sources of creative energy that pervade the land, which can be used to heal animals and plants. Druids are specialized in channeling this essence and use it to grow Herbs. Green Essence is produced by Forests and other actions related to the Green color.
  • Corruption Essence — This Essence represents Corruption, the unbridled power of sheer evil, which can make everything it touches express its full potential, turning it to its worst. Beware its allure. The Corruption Essences are mainly used by the Corruption Sower. Corruption Essence is not produced by any Terrain. You can only gain it by embracing Corruption.

Gameplay

Player Turn

Choose one Phase:

  • Tribe Phase;
  • Event Phase;
  • Hero Phase.

Each Phase has its specific actions. Remember that once any action of a Phase has been initiated, resolve it before performing another one.

Tribe Phase

During the Tribe Phase, you spend Essences to perform Tribe Actions. You may perform any Tribe Action, any number of times, in any order.

When you spend Essences, discard them with the Great Guardian side face up on the corresponding discard piles.

Choose which Tribe actions to perform in any order:

  1. Dress up a New Hero
  2. Level Up a Hero
  3. Build a Settlement
  4. Build a Beacon
  5. Control the Spiritual Totem
  6. Gather an Heirloom Herb
  7. Attune with a Great Guardian

When done performing the chosen actions, or decided to do none, pass the turn to the next player.

1. Dress Up a New Hero

Pick one of your Weybit miniatures and dress it up with the chosen Tribe Mask that is on an inactive Hero tile. Then, place the miniature on a node of one of your owned Regions. Flip and move the tile from the left to the right side of your player board (active) and place two Action gems on it.

Note: One player can activate a maximum of 3 Heroes.

2. Level Up a Hero

Cost: Essences equal to the Hero's actual level plus one.

A Hero level is equal to the sum of tiles, counting Hero and Perk tiles. The level of an active Hero with no Perk tiles is 1.

The amount of Essences needed to Level up a Hero is equal to their actual level plus one. All of the Essences you spend to level up a Hero must be of the same color.

Example: The Druid has two Perk tiles, the next Level up will cost four Blue or Red Essences.

Choose one of the available face up Perks from the four piles on the game board and place it next to the tile of the leveling up Hero (or alongside their already existing Perks). Then discard another face up Perk tile and put it at the bottom of its own pile.

When a Hero reaches the fourth level, place one additional Action gem on the Hero tile.

The maximum level a Hero can reach is 5 (a Hero with 4 Perk tiles).

3. Build a Settlement

Cost: Essences equal to the number of currently owned Settlements.

The amount of Essences required to build a new Settlement is equal to the number of Settlements you already own. All of the Essences you spend to add a Settlement must be of the same color.

Take the first available Settlement from the bottom slot of your player board and place it on a Region that is either:

  • adjacent to one of your owned Regions, OR
  • next to a node occupied by one of your Hero miniatures.

You cannot add a Settlement to an already owned Region.

4. Build a Beacon

Choose one of the available Beacons on the Beacon Section of the game board and place it on one of your owned Regions.

Note: A Region that already has a Beacon cannot hold a second one.

5. Control the Spiritual Totem

Cost: 1 Yellow Essence + the number of Yellow Essences on the Spiritual Totem space.

Place the Spiritual Totem in one of your owned Regions with a Beacon on it.

During the game any player can take control of the Spiritual Totem by spending the appropriate cost. Every time a player takes control of the Spiritual Totem, they place one of the spent Yellow Essences on the Spiritual Totem slot on the game board.

The next controller will pay the Spiritual Totem cost increased by the amount of Yellow Essences in that slot, then they can move it to one of their Regions.

6. Gather an Heirloom Herb

Take one of the three available face up Heirloom Herb cards and place it next to your player board. Then discard one of the remaining face up Heirloom Herb cards and refill the empty slots with new face up Heirloom Herb cards.

When the Heirloom Herb Deck runs out, shuffle all the discarded cards to form a new deck.

7. Attune with a Great Guardian

Cost: Attunement card cost, discounting any Essence per Settlement in that specific Great Guardian Area.

Take a Great Guardian Attunement card from the game board and place it next to your player board. Its cost is reduced by one Essence of your choice for each of your Settlements in that Great Guardian's Area.

Event Phase

Perform the Event Phase actions in the following order:

  1. Great Guardian Movement (optional)
  2. Menace Draft
  3. Solve a Menace by Beacon or Spiritual Totem (optional)
  4. Harvest

You may perform the Great Guardian Movement, then you have to perform the Menace Draft and lastly the Harvest. Afterwards, pass the turn to the next player.

1. Great Guardian Movement

You can perform a Great Guardian movement once per Event Phase and you can do it as long as the card of the Great Guardian you want to move is in your Essence Pool.

Show the other players the chosen card revealing the Great Guardian side and put it back into your Essence Pool. Then, move the matching Great Guardian meeple to any Region within its own Area.

Note: Any Menace or Corruption token underneath a Great Guardian meeple moves along with it to the new Region.

2. Menace Draft

Check the current position of the Doom token. If the Doom token is on a space from:

  • 0-4: draw 1 token from the Event Bag;
  • 5-9: draw 2 tokens from the Event Bag (or less, if you draw a Corruption or Havoc token, see below);
  • 10-14: draw 3 tokens from the Event Bag (or less, if you draw a Corruption or Havoc token, see below);

Draw one token at a time and perform the following actions depending on the token type:

a. Menace tokens — Place the drawn Menace tokens under the corresponding Great Guardian meeples. A Great Guardian with a Menace token underneath is now considered Threatened.

If the Great Guardian shown on the drawn Menace token is already Threatened or Corrupted (see Corrupted Great Guardians below), discard the drawn token and move the Doom token one space forward on its track. All the discarded tokens must be gathered next to the Event Bag.

b. Corruption tokens — Solve a Corruption Event. Once the Corruption Event is solved, if the Doom track is on a space from 5 to 14, you don't draw any further tokens.

