Written by Nick D'Orazio October 31, 2016 1:00 am

Understanding Faeria: Curve can’t always be king

We’ve been writing about Faeria strategy since the earliest stages of its Alpha. With the release of V. 0.9, the influx of players and our readership has never been higher! Get caught up with classic articles you might have missed if you weren’t playing this game nearly a year ago:


In Faeria, gaining resources are inevitable. Players gain 3 Faeria at the start of each turn and can use this resource to play their cards. This means that players will always have at least 3 (and sometimes more) Faeria at the start of a turn. By design, this removes the primary element of frustration exists with traditional resource based card games: the inability to play your cards due to bad luck. It’s 2016 and most players expect this of their card games.


This is Faeria. It’s potential is limitless

It’s important to note however, that in Faeria, resources are also finite. Spent Faeria never comes back. Once a player decides to spend their Faeria, it doesn’t come back immediately the next turn, steadily increasing the amount of Faeria you might have access to. Instead, players can pool Faeria over the course of several turns by not playing any cards. This sounds like a small detail on the surface, but it’s the crux of what makes Faeria such a compelling game.

Why is this so important? It means that an unlucky string of turns where you can’t maximise your resource spending doesn’t lose you the game. It means when your opponent plays 1 drop into 2 drop into 3 drop, it isn’t an automatic loss if you can’t respond with a similar curve.


Faeria is a game where you can play a 1 drop on the first turn..


…followed by a 6 drop on the second turn

Faeria doesn’t punish you for not having a card to play.  If the above situation happened in a game with another resource system, there isn’t much chance for the player who hasn’t played a card to win. He or she already has a 6 Faeria deficit that can rarely be made up.  

Example: If player A has nothing to play on turns 1, 2 and 3, in almost every other card game, player A loses. However, in Faeria, player A still has 9 Faeria at the end of turn 3. Those turns weren’t spent doing nothing- at the very minimum he or she was collecting resources for later use.

Their opponent, who has played a card on curve perfectly, doesn’t have an insurmountable advantage. He has a board advantage but, in Faeria, isn’t the only thing players are fighting for.

A game of Faeria is an ever changing landscape of objectives and small victories players compete over and it has its resource system to thank for it.

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