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Folklore: The Affliction

Game ID: GID0130834
Collection Status
Description

Embark on a cooperative epic adventure that is Folklore the Affliction. Find and destroy the source of the evil spreading its claws into the heart of the land, decimating its people and resources. Free the denizens from the scourge of vampirism and lycanthropy and expand your power and abilities. Are you a survivor, or will you play as your ghost? Will you fall to the bloodlust or the taint of lycanthropy yourself?

Folklore: The Affliction is an expandable ongoing horror RPG board game for 1-5 players that focuses on immersive storyline, strategic combat, character development and intense character customization elements. Your successes and failures, encounters and challenges can affect the entire group raising the ante and fueling interaction. Play one of six customizable and unique characters in a quest to gain Lore by conquering the supernatural Afflictions. Travel the land and enter dark locations where the action becomes a miniature based dungeon crawl. Uncover deeper and more intriguing storylines as you go further into darkness in your quest to drive the evil back into the hell it came from.

Dying in Folklore is not the end for your character... dead characters play on as their ghost with ethereal powers to strike down your foes from beyond the grave. You are never truly out of the action. Customizable abilities even include those that can strengthen your character in the afterlife!

Year Published
2017
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 8
This page: 8
Sentiment: pos 6 · mix 2 · neu 0 · neg 0
Mentions per page
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Showing 1–8 of 8
Video HBf10ujjRbs Behrendt / Meet Me at the Table playthrough at 0:07 sentiment: positive
video_pk 13268 · mention_pk 38922
Video thumbnail
Click to watch at 0:07
Overall sentiment (raw)
positive
Pros
  • Rich story-driven progression with meaningful, player-facing choices
  • Highly thematic integration of occult horror and narrative exploration
  • Varied event types (road, town, off-road) keep gameplay dynamic
  • Plethora of loot, companions, and artifacts that alter strategy
Cons
  • Rules can be complex and demanding to track during a session
  • Calamities and town restrictions can hamper progress and pace in some runs
Thematic elements
  • Occult conspiracies, cursed artifacts, and monster-hunting within a story-driven arc
  • Dark fantasy, travel between towns and wooded/occult locations during a narrative campaign
  • Story journal-driven, episodic quest progression with branching outcomes
Comparison games
none
Mechanics (from transcript analysis)
  • Companions and loot — Recruitment and acquisition of companions or gear via events; items can be traded among players.
  • Curses and afflictions — Encounters can impose curses requiring checks to resist; failures impose penalties or new threats.
  • Lore resource and level progression — Lore is earned through events and encounters and raises the party's capabilities; leveling unlocks new powers or options.
  • Mythos and ritual cards — Characters learn and use mythos/ritual cards to gain advantages, deny enemies, or alter skirmishes.
  • Power points and ability points — Skills require spending ability/power points, tying character advancement to resource management.
  • Road and off-road events — Movement along a connected map with a stream of events that impact resources, health, and status effects.
  • Skirmish combat with dice — Engagements include dice-based checks and may grant bonuses or apply fractions of damage; defense and might influence outcomes.
  • Town services and healing economy — In towns, players perform services to recover life force (Vitae) and power points, often at a gold cost.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're continuing our playthrough of folklore the affliction
  • the leveling system in this game works
  • gain +5 might and it is stackable
  • this is going to be really good
  • we're going to draw our Road event
  • thank you so much for watching
References (from this video)
No references stored for this video.
