Faeria - Strategy Meets Card Game

big_aug

2[H]4U
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Oct 13, 2006
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I feel compelled to post this up so some other people can enjoy this game. It's a strategy game that's also a trading card game. It's addicting as hell. You earn booster packs through playing instead of buying them. It uses a hex grid land system, and the resource system is pretty interesting. You've got land, gold, and faeria as resources as well as action points. The game is in beta right now.

The game definitely seems imbalanced, but I think they know that and are working on it. They've got a kickstarter going right now. I've never contributed to a KS before, but this game has me seriously considering it.


Faeria
 
It looks kinda cool. I remember playing a few card games in the 90's that tried to reinvent the whole 'battlefield' concept. this reminds me of one of them, but i can't remember the name. seems very cool, and being early, i can see a limited card pool, which again strikes me to be alot like mtg in the olden days. I'm gonna keep my eyes on this. Thanks.
 
Looks pretty interesting. I've been trying not to spend money on games, but I might just get this.
 
Some things I've noticed:

1) Snowballing - If you lose some early units and/or positioning, things can get out of hand pretty quickly. That said, I have come back and won after some early blunders.

2) Card Availability - You get cards through playing. Winning gives you more currency than losing. Sometimes you're facing people with a much better card pool than you which can make it tough. It also makes it a bit slow at first to get cards. On the other hand, once you start winning, cards come quick. Even the expensive packs of cards with legendaries and rares don't take long. Packs ramp up up from 50 currency for a starter pack to 1000 currency for packs with legendaries. All packs spell out exactly what you get. You get a predetermined number of common, uncommon, exceptional, rare, and legendary cards per pack. I like the pack system.


3) Card Balance - There's some stuff that seems really overpowered. Economic stuff gets out of control quickly if you don't have a counter for it. If your opponent drops 2-3 economic cards in the first few turns, you should prepare to lose if you can't match their ecnomoy, remove their economy, or end the game fast. Some other cards/mechanics are simply too good for their cost.

4) Game Timers - Turn time is only 1:30 which is pretty low. There is also a 20 minute global timer. You have 20 minutes of global time across all your turns. When that time runs out, you lose. I lost my first ever game because of it. I really disliked it at first, but I'm not sure how I feel about it now. I've won quite a few games that I should have lost because I stalled the opponent out just in time. I've had multiple games where I've been so close to stalling out for the win (i.e., opponent deals killing blow with five seconds or less on the clock). The devs have said the global timer will be changed. I could take it or leave it now I guess. Most of the time it helps me win if it's a factor at all, but it's really frustrating to lose because of it.

5) Trading - Trade system is good and bad. The actual interface is pretty solid. Both players see the other player's entire collection. It's easy to add and remove cards to a trade list. Once you're in trade mode, everything is pretty smooth. The problem is you have to spam chat to make trades which is just awful. I've done one trade so far and probably won't do too many until they at least add a trade forum. I usually make one advertisement in chat between games and wait 30-45 seconds before queueing up again. The fact that you have to have seen a card in a game or own the card to view a card linked in chat also annoyed me. I believe that has to do with it being browser based right now to keep load times down or something. I imagine that'll be fixed when they move from browser to a dedicated client.


The game definitely has a ton of flaws, but that's what beta is for I suppose. I can't help but queue up for game after game despite the issues I've noticed. Games play out so differently each time. The fact that you are placing land, drawing cards, and reacting to each opponent makes every game different. I'm probably going to back it on Kickstarter.
 
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Been watching this beta on twitch for weeks being played by TorNis7. Looks intriguing.

I got my beta key from a Twitch stream actually. I think there's a few people streaming now. Hopefully some people see it, get into beta, and the occasional wait time on matchmaking is eliminated ;)
 
Well, I think I'm going to back it on Kickstarter. Has anyone else? How long does it take to the Beta key?
 
Unless I'm reading this wrong, $15 only gets you into the beta, but not the final version of the game. You have to pay $25 for that...?
 
I'm going to do the $60 or $100 contribution so I'll have at least an extra copy of beta + release. I'll likely give it away to someone here if anyone gets into the game but only had beta.
 
