# Everdell Farshore ## General Info - **Year Published**: 2023 - **BGG Rating**: 7.8 - **BGG Rank**: #843 - **Players**: 1-4 (Best with: 3) - **Duration**: 40-80 min - **Weight**: 2.86 / 5 - **Designers**: Clarissa A. Wilson, James A. Wilson - **Artists**: Jacqui Davis - **Publishers**: Starling Games (II), CMON Global Limited, Galápagos Jogos, Game Harbor, Gémklub, Hobby World, Maldito Games, Matagot, Pegasus Spiele, Rebel Sp. z o.o., Rexhry, Tabletop Tycoon Inc., Tycoon Games, White Goblin Games - **Categories**: Animals, Card Game, City Building, Fantasy - **Mechanics**: Hand Management, Open Drafting, Set Collection, Worker Placement ## Verdict Perfect for those who love the Everdell vibe but want something more exploratory and dynamic. The nautical theme is executed perfectly!Absolutely stunning artworkEngaging navigation mechanicsAccessible standalone experienceStrategic hand managementHeavy reliance on card readingModerate initial learning curveRECOMMENDED ## Description Pack your bags and set your sails because the Forever Sea is calling! Everdell Farshore takes us away from the valley and drops us on the rugged northern coast, where mystery and adventure rule the landscape. Here, you aren't just building a village; you're leading a crew of brave critters to found a prosperous city while exploring the wonders of the ocean. This is a standalone experience, meaning you don't need the original Everdell to set sail. The gameplay revolves around managing your workers to gather resources, build structures, and, of course, navigate. The big twist is the interaction with the waves and winds: the ocean is alive and constantly shifting, requiring you to adapt your strategy in real-time. If you're too rigid, the sea will swallow you; if you know how to read the winds, glory (and treasure) will be yours. You'll encounter stalwart sailors searching for bountiful islands, dedicated monks in their scriptoriums translating ancient texts, and hardworking folk trying to harmonize the city's architecture with the rhythm of the tides. It's the kind of game that blends the satisfaction of seeing your city grow with the tension of exploring the unknown. Planning is key: every action counts, and the choice of which card to play or which spot to occupy can be the difference between prosperity and shipwreck. With stunning art and components that are a joy to handle, Farshore expands the Everdell universe with a nautical and exploratory vibe, keeping the essence of management and building that players love. The sun is already breaking the horizon, so it's time to gather your crew and discover what lies beyond the horizon! ## How to Play Game Objective In Everdell Farshore, you lead a team of industrious critters to build a thriving village and explore the wonders of the distant ocean. The game takes place on the rocky coastline north of Everdell's Ever Valley, where sailors seek bountiful islands and treasures, monks work in monasteries, and the people gather resources to build their villages. You must plan your actions carefully to build and sail, adapting to the winds of change to succeed. The objective is to have the most End-of-Game Points than the other players at the end of the game. The player with the most points will be the winner. Setup Place the board and the Lighthouse in the center of the table. Place the Resource tokens (Driftwood, Seaweed, Seastone, Mushroom) on the indicated spaces on the Coastline. Place the Score tokens and Treasure tokens in separate piles next to the board. Separate the Map tiles by type and form a pile for each type in ascending order, with the 2-point Map on top. Place them in 6 piles on the indicated spaces on the board. In a 2-player game, use only one 2-point Map and one 1-point Map for each type. In a 3-player game, use one 2-point Map, one 1-point Map, and one 0-point Map. In a 4-player game, use all 4 Maps. Shuffle the Island tiles face down and randomly select 1 per player. Place the selected tiles face up on the Island spaces on the board. Return the rest to the box. Separate the Compass Rose tiles into A and B piles. Shuffle each pile face down and place them in their spaces on the board. Then, reveal the top tile of each pile. Shuffle the main deck and place 8 cards face up in the Bay. If there are any duplicate cards in the Bay, stack them by name and replenish the empty spaces using the deck. Place the deck face down to the left of the Lighthouse. The discard pile will be formed to the right of the Lighthouse and should also be face down. The initial card distribution is as follows: The first player draws 5 cards from the deck. The second player draws 6 cards. The third player draws 7 cards. The fourth player draws 8 cards. Keep your hands secret. If you don't like the cards in your starting hand, you may discard it completely and draw a new hand. You can only do this once and only during setup. Each player chooses a Worker type and takes 2 of those workers for their own area, places 1 in a Boat at the starting location of the Boat track, and places 3 near the top of the board or in the Lighthouse. Give 3 Anchor tokens to each player. The most adventurous player starts. There is no limit to the amount of Resource tokens, Treasure tokens, or Score tokens a player can have during the game. If any of these tokens run out in the general supply, use an appropriate substitute. Game Flow On your turn, you must perform one of three possible actions: Allocate a Worker Play a Card Prepare for the Season Players do not need to perform the Prepare for the Season actions at the same time. Only you Prepare for the Season if you choose this action. The other players will continue their turns normally. The game starts with you in winter, so the first season you will prepare for is spring. Autumn is the last season you will prepare for. Actions and How to