Every Furoticon set needs Havens!
If you've received your Fortune at Vell's End cards already, you might've been able to piece everything together (if not, just wait a few more days -- we finished sending out all the preorders yesterday!)...
Forests is a Home Haven (The word "Home" just means you can have as many copies of the card in your deck as you'd like, instead of the normal limit of 3 copies in a single deck.) A Haven is a genderless card that supplies you with resources, and sometimes some special skills.
There are only four Home Havens in Furoticon. Each supplies you with a different type of gender point (GP) at the beginning of your turns. (Moorlands give you Male Points, Forests give you Female Points, Heights give you Herm Points, and Outskirts give you Otherkind Points -- see what we did with the first letter of each Home Haven?) ❤
You get 10 Action Points (AP) per turn, and the cost to play a card is in the upper-right corner. Each of the Home Havens costs 4 AP to play, and they stay in the scene after you play them.
But wait... I mentioned something about being able to "piece everything together."
Don't these locations look a little familiar?
They should if you've been following the Fortune spoilers!
Let's find the rest of the pieces!
Each of these special Havens will cost you all 10 of your AP to play, but the benefit of getting 1 extra AP in addition to 1 gender point (plus not needing to draw two separate cards for each of those points) makes these cards a smart choice if your deck can handle them.
On your next turn after playing one of these Havens, you'll refill to 11 AP instead of your normal 10 AP, plus the 1 GP! If you had two of these in the scene, you'd refill to 12 AP!
"That's cool, Seppel, but where's Vell's End?"
Oh, that city where the primary story takes place? The one whose name is in the title of the set?
Hmm, I have it around here somewhere...
To play Vell's End, you'll need conductors. Those conductors need 4 spare energy counters between them. You'll also have to spend a measly 6 AP.
Your reward? 3 AP. Doesn't seem like a lot? Well, there's a good reason this is a rare card! Imagine having 10 AP is like running at 100% speed. Suddenly you get 3 extra AP per turn, and now you're running at 130% speed! If you were running laps around a track, you'd lap your opponent after 4 turns!
AP boosts are important -- they slow you down in the early game, but late in the game, you'll take many more actions than your opponent!
Fortune at Vell's End is available! Get your cards now!
Sorry, comments are closed for this article.
|Zeneth_Starr on Jul 18th, 2014 @ 11:54 AM|
I really like that they are the map. But I still think you should make the map available as a game mat or something. And Asti's bed should be a game mat too.
Taz on Jul 18th, 2014 @ 08:24 AM
@polkakitty: The blue ones were the most obvious to me. This is why I mentioned Marik specifically in my earlier comment: he's the guy in charge of what the cards themselves look like. :)
Sasaya on Jul 18th, 2014 @ 05:04 AM
@Kaia Nevermind then, statement withdrawn. Can't wait to see the rest of the Havens.
polkakitty on Jul 17th, 2014 @ 07:59 PM
I noticed pretty quickly that these were all part of the same map, but it took quite a bit longer for me to realize that all the ones that give you GP have the text boxes slightly tinted in the appropriate color (blue for Moorlands/Balshik, red for Forests/Panaway, purple for Heights/Vanai Valley, and yellow for Outskirts/Rizah's Station - the red ones are the most obvious.) I thought that was a really nice touch.
Kaia_Cougar on Jul 17th, 2014 @ 05:17 PM
@Sassaya There are more lands than just these, including some Vell's End based dual genders.
They don't fit into the map, though.
Sasaya on Jul 17th, 2014 @ 04:27 PM
Love that you split the map up among Havens. Huge fan of all the cards where a single piece of artwork is shared among cards.
Not sure how I feel about the lack of dual gender Havens in this set though. I guess it makes sense with the special Owners, with 3/4 of them being mono. Yet if I am not planning on using one of them I need to go outside of set for a basic component.
sirdan87 on Jul 17th, 2014 @ 04:12 PM
Love the scenery of the map and how your using them. Also do enjoy seeing the abilities on the new havens. Keep up the great work.
Kaycat on Jul 17th, 2014 @ 03:44 PM
I love the art here. All looks great and comes together well. That said, I don't know how well I like the havens that give AP and GP. They are good in an opener, but sucks later. Perhaps as a one-of. I think they could go in instead of a home haven or two in a deck that really needs the AP badly. Otherwise you should probably go with field and a home haven. It will take playtesting to get a good read on them it it will heavily depend on the deck.
Nezumi12 on Jul 17th, 2014 @ 02:06 PM
can't wait to get me some of these. add a couple of dual-GP havens and you'll have plenty of resources for playing cards.
If you can get them into play early enough, of course
BlueJay on Jul 17th, 2014 @ 01:32 PM
This is one of the best-made Haven sets, just how it all comes together.
Taz on Jul 17th, 2014 @ 01:03 PM
The graphic design here is amazing. Mad props to mahsroh, Nikomaru, and Marik all!
My opinion on the APGP Havens are that they make good one-ofs. Thing about them is that if you have one in your opening hand you're pretty much golden, but if you draw them later on, you're usually just paying 10 AP for a Mound. Do not rely on these to give you your AP, for they eat a ton of it themselves.
Finally, a small note regarding my card and Vell's End: I won't get my energy counter from Vell's End until after its cost has been paid in full. If I have energy counters already though, by all means I can help pay for it. :)
Tegome on Jul 17th, 2014 @ 12:25 PM
@Kaia, yeah, that's exactly the logic we used when determining the cost. You're saving 5 AP from drawing one of these, as opposed to a Home and a Mound, and you're freeing up a card slot for more shenanigans. :D
Kaia_Cougar on Jul 17th, 2014 @ 10:21 AM
I originally thought ap-gp lands were too expensive and being penalized for being common, but then I realized that 4 (cost of home haven) + 3 (cost of mound) = 7, so basically you're paying 3 extra AP in order to combine both effects into 1 card. (Which is important, due to the draw cost and strict deck size.)
Vell's End kinda reminds me of Kinship Studio...it's powerful, but you need furres on the field to get that 3 AP out of it. Unlike Kinship Studio, you need furres to even play this card...but it also doesn't lose potency if you lose furres after the fact.
My lion deck would soooo mark that. :P
Lafitte on Jul 17th, 2014 @ 09:53 AM
Oh man, I like the look of those havens that give GP and AP... that'll be a big, helpful boost to pretty much any deck.