Once upon a time there was a marvelous forest full of gorgeous fruits. These fruits could be squeezed and mixed into the most delicious juices...
You live in a forest and are in search of the most savory fruits. Friendly forest dwellers will help you in different ways...
You are greedy and thirsty. Who will be the first to satisfy their appetite for Fabled Fruit?
Fabled Fruit is a Fable game, a new and unique concept in game experiences, where the gameplay changes over time. The game starts in an initial, simple state, but as you explore deeper into the game system, the mechanisms and gameplay will evolve over time.
You play the game many times, and each play changes the game slightly. Unlike in a Legacy game, however, the game is never permanently changed. At any time you may easily restart a Fable game from the beginning, either after you have run through the entire game system, or at any time during the many plays you will get from this game system. This Fable Game will remain just as playable on the 20th play as it was on the first plays of the game.
Fabled Fruit FAQ
GTS 2016 - Fabled Fruit
Fabled Fruit - How To Play
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it was me Matt Marty and I forget the other gentleman's name it's bugging me that I'm forgetting his name he was fantastic he he was uh he worked with FFG and we played learned and played Great Western tra together Marty knew how to play and he taught us he did a fantastic job teaching the game
- so yeah so that that was another game I was really glad to have gotten a plan of anything else you want to mention before we move on from BG
- I love Jenga so of course I'm going to love what is wony what okay so it's uh it's just the these squares those little medium big squares but they're not quite squares the cubes are a little bit wonky you could say cuz they're like shaved on edges and so you can't really stack them properly you have to angle them
- that reminds me cuz the game came up uh Tada someone some asked about games that make make you laugh sure recently especially uh tadada and hex casters were great for making people laugh like the whole yes you know when you have to roll dice with your elbows on the table especially when someone had already played something on you and you have to have your elbows on your table and while you're doing something else yeah well you have the head on your table too and it's just impossible yeah that game's about being ridiculous super ridiculous yeah
- it's basically just looking around and seeing if there's vacant looks on everyone's faces like they don't understand what's going on especially if while I'm reading at the same time I'm not fully understanding the rules like if it's my first time reading through the rules trying to teach the game and I'm not quite fully understanding it so there's Factor number one if you as the teacher are like I'm not getting this working that's a great reason to box it up
- I actually enjoy these live shows a lot more than than doing the table talks enjoy them more you know what I mean they're a different kind of work like this we sit down I prepare stuff in advance takes time to set up but then when it's done it's done with table talk it's like we shot it for a couple of hours now we need to go edit that then we I likeed having the viewers be a part of it so then getting in their stuff and editing their content and it all is kind of time consuming not in a bad way but it's like you have to create time for that though if you're going to do it
- yes my hope is that we'll be able to have those uh available in the future as well
- I just played with Luke overcooked it's a couch only Co-op game and boy did we have a lot of fun our first play of it we were just cackling while playing that game
References (from this video)
- evolving game state from game to game
- set collection and card modification
- five-player variability with modules that change the flow
- blocking can occur at five players when moving into someone else’s space
- balance concerns may change with different player counts
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- the bones of this game the stuff that's going on is so cool and so I'm looking forward to playing this one some more
- it's evolving game State as you play game to game it's sort of like a legacy style thing going on but you're not permanently altering the game
- this is a quick game
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it was me Matt Marty and I forget the other gentleman's name it's bugging me that I'm forgetting his name he was fantastic he he was uh he worked with FFG and we played learned and played Great Western tra together Marty knew how to play and he taught us he did a fantastic job teaching the game
- so yeah so that that was another game I was really glad to have gotten a plan of anything else you want to mention before we move on from BG
- I love Jenga so of course I'm going to love what is wony what okay so it's uh it's just the these squares those little medium big squares but they're not quite squares the cubes are a little bit wonky you could say cuz they're like shaved on edges and so you can't really stack them properly you have to angle them
- that reminds me cuz the game came up uh Tada someone some asked about games that make make you laugh sure recently especially uh tadada and hex casters were great for making people laugh like the whole yes you know when you have to roll dice with your elbows on the table especially when someone had already played something on you and you have to have your elbows on your table and while you're doing something else yeah well you have the head on your table too and it's just impossible yeah that game's about being ridiculous super ridiculous yeah
- it's basically just looking around and seeing if there's vacant looks on everyone's faces like they don't understand what's going on especially if while I'm reading at the same time I'm not fully understanding the rules like if it's my first time reading through the rules trying to teach the game and I'm not quite fully understanding it so there's Factor number one if you as the teacher are like I'm not getting this working that's a great reason to box it up
- I actually enjoy these live shows a lot more than than doing the table talks enjoy them more you know what I mean they're a different kind of work like this we sit down I prepare stuff in advance takes time to set up but then when it's done it's done with table talk it's like we shot it for a couple of hours now we need to go edit that then we I likeed having the viewers be a part of it so then getting in their stuff and editing their content and it all is kind of time consuming not in a bad way but it's like you have to create time for that though if you're going to do it
- yes my hope is that we'll be able to have those uh available in the future as well
- I just played with Luke overcooked it's a couch only Co-op game and boy did we have a lot of fun our first play of it we were just cackling while playing that game
References (from this video)
- Unique concept with evolving gameplay
- Can be restarted easily, unlike legacy games
- Complex system emerges from simple actions
- Appears fun and engaging
- The speaker missed out on this game when it was released.
