Madventures In Faerieland

You go on a journey. You get lost. You meet strange creatures. You uncover a secret. You are found again... or you are lost forever in Faerieland.

I created this because I had the idea for the game mechanic and because it seemed cute. The idea is centred around a journey that is a story. As you travel, you move into and out of a deeper dimension where the Faerie folk can either help or stop you. The goal is to get in and find a key story artefact and return within a set limit. It has potential, both as a two-player game and as a solo game.

This Fee original, has now been created in full colour card stock. I think the print was a little out on the cover but the cards themselves are lovely. The limited-edition run has gone out to various people and I thought I should include the rules here, just in case.

Rules for Madventures in Faerieland

Every card has a set of symbols on the right, showing what cards can be played next.

RULES

PREPARATION

  1. Shuffle the deck and deal 5 cards out to each player.
  2. Place the remaining deck so it is available to all players.
  3. The space in front of the player is considered the World and cards are played from left to right in a line.
  4. Any card played beneath these cards is in the Wild.
  5. If any player does not hold any JARA card (ᛃ), they must exchange all cards in their hand until they hold at least one.
  6. Once everyone has at least one JARA (ᛃ) the journey may begin.

START

  1. Player 1 starts their journey by playing a JARA card. (ᛃ)
  2. This card is played in the World.
  3. After the first card is played, any card type may be played; either on the players own journey or their opponents. It is placed to the right of the first card and must have a rune in the centre that matches the runes on the right hand side of the previous card.
  4. A card can be played if its symbol appears along the right side of the previous card, indicating which cards may be played next.

JOURNEY TURN

  1. Each player in turn plays a card on their own journey and then draws back a card from the draw deck.
  2. If the player does not have a card that can be successfully played on their own journey, they may choose to play a card on an opponent’s journey.
  3. If the player does not have any card that can be successfully played, they must turn over one of their first cards to the Briar. They may also then elect to discard any number of cards from their hand.
  4. If they do not have any cards in play, they simply pass their turn.

CARD TYPES

  1. A card with colour at the top and bottom of the card may be played in the World or the Wild.
  2. A card with only colour at the top can only be played in the World.
  3. A card with colour only at the bottom can only be played in the Wild.
  4. A card can be played if its symbol appears along the right side of the previous card, indicating which cards may be played next.
  5. A downward TIR (ᛏ) usually indicates the next card should be played below in the Wild. The next card would need a colour at the bottom of the card and match the rune requirements. It would be placed directly beneath.
  6. An upward TIR (ᛏ)usually indicates the next card should be played in the World. The next card would need a colour at the top of the card and match the rune requirements. It would be placed directly above.
  7. A card with no colour at the top or be played in either World or Wild and will lead to either World or Wild at the players choice.

THE OBJECTIVES

  1. The goal is to travel into the Wild and play a RAD card (ᚱ), to indicate a Quest has been achieved.

ENDING

  1. The game ends when one of the players is first to have twelve cards set out in the World. This indicates that the 12 hours have passed and the clock is striking midnight.
  2. Each player then scores according the following rules:
  • RAD card played = 10
  • Any other card played = 1
  • Any Briar card showing = -1
  • The winner holds the most points regardless of finishing first.

 

Madventures in Faerieland - Solo Edition

If you hold a Madventures deck and find yourself on your own there are also Solo Rules...

Every card has a set of symbols on the right, showing what cards can be played next.

RULES

PREPARATION

  1. Shuffle the deck and deal 5 cards out face up.
  2. Place the remaining deck so it is available.
  3. The space in front of the player is considered the World and cards are played from left to right in a line.
  4. Any card played beneath these cards is in the Wild.
  5. If the player does not hold any JARA card, they must deal a new set of five cards over the existing ones until they hold at least one.
  6. Once there is at least one JARA the journey may begin.

START

  1. Starts the journey by playing a JARA card. <>
  2. This card is played in the World.
  3. After the first card is played, any card type may be played according to the runes on the right of the card.

JOURNEY TURN

  1. Cards can be played from any face up visible card onto the journey path and then draws back a card from the draw deck.
  2. If the player does not have any card that can be successfully played, they must turn over one of their first cards of the Journey to the Briar.
  3. They must then deal five new cards over their face up five cards.
  4. If twelve cards are played across the Journey path, or if the Mighty Oomph/Clever Puck appears, then all cards in the Journey except the last JARA card played, can be gathered up at the beginning of the Journey - these cards are successfully used.

CARD TYPES

  1. A card with colour at the top and bottom of the card may be played in the World or the Wild.
  2. A card with only colour at the top can only be played in the World.
  3. A card with colour only at the bottom can only be played in the Wild.
  4. A card be played if its symbol appears along the right side of the previous card, indicating which cards may be played next.
  5. A downward TIR usually indicates the next card should be played below in the Wild.
  6. An upward TIR usually indicates the next card should be played in the World.
  7. A card with no colour at the top or be played in either World or Wild and will lead to either World or Wild at the players choice.

THE OBJECTIVES

  1. The goal is to travel through the World and the Wild until the entire deck is played through.
  2. An alternative goal is to play the Solo rules vs another opponent, taking turns to play cards. The first to travel through the World and the Wild until the entire deck is played through is the winner.

ENDING

  1. The game ends when either the entire deck is played, or until the Briar swallows up the Journey.