The gear of the machinery
© FGF, False Gods’ Fall is a trademark with all rights reserved aswell as all the content in this website.
…and the last thing you remember is being hit by a blinding white light. You look around, absolutely everything is unfamiliar, bizarre, and grotesque. Every surface you look at shows signs of extreme violence, beings never seen before lie dead and mutilated everywhere. With amazement you notice how the area you are in begins to change shape, walls emerge and submerge, the environment darkens and the temperature begins to drop; in the distance, you hear obvious screams of terror and deep pain. Your turn is next, are you ready?
About FGF False Gods' Fall It It is a board game themed with fantasy, science fiction, and horror where two sides: Heroes and Gods, face each other on a three- dimensional board that changes shape throughout each round. Each player chooses one of the different characters available per side, whose skills they will develop, and who will get equipment. Each side must work as a team so that none of its members is eliminated by the other, individually everyone must get the largest number of trophies possible. The game ends when a character (Deity or Hero) is eliminated or when the last round of the game has ended. The side that has survived with all its characters wins the game, and this side determines the biggest winner, determined by the character that has accumulated the largest number of Trophies.
You wake up…
Events These are cards that are randomly revealed from your deck, most of them indicate the modifications to the board that the player, in turn, must make before starting with his "actions", for example: - Add or remove barriers: when added, they block access to adjacent tiles - Rotate tiles: they can modify the access routes to the tiles and trigger special effects - Add or remove weather conditions (wind, cold, heat, water, and darkness): each weather condition affects the players on the affected tiles - Add or remove elevations: they modify the attack and defense values or, they can be used to be thrown at opponents
Turns At the start of each round, the first character type to start is a Hero. Players with heroes choose their turn order each round. Heroes, during their turn, may use their Actions to… - Move around the board - Attack - Use equipped skills or items - Search for equipment (weapons, armor, tools, trophies, and mutagen) - Rest to regain sanity - Reorganize their inventory - Trade items with other heroes - Unlock skills
Vulnerable sanity All characters are susceptible to mental deterioration, expressed in markers that determine the type of behavior that the affected character must perform. Attacking their allies, paralyzing themselves, self-flagellation, or running away are some of the effects that they may suffer. To regain their sanity, characters must rest.
Search and equipment (only for Heroes) Throughout the board, heroes will be able to search for objects that will help them survive: weapons (diversify the forms of attack), armor (increase the value of defense) and tools (objects that can improve the character's attributes, others can give new abilities, such as flying) are some of the things that they can equip to improve their chances of survival.
Character customization Only Heroes and Gods (not Aberrations), if they wish, from their own decks will be able to acquire new abilities and freely shape their character.
Movement It is played on hexagonal tiles with hexagonal spaces inside. Some characters have the ability to fly, swim, or climb "elevations" (hexagonal blocks that are placed on the tiles) so the movement is three-dimensional and the altitude at which the characters are located is taken into account.
Changing board throughout the game The tile system is the core of this game. This board changes shape throughout each round, its tiles rotate, paths open and close, weather (heat, cold, water, wind, darkness) affects the tiles, and elevations can be climbed or thrown at opponents.
Example of an Event card
The Gods, during their turn, may use their Actions to… - Move around the board - Attack - Use divine powers - Loot corpses in search of trophies and divine power - Rest to regain sanity - Destroy weapons, armor, and tools - Unlock divine powers - Execute the actions of the Aberrations under their control
Some equippable item cards
Some Skill cards for heroes
Insanity markers
More about the tile system More about the tile system
A game is structured by a set number of rounds, each consisting of events and alternating turns between player types (Hero or God). Each player has a set number of actions during his turn.
© FGF, False Gods’ Fall is a trademark with all rights reserved aswell as all the content in this website.
Great gameplay requires new and fun elements.
…and the last thing you remember is being hit by a blinding white light. You look around, absolutely everything is unfamiliar, bizarre, and grotesque. Every surface you look at shows signs of extreme violence, beings never seen before lie dead and mutilated everywhere. With amazement you notice how the area you are in begins to change shape, walls emerge and submerge, the environment darkens and the temperature begins to drop; in the distance, you hear obvious screams of terror and deep pain. Your turn is next, are you ready?
About FGF False Gods' Fall It It is a board game themed with fantasy, science fiction, and horror where two sides: Heroes and Gods, face each other on a three-dimensional board that changes shape throughout each round. Each player chooses one of the different characters available per side, whose skills they will develop, and who will get equipment. Each side must work as a team so that none of its members is eliminated by the other, individually everyone must get the largest number of trophies possible. The game ends when a character (Deity or Hero) is eliminated or when the last round of the game has ended. The side that has survived with all its characters wins the game, and this side determines the biggest winner, determined by the character that has accumulated the largest number of Trophies.
More about the tile system More about the tile system
You wake up…
Events These are cards that are randomly revealed from your deck, most of them indicate the modifications to the board that the player, in turn, must make before starting with his "actions", for example: - Add or remove barriers: when added, they block access to adjacent tiles - Rotate tiles: they can modify the access routes to the tiles and trigger special effects - Add or remove weather conditions (wind, cold, heat, water, and darkness): each weather condition affects the players on the affected tiles - Add or remove elevations: they modify the attack and defense values or, they can be used to be thrown at opponents
Example of an Event card
Turns At the start of each round, the first character type to start is a Hero. Players with heroes choose their turn order each round. Heroes, during their turn, may use their Actions to… - Move around the board - Attack - Use equipped skills or items - Search for equipment (weapons, armor, tools, trophies, and mutagen) - Rest to regain sanity - Reorganize their inventory - Trade items with other heroes - Unlock skills
The Gods, during their turn, may use their Actions to… - Move around the board - Attack - Use divine powers - Loot corpses in search of trophies and divine power - Rest to regain sanity - Destroy weapons, armor, and tools - Unlock divine powers - Execute the actions of the Aberrations under their control
Movement It is played on hexagonal tiles with hexagonal spaces inside. Some characters have the ability to fly, swim, or climb "elevations" (hexagonal blocks that are placed on the tiles) so the movement is three- dimensional and the altitude at which the characters are located is taken into account.
Vulnerable sanity All characters are susceptible to mental deterioration, expressed in markers that determine the type of behavior that the affected character must perform. Attacking their allies, paralyzing themselves, self- flagellation, or running away are some of the effects that they may suffer. To regain their sanity, characters must rest.
Insanity markers
Search and equipment (only for Heroes) Throughout the board, heroes will be able to search for objects that will help them survive: weapons (diversify the forms of attack), armor (increase the value of defense) and tools (objects that can improve the character's attributes, others can give new abilities, such as flying) are some of the things that they can equip to improve their chances of survival.
Some equippable item cards
Character customization Only Heroes and Gods (not Aberrations), if they wish, from their own decks will be able to acquire new abilities and freely shape their character.
Changing board throughout the game The tile system is the core of this game. This board changes shape throughout each round, its tiles rotate, paths open and close, weather (heat, cold, water, wind, darkness) affects the tiles, and elevations can be climbed or thrown at opponents.
Some Skill cards for heroes
A game is structured by a set number of rounds, each consisting of events and alternating turns between player types (Hero or God). Each player has a set number of actions during his turn.