- There are nine other games in the Fable series that are not as well-known.
- Creating the most delicious juices from fabled fruits, with gameplay evolving over multiple plays.
- A marvelous forest full of fabled fruits.
- The game's narrative evolves as the card decks change over plays.
- Fable Series (Fable Sand, Fable Flea, Freeman Freeze)
Mechanics (from transcript analysis)
- Card Drafting — Players take cards from a central display which changes as the game progresses.
- Hand Management — Players have a hand of cards and use them for actions.
- Modular Board — The game system evolves as card decks are drawn, introducing new actions and animal cards.
- Resource Management — Managing resources to exchange them for fruit juices (points).
Video topics + discussion points
Quotes (from this video)
- I love Gloom Haven but due to the time and setup and tear down and having to replay many missions my wife and I haven't finished any of the games until now.
- I love buttons and bugs and for $15 I was able to take the cutest Gloom Haven on the planet which is a phrase I never thought I'd be saying on a business trip with me and play through three scenarios on the desk in the hotel.
- The size and simplicity and the duration all make this game a winner for me and most likely the first Gloom Haven I'll finish.
- I really enjoyed my play of buttons and bugs which I was not expecting.
- I enjoyed it that much I thought it was great and at some point there's a Twist and you go what how okay cool let's do that.
- This coin system has been the most remarkable bridge between different parts of the hobby that just really stands out and shows that it must be something very very special.
References (from this video)
- Fast, light, simple game
- Not easy
- So little decision making
- The game is random
- Ratings seem incentivized or not based on experience
Mechanics (from transcript analysis)
- Decision making — so little decision making in this game. You're making so few decisions that have any genuine meaning to it.
- randomness — the game is random as far as you may get slapped in the face really, really hard in four out of five of the games
Video topics + discussion points
Quotes (from this video)
- Would not recommend.
- I feel like I must be missing something with this one because Coimbra is a game that I I I thought was fine. Like not even like good. It was just fine.
- Coimbra was a complete miss for me and my group.
- This one also did not work for me.
- It is a fast, light, simple game, but it's also not easy and it's also incredibly like so little decision making in this game.
- the game is random as far as you may get slapped in the face really, really hard in four out of five of the games and then get like a little lucky in the way things come out.
- I just think that I spent enough time on BoardGameGeek over the years that when ratings have been incentivized in some way...
- The vibe I got, like if I found out, I guess the way I'd put it is if I found out they ran a get $5 off your next purchase with us if you go rate the game on BGG, I wouldn't be surprised.
References (from this video)
- Fruits and Vegetables
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Underrated game, 100%. I wish they would do an expansion.
- God damn, I suck at this.
- It was okay.
- I was close
- I'll give myself the four points. I knew it was Eggertspiele, but I was trying to do both the publisher and the designer at the same time.
- Well, I'm going to go out on a limb and say this is Reiner Knizia as the designer.
- It's not, dang it.
