When I hang out with my friends for a game night, we usually do one of two things: play Dungeons & Dragons or a party video game that works with just our phones.
When I hang out with my friends for a game night, we usually do one of two things: play Dungeons & Dragons or a party video game that works with just our phones. The iconic tabletop RPG provides the sandbox for an infinite number of campaigns for my friends to venture through, while Jackbox and King Of The Castle offer variety depending on the actions or answers we provide as players. Sunderfolk is a new game from Dreamhaven that’s finding the middle ground between the two.
Recommended Videos Opening a Secret Door Chris Sigaty is best known for his work at Blizzard Entertainment on games like Warcraft III and StarCraft II. In an interview, Sigaty tells Digital Trends that he and many other Blizzard veterans felt that they were “at these junctions in our careers where it made sense to move on to something else.
How Sunderfolk works Structurally, Sunderfolk is split into three acts and around 38 levels. Players can create a party of up to four characters at the start of a campaign. Each is represented by a different animal and falls into an RPG archetype. My favorite was a salamander Pyromancer who could light tiles on fire with their magic attacks and then step into the fire to get an attack boost. Each act consists of 15 or so missions for players to complete.
Players return to Arden between levels, where they can customize their characters, buy valuable items for missions, customize their deck, and more. This provides a more optional and idle town-building component to the game between missions if someone wants to play Sunderfolk between sessions or while a friend is busy doing something else. One person can technically control four characters at once, but the developers stressed that Sunderfolk is a game meant to be played with others.
“When we think about board games, there’s this understanding of a board were we look and a hand of cards. The phone and the TV parallel that experience,” Marek explains. “I think that’s understandable, both by folks in our main audience and also folks who maybe aren’t used to board games. That tactile-ness that a phone brings, being able to swipe a card up, helps bridge that gap of understandability.
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