Once Upon A Time is a game in which the players create a story together, using cards that show typical elements from fairy tales. One player is the Storyteller and creates a story using the ingredients on their cards. They try to guide the plot towards their own ending. The other players try to use cards to interrupt the Storyteller and become the new Storyteller. The winner is the first player to play out all their cards and end with their Happy Ever After card.
The second edition, published in 1995, features an expanded card set.
The third edition, published in 2012, features multiple changes, including new artwork by Omar Rayyan, a new card set, and a simplified rulesheet.
Box says: Contains 110 story cards, 55 ending cards and a rulebook(my box has 114 role cards)
See Also
Dark Cults
The Secret Adventures of The Old Hellfire Club
- Encourages creative collaboration and improvisation
- Accessible and fast-paced for groups
- Chaotic humor enhances entertainment value
- Interruptions can derail narrative flow
- Competitive framing may clash with collaborative storytelling
- Narrative construction through prompts and ending cards
- Fairy tale and mythic storytelling, evolving narrative across scenes
- Improv storytelling with constraints and audience-like input
Mechanics (from transcript analysis)
- Action Interruption — End cards signal the story's closure; interruption cards allow others to derail or alter the tale
- End cards and interruption cards — End cards signal the story's closure; interruption cards allow others to derail or alter the tale
- Hand Management — Passing and drawing mechanics to modify a player's options and keep the story moving
- Hand management and turn passing — Passing and drawing mechanics to modify a player's options and keep the story moving
- Scoring via endings and player voting — Points awarded based on how ending cards are used and how other players vote/interrupt
- Storytelling — Players build a story using words on cards drawn or in hand
- Storytelling with prompt cards — Players build a story using words on cards drawn or in hand
Video topics + discussion points
Quotes (from this video)
- we're telling a story all right
- I'm an agent of chaos though I
- I had no idea how to use my card
- Jack has just interrupted every time so I don't even did like say anything yet
- I won the game I don't think I was supposed to quite happen that way
- we're cheating here
References (from this video)
- Encourages creativity
- Cross-generational appeal
- Accessible storytelling
- Language heavy depending on wordings
- Array
- Fairy tale / storytelling
- Collaborative storytelling with cards
- Dixit
- Pictionary
Mechanics (from transcript analysis)
- Hand Management — Players manage cards to influence the story
- Storytelling — Players narrate a story using cards and attempt to reach an ending
Video topics + discussion points
Quotes (from this video)
- the clues can be literally anything
- this is like the pinnacle of accessibility
- it's the best that games can be accessible to all ages
- we all had fairytale the stories as a kid
References (from this video)
- Promotes collaborative storytelling and improvisation
- Engaging social interaction with interruptions
- Rules can be confusing for new players
- Narrative chaos can reduce coherence
- Collaborative storytelling, diplomacy, and personal arcs through cards.
- A fantasy kingdom with political intrigue, nobles, a blind dragon threat, and a wizardry realm.
- episodic, improv-driven with interruptions and transformations
Mechanics (from transcript analysis)
- Action Interruption — Players can interrupt to alter the narrative flow and steer the story.
- Ending card / narrative ending — The story aims to reach a designated ending defined by the game's cards.
- Hand Management — Players draw and maintain a hand; order or advantage may depend on past hands.
- Hand management / draw and hold cards — Players draw and maintain a hand; order or advantage may depend on past hands.
- Interrupt cards — Players can interrupt to alter the narrative flow and steer the story.
- Story cards / storytelling — Players tell a collaborative story by playing cards that contribute to plot and characters.
- Storytelling — Players tell a collaborative story by playing cards that contribute to plot and characters.
Video topics + discussion points
Quotes (from this video)
- it's still creatively bankrupt
- Jack didn't win I didn't win I didn't lose my spiritual one
- that was such a fun episode
- the spaces were telling a story using cars
References (from this video)
- Fantastic tool for role-playing and storytelling inspiration
- Intricate illustrations on cards
- Vast number of cards and expansions
- Out of print
- Not specifically used for solo play as intended
- Fairy tale storytelling
- Card-driven inspiration for role-playing and storytelling
- Marvel Champions
Mechanics (from transcript analysis)
- Card drawing — Pull cards for inspiration in role-playing games.
- Card illustration — Cards have intricate illustrations that aid storytelling.
- Storytelling Cards — Cards include elements like endings, aspects, locations, and characters to guide stories.
