Your Tale of Kalevala, not ”just” a Tale of Sampo. But the game comes with a sheet where you can track the dates and teammates of your play sessions and it instructs you how to find the right Tale to add. As you start with 7 Prologue Tales, gaining the remaining 29 will take at least 29 play sessions! It is unlikely that all of them would be added throughout your history of owning the game. Currently, there are 29 Tales and 7 more are waiting to be designed and added into the mix by the means of Stretch Goals. There are other ways how Kalewala: Tale of Sampo grants its owners replay-value but your Journey is the primary guarantee. As you might realize, unlocking all Tales takes some effort, even possibly going out of your way to win in a certain way in order to unlock a cool new Tale card for your future games. ![]() The Tales are divided into 7 categories aside from the Prologue Tales: Magic, Muse, Heroism, Gatherings, Aggression, Yearning, and Tuonela (expansion), each category title hinting at a certain playstyle. There are 50 runes in Kalevala, with the capture of Sampo being just one of them, the Tale cards are the perfect way to introduce the players to the other highly fascinating runes of Kalevala. Just like the Trap cards, the back-side of the card consists entirely of the direct excerpt from the corresponding rune of Kalevala. Think of it like achievements or leveling up in a video game.Īs with all design choices of Kalewala: Tale of Sampo, the dual game effects in Tale cards (one for each side) follow accurately the events from the epoch of Kalevala. This is determined by how a team won the game session. ![]() After each session, one new Tale card gets added and shuffled to the deck of available Tale cards. Each game copy starts with 7 Prologue Tales, available on each of your gaming sessions from the very first play. Tale cards are what make the game’s innovative Journey system. Thus the game rewards going off the shortest route, adding further layers to the puzzle of deception that is the game’s heart. The board also holds various scenarios that let players gain new leaders and resources, and the Tuonela, the Land of the Dead, is a place on the board where players venture to restore spent cards. When a Leader bearing the Sampo is defeated, it is broken into pieces and will have to be captured again for the Pohjola side to win! When a trap is later provoked in the game, a devastating effect happens to the leader that triggered it.Ĭombat in Kalewala: Tale of Sampo is resolved using a ”rock, paper, scissors”-model, though modified with cards that allow for much deeper strategic encounters. ![]() The Pohjola side, tasked with capturing the Sampo, starts the game by setting up traps. The Sampo is held by one of the leaders and can swap hands during play to distract the opponent and aid in the goal to return home with the artifact.įor the other player/team, the point is to prevent them in reaching their goal, by means of laying traps and attacking with their own leaders.Įach leader has a special ability and is equipped with powerful items, mastering these is key to ensuring victory. The design is kept tight enough to avoid any of the idle trawling or uninspired guesswork that can be a risk with this kind of game.įor one player/team, the objective of the game is to transport a powerful artifact, the Sampo, from one of three starting locations in the mountains to one of the three goal-locations by the sea. Kalewala: Tale of Sampo is a hidden movement game that delivers all the brain-teasing and multi-layered deception that the genre is known for. The game works well with any player count within the range, and with gameplay that allows for both relaxed play and deep strategy, it is a great game for families of any size. The game comes with over 100 components and a large vertical magnetic screen that functions as the game board. The game length is 30-60 minutes, with options in the game to opt for shorter or longer play sessions. ![]() Kalewala: Tale of Sampo is a hidden movement game for 1-6 players aged 12 and up.
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