
18 Region Tiles
Inner Ring - 4 River, 4 Forest
Coastal Ring - 4 Mountain,
2 River, 2 Forest
Miniatures
Miniatures
Lord Boards and
Faction Boards
Track Board
(15 per Faction and
8 for Druid Ley Lines)
(Undead , Knights, Druid, Fomorian)
Beast Minis
+ 1 Excalibur Token
+ 1 Holy Grail Token
1 Green Knight Miniature
Beast Cards
Separators
Indicators
40 Cards
40 Cards
40 Cards
40 Cards
Tokens
1 Double Sided
Tide Token
Step Through The Veil
Avalon: The Riven Veil, is a 2-4 player Arthurian area-control and exploration game where you lead mighty factions through the veil to discover what awaits on the mythical isle of Avalon. Explore the mists, discover legendary artifacts, bond mythic beasts, hunt for the grail, and prepare for war.


Explore
and control
- Area-Control & Exploration
- Symmetric & Asymmetric Factions
- Unique Push-Your-Luck Combat
- Hand Management
- Multi-Use Cards
- Over 200 Pieces of World-Class Art

What Reviewers Say


Guinevere and
The Knights of the Round
Albion once flourished beneath Arthur and Guinevere, a kingdom of chivalry where Camelot stood as a beacon of honor. Yet the realm fell not to foreign enemies, but to betrayal from within. Mordred, Arthur’s own son, embraced dark powers and brought ruin upon the kingdom in a final duel that claimed both father and son.
Now Guinevere leads the surviving Knights of the Round to the mist-shrouded isle of Avalon. Bearing holy arms and the last light of Camelot, they seek to cleanse Mordred’s corruption, restore the balance of magic and faith, and fulfill the prophecy of Arthur’s return.
Merlin and
The Druids
Led by the mysterious Merlin, the Druids are masters of the old ways and guardians of nature’s hidden power. They commune with spirits, command beasts and storms, heal the wounded and draw strength from the living land itself.
When the veil between worlds first weakened, it was Merlin who foresaw the danger and warned the queen. Ancient beyond reckoning, Merlin is revered as a divine figure by his followers. He guided Arthur’s rise and the union of magic and faith, yet his true nature remains hidden. For beneath the wisdom and legend lies something far older, stranger and more fearsome than mortal men can comprehend. Now he and his druids travel with all haste to the misty isle to restore the balance Mordred has threatened.
Balor and
The Fomorians
In ancient ages, the monstrous Fomorians ruled the Emerald Isle until they were defeated by the Tuatha Dé Danann and cast into the abyssal depths. There they endured, twisted further by darkness and driven by centuries of hatred toward the surface world.
Led by the one-eyed king Balor and the cruel queen Kehlen, the Fomorians became savage raiders of coastlines and ships. When the veil surrounding Avalon weakened, they saw at last a chance to rise again. Consumed by envy and vengeance, they seek to drag Avalon and its magic back beneath the endless sea.
Mordred and
The Undead
Mordred, heir to Camelot, was once beloved by kingdom and crown alike. A peerless knight and favored son of Arthur, he rose to greatness before pride and ambition poisoned his heart. Seduced by Morgana’s whispers, he turned to necromancy and embraced forbidden powers, believing only he was worthy to rule.
Mordred battled his father and was struck down by Excalibur but even against such power Mordred endured. Between life and death, sustained by dark magic, he rose and crossed into Avalon seeking ancient power to restore his shattered form. Now he gathers the dead beneath his banner, determined to claim a kingdom not of men, but of bones.
Morgana and
The Fey
The Fey are the ancient rulers of Avalon, beings of illusion and enchantment who shape the island through their magic. Though once noble spirits born of divine light, they have become prideful and capricious, delighting in manipulation and the ensnaring of mortals.
Their queen, Morgana Le Fey, is both beautiful and terrifying, ruling beside the Nine Sisters. Despising humanity, she sought to corrupt Arthur and brought forth Mordred through deception. Now, with Avalon threatened by the very chaos she helped unleash, Morgana and the Fey must defend their realm using powerful sorcery and the ancient spirits of the land itself.
1. The Mist Phase
Avalon is consumed by the mists. Land masses change and shift and Artifacts & Mythical Beasts are hidden. 8 cards are drawn and settlement bonuses are gained.

2. The Preparation Phase
Choose Your Cards
Perform 3 rounds where you simultaneously choose one card from your hand to play and choose cards to pay for it.


