Beige flat illustration of a 10-sided dice

The Board Game

Learn more about the game

The box

+100 cards

11 Boat tokens

Sampo token

12 Characters

12 Traps

Immersive and extensive booklets:
Learn to Play and Teach
Game Rules
Story of Kalewala

The game of Kalewala: Tale of Sampo puts players into two opposing teams controlling fascinating characters in an immersive narrative set in the epic of Kalevala, where they will venture from dismal Pohjola to desperate Tuonela, all the way to the destination Vainola. The players’ sides are completely hidden from one another by a large vertical player screen that holds the map and several magnetic playing pieces.

​There are over 100 locations - either land, water, or Trap-laid paths, some of which have interactive scenarios. One player will be tasked with bearing the Sampo, which will determine the outcome of the game. The others are either looking to aid the Sampo-bearer by distraction or to locate and defeat him, depending on whether they are on the side of Vainola or Pohjola.

​Thus for Vainola the game revolves around clever outmanoeuvring and sneaky deception, while the key to victory for Pohjola is a deduction based on factual but partial information, leading to risk assessment and well-timed challenges. And for advanced players, there are varying ways to play besides this underlying plotline after experiencing the base game.

The map works as a screen between the two sides: Pohjola and Vainola teams. The screen is 855x400mm and supports the hidden movement aspect of the game. It is foldable by three, and can thus stand on its own on the table.


Pohjola

Pohjola side's character cards, resource cards, character magnets of the Landlord of Pohjola, Louhi and Iku-Turso. Pohjola also has 12 trap magnets to place on the paths, and Vainola side's main character magnets to mark the assumed location of that opponent.


Väinölä

Vainola side's character cards, resource cards and character magnets of Ilmarinen, Väinämöinen and Lemminkäinen. Lemminkäinen's capabilities require a D10 dice which is provided in the game box. Vainola also starts the game with the Sampo and the fragments are kept in the box in case the Sampo bearer is defeated and the Sampo breaks!


Kullerwo’s War

Kullervo, Untamo and The Mother of Lemminkäinen are extra Leaders, attainable through victory at highlighted locations on the map.


Wooing

Joukahainen, Annikki and The Maiden of Pohjola are extra Leaders, attainable through victory at highlighted locations on the map.


Song Contest

Kullervo, Untamo and The Mother of Lemminkäinen are extra Leaders, attainable through victory at highlighted locations on the map.


Character cards

These 19 cards can be acquired throughout the game by performing the Golden Action. They depict various creatures and individuals found in Kalevala. The Character cards are considered upgrades from the Resource cards and thus their game effects are amplified.
On the bottom left side of the cards, you can see the degree of this effect marked with 1,2 and 3 ^ as well as their respective symbol.
Character cards can be identified by the ski symbol on the back. ​


Trap Cards

12 Trap cards, each with different obstacles depicted on them. The Trap cards represent the 12 Trap magnets placed on the map by Pohjola, before the start of the game, and they work as a timer for the whole tale. After each side's actions and movements, the Trap that has the smallest number will be read out loud and its effect will take place immediately. Then the said Trap magnet is removed from the map and the card from the deck.​


Learn to Play & Teach

Learn to Play and Teach booklet works as an encompassing information reservoir, on the game's components and possible scenarios. Includes an Annotated example of play!


The World of Kalewala

The World of Kalewala booklet guides the Tales in the game and helps with immersion and further interest in the lore of Kalevala. It also contains a critical essay by a Karelian author about the history of Kalevala, written in Karelian and English/Finnish.


The Rule Booklet

The Rule Booklet will work to support the Learn to Play and Teach booklet in elaborating the instructions further.