Note: this is a very recurring rule.

Solve a Corruption Event

To solve a Corruption Event, choose one of the following options:

  • Yield to Corruption: draw a Corruption Essence card and add it to your Essence Pool. Move your Tribe Corruption token one space forward on the Tribe Corruption track.
  • Ignore Corruption: move the Doom token one space forward on the Doom track.
  • Cleanse your Tribe: spend one Essence of the color related to one of your active Heroes. Move your Tribe Corruption token one space backward on the Tribe Corruption track.
  • Cleanse Corruption: spend one Essence of the color related to one of your active Heroes. Move the Doom token one space backward on the Doom track or discard a Corruption token from underneath a Corrupted Great Guardian.

If you chose to Ignore Corruption, place the Corruption token underneath the corresponding Great Guardian meeple, discarding any other Menace token underneath, if present.

A Great Guardian with a Corruption token underneath is now considered Corrupted. All the discarded tokens must be gathered next to the Event Bag.

c. Havoc token — Move the Doom token one space forward. Then put this and all the other discarded tokens back into the Event Bag.

If the Doom track is on a space from 5 to 14, you don't draw any further tokens.

3. Solve a Menace by Beacon or Spiritual Totem

If the player owns any Beacons, they may solve one Menace for each one of them. Choose one of your Beacons. The chosen Beacon may solve one Menace of the corresponding color anywhere within the Area where it is placed.

Follow these steps:

  1. Discard the Menace token from the game board and put it next to the Event Bag;
  2. Draw one Essence card corresponding to the color of the solved Menace and add it to your Essence Pool;
  3. Move the tracking token of the corresponding color one space forward on your player board track.

If in the same Region you control both a Beacon and the Spiritual Totem, you can solve a Menace according to the color of the Beacon anywhere in the whole map instead.

Advanced Rule: If your token is already on the 5th space of your player board track (five solved Menaces of that type), choose one of the other players. That player moves the corresponding tracking token one space backward on their player board track.

4. Harvest

Advance the Harvest token on the Harvest Wheel clockwise. Choose a number of steps from one up to the number shown in the top empty Settlement slot on your player board.

Example: the player owns 3 Settlements, therefore they can move the Harvest token up to 4 steps.

The Harvest token can stop either on animal icons or Terrain type icons.

A. Harvest token is on a Great Guardian icon. For that Great Guardian's Area, each player takes one Essence card per owned Region according to one of its Terrain types. If the player has a Beacon on a Heartland, they take two Essence cards: one according to the Terrain type depicted on the Region, one according to the Terrain type depicted on the token.

When a Great Guardian is Threatened, the Region where it currently is placed, is considered also Threatened and its owner cannot take any Essence Card from it.

When a Great Guardian is Corrupted, the Region where it currently is placed, is considered also Corrupted and its owner cannot take any Essence Card from it. A Corruption Event is also triggered and the player owning that Region has to solve it (see "Solve a Corruption Event" above).

Example: Michael moves the Harvest token on the Bear icon on the Wheel. Michael has a Settlement in the Heartland of that area (which is a Mountain region with a River Terrain token on it) and another Settlement on a River Region where the Bear Guardian is present with a Yellow Menace underneath. Lucy also has a Settlement in the other River Region. Michael must choose a Red or a Blue Essence to take from the Heartland, but cannot take any Essence from the other region because it is Threatened. Lucy in turn takes a Blue Essence. If Michael also had a Beacon on that Heartland, he would have taken two Essences: one Red and one Blue.

B. Harvest token is on a Terrain type icon. Each Player has to choose one owned Region of the corresponding Terrain type. Each player who chose a Region which is not Threatened nor Corrupted takes the corresponding Essence card.

Some of the effects of the Heirloom Herbs increase the number of cards that can be taken this way (see "Gather an Heirloom Herb" above).

If the chosen Region is Threatened, the player owning that Region cannot take any Essence card. If the chosen Region is Corrupted, the player owning that Region cannot take any Essence card and triggers a Corruption Event (see "Solve a Corruption Event" above).

Example: the Harvest token is on the Forest icon of the Wheel. Lucy chooses a Meadow Heartland with a Forest Terrain token on it and takes a Green Essence (she cannot choose to take the Yellow one, as the Harvest token is on the Forest). Michael chooses an owned Forest Region where there is a Guardian with a Corruption token underneath and, instead of gaining any Essence, a Corruption Event is triggered. Rick does not own any Forest type Region so they cannot gain any Essence.

Note: If the Corruption Event is triggered for more than one player, you must solve the Corruption Event in order of play.

Hero Phase

There are three types of actions to perform during the Hero Phase:

  • Hero Actions
  • Perk Actions
  • Lore Actions

Perform any of the Hero Actions, Perk Actions and Lore Actions in any order or decide to do none and pass the turn to the next player.

Hero Actions

Each Hero may perform up to two Hero Actions. If they have reached the fourth level, they may perform up to three Hero Actions.

Use the Action Gems on your Hero tiles to keep track of the available actions left for each of your Heroes, removing the Action gem from the tile once every new action is performed. Each Hero may perform the same action more than once.

The Hero Actions are:

  1. Movement
  2. Solve a Menace by a Hero
  3. Go on a Quest
  4. Solve a Quest

1. Movement

Heroes can only move along paths; they cannot enter Regions. Move your Hero a number of nodes up to that Hero's level. Your Hero can move through a node occupied by another Hero, but cannot stop on it.

Example: during the Hero Phase, Michael wants to move his third level Shaman (Blue). He wants to reach the Owl that is only three nodes away. Unfortunately, there is already another Hero on that node, and Michael cannot move past it according to the level of the Shaman, so he decides to move his Hero of only two nodes.

2. Solve a Menace by a Hero

As highlighted by the color of their Tribe Masks, Adventurers can solve Red Menaces; Chieftains can solve Yellow Menaces; Shamans can solve Blue Menaces and Druids can solve Green Menaces.

