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Fairytale Games: The Battle Royale

Fairytale Games: The Battle Royale Rulebook

Table of Contents

Table of Contents

  • Components
  • Character Boards
  • Card Types
    • Bonus Deck
    • Character Cards
    • Action Cards
    • NPC Cards
    • Item Cards
  • Location Cards
  • Tactic Cards
  • Event Cards
  • Victory Cards
  • Quest Cards
  • Boss/Minion Cards
  • Tokens
  • Dice
  • Resource Gems
  • Battle Royale
  • Game Setup
    • Character Setup
    • World Setup
  • Playing Battle Royale
    • Event Phase
    • The Sundial
    • NPC Phase
    • Player Phase
  • Party Actions
    • Recruit a Character
    • Switch PRIMARY CHARACTERS
    • Split/Regroup your PARTY
  • Quests
    • Basic Quests
    • Character Quests
    • Boss Quests
    • Ally Party
  • Combat
    • Battle Deck
    • Turns vs Rounds
    • Signature Moves
    • Super Moves
    • Switching an Active Character in Combat
    • Status Effects
  • Battle
    • Battling Another Player
    • Escaping and Fleeing Battle
    • Character Death in Combat
    • Battle Against Automated Enemies
      • vs Automated Minions and Bosses
      • vs Automated Characters
      • Example Combat vs Automated Character
    • Interaction with Characters in Battle Mode
      • Assist Battle
      • Join Battle
    • Key Points to Think About Regarding Battle Mode
  • Faction Bonuses
    • Children of Magic
    • The Dark Ones
    • The Fugitives
    • The Horror Show
    • The Mercenaries
    • The Wild Ones
  • End Game
  • Other Modes Of Play
    • Battle Royale Mode Single Player
    • Tournament Play
    • Adventurer Mode
    • Alchemist Mode
  • Terms and Definitions
  • Epilogues
    • Epilogue 1 Requirement: You win Battle Royale Mode
    • Epilogue 2 Requirement: 30 days pass and there is no winner.
    • Epilogue 3 Requirement: Complete "Finding Safe Haven"
    • Epilogue 4 Requirement: Complete "To Summon Darkness"

Components

  • 31 Character Boards
  • 93 Tactic Cards
  • 51 Event Cards
  • 49 Location Cards (Landmark and Basic)
  • 124 Bonus Cards (Disposable Items, Equipable Items, Legendary Items, Epic Items, Character Cards, Action Cards)
  • 3 NPC Cards
  • 46 Battle Cards
  • 21 Boss/Minion Cards
  • 39 Quest Cards
  • 37 Victory Cards
  • 2 Six-sided Dice
  • 100 Resource Gems

Character Boards

Each character has their own board identified by the illustration and name on the board. These boards are used to track the status of your PRIMARY CHARACTER during the game. There are a few important areas you will need to know:

  1. Traits: A character's profile is comprised of five traits, with each character having different starting values: Intelligence, Strength, Willpower, Magic, and Persuasion. The individual values of your Traits not only act as resources you spend to activate certain cards and abilities, but the total value of all your Traits represents your current Health. So if you spend your traits too quickly, you'll end up whittling away your health, making you an easy target for your enemies. On the character board, each trait has its own box in which to place your RESOURCE GEMS.

  2. Reputation: Reputation points are earned for completing Quests or Killing Bosses. Quests require your character to have a minimum number of reputation points in order to acquire them; The higher the requirement, the more difficult a Quest is rated. Higher level quests will be much harder to complete, but will offer more rewards upon completion. Reputation points may be converted into any Traits on a one-for-one basis. Multiple Traits may be acquired in one conversion. However, your character must always have at least one Reputation point remaining at the end of a conversion.

  3. Status Bar: This area highlights important character stats such as:

    • Health: Each character begins the game at maximum health, though each character may have a different starting health value.

      • During the game, your total health may not exceed your starting value unless specifically noted by an in-game effect.
    • Movement (MVM): This value denotes up to how many spaces your character may move on your turn. Characters may have different movement values. You do not have to always move your full movement value, but you may never exceed your character's movement value unless you have an item, ability, or spell that lets you do otherwise.