- Oh my god. Oh my god, I'm so mad. I'm so mad.
- That's so frustrating.
- Significantly better this time around.
- Let me know how well you did in the comments below.
References (from this video)
- Dynamically fun
- Progressively changing game state
- Juice bar prospering
- Running a juicing business, collecting and blending fruits to make juice.
Mechanics (from transcript analysis)
- Card Drafting — Players acquire different types of fruit cards which are used as resources.
- Fable System — The game uses a 'fable system' where action spaces are represented by action cards that can change over time.
- Set Collection — The goal is to collect different types of fruit cards and use them to complete juice recipes.
- Worker Placement — Players use their 'little creatures' to place on action cards to activate actions.
Video topics + discussion points
Quotes (from this video)
- Have you ever wanted to run your own juicing business?
- This is a worker placement card game that uses a fable system.
- Fabled Fruit is a dynamically fun card game.
- As the different actions fade, your juice bar is going to prosper. I love it.
References (from this video)
- Unlocks new abilities for future games.
- New locations can drastically alter gameplay.
- Can play multiple games with the same group to work through the deck.
- Ability to keep a running total of points across games.
- Collecting fruits to create fabled fruit juices
- Forest rich with Savory fruits
Mechanics (from transcript analysis)
- action selection — Players move their animal piece to a location to take an action.
- Card Drafting — Players may reveal and collect fruits at the turtle location, with a risk of losing them all if two matching fruits are revealed.
- Hand Management — Players manage fruit cards in their hand to perform actions or buy locations.
- Set Collection — Players collect fruit cards to create fabled fruit juices.
- Trading — Players may give fruit cards to other players when moving to a location with other players present.
- variable setup — The game progresses through a deck of location cards, with new locations being added and old ones removed for future games.
Video topics + discussion points
Quotes (from this video)
- hi welcome to watch it played my name is Rodney Smith and in this video we're going to learn the two to five player game fabled fruit designed by Freedman freeze and published by stronghold games
- if you have any questions though about anything that you saw here don't hesitate to put them in the comments below and I'll gladly answer them as as soon as I get a chance but until the next episode thanks for watching
References (from this video)
- Unique experience for 22-24 plays
- Non-destructive and completely resettable legacy elements
- Cute artwork
- Good for families and gamers
- Fast paced gameplay
- Animals collecting luscious fruits to mix into wonderful juices.
- Jungle
Mechanics (from transcript analysis)
- action selection — Players choose actions from available locations.
- Modular Board — New locations are revealed and added to the game tableau over time.
- player interaction — There is interaction between players, such as owing a fruit when arriving at a location occupied by another player.
- Set Collection — Players collect fruits to mix into juices.
Video topics + discussion points
Quotes (from this video)
- We're calling it a fable game and some of the elements of this you'll kind of think of as Legacy but it's non-destructive Legacy is really what it is so you don't Mark cards you don't tear cards but things are going to the game starts off in a simple State yes with with some mechanics that you'll recognize and some things you you'll figure out as it goes along but things will then come out from the box or from this big stack of location cards onto the Tableau and then they'll change the game State over time
- It's a legacy element but we're calling it a fable game cuz it's completely not destructive and completely resettable at any point in there
- Really cute artwork too um great like family weight game The Gamers in ESS and were going crazy for this was it ended up in the top 10 on the geek Buzz at number nine
References (from this video)
- gateway-friendly entry point into Euros
- high replayability via evolving character lineup
- promotes exploratory combos and observation of opponents’ options
- thematic depth is light
- some may outgrow its lightness after multiple plays
- Trading goods to create smoothies; evolving character abilities over plays
- Cartoonish world of fruit-crafts and trading
- Light, approachable gateway design with evolving player powers
Mechanics (from transcript analysis)
- card-driven character abilities — Characters provide varying abilities; used goods unlock combos as you play
- dynamic card/character cycling — Used characters leave and are replaced by new ones with fresh abilities, changing each run
- Worker Placement — Send workers to characters/locations to gather goods that drive fruit smoothies
Video topics + discussion points
Quotes (from this video)
- It's the go-to push your luck game.
- This is a brain burner.
- Mechs versus Minions delivered an immersive campaign experience.