![]() And certain cards need to be placed on the land they call home – green minions on forest tiles, yellow minions on desert tiles, red minions on mountain tiles and blue minions on water tiles (these tiles aren’t the same as the default water underneath everything, they are more like lakes, but many blue minions can swim through an area with no land at all). You can’t summon a powerful warrior on your enemy’s hexagons, only on your own. This is because the type of lands you create will determine what kind of cards you can place onto the board and where exactly you can place them. What happens in one will affect the other, and in big ways. A game of territory control and a game of monster murdering. ![]() The challenge here is that you’re really playing two games at once. But the ultimate goal is to get over there and bash your opponent’s face until they run out of health. There are four fountains that continually produce faeria - the magical points that you need to summon things and cast spells - so controlling those is important. Both of you take turns plopping down both bits of land and minions to travel across that land. Here’s the basics: you (intrepid, handsome) and your opponent (untrustworthy, a jerk) face off on opposite sides of a hexagonal grid. Into this arena comes Faeria a board-game-card-game hybrid that moves slowly and methodically but soon reveals itself to be quietly clever. If you’re not into the traditional nature of the efficient Hearthstone, you might dip your toes into the monster chess of Duelyst, and if you don’t fancy that maybe you’ll swan off with the Gods of Smite Tactics (although I wouldn’t currently recommend it). We’re currently spoiled for choice when it comes to collectible card games.
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