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English Rulebook

Index
INDEX 2 Great Guardian
WELCOME TO FAERIELL 3 Attunement Movement 20
COMPONENTS 4 Solve a menace by a Hero
using Heirloom Herbs 20
GAME BOARD OVERVIEW 6
• CLAIMING ACHIEVEMENTS 20
GENERAL SETUP 8
Achievements conditions 21
TWO PLAYERS SETUP 12
Hero Achievements 21
THREE PLAYERS SETUP 12
Essence Achievements 21
MENACES SETUP 12
Terrain Achievements 21
MAIN CONCEPTS 13
Tribe Achievements 21
ROUNDS, TURNS, PHASES 13
The Pillar of Society 21
THE ESSENCES 13
• END OF THE ROUND 21
GAMEPLAY 14
THE POWER OF CORRUPTION 22
PLAYER TURN 14
CORRUPTION ESSENCES 22
• TRIBE PHASE 14
SOLVE A CORRUPTION EVENT 22
Dress a new Hero 14
TRIGGER A CORRUPTION
Level up a Hero 14 EVENT 22
Build a Settlement 14 ADVANCING THE DOOM
Build a Beacon 15 TOKEN 22
Control the Spiritual Totem 15 TRIBE CORRUPTION LEVEL 22
Gather a Heirloom Herb 15 THE RISE OF THE CORRUPTION
SOWER 22
Attune with a Great Guardian 15
PLAYING THE CORRUPTION
• EVENT PHASE 15 SOWER 23
Great Guardian Movement 15 END GAME CONDITIONS 23
Menace draft 15 THE SHADOWS 24
Solve a Corruption Event 16 THE DRIFTER 25
Havoc token 16 STARTING SCENARIO 26
Solve a Menace by Beacon or FULL COOP & SOLO PLAY 28
Spiritual Totem 16
ALTERNATIVE SCENARIOS 29
Harvest 16
CARDS REFERENCE 30
• HERO PHASE 17
ESSENCES 30
Hero Actions 17
GREAT GUARDIANS 30
Movement 17
CARDS LAYOUT 31
Solve a Menace by a Hero 18
ATTUNEMENT CARDS 31
Go on a Quest 18
HEIRLOOM HERB CARDS 32
Solve a Quest 18
TILES REFERENCE 33
Perk Actions 18
HEROES’ INNATE ABILITY 33
Remove a Menace 18
HERO PERKS 33
Lore Actions 20
CORRUPTION SOWER PERKS 35

2
Welcome to
Faeriell!
In the verdant regions of Faeriell, inhabited by the most incredible and colorful variety of life, the eight Great Guar-
dians are watching over the balance of the lush nature since the dawn of time. These ancient and gigantic animals
are inherently bound to the roots of the land they strive to protect.
One day, a population of tiny humanoids called Weybits made their appearance, quickly learning how to live in
harmony with the environment. A sincere and spontaneous alliance was forged between the new and the older
Sons of Faeriell, and it turned out to be a blessing, for the harsh times that were about to come. All of a sudden,
Corruption started to spread, a dark force endangering the Great Guardians and nature under their custody.
Players guide different Tribes of Weybits in the pursuit of their many goals, while Corruption is rising, altering the
peace of their wondrous world. Weybits will get their chance to prove themselves: they are the only ones able to
fight back this silent enemy, but they can also succumb to its enticing bait.
The end of this story will be all in your hands.

3
Components

1 GAME BOARD 4 PLAYER BOARDS 80 ESSENCE CARDS 24 ADVANCEMENTS


16 X 5 colors 16 Heirloom Herb cards*
8 Attunement cards

20 HERO TILES 22 PERK TILES** 1 CORRUPTION 5 CORRUPTION


SOWER TILES SOWER PERK TILES***

12 PHASE TILES 8 TERRAIN TOKENS 1 FIRST PLAYER TOKEN 16 MENACE TOKENS


3 X player 4 X 4 colors

4 CORRUPTION 1 HAVOC TOKEN 1 DOOM TOKEN 1 HARVEST TOKEN


TOKENS

4
24 ACHIEVEMENT TOKENS 16 TRACKING TOKENS 4 TRIBE CORRUPTION 8 GREAT GUARDIANS
6 X 4 colors 4 X 4 colors TOKENS MEEPLES
1 X player

24 SETTLEMENT MEEPLES 8 BEACON MEEPLES 1 SPIRITUAL TOTEM 12 WEYBIT MINIATURES


6 X 4 colors 2 X 4 colors MEEPLE 3 poses X 4 colors

20 TRIBE MASK 1 CORRUPTION 1 DRIFTER MINIATURE 1 DRIFTER TOKEN


MINIATURES SOWER MASK
4 X 5 colors MINIATURE

*The KS Edition contains


20 Heirloom Herbs
**The KS Edition contains
38 Hero Perk tiles
***The KS Edition contains
9 Corruption Sower
Perk tiles

38 ACTION GEMS 8 AID CARDS 1 EVENT BAG


2 X player

SONS OF FAERIELL IS A SEMI-COOPERATIVE, STRATEGIC


EUROGAME WITH MULTIPLE ENDINGS FOR 1 TO 4 PLAYERS.

5
Game board
The game board contains:

1
7 8
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.
2
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.
3
10 ACHIEVEMENTS section: which the
player will need to collect in order to
win the game.

6 - SETUP
overview
9
10
6
1

SETUP - 7
General setup
For your very first game, it is recommended to use the “Starting Scenario & Tips”, page 26.

1 GAME BOARD These chosen Regions are now called HEARTLANDS


and acquire the Terrain Type depicted on the token.
Place the Game Board in the center of the table. The map
is composed of 8 MAIN AREAS, each one divided into
4 REGIONS.
3 HEIRLOOM HERBS
Shuffle the HEIRLOOM HERB CARDS and place
In each Area an Animal icon is depicted and it represents
them face down on the game board to form the
the Great Guardian belonging to it.
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.
Example: the left side shows the snake’s Area,
while the right side shows one of the four Regions
related to the snake’s Area.

Each Region is outlined by PATHS and NODES. The


paths connect nodes. Two Regions that share one path
are considered adjacent.
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 on it. 5 SPIRITUAL TOTEM & BEACONS
Place the SPIRITUAL TOTEM and the BEACONS, two for
each type, on their appropriate slots.

8 - SETUP
6 ATTUNEMENTS 10 FIRST PLAYER
Place each ATTUNEMENT CARD on the appropriate TOKEN
slot of the map, on the corresponding Great Guardian
The player that most recently
Region.
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.