The thing I really like about the game is that , despite being a strategy AND card game, it does not feel or play slow. When I played MTGO, it felt slow. Even if games go the full 40 minutes in Faeria, it doesn't feel like it. The way combat works and the overall small play zone leads to a good feeling of tension throughout matches.
 
I got my beta key from a Twitch stream actually. I think there's a few people streaming now. Hopefully some people see it, get into beta, and the occasional wait time on matchmaking is eliminated ;)

I'd play I think if I had a key for free. I am not going to pay for one though.
 
Did the 4 quests and played my first match. I won by timeout, but it was the turn before I was going to win anyways (I think at least, was pretty close). I like the pace of the game though, a lot of TCG's end up with a speed of play that you can end up winning in a couple turns, and that sucks.

Is it worth saving for the 1k pack every time after you get 4 starters?
 
Did the 4 quests and played my first match. I won by timeout, but it was the turn before I was going to win anyways (I think at least, was pretty close). I like the pace of the game though, a lot of TCG's end up with a speed of play that you can end up winning in a couple turns, and that sucks.

Is it worth saving for the 1k pack every time after you get 4 starters?

I would buy the 100's for a bit and then move to 400's. I wouldn't go with the 1000's until you are like lvl 15+. Not that level has anything to do with it, but the cheaper ones will get you more cards that you can use right away. 1000 is a lot for only 8 cards when you could still benefit a lot from solid commons/uncommons.

And yea, I love the pace of the game. It can be fast but even fast is very methodical. I'm not sure how to describe it. It's very... strategic. With all the ways you can move and the way the hex system works, it gets crazy man lol. Wait until you think you're safe and someone pulls some crazy shit and all of the sudden you lose like 3 of your units... or you do it to someone else! It's awesome. The hex and movement system adds an entirely new dimension to the card game style of play. The clock becomes less of a factor as you get better. They're going to change it I think, but you get used to it. I honestly kind of like it a little now that I've played with it.

I pledged for $75. I don't need three extra copies of the game, but I wanted the unique lands :eek:
 
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Yea, my first game was pretty crazy. I thought I had it in the bag, then he pulled a bunch of units and wrecked all my structures. It got pretty close.
 
I've noticed that's it seems significantly tougher to play a rush strategy. Ive not had much success when I try it. Maybe my cards aren't particularly good for that style or I'm just bad :D

It's a lot of fun not knowing what cards are out there actually. I'm sure there is a wiki out there with more info, but I haven't looked it up. The thing about a game like this that doesn't require money to play is that I don't care about losing. Still get memoriam either way. Experimenting is a lot more fun like this. I've tried so many different decks and have had at least some success with all of them.
 
That's what appealed to me as well. I've always found something wrong with digital packs costing the same as actual packs in other card games. That just doesn't set right with me.
 
I'm 5-1, up to level 8. A guy I just played had a unit the created a forest in an adjacent tile. That's amazing, I need some units like that
 
I'm 5-1, up to level 8. A guy I just played had a unit the created a forest in an adjacent tile. That's amazing, I need some units like that

Green has crazy synergy. Creating forest tiles with activated abilities, converting other lands to forests when attacking, and then lots of bonuses to creatures in forests.

I think I've played like 100 games and I'm still seeing cards I haven't encountered before. Well, I haven't actually played that many as I was quitting on a bad mulligan for a while when testing some stuff. I've played a lot of games though and I'm still seeing new stuff.


I think I'd like to see the turn timer increased a bit. Some of the scenarios get really complex when you've got to move 3+ creatures all in a very specific order and attack targets in the correct order all while playing your buff cards and using activated abilities in the correct order so you can maximize gold/action points. There is so much more to consider during your turn than in a game like MTGO or Heartstone, but the turn timer in Faeria is lower. A 30 second increase would be enough I think. You don't need that much every turn, but it would be nice in those really crazy scenarios that you've got to think through.
 
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Single turn doesn't bother me too much, it would be nice to see the game timer up 5 or 10 minutes though.
 