Resolve Cards
Once chosen, you reveal your card and announce the card’s initiative to the other players. Players then resolve their turns in descending initiative order.
Explore the Mists
Use abilities and your chosen card to Explore the mists. Gain rewards, deploy and maneuver your forces and erect settlements while hunting for the grail.


Bond Mythical Beasts
When beasts are discovered, players bid cards to gain the allegiance of these mighty creatures. Each creature has unique abilities and become powerful allies in the war to come.


Upgrade Your Lord
Pursue your unique faction objective and, when completed, flip your lord board to reveal your ultimate upgrade.


Gain The Lady’s Favor
Complete the prophecies of the lady, gain favor and contend to become the bearer of Excalibur.


Draw Cards
At the end of your turn, draw 2 Cards of your choice.

3. War Phase
War erupts in each revealed region of Avalon where two or more factions meet.
Heroes Play Battle Plan Cards
Where you have a hero you may play battle plans. Battle plans have a unique effect and a strength limit. Increase your strength limit by committing up to 3 bonus cards.


Draw Combat Cards
Draw as many cards as you like, one after another in a push-your-luck combat system. If the total strength is equal to or less than your battle plan’s strength limit, gain that much strength. However, if you draw more than your strength limit, your battle plan fails.
The
Green Knight
The Champion of the Lady. An apparition of power and virtue who appears from the forests in the direst of circumstance to fight for the least and the lost.
Telios
One of the two known great dragons of Avalon. The fate weaver whose mighty counsel is sought by the wise and feared by the evil.
The
White Hart
The purest of beings. Many hunt to catch even a glimpse of his majesty yet find themselves rebuffed. Hope remains however, for those who are true of heart and noble in spirit.
Trobsar
The great smith of Avalon who presides over the forge at the heart of Efalogof. Many artifacts of power and legend find their birth in the fires of his crucible.
Kelpie
In darkened corners, sailors whisper the tales of a cursed beast that waits beneath the waves, a living embodiment of the frothing madness of the sea.
Karkinos
The Ever Hungering One. Many are the souls that find their end in her gaping maw and crushing claws. A feast that only magic and fire can stay. For a time.
The
Wandering Mountain
A living mountain animated by unknown powers. The motivations of this behemoth are unknown as it continues its earth shaking advance.
Green Man
The jolly reveler known to bring good fortune, a good harvest and a good old time. Few suspect the hidden depths behind that jovial smile.
The
Questing Beast
To hunt this beast has long been considered the pinnacle of the knightly quest. Glory and fame await, as does a beast who hunts back.
The
Slaugh
The Black Wind whose cries spell doom for those that hear it. To be drawn up into its embrace is to add your own cries to the chorus as the wind ushers on.
Tempest
The Lord of the Skies who reigns supreme over the cliffs and clouds of Avalon.
Bogatha
The feet of the desperate and those with dark desires may stumble on a strange path in the mist. At the end, an old hag awaits with a promise to fulfill those desires, for a price.
Arturus
In the ancient forest a great power slumbers. A lifetime may pass between its rousing but when it does, its fury forges tales of rage and ruin that endure long after its passing.
Old
Longshanks
A gentle soul, a master builder who has spent countless centuries shaping the very landscape of Avalon.
The
Mist Wolves
They feed on fear and negative emotions, draining their prey of their very essence. As they stalk their victims through the mist, their glowing eyes and eerie howls will strike terror into the hearts of the unwary.
Grimwort
The cursed prince Agravain, bound to the form of the Grimwort until he is freed by the one thing no one will give him...a kiss.
Tartarog
Bound to the infused magical crystals that dot the land, Tartarog is too large to move now. Thankfully he can teleport!
Escargoth
A living monument grown by the fey. Escargoth is a testament to the deep magic of Avalon and capable of moving mighty armies across the land.
The
Black Horn
The terror that dwells in the vast cave systems beneath Avalon. A hulking monstrosity capable of breaking any line, any charge and everyone's morale.
Puffcap
In a peaceful grove far from the hustle and bustle of the world, one can lose oneself in the soporific haze of Puffcaps mushroom circle. Staying is easy, leaving is hard.
The
Great Ula
The guardian of the great tree of life, Ula is infused with its magical essence. Both wise and powerful, a mere touch from Ula can bring renewal and fresh purpose.
Cernunnos
The chief of the centaurs and leader of the hunt. His hooves thunder as fast as the storm winds. His arrows always finds their mark.
Korok
The brother of Cernunnos, twisted by dragon blood into a monstrous form. His axe alight with unholy fire, rains death on all beneath him.

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Tim Chuon
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