Video Ik7KmgIZEX4 Meet at the Table top_10_list at 3:43 sentiment: mixed
video_pk 10430 · mention_pk 30724
Video thumbnail
Click to watch at 3:43
Overall sentiment (raw)
mixed
Pros
  • living world and narrative depth
  • beautiful miniatures and components
  • replayability through branching paths
Cons
  • combat feels dice/roll-based and less tactical
  • can be difficult and unforgiving
  • combat balance and power point economy can be fiddly
Thematic elements
  • story-driven living world with branching choices
  • Gothic fantasy world with cultists, vampires, werewolves
  • in-box living RPG with evolving story arcs
Comparison games
none
Mechanics (from transcript analysis)
  • Character progression via paths — decisions shape character development and replayability
  • Living world / story progression — chapter-based progression with branching choices affecting future events
  • Skirmish combat and dice-based resolution — partial tactical combat with miniatures and combat rules
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is fast and fun
  • the themed aliens is a wonderful sci-fi universe it's probably my favorite one of all time
  • the living world of folklore said in the dark fantasy comes in at number 9
  • it's such a unique game and has a really cool feel
  • the continent is absolutely huge and the crafting system is unique
  • fail forward is a huge bonus in my book
References (from this video)
No references stored for this video.
Video KXIRO1tWFBg Meet me at the table playthrough at 0:08 sentiment: mixed
video_pk 7536 · mention_pk 22415
Video thumbnail
Click to watch at 0:08
Overall sentiment (raw)
mixed
Pros
  • Successful skill checks and herb collection yielding lore and coins
  • Engaging off-road events with meaningful choice impact
  • Rich narrative moments and character interactions
  • Intriguing ghost mechanic and its implications for party dynamics
Cons
  • Archaeology nerve test led to Barnaby’s death and later ghost status
  • Rule bookkeeping and minor miscalculations affected some outcomes
  • Some outcomes depend on unfavorable draws, which can slow progression
Thematic elements
  • Demonic possession, exorcism, investigation, and moral choices
  • Occult-infused rural fantasy with churches, forests, and mysterious artifacts
  • Story-driven exploration with branching outcomes and story checks
Comparison games
none
Mechanics (from transcript analysis)
  • Combat with special rules — Turns include weapon bonuses, aura effects, absorption mechanics, and monster abilities (e.g., White Wolf).
  • Off-road and road events — Deck-driven encounters with cover cards; players draw and resolve events that drive the plot and loot.
  • Resource and status tokens — Lore, vitae, bandage tokens, tracking tokens, and status effects (e.g., ghost) influence actions and survivability.
  • Story and skill checks — Characters perform skill checks (e.g., Trickery, Speech) using dice, with bonuses from stats and items; outcomes influence story direction.
  • Town services and revives — In-town actions (physician, revive dead, heal points) with costs and faith checks to aid the party.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • greetings i'm Behrendt and welcome to meet me at the table
  • success you deftly restrain her without touching stone fragments
  • monolith there was a strange monolithic pillar ahead jet-black and foreboding
  • Barnaby became a ghost
  • you found the herbs gained eight lore
References (from this video)
No references stored for this video.
Video W8Nbfnkv1Ug Meet Me at the Table top_10_list at 11:56 sentiment: positive
video_pk 7357 · mention_pk 21749
Video thumbnail
Click to watch at 11:56
Overall sentiment (raw)
positive
Pros
  • Immersive gothic tone
  • Deep story integration
Cons
  • Complex and potentially expensive
  • Can be heavy to learn
Thematic elements
  • Story-driven dungeon crawling with rumors and branching paths
  • Gothic fantasy; branching story
  • Story moments with book-like cards and flavor
Comparison games
none
Mechanics (from transcript analysis)
  • Character/class progression — Multiple classes and skill trees
  • cooperative exploration — Players coordinate to advance the story
  • Story moments with branching rumors — Rumors and choices drive progression
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you'll never leave my collection
  • it's not a forever game this game is a lifestyle game
  • the world is your oyster in the world of shadows of brimstone
  • it's the only party game you're gonna see on my forever list
  • madara unintentional malam act 1
References (from this video)
No references stored for this video.