    • Faction (FCT): This area depicts the Faction to which your character belongs. You gain a minor bonus to your PARTY for each character from the same Faction you recruit and a major bonus if you have 5 characters from the same Faction (See Factions). Depending on your PARTY composition, it is possible to have bonuses from multiple Factions active simultaneously.

Card Types

Bonus Deck

The Bonus Deck is made up of Character Cards, Action Cards, NPC Cards, and Item Cards (Disposable Items, Equipable Items, Legendary Items).

Character Cards

At the start of the game, you will select your PRIMARY CHARACTER. During the game, you may encounter other characters while drawing cards from the Bonus Deck. When you draw a character card, you may try to persuade them to join your PARTY (See Recruiting a Character), BATTLE them, or choose to ignore them and shuffle them back into the Bonus Deck. Character cards have the following gameplay information:

  • Persuasion: This is the minimum number of Persuasion points you need to have on your character board in order to recruit the character to your PARTY. Each player's persuasion points may be different depending on how each player distributes their resources among their traits.

  • Trait Bonus: When a character joins your party (with the exception of selecting your PRIMARY CHARACTER), you gain the same value of Traits listed under the character's name. You only gain these traits once, even if this character leaves your party and rejoins or dies and is resurrected. Remember, the total value of your traits is equal to your current health value and this may not exceed your maximum health total determined at the beginning of the game.

  • Ability: This is the character's special ability. Some abilities will require the cost of trait points, while others will not. Most of the characters will have abilities that target players or cards in QUEST MODE and/or BATTLE MODE..

Action Cards

Action Cards are one-use cards that are typically spells that enhance or affect characters in QUEST MODE and/or BATTLE MODE. These cards usually require you to spend traits to play. Once resolved, Action Cards are placed in the discard pile.

NPC Cards

NPC Cards, otherwise known as Non-Player Character Cards, represent the non-Heroes and Villains that were forced into this game by the Trinity. When an NPC Card is drawn it is immediately placed in the game world on the location where your character is standing. Some NPCs initiate Quests for your party; others facilitate Quest completion; while others offer new gameplay mechanics. Though the NPC cards are normally used on the map, you may use their respective tokens from the box to represent them.

Item Cards

Item Cards come in two different forms: Disposable and Permanent. Item Cards are drawn directly to your hand. An individual item's type determines the rules governing its use.

  • Disposable Items: These items may be played from your hand in QUEST MODE, but must have been equipped prior to combat to be eligible for use in BATTLE MODE. Once resolved, Disposable Items are placed in the discard pile unless otherwise stated.

  • Equipable Items: These items must be equipped in an Item Slot before your character may benefit from their effects. Equipable Items are typically armor and weapons that enhance your character in some way. However, not all items are purely beneficial. While a Steel Chestplate may increase your character's DEF, wearing such a heavy item also decreases your character's MVM. Equipped items may be broken, stolen, or destroyed. If an item is broken, it is placed in the discard pile. You may not equip items during combat unless otherwise stated. If you want to survive an ambush in the forest, make sure your armor and weapon are equipped before you start your journey!

  • Reinforced Items: These items are typically Equipable Items such as armor that grant you a measure of protection. Reinforced Items have green boxes depicted on their Item Cards. The number of green boxes represents the item's starting durability and is equal to the printed +DEF. Each green box is able to absorb 1 damage. At the start of the game, your group should decide whether to track green boxes by counting down or up. If counting DOWN, add a green gem to each green box when a Reinforced Item is revealed and remove a gem for every damage absorbed. The item is destroyed and placed in the discard pile when all boxes are empty. If counting UP, do nothing extra when a Reinforced Item is revealed and add a green gem for every damage absorbed. The item is destroyed and placed in the discard pile when all boxes are marked by a gem. When calculating damage, remove a gem from the card for each damage absorbed by the armor.

    • In this example, we will track damage by counting down to item destruction. You have equipped a Steel Chestplate that has +3 DEF and 3 green boxes. If you are attacked by a 2 ATK move you can either take the entirety of the damage or have your Steel Chestplate absorb some (1) or all of it (2). Depending on your decision, you would remove either 0, 1, or 2 gems from the item's green boxes to indicate how much damage the armor absorbed. If you removed 2 gems, the armor would have only 1 gem remaining and would be capable of absorbing only 1 more point of damage before being destroyed.