7 DOOM TOKENS & DOOM TRACK


Place the DOOM TOKEN on the first space of the
DOOM TRACK.

12 ACHIEVEMENT TOKENS
Place 5 ACHIEVEMENT TOKENS on your player board
in their slots.
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.

Place the remaining Achievement token on the PURITY


ACHIEVEMENT slot of the game board.
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.

Note: All players begin the game with


an Achievement token on the same
Achievement slot.

SETUP - 9
13 TRIBE CORRUPTION TOKEN 16 TRACKING TOKENS
Place your TRIBE CORRUPTION TOKEN on the white Stack the 4 TRACKING TOKENS (1 Yellow,
slot of the Tribe Corruption track. 1 Blue, 1 Red and 1 Green, piled up in any order) on the
starting space of your player board track:

Note: All players begin the game with their Tribe


Corruption Tokens piled up on the same slot.

14 SETTLEMENTS 17 HERO TILES


In order of play, each player chooses a REGION and In the game there are 4 types of HEROES, each with its
places one of their own SETTLEMENT MEEPLES on it as related tile:
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 already
occupied by another one. ADVENTURER, bound to the Red Essence

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. DRUID, bound to the Green Essence

SHAMAN,, bound to the Blue Essence

15 PHASE
CHIEFTAIN,, bound to the Yellow Essence
TILES
Place your three
Phase tiles on the Note: Each Hero
left of your player type owns an
board, face up. INNATE ABILITY
Sort them vertically of their specific color.
in this order, from
top to bottom: TRIBE (For more details
PHASE tile, EVENT about Heroes abilities
PHASE tile and see page 33).
HERO PHASE tile.

10 - SETUP
In order of play, choose one HERO TYPE and place the 21 DRESSING UP THE WEYBIT
corresponding Hero tile on the right side of the player
board (active side), as shown in the picture: 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.

Example: the orange player has chosen the


Druid, represented by the Green Hero tile.

Place each of the remaining three Hero tiles (inactive


side) on the left side of the player board, as shown in the
example above.

18 TRIBE MASK MINIATURES 22 ESSENCE POOL


In order of play, each player takes one ESSENCE CARD
Place each of the four TRIBE MASK MINIATURES on its
for each owned Region; the color of the Essence card
Hero tile.
must match the Terrain type.
19 WEYBIT MINIATURES In case the owned Region is a Heartland the player
must choose between the two Terrain types.
Gather the three Weybit miniatures close to your
player board. Put these cards on their appropriate slot on your player
board, with the Great Guardian side face down,
to form your ESSENCE POOL.

20 ACTION GEMS
Place two ACTION GEMS on the active Hero tile.
23 HARVEST WHEEL
Randomly place the HARVEST TOKEN on one slot
of the HARVEST WHEEL, either an animal icon or a
terrain type.

SETUP - 11
2 players 3 players
setup
For a 2 players game, after completing the
setup
For a 3 players game, after completing the
General Setup (page 8), continue with the following General Setup (page 8), continue with the following
additional steps: additional step:

1 1
In order of play, each player takes one Settlement Each player takes one additional Essence
meeple from the lowest slot of their player board card according to the terrain type of the owned
and places it on a Region without Settlements. Each Regions and adds it to their Essence Pool.
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, places the second Hero miniature on a free node of
an owned Region.

Menaces Setup
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
To complete the game setup, put: until you have placed three tokens this way. Put the
discarded tokens back in the Event Bag.
• 4 RED MENACE TOKENS,
• 4 YELLOW MENACE TOKENS,
• 4 BLUE MENACE TOKENS and Note: Choose the difficulty level you want to play
• 4 GREEN MENACE TOKENS and place the number of Menace and Corruption
in the Event Bag. tokens shown in the table below:

DIFFICULTY MENACE CORRUPTION


LEVEL TOKENS TOKENS
Easy 3 0
Medium 4 0
Hard 3 1
Very Hard 3 2

Put the HAVOC TOKEN and the 4 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 After all setups are done, the game begins. The rounds
see: the player cannot choose) and put it under the are performed starting from the player with the
related Great Guardian meeple. First Player token.

12 - SETUP
Main concepts There are 5 kinds of Essences:

Rounds, Turns, RED ESSENCE


This Essence represents Vigor, the inherent

Phases
The game is divided into a series of ROUNDS, and
strength that makes living creatures overcome
the limits of fear and weakness to survive.

ADVENTURERS live and fight by this Essence.


each round counts three TURNS per player (which are
Red Essence is produced by Mountains and other
performed clockwise). During a turn, a player must
actions related to the Red color.
perform a Phase.
There are three different kinds of Phases, which are YELLOW ESSENCE
represented by the relative Phase tile: This Essence represents Influence, the
power of command and leadership as well
TRIBE PHASE
as the moral resolve and determination.
The player can buy, build and improve
game elements. CHIEFTAINS embody it the most.
Yellow Essence is produced by Meadows and other
EVENT PHASE actions related to the Yellow color.
New Menaces are assigned and players
receive Essences. BLUE ESSENCE
This Essence represents Spirit, the bond
HERO PHASE between the Great Guardians and all
The player can move Heroes through the other living creatures on Faeriell.
map and use their abilities.
SHAMANS are skilled in this Essence.
In each turn, the active player has to choose one
Blue Essence is produced by Rivers and other actions
face up Phase tile, turn it face down and resolve the
related to the Blue color.
correspondent Phase.
Once a Phase has been resolved, the turn ends GREEN ESSENCE
(a previously initiated Phase can’t be chosen again from This Essence represents Ley lines, the sources
the same player for the rest of the round). of creative energy that pervade the land,
When all the three Phases have been performed by all which can be used to heal animals and plants.
players, the current round ends.
Then, the First Player token passes to the next player DRUIDS are specialized in channeling this essence and
clockwise. use it to grow Herbs.
Green Essence is produced by Forests and other actions
related to the Green color.

The Essences
CORRUPTION ESSENCE
This Essence represents Corruption, the
unbridled power of sheer evil, which can
During the game, the players manage resources (Essences). make everything that touches express its full
Each resource is represented by an ESSENCE CARD. potential, turning it to its worst. Beware its allure.
Each Essence card shows an ESSENCE on the front and
one GREAT GUARDIAN on the back. 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.