Heroes may perform this action only if they are on a node of a Threatened Region with a Menace token matching their color.

When a Hero solves a Menace, follow these steps:

a. discard that Menace token from the game board. Menaces discarded from the game board are not placed back into the Event bag, they are set aside with other discarded tokens instead; b. draw one Essence card corresponding to the color of that Menace and add it to your Essence Pool; c. move the tracking token of the same color one space forward on your player board track.

Note: you may apply the Advanced Rule (see "Solve a Menace by Beacon or Spiritual Totem" above).

3. Go on a Quest

According to the Hero type, draw a card from the appropriate Essence Deck:

  • Yellow for Chieftains;
  • Blue for Shamans;
  • Green for Druids;
  • Red for Adventurers;
  • Black for any Hero type.

Secretly look at its Great Guardian side, keep it hidden and place that card face down next to the Hero Perks of your acting Hero to form their Quest Pool.

A Quest pool can host a number of Quest cards up to that Hero's level. That Hero can 'go on a Quest' as many times they like. When they exceed the limit they have to discard one card from their Quest Pool.

4. Solve a Quest

Choose a card from your Quest pool and check the current position of the Great Guardian depicted on its hidden side. To solve a Quest, a Hero must be on a node of the Region where the Great Guardian meeple is currently located.

A Hero can solve a Quest only if their type matches the color of the chosen card:

  • Yellow for Chieftains,
  • Blue for Shamans,
  • Green for Druids;
  • Red for Adventurers;
  • Black for any Hero type.

To solve a Quest, follow these steps:

  1. check the position of the Great Guardian showing on the chosen Essence card and reach a node of that Region;
  2. show the chosen card to the other players;
  3. if it is a Corruption Essence card, discard it, and resolve a Corruption Event (see "Solve a Corruption Event" above), otherwise add it to your Essence Pool.

Perk Actions and Abilities

There are four types of Perks:

Some Perks grant Activated Actions, which provide new ways to use Hero Action Gems or Essence Cards. Activated Actions can be performed any number of times during the Hero Phase, as long as their cost can be paid.

Example: The first Perk tile (from top to bottom) allows the Hero to remove a Menace by spending one Action Gem. The Hero must be on a node of the Threatened Region in order to use this perk. The second Perk tile provides the ability to gain one Action Gem for that Hero by spending one Green Essence.

Note: "Remove a Menace" is different from "Solve a Menace". To remove a Menace, the player takes the corresponding Menace token from the game board and sets it aside. The player moves the tracking token one space forward on their player board but gains no Essence cards.

Some Perks provide the Hero with a Special Action they may perform once per Hero Phase. This Special Action is represented by an additional Action gem to be placed on the Perk tile.

Keep track of a Perk Special Action following the same rules of the Hero Actions: use its gem only to use the ability of the Perk. Example: This Perk provides the Hero an extra movement (one node distance) along a path adjacent to a River Region.

Some Perks provide Triggered Abilities that produce effects as their conditions are met, according to their description.

Example: This Perk provides the Hero the ability to move one node whenever they solve a Menace, once per Hero Phase. The Hero must be on a node of the Threatened Region in order to use this perk.

Lastly, some Perks provide Ongoing Abilities, which continuously affect the game.

Note: See "Perks Glossary" (Tiles Reference, below) for more detailed descriptions of every Perk tile.

Example: a 4th level Druid has the following Perks. The Druid performs one of its Hero Actions and moves three nodes to reach a Threatened Region. The player removes the first Action Gem from the Hero tile. Then, performing the second action, the Druid solves the Green Menace threatening a Great Guardian, adding a Green Essence to the player Essence Pool. The player removes the second Action gem from the Hero tile. Thanks to their Perks, the player can do more: by using their third Perk's Activated Action, the Druid spends the Green Essence to gain one Hero Action. The Druid now spends its gained Hero gem to move to a node of a River Region. The Druid can now use the Activated Action of their first Perk: by using the last Hero Action gem, the Druid removes a Blue Menace. Finally, The Druid performs the Special Action of its second Perk to convert one of its Green Essences into a Blue one. The player removes the Perk Action gem from the Perk tile.

Lore Actions

Only some Attunements and Heirloom Herbs allow Heroes to perform Lore Actions.

Any Lore Action can be performed once per Hero Phase. To keep track of it, rotate the card on one side.

Example: Alex has the Spirit Heirloom Herb, which allows one of his Heroes to solve one Blue Menace once per Hero Phase. His Chieftain is one node away from the Turtle which is Threatened by a Blue Menace. During his Hero Phase, Alex decides to use one Hero Action to move the Chieftain on the node of the Threatened Region. Now, the Chieftain can use the Spirit Heirloom Herb to solve the Blue Menace. He still has one Action gem left.

Great Guardian Attunement Movement

  1. Choose and use one of your Great Guardian Attunements and rotate it to one side.
  2. Choose one of your Heroes on a node of that Great Guardian's Area;
  3. Move the chosen Hero to any unoccupied node of that Great Guardian's Area.

Example: Julie chooses to perform a Hero Phase. She has two Heroes on different nodes of a Region in the Snake Area, whose Attunement she owns. First of all, she decides to use that Attunement to move one of those Heroes to another unoccupied node of a Region in the Snake Area, then she performs other Hero Actions as usual. She cannot use the Snake Attunement again until the next Hero Phase.

Solve a Menace by a Hero using Heirloom Herbs

Some Heirloom Herbs allow the Heroes to solve Menaces.

  1. Choose and use one of your Heirloom Herbs and rotate it to one side.
  2. Any of your Heroes on a node of a Threatened Region solves a Menace on that Region, according to the chosen Heirloom Herb.

Claiming Achievements

The goal of the game is to claim the most Achievements, which are tracked on the appropriate space on the game board.

Achievements must always be claimed as soon as a player meets the requirements described by the Achievement conditions.

To claim an Achievement, take one of your Achievement tokens and place it on the corresponding Achievement slot on the game board. You can choose which color you want to uncover.