Video topics + discussion points
Quotes (from this video)
- It's so fun to see the story of someone's life just go by.
- The Pursuit of Happiness I played this solo when it first arrived 10 times I got it to the table immediately I just started playing through adding in expansions this is about the story of an individual's life you go through life stages.
- it's a card based game tons and tons of cards.
- but just seeing that and telling the story of their life once you get to the end.
- It's really nice and I I don't find it depressing because I know that you're they're gonna get to old age and then that's it life is over but to look back and tell the story and to have experienced all that is just really fun.
- I will end with another storytelling thing that I have that I know is extremely hard to find and out of print but I will mention it here just because it is fantastic for storytelling and that is the story World Series.
- The cards all have these really really intricate illustrations on them.
- It actually has questions on the back that can help you with storytelling and kind of looking at what's in depicted in that image.
- Every card I shouldn't say every I think almost every single card in the entire set has another card's image sort of hidden in the background so it actually helps with bringing those together if you draw them at the same time.
- I love these for storytelling.
- Solo is fantastic for me because you know I love solo that's that's who I am.
- most of the games on these shelves fall into that because I like telling stories as I'm playing.
References (from this video)
- Provides ideas for telling stories
- Adds to solo RPGs by challenging the user to make sense of what's going on
- storytelling
Mechanics (from transcript analysis)
- Storytelling Cards — A storytelling card game with different categories of cards used to generate ideas for telling stories.
Video topics + discussion points
Quotes (from this video)
- It took a little bit more work than RPGs that are designed for solo, but it was still very fun
- basically after going through this and dropping these dice down and determining these villages in the area, how fast or slow the river moves, um some points of interest, some dangers, you end up with a map
- This kind of I like this too because it does have quirky um sort of there's a quirkiness to it and I like that when I am playing solo RPGs
- And I just found this I haven't read this in a while but I laughed out loud as I read what I wrote because it
- But that is just that's just what I do. That's what solo RPGs really are for is having fun creating a story that really is just for you.
- So, it wasn't as smooth as it could be in terms of just that the rules, but in terms of fun, it was great. I loved it.
References (from this video)
- High replayability due to varied endings and stories
- Dynamic interruptions encourage lively conversation
- Accessible and simple rules
- Flexible storytelling directions
- Compact, card-based components
- Interrupt mechanic can be too disruptive for competitive players
- Box design is bulky/clunky and not ideal for new players
- Lack of player aids; house rules recommended
- Can be less engaging if players are not talkative
- Storytelling, fairy tale endings, collaborative creation
- Fairy tale world, storytelling table-top game
- collaborative storytelling with interruption mechanics
- Snake Oil
- Cash 'n Guns
Mechanics (from transcript analysis)
- Action Interruption — Interrupt cards allow players to interrupt the storyteller when a card matches or as permitted by events
- ending cards — Ending cards define fairy tale conclusions that must be realized for a win
- interruption — Interrupt cards allow players to interrupt the storyteller when a card matches or as permitted by events
- Story cards — Players use cards from hand to guide the tale toward an ending, discarding all story cards to trigger the ending
- Storytelling — Players use cards from hand to guide the tale toward an ending, discarding all story cards to trigger the ending
Video topics + discussion points
Quotes (from this video)
- the ending cards make it so that the game has tons of replayability
- the interrupting mechanic makes it too easy for someone who is really competitive to constantly interrupt
- it's gonna be an 8 out of 10
- I am going to give it a 9 out of 10
References (from this video)
- fast-paced
- clear decisions
- low time commitment
- hand management pressure
- replay value may be limited
- military conflict
- medieval battlefield duels via cards
- card-driven
- Lost Cities
- Hanamikoji
Mechanics (from transcript analysis)
- cards drafting — players choose from hands to create combinations and win battles; a shared deck is used.
- Set Collection — cards grouped into rows; more strength yields victory in rounds.