Blue Essence side / Great Guardian side

MAIN CONCEPTS - 13
Gameplay Flip and move the tile from the left to the right

Player Turn
Choose one Phase:
side of your player board (active) and place two
Action gems on it.

Note: One Player can activate a maximum of


• Tribe Phase; 3 Heroes.
• Event Phase;
• Hero Phase.
Each Phase has its specific actions. Remember that once 2. LEVEL UP A HERO
any action of a Phase is initiated, resolve it before
performing another one. COST: per actual level + 1.

A Hero level is equal to the sum of tiles, counting Hero


and Perk tiles. The level of an active Hero with no Perk
TRIBE tiles is 1.
The amount of Essences needed to Level up a
PHASE Hero is equal to their actual level plus one.
All of the Essences you spend to level up a Hero must be
You may buy or use any number of ADVANCEMENTS. of the same color.
When you spend Essences, discard them with the
Great Guardian side face up on the correspondent
discard piles. I II III IV
+
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
Choose which Tribe actions to perform in any order: bottom of its own pile.
1. Dress up a New Hero When a Hero reaches the fourth level, place one
2. Level Up a Hero additional Action gem on the Hero tile.
3. Build a Settlement 3. BUILD A SETTLEMENT
4. Build a Beacon
5. Control the Spiritual Totem COST: per currently owned Settlement
6. Gather a Heirloom Herb
The amount
7. Attune with a Great Guardian
of Essences
When done performing the chosen actions, or decided required to build
to do none, pass the turn to the next player. a new Settlement
is equal to the
1. DRESS UP A NEW HERO number of
Settlements you
COST: already own.
All of the Essences
Pick one of your Weybit miniatures and dress it up with you spend to add
the chosen TRIBE MASK that is on an inactive Hero tile. a Settlement must
Then, place the miniature on a node of one of your be of the same
owned Regions. color.

14 - GAMEPLAY
Take the first available SETTLEMENT from the bottom
slot of your player board and place it on a Region that EVENT
is either:
• adjacent to one of your owned Regions, PHASE
OR
• next to a node occupied by one of your Hero Perform the Event Phase actions in the following order:
miniatures. 1. Great Guardian Movement (optional)
You cannot add a Settlement to an already owned 2. Menace Draft
Region.
3. Solve a Menace by Beacon or
Spiritual Totem (optional)
4. BUILD A BEACON 4. Harvest
COST: You may perform the Great Guardian Movement,
then you have to perform the Menace Draft and lastly
Choose one of the available BEACONS on the game the Harvest.
board and place it on one of your owned Regions. Afterwards, pass the turn to the next player.

Note: A Region that already has a Beacon 1. GREAT GUARDIAN MOVEMENT


cannot hold a second one.
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
5. CONTROL THE SPIRITUAL TOTEM Essence Pool.
COST: + the number of on the Show the other players the chosen card revealing the
Great Guardian side and put it back into your Essence
Spiritual totem space.
Pool. Then, move the matching Great Guardian meeple
Place the SPIRITUAL TOTEM in one of your owned to any Region within its own Area.
Regions with a Beacon on it.
During the game any player can take control of the Note: Any Menace or Corruption token underneath a Gre-
Spiritual Totem by spending the appropriate cost. at Guardian meeple moves along with it to the new Region.
Every time a player takes control of the Spiritual Totem,
they place one of the spent Yellow Essences on the 2. MENACE DRAFT
Spiritual Totem slot on the game board.
Check the current position of the Doom token.
The next controller will pay the Spiritual Totem cost If the Doom token is on a space from:
increased by the amount of Yellow Essences in that
slot, then they can move it to one of their Regions. • 0 - 4: draw 1 token from the Event Bag;
• 5 - 9: draw up to 2 tokens from the Event Bag;
6. GATHER A HEIRLOOM HERB • 10 - 14: draw up to 3 tokens from the Event Bag;
Draw one token at a time and perform the following
COST: actions depending on the token type:
a. Menace tokens
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.

7. ATTUNE WITH A GREAT GUARDIAN Place the drawn Menace tokens under the
corresponding Great Guardian meeples.
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.

GAMEPLAY - 15
If the corresponding Great Guardian meeple
has already a Menace underneath, discard the
3. SOLVE A MENACE BY BEACON
drawn token and move the Doom token one OR SPIRITUAL TOTEM
space forward on its track. If the player owns any BEACONS, they may solve one
All the discarded tokens must be gathered next to Menace for each one of them.
the Event Bag. Choose one of your Beacons. The chosen Beacon may
b. Corruption tokens 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;
Solve a CORRUPTION EVENT. 3. Move the tracking token of the corresponding
Once the Corruption Event is solved, if the Doom color one space forward on your player board track.
track is on a space from 5 to 14, you don’t draw any If in the same Region you control both a BEACON and the
further tokens. SPIRITUAL TOTEM, you can solve a Menace according
to the color of the Beacon anywhere in the whole map
SOLVE A CORRUPTION EVENT instead.

Note: this is a very recurring rule. ADVANCED RULE - TIE BREAK


If your token is already on the 5th space of your
To solve a Corruption Event, choose one of the player board track (five solved Menaces of that
following options: type), choose one of the other players. That
• YIELD TO CORRUPTION: draw a Corruption player moves the corresponding tracking token
Essence card and add it to your Essence Pool. one space backward on their player board track.
Move your Tribe Corruption token one space
forward on the Tribe Corruption tra ck.
• IGNORE CORRUPTION: move the Doom
4. HARVEST
token one space forward on the Doom track. Advance the Harvest token on the HARVEST WHEEL
clockwise. Choose a number of steps from one up to the
• CLEANSE YOUR TRIBE: spend one Essence of
number shown in the top empty Settlement slot on
the color related to one of your active Heroes.
your player board.
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 Example:


Corruption token underneath the corresponding the player owns
Great Guardian meeple, discarding any other
Menace token underneath, if present.
3 Settlements,
therefore they 1
can move the
All the discarded tokens must be gathered next to
the Event Bag.
Harvest token 2
c. Havoc token
up to 4 steps.
4 3
Move the Doom token one The HARVEST TOKEN can stop either on animal icons or
space forward. Then put this terrain type icons.
and all the other discarded A. Harvest token is on a Great Guardian icon.
tokens back into the For that Great Guardian’s Area, each player takes
Event bag. one Essence card per owned Region according
If the Doom track is on a space from 5 to 14, you to one of its terrain types. If the player has a Beacon
don’t draw any further tokens. 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.