Play Allocate a Worker Allocate one of your workers to any space on the board with a paw print symbol that is not yet blocked; or allocate it to one of your own previously played Destination cards that is not blocked. Perform the action in that space immediately. Worker Allocation Locations: Coastline Locations: There are four main locations along the coastline that will provide you with the resources indicated on the board when you visit them. These locations can only have 1 worker on them at a time. Island Locations: Islands are usually more advantageous locations that can be visited by only 1 worker at a time. They can only be visited while the Island tile is face up. (See High Tide in the Prepare for the Season section). Dock: The Dock can have any number of workers on it, even from the same player. This location allows you to discard up to 3 cards from your hand and then receive 1 of any resource for each card discarded. You can choose a different resource for each card. Lookout: The Lookout can have any number of workers on it, even from the same player. This location allows you to discard any number of cards from your hand and then draw from the deck or the Bay up to your hand limit (8 cards). You can draw in any combination from the two locations. Replenish the cards in the Bay after you finish drawing all cards. Destination Cards: You can visit any Destination cards you have already played in your village to activate their ability. You can only have up to 1 worker on a Destination Card at a time. You cannot visit Destination Cards in an opponent's village. Dunes: You can allocate a worker to the Dunes to claim a Map tile if you already have the indicated card types in play in your village. To do this, take the top Map from the pile in the Dunes and place it next to your village. You can only have one tile of each Map type. For example, after claiming a Map tile of a specific type, you cannot claim another Map tile of the same type. Example: To claim a Map, you must have at least 4 Green cards in your village. Example: To claim another Map, you must have at least one card of each color in your village. Play a Card As your action, you can play a card. To play a card, you must pay the resources indicated on the card (to the left of the name). Then, place the card face up in front of you. These cards will form your village. Cards can be played from your hand or from the 8 face-up cards in the Bay. If you play a card from the Bay, replenish the Bay using the deck at the end of your turn. Anchors Critter Cards can be played by paying the indicated cost in Mushrooms, or for free by using one of your Anchor tokens. To do this, place an Anchor on any available Construction in your village that is the same color as the Critter you are playing. You can only place one Anchor on each Construction. If you discard a card from your village with an Anchor on it, you do not get the Anchor back. Each player only has 3 Anchors to use throughout the entire game, so use them wisely! Sequence when Playing a Card: When a card is played, follow this sequence of actions, when applicable: Use a single "card ability" (multiple abilities cannot be combined). Pay the Resources and/or Treasure tokens or use an Anchor token. Place the newly played card in your village. Resolve the effect of the newly played card, if applicable. Resolve effects activated by other cards. Move your Boat, if applicable, according to the Compass Rose tiles, collecting Treasures, if applicable. If the card came from the Bay, replenish the Bay using the deck. Additional Card Rules: You have 15 spaces in your village that can be filled by 1 card each. When your village is full, you cannot play any more cards, unless the card says it does not take up a space in your village (Abandoned Ship and Shipwreck). Whenever you draw a card, draw it from the deck, unless the ability says you can draw from the Bay. There is a hard limit of 8 cards in your hand. You can never have more than 8 cards in your hand. If any effect causes you to draw more cards than there is space in your hand, draw only up to your hand limit. Any additional cards are not drawn. When giving a card to another player, you must choose a player who has space in their hand. If there are no eligible players, discard the card instead (you still receive the benefit for having given the card). Whenever you discard a card, discard it from your hand, unless the ability says otherwise. If there are duplicate cards in the Bay, stack them in the same space and replenish the empty space using the deck. If you play a card from one of these stacks, the remaining cards stay in the Bay. If at any time you need to draw a card from the deck or replace a card in the Bay and there are no more cards in the deck, shuffle the discard pile to form a new deck. If a card says "may," its ability is optional, otherwise, it is mandatory (but advantageous). Card Types and Keywords: Each card will have two keywords, one from each pair: Common/Unique: you can have multiple copies of any "Common" card, but you can only have one copy of a "Unique" card in your village. Critter/Constructions: "Critters" almost always cost Mushrooms to play, or can be played for free using an Anchor token. "Constructions" never require Mushrooms to play (although Mushrooms can be used to pay for resources of "any" type). Each of the five card types works slightly differently: Production (Green): activate once, immediately when played, and once during Prepare for the Season actions in spring and autumn. Regulation (Blue): activate as described on the card, providing bonuses when you play cards or perform certain actions. Blue cards do not activate themselves when played. Traveler (Red): activate once, immediately when played. Destination (Bronze): you can allocate a worker to these cards in your village to activate