I made the following post on their forums. It pretty much covers how I feel after playing a little bit. I like the game, and most of this stuff is pretty minor.

So, I've been playing for a few days now. Haven't done a whole lot. 6-1 ranked + the 4 quests. I got 1 of the 400 packs and a handful of the 100's after getting the starters.

To start with I'll hit the obvious. Stand alone client will be a lot better and I think it'll allow a lot more flexibility with things that might not be easily doable in a browser. A lot of what I'm going to say somewhat applies to this.

A true deck builder that you can use to save multiple decks, and when you hit play you choose which of the decks you use. I'd like to try things and experiment but the current deck system is a little detrimental to that since you can't save what you had before.

With the deck builder, the ability to see all the cards even if you don't own them (a toggle, show unowned) that way you know what is out there and can both plan for it or try to obtain it.

The ability to post trades that people could then accept while you are offline. You could browse what trades are out there, searchable by trades you could accept, and searchable by specific card, type, or property on the card.

I like the current pace of the game. They last long enough that even if you feel like you have it in the bag, or that you're completely screwed, the game can easily shift in the other direction.

I feel like all the pack types should have 2 more commons or the starter decks should have a little more to them to help people initially get into the game. It doesn't take much to start getting cards, but that initial start will be painful.

Play Clock. The turn timer feels fine to me. It's long enough even if you have 5+ units and 5 actions. The total game clock could use another 5 minutes for each player though. To me the game clock is more something applicable to tournament play and not normal ranked play. I don't think anyone ever really wants to win by timeout, even if you are going to lose otherwise. It feels a little cheesey when it happens and just isn't as satisfying.

Mirmast Engineer should either have a higher entry cost into game, or take 2 turns per 1 damage to structures. Played early in the game this 1 unit can easily negate every structure the opposing player can play, because a fair amount of structures only have 1 life.
 
If anyone is seriously interested in getting in the beta and playing release, I have an extra key that gives you both.
 
Went like 7-0 with a mono blue deck tonight. Pretty sick. Biggest problem I'm having is keeping my deck size down. There are just so many damn good cards. I'm running 50 right now lol. It works so well though. Send aquatic creature to your normal faeria spawn and rush their second spawn to put on pressure. If you draw well on starting hand and the next few cards, it's GG. It's easy to pull back and expand if they drop a something big early. With all the bonuses for adjacent creatures and life boosts you can get, you can put up a steady flow of mid-range creatures that are tough to deal with.
 
Picked it up. Played the tutorials and bought the starters. Tried to play a game and the other player never showed up. Ended up F5ing and got 28 memoria out of the deal. Issue with Chrome or just goofy match making?
 
If anyone is seriously interested in getting in the beta and playing release, I have an extra key that gives you both.

Im interested in trying this game if u still have it
 
Picked it up. Played the tutorials and bought the starters. Tried to play a game and the other player never showed up. Ended up F5ing and got 28 memoria out of the deal. Issue with Chrome or just goofy match making?

Sounds like a bug actually.
 
I lost like 3 straight today. 7-4 now I think. Man life sucks when they cut off your faeria really early in the game.

I'm going to mess around with a green/white deck for a while. I need to play a lot more so I can get more cards
 
I lost like 3 straight today. 7-4 now I think. Man life sucks when they cut off your faeria really early in the game.

I'm going to mess around with a green/white deck for a while. I need to play a lot more so I can get more cards

It gets faster and with levels. I got like 500 for a win last night.
 
Do you get less when people surrender? It feels like it, and that sucks ass. I mean I understand why that might be the case (exploits) but when you have someone down to like 6 health and they surrender if you get half the memoria it's pretty cheesey.
 
Do you get less when people surrender? It feels like it, and that sucks ass. I mean I understand why that might be the case (exploits) but when you have someone down to like 6 health and they surrender if you get half the memoria it's pretty cheesey.

I think a lot goes into how much you get. Match length is what plays the biggest role. I've not noticed a difference when people surrender though. I could just not have really noticed it.