    • In another example, if you are attacked by a 4 ATK move and decide to let the Steel Chestplate absorb the attack, the armor would negative 3 damage, the armor would be destroyed, and you would take the remaining 1 damage. Other forms of defense may still be applied, such as Defense Cards or another piece of armor. You may also split damage between items in order for both pieces to survive the attack.

You may equip and unequip items on your turn by spending the amount of traits located on the card (see example). But if you re-equip an item, you will still have to pay its cost again (if there is one).

Location Cards

Location Cards make up the modular map of the game and represent not only where the characters physically are, but also the distance between characters. As characters explore and move into unmapped areas in QUEST MODE, Location Cards are drawn to reveal new terrain and landmarks found throughout Fairytale lore. There are 2 types of Location Cards:

  • Basic Location: These consist of basic terrain such as Swamps, Forests, Shore, Grasslands, and Ruins. While mostly neutral with regard to gameplay, Basic Locations may have positive or negative effects when then are revealed. Some locations can be SEARCHED to obtain bonuses such as drawing a card from the Bonus Deck; whereas others are sites of instant combat in the form of minion ambushes; and a few even create unique situations experienced once an adventure. Locations Cards with green boxes may be SEARCHED multiple times before the benefit becomes exhausted. See Movement Phase for more details about interacting with Location Cards.

  • Landmark Location: These are iconic, unique locations from the different realms of lore such as the Emerald City or the Animal Kingdom. The first player who enters a Landmark Location draws a card from the Bonus Deck unless otherwise stated. Some landmarks restrict access to characters of a specific faction, while others permit access to a select few. Some landmarks are integral to quest completion, while others act as a quest unto themselves.

Tactic Cards

Each character has 3 unique Tactic Cards designed specifically around their personality and lore. Certain characters' tactics are better suited for QUEST MODE; while others' add flourish to BATTLE MODE; and some have a diverse array that cover both modes.

Event Cards

There are 50 Event Cards in the box. You will need shuffle only 30 of them when playing a game. Each Event Card represents 1 day in Battle Royale and may have negative effects that affect all players in the game.

Victory Cards

Victory Cards act as an in-game way to track each player's number of kills. When you kill another player's character, you must draw either an Alliance Victory Card or a Betrayal Victory Card. In addition to representing 1 KILL POINT (which count toward victory in determining the winner in multi-survivor games), each card offers you a task to complete and a bonus upon its completion. Some cards may grant you an ongoing benefit. Alliance and Betrayal cards reward you for helping or harming the other players respectively. Victory Cards remain in play face up and you reap the reward each time you complete a card's task.

Quest Cards

Quest Cards may be acquired at the DRAGON INN or through certain situations during the game. The Quest Cards are separated into 3 stacks based on the minimum Reputation required to draw and embark upon a Quest. There are 3 types of Quests: Basic, Character, and Boss. Each Quest Card lists the type, the requirement, and the reward for completing the Quest. See Quests for more detailed information about questing.

Boss/Minion Cards

Boss and Minion cards are kept separately from the rest of the in-game cards because events in the game may direct you to fight specific Bosses or Minions. On one side of their cards will be an image of the enemy and their name. The other side will list their moves, any abilities they may have (or their moves may have) as well as rewards you'll receive for Killing them. Also note that Bosses and Minions have a creature type associated with them (ie. beast, human, etc.) There are some abilities or cards that function better or worse depending against which creature type they are played.

During Battle Royale, you may encounter minions during QUEST MODE. You will engage these minions in combat through an Auto-Battle system (See Battle). Once Killed, each minion will offer a reward. Bosses are encountered through a series of Quest requirements but follow the same Auto-Battle system. You may fight a Boss by yourself or with an ALLY PARTY. Be warned, Bosses are powerful and it is not recommended to go up against one without at least 2 characters in your party!

Tokens

There are tokens for all 31 characters in the game. If you have the Fairytale Games Miniatures of that respective character, you may replace the token and use the mini instead. You will also see Wolf, NPC, and Poison tokens. You may use them as they come up during the game. Heal and Cure Potion tokens are used if you play Alchemist Mode.

