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Fable Fortune

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Fable Fortune Walkthrough, Tips and Guide

Main Battle User Interface

 
1. Your Opponent

The core objective of the game will be to reduce your opponent's Health to zero. It won’t be easy though as they’ll be trying to do the same to you and they’ll have their own Hero Power, Guard button, Quests and Deck full of Units and Spells to help them try and do it.


2. End Turn Icon

Each turn allowed for every player lasts a total of 90 seconds but you can also choose to end your turn at any point by hitting the End Turn Icon. The thing is, after you’ve been accustomed with the game, this option is pretty much what is to take whenever you are done playing your turn, or when run out of moves in your turn (most likely for the lack of Gold to use any of your cards or your hero’s special abilities).


3. Units (fighters/minions/warriors)

A Unit (your fighters/warriors), have multiple different uses. Primarily, they are the ones that stand between you and your opponent’s own minions. They attack for you during your turn, and during your opponent’s turn take the damage for you (unless they have special abilities to directly attack you). You can cast buff like Spells on them to make them stronger, destroy them, or use them as shield. Not limited to this, some Units also have additional abilities which may be gained when you have successfully earned its pre-requisite circumstances, which will then give you an active buff like effects that can prove as powerful and varied as Spell cards – especially when it is used correctly.


4. Your Deck

Your Deck is mainly comprised of the 30 cards you have built (in the main screen of the game) and from which you draw cards to put into play while you battle. Each and every time a game starts, both you and your opponent’s deck will be shuffles and dealt out to you your initial “on-hand” cards, followed by an additional draw of card every turn of the game. You are free to cast any Spell or summon any Unit, with abilities to draw additional cards from your deck, to earn (somewhat) more varieties or options to put into play.


5. Game Board

This is where the most of the game is being played out as the actual battle takes place here. The participating duelists have the two ends of the board, with your side being the one closer to your perspective. You can each place up to six individual Units and cast Spells, provided that you have sufficient resources (Gold) to put them into play.


6. Active Quest

Whenever you start the game (after you’ve drawn your hand cards), you’ll be prompted to choose a ‘Quest’, a mini objective that you can try to achieve whilst playing the game. Say for instance, one mini quest requires you to spend 18 Gold (collectively) while you’re playing in. Fulfilling this task will then award you with a specific card to your hand, as well as allow you to choose to gain a point of either Good or Evil (each with unique attributes to help strengthen your hero’s unique ability).


7. Gold Chest

Gold is one of your most important resources in the game. Playing cards, using your Hero Power and putting Units in Guard all cost varying amounts of Gold. At the start of the game players start with 3 Gold in your chest, a number which will increase by 1 each subsequent turn up to a maximum of 10. Your Gold chest will also be refilled at the start of each turn, so that you can continuously put cards into play.


8. Your Hero

Your Hero is the focal point of play. On the center of their icon, you’ll find their current Health value (in the heart shaped icon). When their health value drops to 0, then the game is over. Above your Hero's Health is their morality level. Each Hero starts off as neutral at the start of play but can earn 3 points of Good or Evil by completing quests and from there earn a unique ability depending on the choices you make (which somewhat retains a similar aspect of the Alignment System, popularized by the original game).


9. Guard Button

Using the guard button, you get to control the flow of each turn by forcing your opponent to attack a specific target. For the cost of 1 Gold you can place one of your active Units in Guard mode. By doing so, you get to force your opponents to attack your Units in Guard mode first and should have them removed from play first before any other Unit can be targeted by normal attacks. This can be useful when putting into play cards that have special abilities in their eulogy and many more.


10. Your Hero’s Special Ability

Every Hero has their own unique "Special Ability" that can be used once per turn. Each of the Hero’s abilities are designed to perfectly match their play-style. For instance, the Shapeshifter can use her Balverine claws to deal direct damage to an enemy (which is inclined to the play-style of the Shapershifter dealing out direct damage to her opponents). Successfully doing quests will also reward you with a pick of your Hero’s morality and will gain additional modifiers which will help strengthen your hero’s special ability(Good or Evil points).


11. Cards at Hand

Each player has on-hand cards, the selection of playable cards drawn from their respective decks. Both players will be dealt with certain amounts of on-hand cards at the start of the game, followed by one additional card at the start of each turn. Cards with a green outline are playable while cards without the green outline probably needs to meet a condition or reach a certain requirement, such as the Gold it costs to be summoned.

 
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