Everdell: Farshore Game

SKU
023199
Grade 5-AD
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$99.99 $99.99 $79.95
Rainbow Savings: $20.04
Warning
Choking Hazard
  • Small parts. Not for children under 3 years.
Description

In Everdell, legend has it that there are abundant resources, treasures, and best of all, breathtaking beauty on the north coast of the valley. Although the land is mostly uninhabited, a group of Everdell’s beavers, puffins, ducks, and crabs set out to build and inhabit this land called Farshore in search of new adventures.

Once in Farshore, this adventuring band of seafaring critters found that driftwood, seaweed, seastones, and mushrooms were plentiful resources that could be used to construct their lighthouses, gardens, markets, and many other common and unique structures. Soon, new critter friends like the sculptor, sea chip, and sail maker appeared to provide services to the burgeoning community. Let’s join them to explore, learn, gather, and enjoy everything Farshore has to offer!

Whether you have experienced the original Everdell game or not, this stand-alone version is more than worthy of your time and play. There are similarities in gameplay between the two, but the differences are ones that I find streamline the game in ways that are complementary and unique. This game still involves enough strategy to create challenges but provides a smoother, cohesive learning and play experience. In short, both games have a place in my game library.

Farshore begins during the winter season with two critter workers available to all players. Critters visit various resource locations on the board to gather items needed to play cards. There are three more seasons for each player to initiate independently when they have no further workers they can send out or cards they can play. Once spring, summer, and fall seasons have elapsed for each player, the game ends, and the person with the most points wins! 

Points:  There are six unique ways to gain points in this game:

  1. Values listed on all played cards
  2. Bonus points from Purple “prosperity” cards
  3. Point tokens accumulated (shells)
  4. Treasure Tiles
  5. Points from position of your ship at the end of the game
  6. Map Tile bonuses

Cards: The core of this game is the main deck cards (Construction and Critter). Each person may place 15 cards in their play “tableau” area. These cards have costs consisting of different combinations of the resources mentioned above.  Cards provide immediate awards, their own worker placement offerings, and ongoing actions during the game and at the start of spring and fall seasons.  Finally, there are cards that provide end-game bonuses that reward specific combinations of cards that inhabit your play area.

Point Tokens: Some cards – like the Scribe Critter – provide opportunities to collect shells. Each one is worth one point at the end of the game.

Ship Position Points and Treasure Tiles:   There is a ship track encircling the lower part of the board. Each player starts with their own ship token that can move along this track to gain game-end points.  Ship movement is driven by card play in two unique ways. 1) Windrose tiles are placed in two stacks at the beginning of the game.  Stack A consists of both construction and critter designated tiles.  Stack B consists of different card colors/functions.  Each season, the Windrose stacks are refreshed with different choices.  When a card is played to a tableau, if it matches either or both active Windrose tiles, the player moves their ship one space for each match.   2) There are some card activations that let players advance their ships.

As players move their ships, they may land on or pass treasure icons. Each time they do, a treasure tile is collected, which can be used in one of two ways: 1) Trade a tile for one of any resource. 2) Collect them for two points each at game-end.

Map Tiles: At the “Dunes” resource location, players may obtain a map tile by matching its required quantity of any of the five card types they have played to their tableau or one of each of all types of cards. These tiles can provide valuable end-game points.

With this not-so-brief description, which is not as complete as the succinct, well-done rulebook, I hope to help inform your decision on whether this might be a game for you. This 1-4 player game is a delightful 40–80-minute visit to an experience that resonates with me, and I highly recommend it! ~ Marsha

Publisher's Description of Everdell: Farshore Game
Farshore will send you on an epic seafaring adventure to explore and build in the rugged country north of Everdell Valley. Study the winds to sail your ship in search of valuable riches, compete for lucrative island locations before high tide rises, and be the first to claim valuable maps that will lead you to troves of treasures.
Details
More Information
Product Format:Other
Brand:Starling Games
Grades:5-AD
EAN/UPC:810082831399
Length in Inches:11.75
Width in Inches:11.75
Height in Inches:2.9375
Weight in Pounds:3.8
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