16 - GAMEPLAY
If the corresponding Great Guardian meeple has HERO ACTIONS
a Menace token underneath, consider the GREAT
Each Hero may perform up to two Hero Actions. If they
GUARDIAN and the REGION where it is currently
have reached the fourth level, they may perform up to
located as THREATENED. The player owning a
three Hero Actions.
Threatened Region cannot take any Essence card
related to that Region.
If the corresponding Great Guardian meeple has
a Corruption token underneath, consider the
GREAT GUARDIAN and the REGION where it is
currently located as CORRUPTED. The player owning
a Corrupted Region cannot take any Essence card
related to that Region and triggers a CORRUPTION
EVENT (see “Solve a Corruption Event”, page 22).
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 Use the ACTION GEMS on your Hero tiles to keep track
nor CORRUPTED takes the corresponding of the available actions left for each of your Heroes,
Essence card. removing the Action gem from the tile once every new
Some of the effects of the Heirloom Herbs increase the action is performed.
number of cards that can be taken this way (see “Gather Each Hero may perform the same action more than once.
a Heirloom Herb”, page 15).
The Hero Actions are:
If the chosen Region is THREATENED, the player owning
that Region cannot take any Essence card. 1. Movement
2. Solve a Menace by a Hero
If the chosen Region is Corrupted, the player owning 3. Go on a Quest
that Region cannot take any Essence card and triggers 4. Solve a Quest
a CORRUPTION EVENT (see “Solve a Corruption
Event”, page 22). 1. Movement
Heroes can only move along paths; they cannot enter
Note: If the Corruption Event is triggered for more
into Regions.
than one player, you must solve the Corruption
Event in order of play. 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.

HERO 2 1
PHASE Example: during the Hero Phase, Michael wants
to move his third level Shaman (Blue). He wants
There are three types of ACTIONS to perform during the to reach the Wolf that is only three nodes away.
Hero Phase: Unfortunately, there is already another Hero
• Hero Actions on that node, and Michael cannot move past it
• Perk Actions according to the level of the Shaman, so he decides
to move his Hero of only two nodes.
• 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.

GAMEPLAY - 17
2. Solve a Menace by a Hero A Quest pool can host a number of Quest cards up to
that Hero level.
As highlighted by the color of their TRIBE MASKS,
That Hero can ‘go on a Quest‘ as many times they like.
Adventurers can solve Red Menaces; Chieftains
When they exceed the limit they have to discard one card
can solve Yellow Menaces; Shamans can solve Blue
from their Quest Pool.
Menaces and Druids can solve Green Menaces.
Heroes may perform this action only if they are on a
node of a THREATENED REGION.
4. Solve a Quest
Choose a card from your Quest pool and check the current
When a Hero solves a Menace, follow these steps:
position of the Great Guardian depicted on its hidden side. To
a. discard that Menace token from the game board. solve a Quest, a Hero must be on a node of the Region where
Menaces discarded from the game board are not the Great Guardian meeple is currently located.
placed back into the Event bag, they are set aside
with other discarded tokens instead; A Hero can solve a Quest only if their type matches the color
of the chosen card:
b. draw one Essence card corresponding to the color
of that Menace and add it to your Essence Pool; • Yellow for Chieftains,
c. move the tracking token of the same color one • Blue for Shamans,
space forward in your player board track. • Green for Druids;
• Red for Adventurers;
Note: you may apply the Tie break advanced rule (see • Black for any Hero type.
“Solve a Menace by Beacon or Spiritual Totem”, page. 16).
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
a. b.
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”, page 22), otherwise add it to your Essence Pool.

c.
PERK ACTIONS
There are three types of Perks:
Some Perks provide the Hero new ways to use their
ACTION GEMS or ESSENCE CARDS.

The first Perk tile


(from top to bottom) provides
3. Go on a Quest the ability to remove
According to the Hero type, draw a card from the Menaces by spending
appropriate Essence Deck: one of your Action gems.
• Yellow for Chieftains;
The second Perk tile provides
• Blue for Shamans;
the ability to gain one
• Green for Druids; Action gem by spending
• Red for Adventurers; one Green Essence.
• 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.
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 one space forward
the tracking token on their player board but gains no
Essence cards.

18 - GAMEPLAY
Some Perks provide the Hero with a SPECIAL ACTION they
may perform once per Hero Phase. Thanks to their Perks, the player can do more:
by using their third PERK ABILITY, the Druid
This special Action is represented by an additional Action
spends the Green Essence to gain one Hero
gem to be placed on the Perk tile. Action.
Keep track of a Perk Action
following the same rules
of the Hero Actions: use
its gem only to use the
ability of the Perk.
This Perk provides the Hero
an extra movement along
paths adjacent to a River The Druid now spends its gained Hero gem to
Region as a Perk Action. move to a node of a River Region. The Druid can
now activate the ability of their first Perk: by
Some Perks provide the Hero SPECIAL ABILITIES that using the last Hero Action gem, the Druid removes
produce effects each time the requirements are met. a Blue Menace.

This Perk provides the Hero


the ability to move one
node whenever they solve a
Menace, once per Hero Phase.

See “Perks Glossary”


for more detailed
Finally, the Druid performs the Perk action
descriptions of every of its second Perk to convert one of its
Perk tile. Green Essences into a Blue one. The player
removes the Perk Action gem from the 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.

GAMEPLAY - 19
LORE ACTIONS
Alex has the Spirit
Only some Attunements and Heirloom Herbs allow
Heirloom Herb, which
Heroes to perform LORE ACTIONS.
allows one of his Heroes to
Any Lore Action can be performed once per Hero Phase. solve one Blue Menace
once per Hero Phase.
Great Guardian Attunement His Chieftain is one node
away from the Turtle which
Movement is threatened by a Blue
1. Choose and use one of your Great Guardian Menace.
Attunements. Once used, rotate the card on a side
to keep track of it; During his Hero Phase, Alex decides to use one
Hero Action to move the Chieftain on the node of
2. Choose one of your Heroes on a node of that Great
the threatened Region. Now, the Chieftain can use the
Guardian’s Area;
Spirit Heirloom Herb to solve the Blue Menace.
3. Move the chosen Hero to any unoccupied node of He still has one Action gem left.
that Great Guardian’s Area.

