
Avalon: The Riven Veil - Standard Edition
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The FroGames Card
You place your miniatures beyond the veil. Someone is bluffing about the card they're holding. In ten seconds, you'll find out if that region was really theirs, or if they just lost three warriors for nothing.
WHAT IT'S ABOUT
Five factions cross the veil to conquer the sacred island
Jamie Jolly brings Arthurian lore to a less-trodden territory: what happens after Camlann. Arthur and Mordred have fallen, the king's body has been taken to Avalon, but the cursed son is not dead: he followed the king through hidden paths, and his presence ripped the veil between the magical and mortal worlds. Now the wound calls like a beacon, and all factions with sight can see it. Some come to desecrate the island, others to defend it. Illustrations by Pedro Nuñez and Aitor Sebastián depict a shadowy Avalon, where mists hide more than they reveal.
You control a faction that explores the mists, discovers settlements, binds mythical creatures, and fights for control of sacred regions. Each turn you simultaneously choose action cards with your opponents: some activate movements, others bluffs, and still others rituals of power. The board is progressively built as the mists dissolve, revealing map tiles with legendary locations. You win if you control more settlements and accumulate more victory points at the end of the second or third season, depending on the chosen game length.
What they say abroad
"Arthur and Mordred fell at Camlann field, Arthur's body has been taken to Avalon, and unknown to the fey, Mordred followed...for the shattered son of King Arthur is not dead."
— Shadowborne Games
This is a game where the map builds itself around your ambitions, and the fog hides more than terrain.
— FroGames
Avalon: The Riven Veil
Your tools
What you use to conquer Avalon
Action cards
You choose them simultaneously each turn: movement, combat, rituals. Some are pure bluffs, others reveal true power. If you misread your opponents, you lose warriors for nothing.
Mythical creatures
Dragons, unicorns, forest spirits. You bind them with specific rituals and they give you unique abilities. But if an opponent controls their region, they can steal them.
Fog tiles
The board builds as you explore. Each discovered tile reveals a settlement or sacred place. Whoever arrives first places their miniature and controls the points.
Faction miniatures
Warriors, heroes, commanders. You place them on regions and settlements. Each lost miniature reduces your presence on the field, but some cards allow you to sacrifice them for powerful effects.
Come si gioca
Video dimostrativo di gameplay.
🎲How to PlayThe rules in four steps▼
How to Play
The flow of each round
Each turn is like a poker game: choose your card, guess what others are doing, reveal, and resolve.
Everyone chooses an action card from their hand and places it face down. No one knows what others have chosen. Some cards trigger movement, others combat, others rituals or bluffs.
Cards are revealed simultaneously and resolved in initiative order (determined by faction stats or card played). Those who bluffed find out if they guessed correctly; those who played true power execute the action.
If someone has entered a fog region, flip the tile and reveal what's underneath: settlement, holy site, creature. Whoever controls the region places their miniature and gains points or abilities.
New action cards are drawn, the season track advances. When the season ends, partial points are tallied. At the end of the second or third season (depending on the chosen length), the player with the most points wins.
⏱️Your First GameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Asymmetrical Setup
Each player chooses a faction and places their initial miniatures. The board is almost empty: only a few tiles revealed, the rest is fog. Someone reads the faction powers, someone else is already studying the action cards. Asymmetry is immediately evident: one faction has more warriors, another more rituals, another can move in the fog.
The First Simultaneous Selection
Everyone chooses an action card face down and reveals it together. Someone bluffed: they declared movement but played combat. An opponent loses two miniatures in a region they thought was safe. The tension of bluffing is immediately clear: each card has a cost, and guessing what others will do is as valuable as playing your own move well.
The Discovery of the Grail
A fog tile is flipped and reveals a legendary place: the Grail, or a high-value settlement. Everyone wants to control it, but only the first to arrive places their miniature. A race begins: some sacrifice warriors to move faster, some use rituals to teleport, some wait for others to weaken each other.