them. They are not activated when played. Prosperity (Purple): at the end of the game, they are worth the points indicated on them and bonus points according to different aspects of your village, Boat, Maps, or Treasures. Moving Your Boat: Whenever you play a card that matches one of the Compass Rose tiles, move your Boat to the next space along the outer path. If the played card matches both Compass Rose tiles, move your Boat 2 spaces. Other effects may also move your Boat, but abilities that are activated by Compass Rose movement are not activated by these other types of movement. Any time you stop on or pass through a space indicating a Treasure Chest, regardless of which ability caused the movement, take 1 Treasure token from the general supply. Treasures can always be spent as 1 of any resource. Or, if you choose not to spend them, they are worth 2 points each at the end of the game. The Galleon also provides bonus points for unspent Treasures at the end of the game. The final space your Boat stops on determines how many points it will be worth at the end of the game. You do not receive score tokens for moving your Boat. If your Boat reaches the 60-point space, you can no longer move it forward. Boats can share a space and do not affect each other. Use the bow of the Boat or another mutually agreed upon reference point to track multiple Boats side by side. Prepare for the Season If you have already allocated all your workers and cannot — or do not want to — play a card, you must perform a Prepare for the Season action. To do this, take back all your allocated workers and then receive 1 new worker from the next Season's area. Receive the bonuses of that new season. After that, your turn ends, and the game continues with the next player in sequence. Season Bonuses: Spring: receive 1 new worker and activate all Green Production cards in your Village, in any order you wish. Summer: receive 1 new worker and draw 2 cards from the Bay, if possible. Replenish the empty spaces after drawing the two cards. Autumn: receive 1 new worker, draw 2 cards from the deck and/or the Bay, and activate all Green Production cards in your village. You can do this in any order you wish. Replenish the empty spaces after drawing all cards. Last Player to Prepare for the Season Events: Winds of Change (Spring and Autumn): If you are the last player to prepare for spring (or autumn), take the top Compass Rose tiles from both piles and place them at the bottom of the piles. Then reveal a new tile in each pile. High Tide (Summer): If you are the last player to prepare for summer, activate the High Tide effect by flipping 2 Island tiles of your choice. Flipped Islands can no longer be visited during the game. Leave any workers allocated to the flipped tiles (players can retrieve them normally when preparing for the season). If you are ## FAQ ### Do I need the original Everdell to play Farshore? Nope! It's a standalone game, meaning it comes with everything you need to play. ### How complex is the game? Is it too hard? It has a medium weight (2.86 on BGG). It's not a heavy 'euro', but it requires planning and attention to the navigation rules. ### How many players can play and how long does it take? 1 to 4 players, with games lasting between 40 and 80 minutes, depending on the group's experience. ### Is it recommended for someone who has never played an Everdell game? Yes! Since it's standalone, it's a great entry point into the franchise. ### Does language affect the gameplay much? Yes, the cards have a fair amount of text, so having a translated version or knowing the language is essential for smooth play. ## Price Comparison ### Best Offers in Brazil - **Rejoga**: R$ 45,00 (/partner/go.php?p=rejoga&g=3962&u=https%3A%2F%2Frejoga.com.br%2Fanuncio%2F6239ae67-b538-403a-a389-ac702afe99a4%3Forigem%3Dboardgamesbot) - **Amazon**: R$ 459,90 (https://www.amazon.com.br/dp/B0DYL7W76P?tag=bgbot26-20) - **CaldeirãoJogos**: R$ 359,10 (https://www.caldeiraojogos.com.br/produtos/everdell-farshore/?utm_source=boardgamesbot.com) - **Facil Shopping**: R$ 390,51 (https://www.facilshopping.com.br/produtos/everdell-farshore-galapagos/?utm_source=boardgamesbot.com) - **Tio Gêra**: R$ 399,99 (https://www.tiogera.com.br/jogo-everdell-farshore-galapagos?utm_source=boardgamesbot.com) - **Taverna Real**: R$ 404,09 (https://www.tavernareal.com/tabuleiro/everdell-farshore?utm_source=boardgamesbot.com) - See all on Compara Jogos: https://www.comparajogos.com.br/item/everdell-farshore ### Best International Offers - **BoardGamePrices.com**: $ 29.99 (https://boardgameprices.com/item/go?source=A&storeitemid=5925634&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 48.02 (https://boardgameprices.com/item/go?source=A&storeitemid=6579208&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 48.08 (https://boardgameprices.com/item/go?source=A&storeitemid=6132412&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 49.99 (https://boardgameprices.com/item/go?source=A&storeitemid=6425134&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 49.99 (https://boardgameprices.com/item/go?source=A&storeitemid=6998849&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 50.00 (https://boardgameprices.com/item/go?source=A&storeitemid=6411616&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 50.00 (https://boardgameprices.com/item/go?source=A&storeitemid=6674297&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 50.75 (https://boardgameprices.com/item/go?source=A&storeitemid=6822444&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 53.37 (https://boardgameprices.com/item/go?source=A&storeitemid=7025509&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 53.50 (https://boardgameprices.com/item/go?source=A&storeitemid=6715046&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/44843/everdell-farshore?utm_source=boardgamesbot.com