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The Game

Volfyirion Guilds is a competitive, fast-paced, deck building card game for 1-4 players, combinable with Volfyirion card game.

Volfyirion Guilds takes place in the Mysthea Universe, the original setting created for Mysthea and furtherly enriched with Icaion, Volfyirion and Mysthea: The Fall. The events of Volfyirion Guilds take place immediately after the previous title, Volfyirion, and about sixty years before the narrative of Mysthea. 

The story revolves around five great Guilds, once created by the king of Mysthea in order to stop the rise of the dominant noble house, and now fiercely competing with each other for power.

Volfyirion Guilds is a game focused on strategy and deck building, with two players facing each other over the supremacy of their Guild. 

 

Game Overview

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Each player leads a Guild with their own cities to defend. To win the game, players must destroy all the opponent’s cities, by using the abilities of their cards and trying to tame the dragon Volfyirion.

In order to reach their goal, players can use different strategies, set in motion by the abilities of their cards. The game begins with symmetric starting decks that each player will develop differently by acquiring new cards. Along with the construction of the deck, players face the challenge of managing their own cities, equipping them with buildings and troops.

Different card types allow players to refine their strategy with powerful chain effects and alternative ways to manage their resources or interfere with the opponent’s tactics.

The dragon Volfyirion is a threat to both sides and players can use it to their advantage to intensify the thrill of the battle. Players who aim for the greatest glory can also try the hardest task: defeat Volfyirion and take over his lair.

 
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Key Features

  • New cards, abilities, and mechanics: discover Agents and Vaults

  • Reduced randomness of the deckbuilding

  • Improved management of the turn.

  • The match is balanced till the end

  • Play it as a standalone or combine it with the classic Volfyirion

  • Solo mode available

  • Portable Box

  • Very intense gameplay with no dead time

  • A quite fast duration (about 20-40 minutes) that decreases with experience

  • Easy to learn, easy to set up, hard to master

  • Highly strategic, every choice has a significant impact 

  • High replayability with a lot of different strategic paths available

  • Each match is different as the same cards can be played in many different ways

  • Original Universe with Unique Art

Soon on Kickstarter

  • Very Low Base Pledge Price

  • Two additional Expansions will be available during the Kickstarter campaign

  • Deluxe collector’s box containing the old & new Volfyirion and the 2 expansions

  • Additional rule sheet in the dragon miniature box

 

What’s new in Volfyirion Guilds

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Volfyirion Guilds features 110 new cards with their own abilities and synergies, providing high replayability with lots of combo chains to master and new rules.

Two additional card types, Agents and Vaults, introduce totally new mechanics.

Agents are characters that can be hired and grant alternative ways to get cards without paying their usual cost.

Vaults belong to the Guilds from the beginning of the game, providing extra abilities and a special slot to hold valuable cards. The powers of a Vault are unlocked when its player loses a city, a way to keep the match balanced until the end.

For players who are already familiar with the game, the new rules in Volfyirion Guilds are likewise simple and easy to learn, yet difficult to master. The new card types and abilities reduce the randomness of the deckbuilding mechanic, providing more ways to manage a player’s turn and a wider range of strategic options.

Extra rules and playing modes

Players can choose to play Volfyirion Guilds as a standalone game or to combine it with the first game of the series as a rich expansion with additional rules and new mechanics.

The solo mode of Volfyirion Guilds is completely renewed, introducing more enemies as an additional tarot deck. Epic creatures from the Mysthea Universe are joining the game with their own feats and rules.

Two additional expansions will be released, further details to be announced in the coming Kickstarter campaign.

Lore: a kingdom of intrigue

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In the early history of the Mysthea Universe, the lands floating above Icaion were home to great kingdoms, sprouting from the seeds of a newborn civilization. The inhabitants of the islands were unaware of what lay beneath them, while the Henakor, the giant crystal that had long ago struck their home planet, loomed over the horizon. Everything around it was invested by a mysterious energy that resonated with the Qoam, a natural element presumably originated on Icaion, generating anomalies and bizarre wonders. Wars raged for the conquest of every piece of habitable land, the main and largest floating island farthest from Henakor being the only place truly suitable for human life in that hostile environment.

A great kingdom was forged around the biggest city, the capital of Ilvash, ruled by King Retudran Ahatils. The expansion of the Ahatils kingdom was opposed by another powerful state, the Kitrean Empire in the north. War between these two forces seemed destined to be endless. While the king was busy conquering new lands and defending his borders, rivalry between two noble families led to an inevitable internal conflict. The outcome of such events was a political challenge that the King was forced not to ignore.

House Volarees and House Rorius had to share a valuable newly acquired territory, the Rykalad region, which was invested with anomalies that could be exploited as valuable sources of power, although, like any anomaly, they could conceal dangers of all kinds. In the ruins of the capital Kyradar dwelt the dragon Volfyirion, and each of the two Houses intended to tame that fearsome creature in order to achieve their goals: to wipe out their rivals and dominate unchallenged over all provinces.

The Volarees House emerged stronger from the battle against Rorius House: their enemies were annihilated and they heroically managed to take control of the dragon Volfyirion. With this glorious victory, their power inside the kingdom grew exponentially.

The King was foreseeing that a single powerful force inside the kingdom could undermine his power. In order to contain the rise of the Volarees, he decided to reduce their influence by turning their noble House into a Guild, and in the process empowering other Guilds. Thanks to his great political ability, he not only succeeded in his intent, but he also managed to appear neutral and impartial.

Four great Guilds arose in the capital along with the Volarees, each with a specific role and duties within society: Varorin the Guild of Merchants, Lusma the Guild of Faith, Kaetur the Guild of Soldiers, Magista the Guild of Scholars and Volarees, identified as the Guild of Nobility.

The new balance established could not last for long, as the Guilds started to compete against each other. Within time, the antagonism amongst them increased to the point that the kingdom became the scene of a silent and strenuous war, made of stealth, deception and treachery.

The Guilds could not fight openly on the streets of the Capital, and they all wanted to establish their ultimate control over the dragon Volfyirion, so the most violent episodes of their conflict took place in the vicinity of the ancient Kyradar.

Each Guild Master could aspire to take control of the provinces that once belonged to the houses Volarees and Rorius, and use them as strongholds to manage their resources and plan their next moves, be them ruthless acts of guerrilla or silent, relentless sabotage. Owning a province and destroying those of the fiercest opponents meant gaining more power and getting one step closer to dominance.

Despite the King having managed to stop a potential threat to himself, his kingdom became unstable, dangerously exposed to greater threats.

A team of Illustrators with

Andrea Butera

lead by

Travis Anderson

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