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. These requirements are
given by the Achievement conditions.
To claim an ACHIEVEMENT, you have to take one of
your Achievement tokens from the player board and
place it on the corresponding Achievement slot on the
game board.
Claiming Achievements cost one Essence card. When
you take an Achievement token from the player board to
claim an Achievement, the related Essence color to spend is
shown on the empty slot.
Julie chooses to perform a Hero Phase. She has
You may choose not to spend the Essence, or you might
two Heroes on different nodes of a Region in the
not be able to spend it: place the chosen Achievement
Snake Area, whose Attunement she owns.
token anyway and move the Doom token one space
First of all, she decides to use that Attunement to
forward on the Doom track.
move one of those Heroes to another unoccupied
node of a Region in the Snake Area, then she Achievements must always be removed as soon as a
performs other Hero Actions as usual. She cannot player loses the requirements.
use the Snake Attunement again until the next When a player loses the requirements, they move the
Hero Phase. Achievement token to the designed area of the game board.

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. Once
used, rotate the card on a side to keep track of it;
2. Any of your Heroes on a node of a Threatened
Region solves a Menace on that Region, according to
the chosen Heirloom Herb.

20 - GAMEPLAY
All of the Achievement tokens in this area can be used to claim Tribe Achievements
future Achievements without spending any additional Essence.
FELLOWSHIP ACHIEVEMENT
Note: this case does not affect the Doom token. Most total Hero Perks with 3 active Heroes.

The same Achievement slot can host more than one


HEIRLOOM HERBS ACHIEVEMENT
player’s Achievement token. When more than one player
Most Heirloom Herbs gathered, minimum 3.
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 ATTUNEMENTS ACHIEVEMENT
area of the game board. Most Attunements owned, minimum 3.

ACHIEVEMENT CONDITIONS BEACON ACHIEVEMENT


Most Beacons owned, minimum 3.
Hero Achievements
ADVENTURER ACHIEVEMENT The Pillar of Society
Highest Level Adventurer Hero, minimum 4th.
SPIRITUAL TOTEM ACHIEVEMENT
owning the Spiritual Totem.
SHAMAN ACHIEVEMENT
Highest Level Shaman Hero, minimum 4th.
Note: only the current controller of the Spiritual Totem is
entitled to claim this Achievement. As a player loses control
DRUID ACHIEVEMENT of the Spiritual Totem, they lose the Achievement too.
Highest Level Druid Hero, minimum 4th.

SHIRE ACHIEVEMENT
CHIEFTAIN ACHIEVEMENT
Most contiguous Regions owned, minimum 4.
Highest Level Chieftain Hero, minimum 4th.
PURITY ACHIEVEMENT
With zero Tribe Corruption (white space on Tribe
Essence Achievements Corruption track).
VIGOR ACHIEVEMENT CORRUPTION CLEANSER ACHIEVEMENT
Most Red Menaces solved, minimum 4 When solving a Corruption Event, the player
whose TRIBE CORRUPTION level is zero (white
SPIRIT ACHIEVEMENT space) chooses to Cleanse Corruption (see “Solve a
Most Blue Menaces solved, minimum 4. Corruption Event”, page 22). As a player chooses to Yield to
Corruption or to Ignore Corruption during a Corruption
Event, they lose this Achievement.
LEY LINES ACHIEVEMENT
Most Green Menaces solved, minimum 4.
Example: Michael, Julie and Alex have all claimed the
Purity Achievement. In the next turn, Julie’s Tribe has been
INFLUENCE ACHIEVEMENT corrupted, so she has to remove her Achievement token from
Most Yellow Menaces solved, minimum 4. 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
Terrain Achievements gathered 3 Heirloom Herbs. Once Julie gathers the 4th
Heirloom Herb, Michael has to remove his Achievement
MOUNTAINS ACHIEVEMENT token from the Heirloom Herbs slot and places that token on
Most owned mountain Regions, minimum 4. one of the two designated areas in the Achievements section.

RIVERS ACHIEVEMENT
Most owned river Regions, minimum 4.

FORESTS ACHIEVEMENT
END OF THE ROUND
Most owned forest Regions, minimum 4. 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
MEADOWS ACHIEVEMENT Attunements, Heirloom Herbs and Actions gems, then pass the
Most owned meadow Regions, minimum 4. First Player token to the next player clockwise.
Now a new round begins.

GAMEPLAY - 21
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 TRIGGER A


CORRUPTION ESSENCES are wild cards which can be CORRUPTION EVENT
spent in place of any other Essence when paying for any
Advancement. Corruption Events are triggered when:
• A CORRUPTION TOKEN is drawn during the Menace
Note: There is no limit on the number of Corruption Draft step of the Event Phase. This Corruption Event
Essences that you can spend this way. must be solved by the active player.
Note: Corruption Essence cards cannot be spent in
• A Hero solves a Quest for a CORRUPTION ESSENCE.
place of other Essences when using a Hero Perk and/
This Corruption Event must be solved by the active player.
or to solve a Corruption Event (Cleanse your Tribe or
Cleanse Corruption). • During the Harvest step of the Event Phase, a player
is the owner of a Corrupted Region matching the
The only way to obtain Corruption Essences is by Solving Harvest token position (see “Harvest”, page 16).
a Corruption Event. This Corruption Event must be solved by the player who
owns the Corrupted Region.

SOLVE A CORRUPTION EVENT


To solve a Corruption Event, choose one of the ADVANCING THE DOOM TOKEN
following options: The further the DOOM TOKEN advances on the Doom
track, the more Faeriell is in danger.
• YIELD TO CORRUPTION: draw a Corruption
Essence card and add it to your Essence Pool. Move Move The Doom token one space forward on the Doom
your Tribe Corruption token one space forward on track when:
the Tribe Corruption track. • a player claims an Achievement without paying
• IGNORE CORRUPTION: move the Doom token the required cost (this only applies in the case a cost is
one space forward on the Doom track. required);
• CLEANSE YOUR TRIBE: spend one Essence of the • an already Threatened Great Guardian is
color related to one of your active Heroes. Move assigned to another Menace during the Menace
your Tribe Corruption token one space backward Draft step of the Event Phase;
on the Tribe Corruption track. • a player chooses to IGNORE CORRUPTION during
• CLEANSE CORRUPTION: spend one Essence of the a Corruption Event;
color according to one of your active Heroes. Then, • the HAVOC TOKEN is drawn from the Event bag
either move the Doom token one space backward during the Menace Draft step of the Event Phase.
on the Doom track or discard a Corruption token
from underneath a Corrupted Great Guardian.

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.

