Fable Fortune is the somewhat unexpected entry into the card-game genre for the Fable series. Unexpected because there hasn’t been a Fable game in a long while, and because the card-game genre is not only saturated but also completely dominated by Blizzard’s excellent Hearthstone.
It’s no great surprise then that Fable Fortune feels instantly familiar. Essentially this is a slight retooling of the Hearthstone formula rather than a new take on the genre. You and your opponent take turns to play cards, using up gold to do so. The amount of gold you have goes up by one each turn so you can progressively play more, or more powerful, units. The aim of the game is to reduce your opponent’s health down to zero before they can do the same to you. You have a hero ability unique to each class and create your deck from a combination of neutral cards that can be used by any class, or specific cards that are tailored to your particular brand of combat. So far, so Hearthstone.
Fable Fortune does have a few aces up its sleeve though. First of all, and my personal favourite addition to the game, is that you have a taunt ability that can be placed on any unit for 1 mana. This makes taunt-specific cards less important and frees you up to create some interesting plays. You can force opponents who run very few units to waste turns killing off your weakest units, or turn absolute powerhouses into solid walls to protect you. This ability can only be used once per turn but is available to all characters and will often save you from death.
Secondly, and a much less enjoyable change, you start with three gold on your first turn instead of one. I can see why they’ve made this change, it means there’s far fewer skipped turns at the start and everyone has some options. On the other hand, it eliminates the viability of having high-risk decks designed around killing the opponent before they have a chance to get going. I quite enjoy that kind of variety in the game but here rushing is much less of an option.
The final significant change is the morality system. At the beginning of each game you select one of three quests. If you complete this quest, you get a morality point to spend on either good or evil, and this will change your hero power. The more quests you complete, the more points you get, the more options you have. This system also affects certain morality cards that shift depending on your alignment. While it’s an interesting extra system, its impact on the game seems quite limited from what I’ve seen so far, and it would have been nice to have a little more nuance to the system, like healing units pushes you towards good and killing things pushes you towards bad? It feels like an adaptation of the worst side of Fable, which for me was how easy it was to game the morality system. Here they’ve removed any pretence of it being organic and simply let you click a button.
In terms of game modes there’s your regular PvP but also a PvE co-op mode that works on a rotation. Each ‘season’ (lasting a couple of weeks) you get to take on a boss alongside someone else. You take a turn, then the boss, then them, then the boss, then you and so on. You can make use of your team’s units but only your hero powers. The major downfall of this is how incredibly limited the communication system is. You can suggest moves using little exclamation marks, but you can discuss strategy ahead of time or chat at all. In versus you can’t even say ‘well done’, you can just concede. This lack of interaction spoils the co-op mode a bit and really eats into my enjoyment of the versus mode. Everyone is just a faceless opponent with no character, making the game feel more like a grind that it needs to be.
In terms of strategy, the game is fine, but not a patch of the variety and range of Hearthstone. Some of the decks and classes lend themselves to ridiculously long games thanks to the taunt mechanic, and fast, decisive wins are few and far between. At the moment it’s too easy to cling on for another few rounds even if you’ve clearly lost, dragging out games far past the point where they stop being fun or exciting.
Graphically it has a nice Fable-esque art-style, but very little in the way of animation. The boards have no interaction and are simply static backdrops, the cards just project a little 2d cutout of the character above them, and spell effects are basic and uninteresting.
Overall I feel like this has been quite a negative preview, but you definitely can have a lot of fun with Fable Fortune. If you’re looking to learn a new game with new cards and a few new rules, it could be engrossing and eat up your time. If you’re just a casual player like us, it’s hard to see why you’d ever choose this over Hearthstone.