If you take the Achievement token from your player board, you have two choices: you can either spend one Essence Card, or advance the Doom token by one.

  • To spend the Essence, take from your Essence Pool one card matching the color of the empty slot underneath the just placed Achievement token, and discard it.
  • If you choose not to spend the Essence Card (or you might not be able to spend any) move the Doom token one space forward on the Doom track.

If you take an Achievement token from the designated area (see Designated Areas below) no Essences are spent nor the Doom token is advanced.

It is possible for players to lose requirements for an Achievement they already claimed. When this happens, immediately remove the Achievement token from that Achievement Slot and move it to the designated area of the game board.

All of the Achievement tokens in this area can be used to claim future Achievements without spending any additional Essence.

Note: this case does not affect the Doom token.

The same Achievement slot can host more than one player's Achievement token. When more than one player claim the same Achievement, as soon as one of them reaches a higher score, they remove all the other players' tokens as if they lost their requirements, moving them to the designated area of the game board.

Achievement Conditions

Hero Achievements

  • Adventurer Achievement — Highest Level Adventurer Hero, minimum 4th.
  • Shaman Achievement — Highest Level Shaman Hero, minimum 4th.
  • Druid Achievement — Highest Level Druid Hero, minimum 4th.
  • Chieftain Achievement — Highest Level Chieftain Hero, minimum 4th.

Essence Achievements

  • Vigor Achievement — Most Red Menaces solved, minimum 4.
  • Spirit Achievement — Most Blue Menaces solved, minimum 4.
  • Ley Lines Achievement — Most Green Menaces solved, minimum 4.
  • Influence Achievement — Most Yellow Menaces solved, minimum 4.

Terrain Achievements

  • Mountains Achievement — Most owned Mountain Regions, minimum 4.
  • Rivers Achievement — Most owned River Regions, minimum 4.
  • Forests Achievement — Most owned Forest Regions, minimum 4.
  • Meadows Achievement — Most owned Meadow Regions, minimum 4.

Note: Heartlands with the same Terrain type twice (game map and Terrain token), count as two Regions for these Achievements.

Tribe Achievements

  • Fellowship Achievement — Most total Hero Perks with 3 active Heroes.
  • Heirloom Herbs Achievement — Most Heirloom Herbs gathered, minimum 3.
  • Attunements Achievement — Most Attunements owned, minimum 3.
  • Beacon Achievement — Most Beacons owned, minimum 3.

The Pillar of Society

  • Spiritual Totem Achievement — owning the Spiritual Totem.

Note: only the current controller of the Spiritual Totem is entitled to claim this Achievement. As a player loses control of the Spiritual Totem, they lose the Achievement too.

  • Shire Achievement — Most contiguous Regions owned, minimum 4.
  • Purity Achievement — With zero Tribe Corruption (white space on Tribe Corruption track).
  • Corruption Cleanser Achievement — When solving a Corruption Event, the player whose Tribe Corruption level is zero (white space) chooses to Cleanse Corruption (see "Solve a Corruption Event" above). As a player chooses to Yield to Corruption or to Ignore Corruption during a Corruption Event, they lose this Achievement.

Whenever a player has a token on the Cleanse Corruption Achievement slot and claims it again, move any other players' token already on that slot, to the designated area.

Example: Michael, Julie and Alex have all claimed the Purity Achievement. In the next turn, Julie's Tribe has been corrupted, so she has to remove her Achievement token from the Purity Achievement slot. Then, she claims the Heirloom Herbs Achievement by using the discarded Achievement token, and she ties with Michael, since they both have gathered 3 Heirloom Herbs. Once Julie gathers the 4th Heirloom Herb, Michael has to remove his Achievement token from the Heirloom Herbs slot and places that token on one of the two designated areas in the Achievements section.

End of the Round

Once all players have performed all Phases, the round is over. At the end of each round, turn all Phase tiles face up, restore all Attunements, Heirloom Herbs and Action gems, then pass the First Player token to the next player clockwise.

Now a new round begins.

The Power of Corruption

Corruption is a key element of Sons of Faeriell. Players can either yield to it, ignore it or cleanse it, therefore the choices they make about it will determine the evolution of the game. The destiny of Faeriell is up to you.

Corruption Essences

Corruption Essences are wild cards which can be spent in place of any other Essence when paying for any Tribe Actions.

Note: There is no limit on the number of Corruption Essences that you can spend this way.

Note: Corruption Essence cards cannot be spent in place of other Essences when using a Hero Perk and/or to solve a Corruption Event (Cleanse your Tribe or Cleanse Corruption).

The only way to obtain Corruption Essences is by Solving a Corruption Event.

Trigger a Corruption Event

Corruption Events are triggered when:

  • A Corruption Token is drawn during the Menace Draft step of the Event Phase. This Corruption Event must be solved by the active player.
  • A Hero solves a Quest for a Corruption Essence. This Corruption Event must be solved by the active player.
  • During the Harvest step of the Event Phase, a player is the owner of a Corrupted Region matching the Harvest token position. If the token is on a Terrain type, and the player has multiple matching Regions, the Event is only triggered if a Corrupted Region is chosen by the player (see "Harvest" above). This Corruption Event must be solved by the player who owns the Corrupted Region.

To solve a Corruption Event, choose one of the following options:

  • Yield to Corruption: draw a Corruption Essence card and add it to your Essence Pool. Move your Tribe Corruption token one space forward on the Tribe Corruption track.
  • Ignore Corruption: move the Doom token one space forward on the Doom track.
  • Cleanse your Tribe: spend one Essence of the color related to one of your active Heroes. Move your Tribe Corruption token one space backward on the Tribe Corruption track.
  • Cleanse Corruption: spend one Essence of the color according to one of your active Heroes. Then, either move the Doom token one space backward on the Doom track or discard a Corruption token from underneath a Corrupted Great Guardian.

Advancing the Doom Token

The further the Doom Token advances on the Doom track, the more Faeriell is in danger.

