7.4
rating
Ludopedia
6.6
rating
BGG
Our Verdict
If you love quick games that blend logic and bluffing, Fae will hook you from the first round.
Highlights
- Simple yet deep strategy
- Entertaining bluffing
- Short playtime
Keep in mind
- Secret color can be hard to track
- Minimal component variety
RECOMMENDED
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Fae, originally released as *Clans*, seats up to four players on a board split into regions, each region holding five distinct areas. Every area receives a hut of each of the five available colors, but each player’s color is drawn randomly and stays hidden until the final reveal. The goal is to score as many points as possible for your secret color.
On a turn, you pick an area that has fewer than seven huts and move all its huts to an adjacent area. This shift can create “islands” of empty spaces around other areas; when an area becomes completely surrounded, it is scored. If a scoring event includes all five colors, any color represented by only a single hut is removed, potentially reshuffling the leaderboard.
The epoch track limits how many areas may be scored before the game ends. Each time an area scores, the track advances and the terrain type of the current segment grants bonuses or penalties that vary with the game’s progress. Once at least twelve areas have been scored, the round ends, colors are revealed, and the player with the most points for their hidden hue wins.
Fae blends abstract strategy, bluffing, and deduction: you must plan your moves, conceal your color from opponents, and try to infer who controls which hues. With a light weight (1.8/5) and roughly 30‑minute playtime, it’s ideal for a quick yet mentally tense session. Components are straightforward—colored huts and a modular board—but depth emerges from the tug‑of‑war over area control and the need to keep your agenda secret. If you love games where reading minds is as crucial as moving pieces, Fae might become your next obsession.
On a turn, you pick an area that has fewer than seven huts and move all its huts to an adjacent area. This shift can create “islands” of empty spaces around other areas; when an area becomes completely surrounded, it is scored. If a scoring event includes all five colors, any color represented by only a single hut is removed, potentially reshuffling the leaderboard.
The epoch track limits how many areas may be scored before the game ends. Each time an area scores, the track advances and the terrain type of the current segment grants bonuses or penalties that vary with the game’s progress. Once at least twelve areas have been scored, the round ends, colors are revealed, and the player with the most points for their hidden hue wins.
Fae blends abstract strategy, bluffing, and deduction: you must plan your moves, conceal your color from opponents, and try to infer who controls which hues. With a light weight (1.8/5) and roughly 30‑minute playtime, it’s ideal for a quick yet mentally tense session. Components are straightforward—colored huts and a modular board—but depth emerges from the tug‑of‑war over area control and the need to keep your agenda secret. If you love games where reading minds is as crucial as moving pieces, Fae might become your next obsession.
GALLERY
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In English
2
REC
3
BEST
4
OK
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Mechanics
Categories
Families
Publisher
Conclave Editora, Delta Vision Publishing, Hobby Japan, Z-Man Games
Designer
Leo Colovini
Artist
Bree Lindsoe
How many players can play?
2 to 4 players.
How long does a game take?
About 30 minutes.
What is the complexity level?
Light (BGG weight 1.8/5), suitable for beginners and seasoned gamers.
Are the components quality good?
The game includes colored huts and a simple modular board, well‑made for the price.
Who is this game for?
Anyone who enjoys abstract strategy, bluffing and deduction, especially in quick sessions.