Sunderfolk review: RPG magic that transports your friends together

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The creators of Sunderfolk wanted to make a video game that would help players “Rediscover game night.” By my reckoning, they have succeeded, because I am now regularly arguing with good friends over stupid moves. Why didn’t I pick up that gold? Don’t you see how ending up there messed up an area attack? Ah, well.

That kind of friendly friction, inside dedicated social time, only gets harder to come by as you get older, settle into routines, and sometimes move apart. I’ve hosted four Sunderfolk sessions with three friends, all in different states, and it has felt like reclaiming something I lost. Sunderfolk is a fun game with a lot of good ideas, and the best one is convincing humans to join up in pondering hex tiles, turn order, and what to name the ogres who shoot arrows (“Pointy Bros”).

Maybe you already have all the gaming appointments you need with friends, online or in person. Sunderfolk, I might suggest, is a worthy addition to your queue as a low-effort way to give everyone a break from being the organizer. It does a decent job of tutorializing and onboarding less experienced players, then adds depth as it goes on. Given that only one person out of four has to own the game on some system, and the only other hardware needed is a phone, it’s a pretty light lift for what I’m finding to be a great payoff. Some parts could be improved, but the core loop and its camaraderie engine feel sturdy.



I haven’t reached the mine cart missions yet but am glad to know they exist.

Credit:
Dreamhaven

I haven’t reached the mine cart missions yet but am glad to know they exist.


Credit:

Dreamhaven

Pick a class, take a seat



My party getting a well-deserved level up. From left: Boom Boom the berserker, Roguefer, Bob the mage, and Fire Bob.

Credit:
Kevin Purdy

My party getting a well-deserved level up. From left: Boom Boom the berserker, Roguefer, Bob the mage, and Fire Bob.


Credit:

Kevin Purdy

Sunderfolk is a turn-based tactical RPG, putting you and your friends on a grid filled with objects, enemies, and surprises. You pick from familiar role-playing character classes—my party picked rogue, berserker, wizard, and a kind of pyromancer—and choose one ability card each turn. The cards put a Gloomhaven-like emphasis on sequence and map positioning. One of my rogue’s potential moves is a quick attack, then gaining strength by picking up nearby gold. Another involves moving, hitting, moving, hitting, then one more single-hex move at the end, to stay out of danger and get a protective “Shrouded” effect.

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