Move the Doom token one space forward on the Doom track when:

  • a player claims an Achievement using an Achievement token from their player board, without spending the required cost;
  • during the Menace Draft step of the Event Phase, a Menace should be assigned to a Threatened or Corrupted Great Guardian;
  • a player chooses to Ignore Corruption during a Corruption Event;
  • the Havoc token is drawn from the Event bag during the Menace Draft step of the Event Phase.

Tribe Corruption Level & the Rise of the Corruption Sower

Your Tribe Corruption level rises each time you choose to Yield to Corruption during a Corruption Event, while it lowers when you choose to Cleanse Your Tribe.

Players lose the Purity Achievement as soon as their Tribe Corruption level rises, although they can claim it again if their Tribe Corruption drops back to 0 (white slot) later on in the game.

At the end of any turn, if any player has reached the fifth Tribe Corruption level (black slot), one of the following can happen:

  • Corruption Sower Rising: the player gains the Corruption Sower, if no other player has gained it yet (see "Playing the Corruption Sower" below). This is mandatory.

Note: If multiple players reach the fifth Tribe Corruption level on the same turn, the player gaining the Corruption Sower is the first one in order of play.

  • Lost to Corruption: If a player has already gained the Corruption Sower, any other player reaching the fifth Tribe Corruption level moves the Doom token 2 spaces forward on the Doom track.

Playing the Corruption Sower

When one of the players gains the Corruption Sower, their winning conditions change: they can no longer win by Achievements.

Their goal is to make the Doom token reach the 15th space of the Doom track and ensure that Faeriell is doomed.

When you gain the Corruption Sower, choose one of your Heroes to become the Corruption Sower. Put both the Hero tile and the Tribe Mask of that Hero back in the game box and replace them with the Corruption Sower ones.

Then, you may replace any number of their already acquired Perk tiles with any Corruption Sower ones. Any discarded tile is placed back in the game box.

Note: If you claimed a "Hero Achievement" counting that Hero, you lose that Achievement. Your other Heroes still count as usual.

The Corruption Sower can solve Quests only for Corruption Essences, and cannot solve Menaces normally.

Note: Only some Corruption Sower Perks allow the Corruption Sower to solve Menaces (see "Corruption Sower's Perks" descriptions, Tiles Reference below).

Note: Even though the player with the Corruption Sower can't win by Achievements, that player can still claim them.

Endgame Conditions

The game ends when one of these following conditions is met.

  1. The Doom track reaches the 15th space. Faeriell is doomed and the game ends immediately. If no player has the Corruption Sower, all players lose to Corruption. If a player has the Corruption Sower, that player wins the game. In this case, the victory rank for the other players is based on their personal Tribe Corruption Level: the player with the highest level of Tribe Corruption is second, the next one is third, and so on.
  2. A player claims the 5th Achievement, Faeriell can still be saved and the game will end at the end of the current round (the game can still end before that as a consequence of one of the other conditions described). At the end of the round, if all the players (except the Corruption Sower) have all claimed the same number of Achievements, including the Purity Achievement, they all share the victory. Otherwise, the player with the most Achievements wins the game (even if, by any means, their Achievements end up being less than five). The victory rank for the other players is based on the number of their Achievements: the second player who claimed the highest number of Achievements is second, the next one is third, and the player with the lowest number of Achievements is fourth in ranking position.

Note: in case of a tie, the player with the Corruption Cleanser Achievement wins the game. If the tie persists, the player with the Purity Achievement wins. If the tie still persists, the first player in turn order wins the game.

  1. A player meets the conditions for claiming the 7th Achievement: Faeriell is saved, the game ends immediately and that player wins the game. (No Achievement token is needed to claim this Achievement so there is no need to pay any Essence nor advance the Doom track.)

An optional rule: If you want less chances for players to kill the game in its last phases, you can add the following rule: When a player claims five or more Achievements and no player has the Corruption Sower, the ending condition determined by the Doom track reaching the 15th space cannot be triggered.

The Shadows

Additional Rules

The Shadow is a new Hero Type, represented by an additional dark Mask for each Tribe.

Weybits who take the path of the Shadow learn how to interact with Corruption, but their fate is unpredictable. Being able to master this dark force, they can either be overwhelmed by its power or decide to cooperate with their Tribe to defeat it.

Setup

During the general setup of the game, before the "17. Hero tiles" step, each player takes the Shadow Hero Tile and the matching mask together with the rest of their setup components.

Note: Players cannot choose the Shadow as a starting Hero.

Gameplay

Just like all the other Heroes, the Shadow shares a bond with a specific Essence: the Corruption Essence.

  • Shadows can only take Black Quests.
  • Players with an active Shadow can spend a Corruption Essence to solve a Corruption Event (Cleanse your Tribe or Cleanse Corruption options).
  • Corruption Tokens on the game board are considered as Menaces and can be solved: when this occurs, instead of providing an Essence as a reward, a Corruption Event is triggered. Once the Corruption Event is solved, as a reward, the player can move any tracking token one space forward on their player board.
  • The Shadows' innate ability is "Move with the shadows": as free action, discard a Corruption Essence and move to any node on the game board. Use this ability once per your Hero Phase.

The Drifter

Additional Rules

At the beginning of the game you may choose to put in play the Drifter, an optional character which comes with its own miniature and token. The Drifter is a dark Weybit whose appearance has changed for mysterious reasons, which might be somehow connected to Corruption. He belongs to no Tribe and he wanders relentlessly in the wilderness. Weybit Tribes are afraid of the trouble he can cause, but at the same time, somehow they find a way to benefit from his aid.

Setup

During the general setup of the game, immediately after the "21. Dressing up the Weybit miniatures" step, the first player randomly places the Drifter miniature on a free node of the game board.

The Drifter token goes to the player sitting on the right of the first player (owning the First player token).