22 - THE POWER OF CORRUPTION


At the end of any turn, if any player has reached the fifth Tribe When you gain the Corruption Sower, choose one of your
Corruption level (black slot), one of the following can happen: Heroes to become the Corruption Sower.
Put both the Hero tile and the Tribe Mask of that Hero back
• Corruption Sower Rising: the player gains the
in the game box and replace them with the Corruption
CORRUPTION SOWER, if no other player has gained it
Sower ones.
yet (see “Playing the Corruption Sower” in the chapter
Then, you may replace any number of their already
below). This is mandatory.
acquired Perk tiles with any Corruption Sower ones.
Note: If multiple players reach the fifth Tribe Corruption Any discarded tile is placed back in the game box.
level on the same turn, the player gaining the Corruption
Sower is the first one in order of play. Note: If you claimed a “Hero Achievement”
counting that Hero, you lose that Achievement.
Your other Heroes still count as usual.
• 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 The Corruption Sower can solve Quests only for
2 spaces forward on the Doom track. Corruption Essences, and cannot solve Menaces
normally.

Note: Only some Corruption Sower Perks allow


PLAYING THE CORRUPTION the Corruption Sower to solve Menaces (see
“Corruption Sower’s Perks” descriptions, page 35).
SOWER
When one of the players gains the Corruption Sower, their
winning conditions change: they can no longer win by Note: Even though the player with the Corruption
Achievements. Sower can’t win by Achievements, that player can still
Their goal is to make the Doom token reach the 15th space claim them.
of the Doom track and ensure that Faeriell is doomed.

Endgame conditions
The game ends when one of these following conditions is met.
1. If the Doom track reaches the 15th space and no player has the Corruption Sower, Faeriell is doomed: the game ends
immediately and all players lose to Corruption.
2. If the Doom track reaches the 15th space and a player has the Corruption Sower, Faeriell is doomed: the game ends
immediately and that player wins the game.
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 the player with the lowest Tribe Corruption level is fourth in ranking position.
3. When a player claims five or more Achievements, Faeriell can still be saved and the game will end at the end of the round.
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 no one of the players has claimed
it, the one with the Purity Achievement wins. If no one of the players has claimed it either, the first one in turn order wins.

4. When a player claims five or more Achievements, Faeriell can still be saved and the game will end at the end of the round.
All the players without the Corruption Sower have claimed 5 or more Achievements, including the Purity Achievement, they can
aim to win by defeating Corruption together. To do so, they must share the same number of Achievements claimed.
If a player claims the 7th Achievement the game ends immediately and that player wins.

AN OPTIONAL RULE TO AVOID CORRUPTION:


When a player claims five or more Achievements and no player has the Corruption Sower, the ending condition
determined by the Doom track reaching 15th cannot be triggered.

ENDGAME CONDITIONS - 23
ADDITIONAL RULES:

The Shado
Shadows
ws
The SHADOW is a new Hero Type, represented by an GAMEPLAY
additional dark Mask for each Tribe.
Just like all the other Heroes, the Shadow shares a bond
Weybits who take the path of the Shadow learn how to
with a specific Essence: the Corruption Essence.
interact with Corruption, but their fate is unpredictable.
Being able to master this dark force, they can either be • Shadows can only take Black Quests.
overwhelmed by its power or decide to cooperate with • Players with an active Shadow can spend a Corruption
their Tribe to defeat it. Essence to solve a CORRUPTION EVENT (Cleanse
your Tribe or Cleanse Corruption options).
• Corruption Tokens on the game board are
SETUP considered as Menaces and can be solved:
when this occurs, instead of providing an Essence
During the general setup of the game, before the as a reward, a Corruption Event is triggered.
“17. Hero tiles” step, each player takes the SHADOW Once the Corruption Event is solved, as a reward,
HERO TILE and the matching mask together with the rest the player can move any tracking token one space
of their setup components. forward on their player board.
Note: Players cannot choose the Shadow as a • The Shadows’ innate ability
starting Hero. 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.

24 - THE SHADOWS
ADDITIONAL RULES:

The Drifter
At the beginning of the game you may choose to put in play GAMEPLAY
the Drifter, an optional character which comes with its own
miniature and token. The Drifter is a dark Weybit whose The player with the Drifter token controls the Drifter
appearance has changed for mysterious reasons, which during their Hero phase. After all Heroes have taken
might be somehow connected to Corruption. He belongs to their actions, the Drifter can perform the two actions
no Tribe and he wanders relentlessly in the wilderness. Weybit below in any order:
Tribes are afraid of the trouble he can cause, but at the same 1. MOVEMENT: the DRIFTER moves just like a
time, somehow they find a way to benefit from his aid. 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
SETUP Corruption token from underneath a Great
Guardian on a Region adjacent to the Drifter
During the general setup of the game, immediately after and place it under any other Great Guardian that
the “21. Dressing up the Weybit miniatures” step, the does not already have one.
first player randomly places the Drifter miniature on a When this occurs, a Corruption Event is triggered.
free node of the game board.
The Drifter token goes to the player sitting on the right of At the end of each round, the player owning the Drifter
the first player (owning the First player token). token passes it to the player on their right.

THE DRIFTER - 25
ADDITIONAL RULES:

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 Player 3 – Take the cyan color, the Stoneroot tribe
player board, and the other matching components;
During the “General setup” of the game (page 8), follow
the tips below. Player 4 – Take the lime color, the Cedarmoon tribe
player board, and the other matching components.
2 HEARTLANDS
Place the Terrain tokens on the game board as shown in 14 SETTLEMENTS
the picture below.
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.

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;

26 - STARTING SCENARIO
21 DRESS UP THE WEYBIT MINIATURES 23 HARVEST WHEEL
Player 1 – Dress up one of Place the Harvest token on the Bear animal icon on the
your Hero miniatures with Harvest Wheel.
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; FIRST TRIBE PHASE TIPS
Player 1 – During your first Tribe phase, you
Player 3 – Dress up one of
can choose to already spend your Essences to
your Hero miniatures with the
build a Beacon, using the Essence discount
Green mask of the Druid,
from your Hero’s innate ability;
and place it on any node close
to one of your Settlements. Player 2 – During your first Tribe phase,
Your starting Essences are you can choose to spend your Essences to
one Red and one Green attune with the Bear, using the Essence
Essences; discount from your Hero’s innate ability;

Player 4 – Dress up one Player 3 – During your first Tribe phase,


of your Hero miniatures you can choose to spend your Essences to
with the Red mask of the gather a Heirloom Herb, using the Essence
Adventurer, and place it discount from your Hero’s innate ability;
on any node close to one of
Player 4 – During your first Tribe phase,
your Settlements. Your starting
you can choose to spend your Essences to
Essences are one Red and
level up your Hero, using the Essence
one Blue Essences.
discount from your Hero’s innate ability.