Video GU3ONxUJIOc Unknown Channel top_20_list at 25:45 sentiment: positive
video_pk 5527 · mention_pk 16430
Video thumbnail
Click to watch at 25:45
Overall sentiment (raw)
positive
Pros
  • Rich gothic flavor and emergent narratives
  • Strong for players who enjoy campaign-driven exploration
  • Pen-and-paper journaling options
Cons
  • Requires multiple characters for best experience
  • Can feel complex to learn without guidance
Thematic elements
  • Overland exploration, dungeon sprawling, gothic horror
  • Gothic-fantasy with dark, occult themes
  • Campaign-like with shifting boards and events
Comparison games
  • Explore It (Forest of Adrion) for similar overland-to-dungeon shifts
  • Gloom of Kilforth for dark fantasy narrative
Mechanics (from transcript analysis)
  • Campaigns with branching missions — Story arcs that branch based on outcomes.
  • Deck-based combat and loot — Card-driven encounters with loot progression and event cards.
  • Pen-and-paper elements with app-like journaling options — Manual note-taking, with optional app/token enhancements.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is amazing at creating an emerging narrative.
  • I voted this number one adventuring game this year.
  • Emerging narratives are just fantastic in Explor It.
  • The lore, the art, the setting—the Gothic vibe here is unmatched.
  • You can play solo without a DM and still have a deep experience.
  • This is one of the best dungeon crawlers you can buy today.
References (from this video)
No references stored for this video.
Video e_LWFQf2rv8 Behrendt playthrough at 0:00 sentiment: positive
video_pk 4974 · mention_pk 14782
Video thumbnail
Click to watch at 0:00
Overall sentiment (raw)
positive
Pros
  • Large, impressive board mat and component density
  • Expansions and backer extras; rich customization
  • Strong RPG elements with healer and focus choices
  • Diorama-scale modular elements and ghost mechanic for killed characters
  • Active community involvement via comments and naming characters
Cons
  • Very large table footprint; may be difficult to manage on small tables
  • Complex rules; lots of components and terms to track
  • Dependency on Kickstarter extras; core box may differ from expanded versions
  • Narrative decisions require audience input; potential delays between acts
Thematic elements
  • Ritual knowledge, survival against dark forces, necromantic and mystic lore
  • Dark fantasy world; folklore-inspired setting with afflictions and a gothic atmosphere
  • Story-driven, RPG-in-a-box with journal and storybook
Comparison games
  • Dungeons & Dragons
Mechanics (from transcript analysis)
  • Auras and special abilities — Two aura modes (light and dark) with battlefield effects
  • Combat System — Main board battles and smaller skirmishes, with line-of-sight and melee ranges; dice-based checks
  • expansion content — Expansion characters and mat, additional components are included via Kickstarter
  • Miniatures and ghost mechanic — Miniatures for heroes/enemies; ghosts if a character dies
  • Point-based resource system — Vitae (HP), power points, and skills costs for actions
  • Role-playing elements — Character backstories, focus choices (numerologist or seeker), lore trees and skills
  • Story progression and quests — Journal and results determine story progress; acts and world events
  • Town services and exploration — Town services affect character development and interactions
  • World and rumor cards — World event cards, offworld events, rumor cards shape the world between acts
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a RPG in a box
  • it's like massive board
  • we're going to take three characters on a lease through the first act
  • neoprene mat ... the board
  • colin from one stop co-op shop has done a run through folklore the affliction
  • this is an RPG in a box there's going to be quite a bit of reading and a lot of storytelling
References (from this video)
No references stored for this video.