Gameplay

The player with the Drifter token controls the Drifter during their Hero phase. After all Heroes have taken their actions, the Drifter can perform the two actions below in any order:

  1. Movement: the Drifter moves just like a Hero, up to a number of nodes equal to the Tribe Corruption level of the active player, plus 2.
  2. Menace Shift: remove a Menace or a Corruption token from underneath a Great Guardian on a Region adjacent to the Drifter and place it under any other Great Guardian that does not already have one.

When this occurs, a Corruption Event is triggered.

At the end of each round, the player owning the Drifter token passes it to the player on their right.

Starting Scenario

Setup & Tips

It is recommended to use this setup for your very first game, in order to help you avoid any resource shortage.

For some decades now the four tribes of Weybits Longfeather, Berrywort, Stoneroot and Cedarmoon have settled in the fertile land of Faeriell. They have collaborated in harmony since the beginning, helping each other and, for this reason, every new village was built within walking distance from the previous one, even when it belonged to another tribe. In the evening, when the Weybits gathered around the fire to tell stories of past times, they told stories of heroes of other tribes as well.

Soon the time of the Great Toad came and all Faeriell heard about Ugo's story and the way Kuri helped the Weybit. Nonetheless everyone knew it no one ever got tired of listening to it yet: the adventure in which the tribe of Berrywort pushed the Great Guardian towards Ugo who, returning from the mountain pass, would never have been saved otherwise. An adventure that reminded them how Weybits' strength increases when they are together, avoiding rivalry and vanity between the tribes.

Those feelings were not part of the Weybits in the ancient times, but after settling in Faeriell they emerged somehow in their souls. Village elders suggest that these behaviors are related to the appearance of those strange, twisted and corrupted plants recently discovered, but no one is sure.

What is certain is that Faeriell is a lush land that requires all the attention of the tribes to remain so.

First Game Setup

During the General Setup of the game, follow the tips below.

2. Heartlands — Place the Terrain tokens on the game board as shown in the rulebook's diagram.

11. Your Tribe

  • Player 1 – Take the orange color, the Longfeather tribe player board, and the other matching components;
  • Player 2 – Take the purple color, the Berrywort tribe player board, and the other matching components;
  • Player 3 – Take the cyan color, the Stoneroot tribe player board, and the other matching components;
  • Player 4 – Take the lime color, the Cedarmoon tribe player board, and the other matching components.

14. Settlements

  • Player 1 – Place your first 2 Settlements in the Heartland of the Owl and Toad Areas;
  • Player 2 – Place your first 2 Settlements in the Heartland of the Wolf and the Boar Areas;
  • Player 3 – Place your first 2 Settlements in the Heartland of the Snake and the Turtle Areas;
  • Player 4 – Place your first 2 Settlements in the Heartland of the Bear and the Stag Areas.

21. Dress up the Weybit Miniatures

  • Player 1 – Dress up one of your Hero miniatures with the Yellow mask of the Chieftain, and place it on any node close to one of your Settlements. Your starting Essences are one Red and one Yellow Essence;
  • Player 2 – Dress up one of your Hero miniatures with the Blue mask of the Shaman, and place it on any node close to one of your Settlements. Your starting Essences are one Green and one Blue essences;
  • Player 3 – Dress up one of your Hero miniatures with the Green mask of the Druid, and place it on any node close to one of your Settlements. Your starting Essences are one Red and one Green Essences;
  • Player 4 – Dress up one of your Hero miniatures with the Red mask of the Adventurer, and place it on any node close to one of your Settlements. Your starting Essences are one Red and one Blue Essences.

23. Harvest Wheel — Place the Harvest token on the Bear animal icon on the Harvest Wheel.

First Tribe Phase Tips

  • Player 1 – During your first Tribe phase, you can choose to already spend your Essences to build a Beacon, using the Essence discount from your Hero's innate ability;
  • Player 2 – During your first Tribe phase, you can choose to spend your Essences to attune with the Boar, using the Essence discount from your Hero's innate ability;
  • Player 3 – During your first Tribe phase, you can choose to spend your Essences to gather a Heirloom Herb, using the Essence discount from your Hero's innate ability;
  • Player 4 – During your first Tribe phase, you can choose to spend your Essences to level up your Hero, using the Essence discount from your Hero's innate ability.

Full Coop & Solo Play Modes

Additional Rules

Full Coop and Solo Play are alternative game modes that players can choose before the game begins.

In the Full Coop mode, all players team up to stop Corruption and their goal is to win together against the game, while in the Solo Play mode the player's aim is to defeat Corruption all alone. Both modes follow the same setup and gameplay rules, whereas the winning conditions may vary based on the number of players.

Setup

For both a Full Coop Mode game and a Solo Mode game, before the general setup of the game, each player randomly chooses an Essence deck:

  • 1-2 Players: each player draws 4 cards from the chosen deck. Then each one randomly chooses one of their Hero tiles and puts it aside.
  • 3-4 Players: each player draws 3 cards from the chosen deck. Then each one randomly chooses two of their Hero tiles and puts them aside.

Then, setup the game just like a base game, with the following additions:

  • During the general setup of the game, skip the '8. Corruption Sower' step.
  • When players have to place their starting Settlements they must reveal and discard one of the Essence cards drawn, and place the Settlement on a Region of the corresponding Great Guardian.
  • Players cannot choose their starting Heroes among those previously set aside.

If you are playing the Solo Mode, follow the 2 players standard setup.

At the end of the setup, put back on the left of the player board all the Hero tiles previously set aside, discard any remaining Essence cards drawn and shuffle back all discarded cards into their Essence decks.

Corruption Sower: when a player reaches the 4th slot on the Tribe Corruption track, they cannot choose the option "Yield to Corruption" anymore to solve a Corruption Event.

Gameplay

Play the game as usual, with the following variations:

Event Phase: when the player performs the Harvest action, if the Harvest token is on a Terrain type icon, only the active player chooses a Region and may take the corresponding Essence card.

Note: the Heirloom Herb cards that harvest additional Essences work as usual.