STARTING SCENARIO - 27
ADDITIONAL RULES:

Full Coop &


Solo Play Modes
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
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 CORRUPTION SOWER: when a player reaches the
their Hero tiles and puts it aside. 4th slot on the Tribe Corruption track, they cannot
3-4 Players: each player draws 3 cards from the choose the option “Yield to Corruption” anymore to
chosen deck. Then each one randomly chooses two of solve a Corruption Event.
their Hero tiles and puts it aside.
Then, setup the game just like a base game, with the
following additions: WINNING IN THE SOLO PLAY MODE
• During the general setup of the game, skip the ‘8. To achieve victory in the Solo Play mode, the player must
Corruption Sower’ step. claim 6 Achievements.
• 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.
WINNING IN THE FULL COOP MODE
• Players cannot choose their starting Heroes among At the end of a turn players can win in two different ways:
those previously set aside. • By claiming together a specific total number of
Achievements (see the table below),
At the end of the setup, put back on the left of the player
board all the Hero tiles previously set aside, discard OR
any remaining Essence cards drawn and shuffle back all • By placing together a specific total number
discarded cards into their Essence decks. of Achievement tokens on the game board
(see the table below).

The winning conditions depend on the number of players,


GAMEPLAY as specified in the following table:
Play the game as usual, with the following variations: Number of Achievements Achievement
players claimed tokens placed
EVENT PHASE: when the player performs the Harvest
action, if the Harvest token is on a terrain type icon, only 2 10 12
the active player chooses a Region and may take the 3 14 17
corresponding Essence card. 4 17 21
5 20 24
Note: the Heirloom Herb cards that harvest
additional Essences work as usual.
WINNING SCORE
AUTOMATIC DOOM: at the end of every round, after To check each player’s victory rank follow the reference below:
checking the winning conditions, move the Doom token
X placed
forward a number of spaces equal to the number of
Menaces depicted on the Doom track according to the
Achievement
tokens * 2 - Level of Tribe
Corruption
token position.

28 - FULL COOP & SOLO MODE


ALTERNATIVE SCENARIO:

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.

SECOND PLAYER - Wido


SETUP Move your Tribe Corruption token two spaces forward
Instead of the standard 2 player setup, follow the on the track. Discard up to two Essences from your Essence
instructions below. Pool and draw an equivalent number of Corruption Essences.
After completing the General Setup (page 5), 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 GAMEPLAY
and places it on a Region without Settlements. FIRST PLAYER - Tash
Then, they add one Essence card to their Essence pool, New Ability: if you choose the option Cleanse Corruption
according to the Terrain type of that Region. when solving a Corruption Event, you can both Move the
2. In reverse order of play, each player levels up their Hero Doom token one space backward on the Doom track
without paying any cost following the core rules (page 14). and discard a Corruption token from underneath a
3. Move the Doom token two spaces forward on the Doom Corrupted Great Guardian.
track. SECOND PLAYER - Wido
FIRST PLAYER - Tash New Ability: every time you level up a Hero (including
Claim the “Corruption Cleanser” Achievement using the first one activated during the Setup), you can choose
any of your Achievement tokens. You do not have to to randomly draw a Corruption Sower perk instead of
pay the required Essence cost. The Doom token does not choosing one from those available on the Perk tile section of
move any space forward. the game board.

ALTERNATIVE SCENARIO:

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.

At the end of every turn, place an extra Action gem where


SETUP the Harvest token is. If that space already has an Action
gem on it, place the new Action gem on the next space of
Before the General Setup, EASY 1 the Wheel, clockwise.
randomly select a number
NORMAL 2 ADDITIONAL ADVANCEMENT: Tribes on the Move
of Great Guardians
HARD 3 During the Tribe Phase, players may spend either one Green
according to the chosen
difficulty level: VERY HARD 5 or one Yellow Essence to move one of their Settlements into
Place an Action gem for each selected Great Guardian an adjacent Region with no Settlements on it. Any Beacons
on their correspondent icon on the Harvest Wheel. or Totem in that Region move along with the Settlement.

Note: This action can only be performed once per


Tribe phase.
GAMEPLAY
During the Event phase, if the Harvest token is on a Great ADDITIONAL END GAME CONDITION
Guardian icon with an Action gem on it, do not resolve the When all the spaces on the Harvest Wheel have an Action gem
Harvest action. on them, the game ends immediately and all players lose.

ALTERNATIVE SCENARIOS - 29
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

30 - REFERENCE
Cards layout
ATTUNEMENT CARD

ONLY
DURING ESSENCE
THIS PHASE CARDS COST

MAIN SECONDARY
ABILITY ABILITY

HEIRLOOM HERB CARD

Some cards can only be played during a specific phase:

TRIBE EVENT HERO


PHASE PHASE PHASE

Attunement cards
Rotate: move one Hero from any node Rotate: move one Hero from any node
to any other only within the Bear Area. to any other only within the Stag Area.
It counts as one additional Level for the It counts as one additional Level for
Shaman for the Hero Achievements the Druid for the Hero Achievements
claim. claim.

Rotate: move one Hero from any Rotate: move one Hero from any
node to any other only within the node to any other only within the
Toad Area. Owl Area.
It counts as a River terrain type for the It counts as a Forest terrain type for the
Achievements claim. Achievements claim.

Rotate: move one Hero from any node Rotate: move one Hero from any node
to any other only within the Boar Area. to any other only within the Wolf Area.
It counts as a Meadow terrain type for It counts as a Mountain terrain type for
the Achievements claim. the Achievements claim.

Rotate: move one Hero from any node Rotate: move one Hero from any
to any other only within the Turtle node to any other only within the
Area. Snake Area.
It counts as one additional Level for the It counts as one additional Level for the
Chieftain for the Hero Achievements Adventurer for the Hero Achievements
claim. claim.

REFERENCE - 31
Heirloom Herb cards
Solve one Yellow Menace (take the
Rotate: it discounts a Yellow Essence
rewards and move one space the
from an Advancement cost.
correspondent track as usual).

Solve one Green Menace (take the


Rotate: it discounts a Green Essence from
rewards and move one space the
an Advancement cost.
correspondent track as usual).