Video topics + discussion points
Quotes (from this video)
- Hive is a simple two-player game yet it's for gamers because there's a lot of decisions it almost feels chess-like it's zero luck
- this video is going to go head-to-head and find the best board games for gamers under budget
- 75 not that bad for five really good games for gamers
- it's going to be the most expensive ice cream
References (from this video)
- highly social and tense, strong group dynamics, flavorful theme tied to The Thing film
- varied captain powers and roles add asymmetry
- risky and long game with potential to stall; complex rule set and strategic talk can be exhausting
- paranoia, body-snatching alien shapeshifter, survival
- Antarctic research outpost (Outpost 31) during the events of The Thing
- cinematic survival horror with social deduction
- The Resistance
- Dead of Winter
Mechanics (from transcript analysis)
- assimilations / power shifts — periodic assimilation where more players may become Thing
- Dice-based resolution — rolls determine success of missions; plus/minus dice and power re-rolls
- hidden traitor / social deduction — players secretly assigned as 'The Thing' or humans; trust is tested
- mission-based team assembly — players assemble teams to complete missions with required roles
- sabotage / sabotage cards — cards that hinder the mission and reveal information about others
Video topics + discussion points
Quotes (from this video)
- it's like a mixture of the Resistance and Dead of Winter
- it's going to be wonderful and quite possibly very tense
- who is going to make it out alive
- we're the only ones that can escape on the helicopter
References (from this video)
- Iconic, widely played in families and groups
- Fast, familiar, and endlessly replayable
- High luck factor; less depth for some players
- Limited strategy beyond probability management
- Probability and luck-based scoring
- Generic dice game with scoring categories
- Casual family game; traditional classic
- Bingo
- Risk (as a classic voting/collection of points family game)
Mechanics (from transcript analysis)
- Dice-rolling and category scoring — Roll dice to fill scoring categories; choose when to reroll.
Video topics + discussion points
Quotes (from this video)
- it's a memory game i mean if you say it's not
- barbarians adds a whole new element to it you've got all these different expansions
- the production is top notch
- two actions you can do on your turn
- the board is basically a map and the map shows you how elections will be resolved with arrows
- rise of red skull came out and the reason why we're so excited about this was because this is it was introducing campaign elements
References (from this video)
- High-energy, dramatic finish with a last-turn comeback
- Showcased deep deck interactions and multi-deck synergy
- Strong audience engagement and live commentary that enhanced the spectacle
- Complex interactions and dense board states could be confusing for casual viewers
- Some rule interactions (e.g., multiple Pyrohemia activations and cube mechanics) required on-the-fly adjudication
- high-stakes Commander duel featuring four returning champions and prebuilt championship decks
- live stage at Magikon Las Vegas, arena-style Commander battle
- spectator-sport epic with crowd involvement and theatrical narration
- Magic 30 (Madrid/Barcelona/Philly/Minneapolis iterations referenced in commentary)
- Magikon Minneapolis / Magikon Chicago announcements
Mechanics (from transcript analysis)
- Commander format — Players select a legendary creature as their commander; color identities and lead-by-example strategies shape gameplay.
- Equipment and artifacts — Artifacts and equipment (e.g., Skull Clamp, Containment Construct) provide card draw, ramp, and utility.
- ETB and flicker interactions — Many commanders and spells support enter-the-battlefield triggers or blink effects that generate value through repeated ETBs.
- Mass damage and board wipes — Enigmatic engines ( Pyrohemia / Rankle / Torbran interactions) push large, persistent damage to players and permanents.
- Priority and timing — A dedicated commander clock moderator monitors time; priority rules drive when spells resolve and triggers occur.
- Recursive value and reanimation — Graveyard interaction and reanimation effects appear through cards like Underworld Cookbook and other recursion tools.
- token generation — Various commanders create and interact with creature tokens (e.g., Bird tokens, Devil tokens) to pressure life totals and board state.
Video topics + discussion points
Quotes (from this video)
- The Monarch has never looked so good
- Long Live Kathleen
- Welcome to Game Nights Live, only one may stand
- unbelievable, unbelievable
- The crowd wow, look at that thing right there
References (from this video)
- simple rules
- portable package
- classic Knizia lite
- high luck component
- limited depth for some players
- tile-drafting and worm-themed scoring
- grill/tabletop tiles with worms
- abstract dice-tough luck with push-your-luck tilts
Mechanics (from transcript analysis)
- bust_and_return — if you roll a new number, you bust and must return a tile to the grill
- dice-rolling — roll dice to claim tiles from a central grill; keep high values and set-aside dice of the same number
- partial_roll_strategy — decide whether to roll again to improve your total while not increasing numbers you've already taken
Video topics + discussion points
Quotes (from this video)
- "it's a real classic"
- "it's a dice game"
- "it's just as good, it's better, it's higher on the list"
- "it's a perfect filler if you're happy to have a lot of that take that and not take it too seriously"
- "I think this is a fantastic mechanism"