The Bond with the Creature
A player completes the ritual to bind a dragon. The creature gives them a unique ability: they can fly over the fogs, ignoring borders. But an opponent conquers the dragon's region two turns later, and the creature changes owners. There is silence at the table, then a nervous laugh: no one had calculated that move.
The Final Count
End of the second season. Points are tallied: controlled settlements, bound creatures, secret objectives. The player with the most victory points on the revealed slots of their faction board wins. Someone dominated the center of the map but lost due to a settlement. Someone else won with a defensive strategy no one saw coming.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to know
Bluffing is not optional
You must learn to read others and to lie with cards. If you always play honestly, you'll be read in two turns and lose control of key regions. This isn't a flaw, but if you don't enjoy the psychological meta-game, this game will frustrate you.
With 5 players, the time extends
Simultaneous selection helps, but action resolution and multiple conflicts prolong turns. With 5 players, expect a full 120 minutes, not the 60 minutes stated on the box. With 2-3 players, the pace is much faster.
First game = mandatory tutorial
Asymmetrical factions, creature powers, and card timing require one game to understand. Clear rules but high depth: the learning curve is steep for the first 30 minutes, then everything clicks.
🏆Victory and DefeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game lasts 2 or 3 seasons (initial choice). At the end, victory points are counted.
Victory
- Control more revealed settlements on your faction board at the end of the last season
- You have completed secret objectives (bound creatures, controlled holy sites, performed rituals)
- Add up all victory points from the revealed slots: whoever has the highest total wins
Elimination or Defeat
- You are not eliminated (it's pure area control), but if you lose all miniatures in a region, you lose control and associated points
- If you fail to expand beyond your starting tiles, you accumulate few points and finish last
- If you are read by opponents and systematically bluffed, you lose warriors and opportunities each turn
This is not a game where the best calculator wins: it's won by whoever guesses what others are thinking, and who knows when to sacrifice miniatures to control the right location.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Avalon: The Riven Veil
Is it a combat game or an area control game?
Both, but combat is not the goal: it's a tool to control regions and settlements. You win by accumulating victory points, not by eliminating opponents. Conflict is direct but functional to territorial control.
Are the factions truly asymmetrical?
Yes. Each faction has unique powers, different miniatures, and exclusive action cards. One can move in the fog, another has more warriors but fewer rituals, another can steal creatures more easily. Your first game is for understanding your faction, not for winning.
What mechanics does Avalon: The Riven Veil use?
Area Majority / Influence as the core structure, Simultaneous Action Selection for tactical bluffing, Card Play Conflict Resolution for combat, Hand Management for optimizing actions, Variable Player Powers for asymmetrical factions, and Map Addition for progressive fog exploration.
Does it work well with 2 players?
Yes, in fact: with 2 players, bluffing is more direct (you read only one opponent instead of four) and the pace is fast. You lose a bit of the chaos of 4-5 player games, but you gain in tactical depth and control. Games last approximately 60-75 minutes.
Is it available in Italian?
No, this edition is in English. Components include action cards with text, faction boards with power descriptions, and a complete rulebook. Language dependence is medium-high: a good understanding of English or a translated reference is needed.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Avalon: The Riven Veil is an area control and exploration game for 2-5 players, set in Arthurian mythology after the fall of Camlann. Designed by Jamie Jolly and published by Shadowborne Games, the game combines simultaneous action selection, tactical bluffing, and asymmetrical factions in games lasting 60 to 120 minutes. Each player controls a faction that crosses the veil to conquer the sacred island of Avalon, exploring fogs, binding mythical creatures, and fighting for control of settlements and legendary sites. The board is progressively built, the map is modular, and victory is achieved by accumulating victory points through territorial control and the completion of secret objectives. Recommended age 14+, medium-high complexity (3.3/5). Available on FroGames.it.

Avalon: The Riven Veil - Standard Edition
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
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