Solve one Red Menace (take the rewards


Rotate: it discounts a Red Essence from
and move one space the correspondent
an Advancement cost.
track as usual).

Solve one Blue Menace (take the rewards


Rotate: it discounts a Blue Essence from
and move one space the correspondent
an Advancement cost.
track as usual).

Rotate: the Chieftain gains one Rotate: the Adventurer gains one
Action gem. Action gem.
It counts as one additional Level It counts as one additional Level
for the Chieftain for the Hero for the Adventurer for the Hero
Achievement claim. Achievement claim.
Rotate: the Druid gains one Rotate: the Shaman gains one
Action gem. Action gem.
It counts as one additional Level for It counts as one additional Level for
the Druid for the Hero Achievement the Shaman for the Hero Achievement
claim. claim.

Harvest one additional Yellow Harvest one additional Red Essence


Essence when the Harvest token is on when the Harvest token is on the
the Meadow icon. Monuntain icon.
It counts as a Meadow terrain type It counts as a Mountain terrain type
for the Achievements claim. for the Achievements claim.
Harvest one additional Green Harvest one additional Blue Essence
Essence when the Harvest token is on when the Harvest token is on the
the Forest icon. River icon.
It counts as a Forest terrain type for It counts as a River terrain type for the
the Achievements claim. Achievements claim.

KS EXCLUSIVE HEIRLOOM HERB CARDS

It adds 3 to the number of slots to move It adds 3 to the number of slots to move
on the Harvest Wheel, only to reach the on the Harvest Wheel, only to reach the
Snake or the Wolf Great Guardian. Owl or the Stag Great Guardian.

It adds 3 to the number of slots to move It adds 3 to the number of slots to move
on the Harvest Wheel, only to reach the on the Harvest Wheel, only to reach the
Bear or the Toad Great Guardian. Turtle or the Boar Great Guardian.

32 - REFERENCE
Tiles reference
Heroes’ innate abilities
Use these abilities once per Tribe Phase.

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

Hero Perks
Perk Action: convert one Yellow Essence Perk Action: convert one Green Essence
into a Blue Essence, or one Blue Essence into a Blue Essence, or one Blue Essence
into a Yellow Essence. into a Green Essence.

Perk Action: convert one Red Essence Perk Action: convert one Green Essence
into a Blue Essence, or one Blue Essence into a Red Essence, or one Red Essence
into a Red Essence. into a Green Essence.

Perk Action: convert one Yellow Essence Perk Action: convert one Yellow Essence
into a Green Essence, or one Green into a Red Essence, or one Red Essence
Essence into a Yellow Essence. into a Yellow Essence.

Perk Action: move one node along Standard Action: Remove any
paths of any River Region. Menace on a River Region.

Perk Action: move one node along Standard Action: Remove any
paths of any Mountain Region. Menace on a Mountain Region.

Perk Action: move one node along Standard Action: Remove any
paths of any Forest Region. Menace on a Forest Region.

Perk Action: move one node along Standard Action: Remove any
paths of any Meadow Region. Menace on a Meadow Region.

REFERENCE - 33
Blue Essence: gain one Action gem in Yellow Essence: gain one Action gem
this phase. in this phase.

Red Essence: gain one Action gem in Green Essence: gain one Action gem
this phase. in this phase.

Can use any Essence to solve a


Can go on a Quest and solve
Corruption Event (Cleanse your
one Quest of any color.
Tribe or Cleanse Corruption).

After solving a Menace, you may


Can move one additional node.
move one node.

KS EXCLUSIVE HERO PERKS

Perk Action: move the Snake or the Standard action: move the Turtle and the
Wolf to an adjacent Region. Snake to any Region of their own Area.

Perk Action: move the Bear or the Standard action: move the Bear and the
Toad to an adjacent Region. Stag to any Region of their own Area.

Perk Action: move the Boar or the Standard action: move the Toad and the
Turtle to an adjacent Region. Owl to any Region of their own Area.

Perk Action: move the Owl or the Standard action: move the Boar and the
Stag to an adjacent Region. Wolf to any Region of their own Area.

When solving a Quest, gain one Can solve any Menace on an


Action gem. owned Region.

When gaining a new Perk (this


included), move any tracking token Perk Action: spend a non-Corruption
one space forward on your player Essence to move 2 nodes.
board track.

34 - REFERENCE
Perk Action: spend a Blue Essence to Perk Action: spend a Yellow Essence
trigger a Corruption Event. to trigger a Corruption Event.

Perk Action: spend a Red Essence to Perk Action: spend a Green Essence
trigger a Corruption Event. to trigger a Corruption Event.

Corruption Sower Perks


1 Corruption Essence: move
Standard Action: remove from the
the Tribe Corruption track of 1
game board any Menace and move
opponent (with at least 1 Tribe
the Doom track one space forward.
Corruption) one space forward.

When the Doom track moves one


When gaining this perk, permanently
space forward, gain one Corruption
remove one of the Hero Actions.
Essence.

Corruption Essence: gain Two non-Corruption Essences: move


two Actions. the Doom track one space forward.

KS EXCLUSIVE CORRUPTION SOWER PERKS


Perk Action: discard a non-Corruption
2 Corruption Essences: perform
Essence, take one Corruption Essence
a Menace draft.
from each other player.

During the Harvest phase, Perk Action: convert 2 Corruption


gain 1 Corruption Essence for each Essences into 3 Essences, each of
Corruption token in play. any color.

REFERENCE - 35
Glossary
BEAR TOAD BOAR TURTLE STAG OWL WOLF SNAKE

TRIBE PHASE EVENT PHASE HERO PHASE

PERK ACTIVATED TRIGGERED ONGOING HERO 3RD LEVEL


ACTION ACTION ACTION ACTION ACTION HERO ACTION

ACHIEVEMENT QUEST HEIRLOOM ATTUNEMENT BEACON HERO TILE HERO LEVEL


HERB (sum of all the
Perk tiles and
the Hero tile)

REGION SOLVE REMOVE EVENT PROHIBITION EQUAL TO

MENACE CORRUPTION TRIBE TRACK ONE SPACE ONE SPACE MOVE FROM A
CORRUPTION FORWARD BACKWARD REGION TO
ANOTHER ONE

MENACE TELEPORTATION MOVE GREAT OPPONENTS


IN PLAY GUARDIAN

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.


And a warm thank you to all 2,718 backers who made this adventure possible!

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