I played against an insane red structure/radiate deck. It used structures/creatures with radiate and protection. It used structures or the fire elemental with radiate to collect faeira and killed with structures as well. Imperial Disruptor completely shuts down any deck that relies on creatures as they can't do anything for two turns. God forbid they have multiple in their hand. The deck can't be beat unless you built your deck specifically to deal with it. Everything in your deck would need to be for destroying structures.

I feel like radiate is broken. It shouldn't work on the turn it's played. It's basically free haste. It's better than haste actually because it hits every adjacent creature and is not affected by Protection.
 
Yea, I guess it was just the time influencing my gains.

I abandoned my green deck, it just felt way too slow. I'm using a blue/white deck now and I like it a lot. The structure that moves a land one hex is pretty amazing. It's a real troll ability, because it basically gives either yourself one movement, or forces an opponent farther away and makes him use another action to create land to get to you. Aquatic is convenient, but a pain at the same time. Flying is definitely more powerful, and I might have to try a yellow deck at some point.

I could use a couple more Fortune Hunters though. They're pretty game breaking if kept alive. It's a little easier in a blue deck since you can add life somewhat easily.
 
There was an AMA today, along with an update from kickstarter

http://www.reddit.com/r/faeria/comments/1olk30/we_are_abrakam_makers_of_faëria_ama/

Here are the most reported issues and how we're going to address them in the upcoming days:
• Global timer: When a player runs out of time, instead of losing the game he'll lose 1 life every turn until he dies in a terrible agony. Life gain will not be possible from the moment you've ran out of time. This is not a definitive change.
• The possibility to mute sounds and music with 2 different buttons.
• Balance, wording fixes & placeholders fixes
Other important fixes that will come after the Kickstarter campaign:
• The ELO system will be re-worked and victory/losses ratio will be reset.
• Draft mode will be added to the game.


Yellow is the color with the less control over the structures. It has the creatures with the most off balanced power/life ratio, I mean yellow creatures often have a few life points for a large power compared to the other colors. It's designed to kill the orb with lesser efforts but is supposed to be weak in the long run. Yellow also high mobility with flying, teleportation and charging creatures. Yellow is unable to create desert anywhere unlike green or blue. In counterpart yellow is very bad at collecting faeria.

Red is the turtling color. First, red has more structure cards than any other colors. It has the best gold production cards thus a very good late game. It has strong defensive structures along with weapons able to finish your opponent from distance. Red creatures are either casters, miners or little pesty demons looking to discard your cards or deny your resources. It's a control intensive color, able to destroy lands. In coutnerpart it is the least mobile color. Like yellow, red is unable to create mountains out of nowhere.

Blue is the weenie color. It's the best color at colelcting faeria and casting cheap combat effective creatures and has the tools necessary to boost them. Blue is the only color to have access to jump, a very tactical and brutal mobility ability. It has some utility cards able to move lands around or create lakes anywhere. That's very useful to combine with your aquatic creatures who can move only over unbuilt hexagons and lakes. Blue is also very effective at drawing card, it's probably the most versatile color overall.

Green is the forest giants color. It's specialized into large creatures able to change the game. Green often relies on spamming the board with a huge quantity of forests who will provide a variety of boosts and give access to ultra efficient cards like Oakling (only 3 gold but requires 4 forests). Green has a good economy thanks to action gain and is really good a taking position with ranged attack creatures and has access to tactical cards who increase power and give energy. Green also has access to structure removal and is the only color to have the haunt ability.


We intent to release a first light stand-alone in few days. The browser version will still be UP probably during all the beta (until June 2014). After that, we will see with the new client if we will still support the browser version.
 
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I love that they update and communicate quite often. They're very active on the forums.
 
having a ton of fun with a mono blue deck. I have the turtle that allows you to move aquatically and then change a land to a lake forcing anything on it to take two damage. Completely stopped a player from getting faeria until turn 12 or so... that plus moving land around. it throws a huge kink into other players game plan.
 
Just played an epic game and won with one life. I have 799 mem. should I save for the 1k pack?

bought 3-5 100s so far...
 
Aug do you know if you can finish the achievements in unranked games? Things like place the last land etc
 
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