Fabled: The Spirit Lands is a fantasy strategy game. You may play it either competitively or cooperatively. The game features unique game design, stunning artwork of folklore, and multiple scenarios for immense replayability.
In the course of the game, you create a Spirit Land by adding Prairie, Mountain, and Forest locations to a continuous row. Your sages walk the miraculous lands, visit Fabled places, and gather Books of Wisdom that serve both as your resources and victory points.
INTO THE WONDROUS WORLD.
The players explore the beautiful Prairies, Mountains, and Forests of the Spirit Land.
EXPERIENCE THE CHALLENGE.
Face the Spirits – a powerful game-controlled brotherhood – on your own or together with your friends.
DIVE INTO FANTASY!
Each location has a unique art. Each of your allies features their own artwork. There are no identical cards in the game.
★ Area Movement
★ Map Addition
★ Variable Player Powers
★ Competitive, Co-op & Solo
- scenario book adds flavor and flavor variety with random and predetermined events
- unique ally powers enable diverse strategies
- high tactical depth with emphasis on timing and placement
- makes you optimize routes and connections for better bonuses
- accessible light-to-medium complexity
- knowledge through books and sages advancing to acquire powerful books (Books of Sun)
- Prairies, mountains, and forests; mystical path to the spirit world
- exploratory, map-based progression with location placement and quest-like advancement
Mechanics (from transcript analysis)
- ally cards with unique powers — unique ally powers are gained from ally cards starting from one and growing during the game
- location placement — players add new locations by paying costs in matching color books and slot them on the map
- map exploration — players uncover new areas by advancing sages and revealing map locations
- Resource management — books are used as resources; players convert books to higher-level books and the Sun books
- resource management and conversion — books are used as resources; players convert books to higher-level books and the Sun books
- Round-based scoring and end condition — the round ends after all players have taken an action and then proceeds to the next round; most Sun books wins; ties broken by forest, mountains, etc
- sages advancement and movement — on each turn, players advance their sages along tracks and choose to move or activate actions
Video topics + discussion points
Quotes (from this video)
- the game is very competitive
- oh the game comes with a scenario book that gives different flavor of the game
- the scenario book that gives different flavor of the game
References (from this video)
- Striking artwork and components
- Elegant, puzzle-like design with forward planning
- Replayable through different scenarios and ally choices
- Clear competitive structure with a defined win condition
- Can be intricate and require careful tracking of many moving parts
- Icons can be difficult to read due to small size
- Complexity may be challenging for some players
- Resource conversion and path-building through sages and landmarks
- Prairie, Forest, and Mountain locations with landmarks and fabled locations
- scenarios-based with optional events; not story-driven
- Century series
- Spirit Island expansion
- Lacuna/Locana
- Great Western Trail: New Zealand
Mechanics (from transcript analysis)
- ally_system — Each player begins with an Ally card with a basic power and an advanced power; you can unlock a second power later.
- end_game_scoring_and_tiebreakers — Final scoring centers on most Book of Sun; ties are broken by most Green books, then Blue, then Yellow.
- event_deck_and_rule_changes — Three events are introduced via an event deck; events can modify rules and add temporary flexibility; events are optional.
- Events — Three events are introduced via an event deck; events can modify rules and add temporary flexibility; events are optional.
- fabled_locations_and_landmarks — Fable locations are connected to a path and grant powerful actions when reached.
- location_movement_and_costs — Sages move along paths with costs and discounts depending on location type and active powers.
- oblivion_phase — End of round phase where cards with no sages on them are removed and the rest regroup.
- path_and_sage_placement — Players place location cards to form a path; sages advance along the path and interact with landmarks and fabled locations.
- prologue_and_rounds_events — Game setup includes a prologue; the game runs for 10 rounds; events appear on rounds 2, 5, and 8; scenarios provide different setups.
- resource_conversion — Convert yellow books to blue, blue to green, and green to red; conversions can be two-to-one and are used to pay for actions.
- tile placement — Players place location cards to form a path; sages advance along the path and interact with landmarks and fabled locations.
- top_deck_selection — When purchasing new locations, you can top-deck to choose from the top two cards in the deck.
- Variable Phase Order — End of round phase where cards with no sages on them are removed and the rest regroup.
Video topics + discussion points
Quotes (from this video)
- This is a unique game on its own. I haven't actually seen anything that's quite like it.
- The art is striking. It's very colorful and intricate.
- This is a nice and elegant game; we both thoroughly enjoy it.
- Whoever has got the most Book of Sun wins; the tiebreaker is most Green books, then Blue, then Yellow.