Folklore: the Affliction

Progress through stories in your quest to rid the land of evil.

Who doesn’t love a bit of old school D&D-style storytelling? Throw in a vaguely eastern European fantasy setting with gothic touches, vampires and werewolves, and I’m sold. So I really enjoy Folklore: the Affliction, an unapologetically old-fashioned gaming experience from Greenbrier Games. Some younger gamers may find the idea of scribbling information on character sheets weird and clunky in a modern boardgame, but us old timers will smile and shake their heads and say “we remember the days…”, and then nod off with a cup of hot cocoa resting on our bellies.

It may happily embrace basic, dice-heavy combat and card-drawing wilderness travel, but Folklore: the Affliction, mark my words, is still a lot of fun. I was lucky enough to get the Mythic pledge for the recent reprint, so my version has a whole lot of extras like miniatures and cloth character mats, but the real meat of this game is in the story books. I’ve only played one chapter, but it was a very amusing evening’s entertainment which, at one stage, saw our two characters desperately trying to open a tomb door while zombies burst up from their graves and swarmed us. Yeah, it’s mostly just rolling dice, but turn your brain off and your imagination on and you’ll love it. There are many, many hours of story content available in the core game, the Dark Tales expansion, and online, but if you really get into it, there’s even a 60 page Adventure Creation Kit book so you can create your own adventures.

So grab your dice, your crucifix, and your wooden stake. You’re going to need them adventurer!

By the way, this summary and reference is the 300th I’ve created.

Update Log

Date Version Changelog
Feb 2019 1 Original release

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