Video kc3058Lakn8 game_review at 0:18 sentiment: positive
video_pk 3935 · mention_pk 11522
Video thumbnail
Click to watch at 0:18
Overall sentiment (raw)
positive
Pros
  • Incredible DM-in-a-box experience with a strong Gothic flavor
  • World map plus grid combat provides variety beyond a pure exploration game
  • Well-written stories that stimulate imagination and support immersive play
  • Campaigns feel epic and can span a long play horizon, offering substantial value
Cons
  • Lack of components and tracking aids; health trackers not included in base game
  • Heavy bookkeeping: up to three characters; not easily scalable to two players
  • Combat can become repetitive due to frequent dice rolling
  • Product line complexity: standees vs miniatures, multiple editions, and pricing can be confusing
  • Some items lack physical cards; requires writing things down or obtaining printables
Thematic elements
  • DND-in-a-box style dungeon-crawling RPG experience with a strong narrative focus
  • Gothic fantasy world with a twelve-story campaign structure; world exploration that transitions to grid-based encounters
  • story-driven chapters; atmospheric Gothic storytelling with an emphasis on player imagination
Comparison games
  • Explore It
Mechanics (from transcript analysis)
  • Campaign progression across stories — Core set includes six stories; expansions add more stories; progression through chapters and campaigns
  • character management — Players control three characters per session in a campaign, with persistent state across story chapters
  • Dice-driven combat — Combat involves repeated dice rolling, with varying levels of tactical depth across encounters
  • Modular expansion and equipment packs — Equipment packs and expansions affect play but also add complexity and cost; product line has multiple editions
  • Resource and status tracking — Health trackers and status tokens are used to track conditions; some items require manual recording or printable aids
  • Rulebook with house-rule potential — The rules acknowledge gaps and encourage house ruling in old-school RPG fashion
  • Upkeep and long-session persistence — Campaigns can stretch across weeks or weekends, requiring ongoing upkeep of state between sessions
  • World map exploration and grid combat — The game alternates between a world map and modular grid-based combat using map sheets
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • look at how much stuff you have to keep track of
  • the system is great and lens itself for you creating your own campaigns if you wanted
  • I think this game is fantastic
  • one of the best dmless RPGs in a box that a solo player could buy
  • explore it in a one and go session
References (from this video)
No references stored for this video.
Video kY92KCXwF08 Unknown general_discussion at 0:30 sentiment: positive
video_pk 2230 · mention_pk 6502
Video thumbnail
Click to watch at 0:30
Overall sentiment (raw)
positive
Pros
  • No GM required; deck-driven storytelling
  • Campaign-based cooperative play
  • Large deck size supports multiple stories without immediate reshuffle
  • Beautiful minis and map components
  • Movement and combat rules that scale with party size
  • Dynamic event structure with road and off-road choices and meaningful rewards
Cons
  • Not released yet; early pre-sale announcement with release in October
  • Potentially complex for new players due to deck-driven mechanics
  • Campaign samples shown in video are not actual campaign content
  • Possible downtime during leadership decisions and group consensus
Thematic elements
  • Cooperative, narrative-driven fantasy adventure where players seek vengeance against a spreading evil
  • Fantasy land facing a dark affliction, journeying across locations such as Rio Trust and Austin; encounters at landmarks like the Church of the Crossroads
  • Campaign-based storytelling driven by storyline cards; no game master
Comparison games
none
Mechanics (from transcript analysis)
  • Campaign-based cooperative play — Players collaborate to progress the story; leadership decisions may be needed when disagreements arise.
  • Checkpoint and penalties — Progress can reset to the last checkpoint with potential penalties, allowing forward momentum with caveats.
  • Deck-based storytelling — Use storyline cards to drive the narrative rather than a traditional GM-led plot; flavor text and directions guide play.
  • Ghost/spirit energy system — If a character dies, they become a ghost and can channel spirit energy to aid the party, with restrictions on items and followers.
  • Leader-driven path resolution — In case of disagreement, the party leader makes the critical path decision and passes the turn to the next player.
  • Miniatures and map-driven play — Placed minis represent characters/monsters at major plot points on a mapped board.
  • Preset classes with leveling — Players choose from six core classes; stats are preset, with progression as the story unfolds.
  • Road and off-road events — Road events progress the story with moderate risk, while off-road events offer higher rewards and danger.
  • Skirmish combat with dice — Combat is resolved via dice rolls; abstract and quick, scaling with party size and narrative difficulty.
  • Stride-based movement on a world map — Movement is determined by the character's stride length, affecting travel between locations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Folklore you are it's an RPG tabletop where you don't need a GM you use the storyline in the decks of cards to drive the story
  • These minis are absolutely gorgeous
  • Not released yet; Bree pre-sale at Gen Con
  • We will be doing the review so stay tuned
References (from this video)
No references stored for this video.
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