Automatic Doom: at the end of every round, after checking the winning conditions, move the Doom token forward a number of spaces equal to the number of Menaces depicted on the Doom track according to the token position.

Winning in the Solo Play Mode

To achieve victory in the Solo Play mode, the player must claim 6 Achievements.

Winning in the Full Coop Mode

At the end of a turn players can win in two different ways:

  • By claiming together a specific total number of Achievements (see the table below).

Note: An Achievement claimed by different players counts as one for this regard.

OR

  • By placing together a specific total number of Achievement tokens on Achievement slots on the game board (see the table below).

The winning conditions depend on the number of players, as specified in the following table:

Number of playersAchievements claimedAchievement tokens placed
21012
31417
41721
52024

Winning score — To check each player's victory rank, rank by number of Achievement tokens placed, then by Level of Tribe Corruption, from lowest to highest.

Alternative Scenarios

The Twins

Despite being twins, Tash and Wido grew up very differently, pursuing different life paths and following different beliefs. The arrival of the Corruption has just been the final event that has shown how different they have become.

Tash firmly believes that everything about it is pure evil, and its influence on the land of Faeriell needs to be fought in every possible way. Wido believes it is one more expression of nature itself, worth investigating even as a possible evolution of the whole world into something different and new. Each of them persuaded some of the tribes to follow their ideas. The games are set, only one of them will be able to fulfil their vision.

Setup

Instead of the standard 2 player setup, follow the instructions below. After completing the General Setup, continue with the following additional steps:

  1. In order of play, each player takes one Settlement meeple from the lowest slot of their player board and places it on a Region without Settlements. Then, they add one Essence card to their Essence pool, according to the Terrain type of that Region.
  2. In reverse order of play, each player levels up their Hero without paying any cost following the core rules.
  3. Move the Doom token two spaces forward on the Doom track.

First Player - Tash: Claim the "Corruption Cleanser" Achievement using any of your Achievement tokens. You do not have to pay the required Essence cost. The Doom token does not move any space forward.

Second Player - Wido: Move your Tribe Corruption token two spaces forward on the track. Discard up to two Essences from your Essence Pool and draw an equivalent number of Corruption Essences.

Gameplay

First Player - Tash — New Ability: if you choose the option Cleanse Corruption when solving a Corruption Event, you can both move the Doom token one space backward on the Doom track and discard a Corruption token from underneath a Corrupted Great Guardian.

Second Player - Wido — New Ability: every time you level up a Hero (including the first one activated during the Setup), you can choose to randomly draw a Corruption Sower perk instead of choosing one from those available on the Perk tile section of the game board.

Winter's Grasp

The arrival of the Corruption completely changed the seasons on Faeriell. Cold winds started blowing from the North, freezing rivers and covering the land under ice and snow. Animals and Weybits are fleeing towards the southern sea, but even that area won't last long if the Corruption is not defeated before it's too late.

Setup

Before the General Setup, randomly select a number of Great Guardians according to the chosen difficulty level:

DifficultyNumber of Great Guardians
Easy1
Normal2
Hard3
Very Hard5

Place an Action gem for each selected Great Guardian on their corresponding icon on the Harvest Wheel.

Gameplay

During the Event phase, if the Harvest token is on a Great Guardian icon with an Action gem on it, do not resolve the Harvest action.

At the end of every turn, place an extra Action gem where the Harvest token is. If that space already has an Action gem on it, place the new Action gem on the next space of the Wheel, clockwise.

Additional Tribe Actions: Tribes on the Move — During the Tribe Phase, players may spend either one Green or one Yellow Essence to move one of their Settlements into an adjacent Region with no Settlements on it. Any Beacons or Totem in that Region move along with the Settlement.

Note: This action can only be performed once per Tribe phase.

Additional End Game Condition — When all the spaces on the Harvest Wheel have an Action gem on them, the game ends immediately and all players lose.

Cards Reference

Essences

  • Blue Essence, Spirit
  • Red Essence, Vigor
  • Yellow Essence, Influence
  • Green Essence, Ley Lines
  • Corruption Essence, Doom

Great Guardians

  • Koos, the golden stag
  • Kuri, the rumbling boar
  • Jagapi, the dreamer owl
  • Lanu, the quiet wolf
  • Rhudo, the wandering bear
  • Rablo, the cunning toad
  • Suba, the singing snake
  • Noka, the nodding turtle

Cards Layout

Attunement Card — Shows the phase in which it can only be used, its Essence cards cost, its main ability and its secondary ability.

Heirloom Herb Card — Some cards can only be played during a specific phase: Tribe Phase, Event Phase or Hero Phase.

Attunement Cards

  • Move one Hero from any node to any other only within the Bear Area. It counts as one additional Level for the Shaman for the Hero Achievements claim.
  • Move one Hero from any node to any other only within the Stag Area. It counts as one additional Level for the Druid for the Hero Achievements claim.
  • Move one Hero from any node to any other only within the Toad Area. It counts as a River Terrain type for the Achievements claim.
  • Move one Hero from any node to any other only within the Owl Area. It counts as a Forest Terrain type for the Achievements claim.
  • Move one Hero from any node to any other only within the Boar Area. It counts as a Meadow Terrain type for the Achievements claim.
  • Move one Hero from any node to any other only within the Wolf Area. It counts as a Mountain Terrain type for the Achievements claim.
  • Move one Hero from any node to any other only within the Turtle Area. It counts as one additional Level for the Chieftain for the Hero Achievements claim.
  • Move one Hero from any node to any other only within the Snake Area. It counts as one additional Level for the Adventurer for the Hero Achievements claim.

