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!
Folklore the Affliction Story Journal 2 Part 4
- Strong two-player co-op potential with a rich atmosphere
- Excellent fan resources and rule sets
- Base bookkeeping can be heavy; two-player balance adds complexity
- Adventure-driven, improvisational play with sandbox elements.
- RPG-in-a-box with two-player focus and adventure creation potential.
- Array
- HeroQuest
- Shadows of Brimstone
- Runebound Second Edition
Mechanics (from transcript analysis)
- custom market and quest decks — Market rules and event/quest cards tailored for two players.
- fate/target token system — Currency-like tokens to mitigate bad luck and influence outcomes.
- two-character scaling adjustments — Adjusted hit points and progression for two heroes.
- two-hero co-op balance — Rules and tweaks for balancing two-player play.
Video topics + discussion points
Quotes (from this video)
- "I am a huge proponent of house ruling"
- "if there's a game you somewhat like and there's just one little thing that you could change to make it better"
- "HeroQuest is my number one game to play with house rules"
- "these decks of cards make the sandbox style gameplay more varied and more exciting"
References (from this video)
- 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
- Rules can be complex and demanding to track during a session
- Calamities and town restrictions can hamper progress and pace in some runs
- 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
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
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)
- living world and narrative depth
- beautiful miniatures and components
- replayability through branching paths
- combat feels dice/roll-based and less tactical
- can be difficult and unforgiving
- combat balance and power point economy can be fiddly
- story-driven living world with branching choices
- Gothic fantasy world with cultists, vampires, werewolves
- in-box living RPG with evolving story arcs
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
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)
- 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
- 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
- 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
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
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)
- Immersive gothic tone
- Deep story integration
- Complex and potentially expensive
- Can be heavy to learn
- Story-driven dungeon crawling with rumors and branching paths
- Gothic fantasy; branching story
- Story moments with book-like cards and flavor
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
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)
- Rich gothic flavor and emergent narratives
- Strong for players who enjoy campaign-driven exploration
- Pen-and-paper journaling options
- Requires multiple characters for best experience
- Can feel complex to learn without guidance
- Overland exploration, dungeon sprawling, gothic horror
- Gothic-fantasy with dark, occult themes
- Campaign-like with shifting boards and events
- 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
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)
- 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
- 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
- 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
- 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
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