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Flow of Play

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Pick Your Starting Hand

The match begins with the game automatically assigning who goes to play first. The second player will then be rewarded a trophy card (a random card in his/her Deck) which will be free of cost in this game. The game automatically draws the first few cards to be placed as on-hand cards of both players. As both players are dealt with their cards, they will have to choose a quest to take. Once both players accept their quest, the match proper begins.

Guide Image
Guide Image

Draw a Card

You draw a card from your Deck at the start of each turn. Take note though that there are some instances where one is allowed you to draw specific/additional cards during his/her turn.

Play Cards

Having only 3 Gold when starting the match may not sound much, but there are plenty of low cost unit cards you can play during your first turn. Nonetheless, you can summon a feeble unit and place it on a guard position to take much of the opponent’s attack on the next turn. See to it that you also have a well balanced Deck that will supply you with a hefty bunch of easily summoned (low-costing) units during the first few rounds of the game.


When your opponent lays out his/her units on the battlefield and ends his/her turn, your concluding turn will allow you to use your units to attack the opponent. Take note that units summoned over the same round wouldn’t be able to attack the opponent unless the cards are branded with the “Rush” ability (check Card Special Abilities). You may also choose to further summon other unit, play a spell, or use your hero power.

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Use Your Hero Power

Hero powers enable you to have an advantage over your opponent. Of course your opponent will have his/her own unique special abilities as well, but it all depends on how well you play your cards and which Deck has better synergy to get one to win the game. For instance, the shapeshifter can inflict direct damage, and gets better when boosted by accomplishing the given quest. Given that the shapeshifter can instantaneously summon feeble units, the player can concentrate on overwhelming the playfield with guarded units, and inflict direct damage the rest of the turns.

End Your Turn

When one has no plausible moves to make or is satisfied with his/her move for the turn, you should press the end the turn icon to end your turn. On the other hand, if it is your opponent that ends his/her turn, it is up to you how to adapt to the current threats. Turn by turn, each the game becomes ever more complex as well as challenging. It may not be wise to over-buff one warrior as the opponent can easily paralyze it or worst cast as spell to expel it on the field. Over extending units on the other hand might not be as useful as you think as well. So that begs the question

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