Heirloom Herb Cards

  • Rotate this card to discount a Yellow Essence from any Tribe Action cost. / Solve a Yellow menace on an adjacent Threatened Region.
  • Rotate this card to discount a Green Essence from any Tribe Action cost. / Solve a Green menace on an adjacent Threatened Region.
  • Rotate this card to discount a Red Essence from any Tribe Action cost. / Solve a Red menace on an adjacent Threatened Region.
  • Rotate this card to discount a Blue Essence from any Tribe Action cost. / Solve a Blue menace on an adjacent Threatened Region.
  • The Chieftain gains one Action gem. It counts as one additional Level for the Chieftain for the Hero Achievement claim.
  • The Adventurer gains one Action gem. It counts as one additional Level for the Adventurer for the Hero Achievement claim.
  • The Druid gains one Action gem. It counts as one additional Level for the Druid for the Hero Achievement claim.
  • The Shaman gains one Action gem. It counts as one additional Level for the Shaman for the Hero Achievement claim.
  • Harvest one additional Yellow Essence when the Harvest token is on the Meadow icon. It counts as a Meadow Terrain type for the Achievements claim.
  • Harvest one additional Red Essence when the Harvest token is on the Mountain icon. It counts as a Mountain Terrain type for the Achievements claim.
  • Harvest one additional Green Essence when the Harvest token is on the Forest icon. It counts as a Forest Terrain type for the Achievements claim.
  • Harvest one additional Blue Essence when the Harvest token is on the River icon. It counts as a River Terrain type for the Achievements claim.

Tiles Reference

Heroes' Innate Ability

Use these abilities once per Tribe Phase.

  • When buying an Attunement, it discounts 1 Blue Essence from its cost. (Shaman)
  • When buying a Heirloom Herb, it discounts 1 Green Essence from its cost. (Druid)
  • When buying a Beacon, it discounts 1 Yellow Essence from its cost. (Chieftain)
  • When leveling up, it discounts 1 Red Essence from its cost. Use this ability only for the Adventurer.

Hero Perks

  • Special Action: convert one Yellow Essence into a Blue Essence, or one Blue Essence into a Yellow Essence.
  • Special Action: convert one Green Essence into a Blue Essence, or one Blue Essence into a Green Essence.
  • Special Action: convert one Red Essence into a Blue Essence, or one Blue Essence into a Red Essence.
  • Special Action: convert one Green Essence into a Red Essence, or one Red Essence into a Green Essence.
  • Special Action: convert one Yellow Essence into a Green Essence, or one Green Essence into a Yellow Essence.
  • Special Action: convert one Yellow Essence into a Red Essence, or one Red Essence into a Yellow Essence.
  • Special Action: move one node along paths of any River Region. / Activated Action: Remove any Menace on an adjacent River Region.
  • Special Action: move one node along paths of any Mountain Region. / Activated Action: Remove any Menace on an adjacent Mountain Region.
  • Special Action: move one node along paths of any Forest Region. / Activated Action: Remove any Menace on an adjacent Forest Region.
  • Special Action: move one node along paths of any Meadow Region. / Activated Action: Remove any Menace on an adjacent Meadow Region.
  • Activated Action: Spend a Blue Essence to gain one Action gem in this phase.
  • Activated Action: spend a Yellow Essence to gain one Action gem in this phase.
  • Activated Action: spend a Red Essence to gain one Action gem in this phase.
  • Activated Action: spend a Green Essence to gain one Action gem in this phase.
  • Ongoing Ability: Can go on Quests and solve Quests.
  • Ongoing Ability: Can use any Essence to solve a Corruption Event (Cleanse your Tribe or Cleanse Corruption).
  • Ongoing Ability: During a Hero movement Action, can move one additional node.
  • Triggered Ability: After solving a Menace, you may move one node.

KS Exclusive Hero Perks

  • Special Action: move the Snake or the Wolf to an adjacent Region within their own Area.
  • Activated Action: move the Turtle and the Snake to any Region within their own Area.
  • Special Action: move the Bear or the Toad to an adjacent Region within their own Area.
  • Activated Action: move the Bear and the Stag to any Region within their own Area.
  • Special Action: move the Boar or the Turtle to an adjacent Region within their own Area.
  • Activated Action: move the Toad and the Owl to any Region within their own Area.
  • Special Action: move the Owl or the Stag to an adjacent Region within their own Area.
  • Activated Action: move the Boar and the Wolf to any Region within their own Area.
  • Triggered Ability: When solving a Quest, gain one Action gem. / Ongoing Ability: Can solve any Menace on an owned Region.
  • Triggered Ability: When gaining a new Perk (this included), move any tracking token one space forward on your player board track. / Activated Action: spend a non-Corruption Essence to move 2 nodes.
  • Special Action: spend a Blue Essence to trigger a Corruption Event. / Special Action: spend a Yellow Essence to trigger a Corruption Event.
  • Special Action: spend a Red Essence to trigger a Corruption Event. / Special Action: spend a Green Essence to trigger a Corruption Event.

Corruption Sower Perks

  • Activated Action: spend 1 Corruption Essence to move the Tribe Corruption token of 1 opponent (with at least 1 Tribe Corruption) one space forward.
  • Activated Action: remove from the game board any Menace on an adjacent Region and move the Doom track one space forward.
  • When gaining this perk, permanently remove one of the Hero Actions.
  • Triggered Ability: When the Doom track moves one space forward, gain one Corruption Essence.
  • Activated Action: spend 1 Corruption Essence to gain two Action Gems.
  • Activated Action: spend Two non-Corruption Essences to move the Doom track one space forward.

KS Exclusive Corruption Sower Perks

  • Activated Action: spend 2 Corruption Essences to perform a Menace draft.
  • Special Action: discard a non-Corruption Essence to take one Corruption Essence from each other player.
  • Special Action: During the Harvest phase, gain 1 Corruption Essence for each Corruption token in play.
  • Special Action: convert 2 Corruption Essences into 3 Essences, each of any color.

Credits

Game Design: Christian Zoli

Artworks: Andrea Butera, Thibaut Denise, Maxime Morin

Special Thanks: Dávid Turczi, Federico Latini (game design ideas), the Quintet club (playtest)

A very special thanks goes to our family, friends & playtesters.