Dice

In the box you'll have 2 six-sided dice (D6). During the game you may have to roll dice for abilities or to determine attacks in battle from the enemy AI.

Resource Gems

There are 100 gems in the box separated into 3 colors: 30 Green, 40 Yellow, 30 Red. The green gems are used for Reputation points. The yellow and red gems are used for Trait/Health points with yellow representing 1 point and red representing 5 points.

Battle Royale

Fairytale Games: Battle Royale is scalable to up to 10 players with only slight variation in gameplay and win conditions.

  • (2-4 Players): With this number of players, the game is more combat mayhem than last man standing. There is no Turning Point. Players will always rejoin the game as their next character or the next Bonus Deck character. The winner of 2-4 Player Mode is the first player to kill 3 player characters.

  • (5-10 players): The goal is to be the lone survivor. This is accomplished by Killing other characters and killing other player characters. During the initial phase of the competition, when a player is killed either by another player or a game enemy, they are not out of the game yet. When a player's PRIMARY CHARACTER is killed, the player continues as the next character in their party, or if he/she has no other characters, the Bonus Deck is searched for a character and the first one found is played. (Shuffle the Bonus Deck before restacking it.) The Turning Point in the game occurs when a player has killed 2 players or Bonus Deck characters in any combination. After the Turning Point, death is final. Now, if your character dies, you do not choose another character. You are dead and out of the game—you have lost. The winner is the last player standing. If you are the winner of Battle Royale, proceed to Epilogue 1 in this book.

Alternate Win Condition: There are other ways to win the Battle Royale. In this edition the alternate paths to victory involve either Killing the Trinity or summoning the Dark Dragon. Both options are difficult and will require teamwork and trust to Kill powerful Bosses and complete arduous Quests.

Lose Condition: If you are unable to draw an Event Card at the beginning of a day and there is no clear winner, EVERYONE loses. Proceed to Epilogue 2 in this book.

(For other modes of play such as Single Player, please refer to page X.)

Game Setup

Character Setup

Each player selects their PRIMARY CHARACTER using whichever method is agreed upon by all players. Each player receives the associated Character Card (1), Character Board (1), and Tactic Cards (3), Character Miniature/Token (1) or other physical representation of your character. The Character Card is placed on the Board next to the list of Signature moves and the Tactic Cards are placed horizontally (to indicate that they are inactive) adjacent to the left side of the Board. Each player receives a combination of RESOURCE GEMS [a mix of yellow (1 pt) and red (5 pts)] corresponding to the starting Health value on their Board. Distribute the RESOURCE GEMS in any combination between the five Traits (Intelligence, Strength, Willpower, Magic, Persuasion). No points may be put into Reputation at this time. Your setup should look similar to what is shown here.

(Refer to graphic in Rulebook)

World Setup

To create the world, place the Dragon Inn Location card in the center of the table and put all character tokens on this location. Shuffle the rest of the cards into their respective draw decks and place them face-down in a row to one side of the world in the following left to right order:

  • Bonus Deck (Contains unselected Character Cards, Action Cards, NPC Cards, Item Cards. Keep all Epic Item Cards set aside.)
  • Easy Quest Deck
  • Medium Quest Deck
  • Boss Quest Deck
  • Location Deck
  • Event Deck (Randomly select 30 of the 50 Event Cards to be used and put the remaining cards in the box.)

Above the first row, create a second row containing the following decks in left to right order:

  • Battle Deck
  • Minion Cards
  • Boss Cards
  • Endgame Cards (Face-up for anyone to see.)
  • Alliance Victory Cards
  • Betrayal Victory Cards

Place all other tokens, dice, RESOURCE GEMS, and unused Tactic Cards off to the side. Once set up, the World should look as shown here.

(Refer to Graphic in Rulebook)

Before play begins, each player draws 1 card from the Bonus Deck to form their hand and receives 1 green RESOURCE GEM that is placed in the Reputation Box on their Character Board. Choose a start player using any agreed upon method.

Playing Battle Royale

Event Phase

Event Cards act as an internal clock for the game and march the competition toward its grisly finale. Each Event Card represents the Trinity's actions during one day of the competition. When a new Event Card is drawn, all players are affected simultaneously. Some events may help you, but some may impose a huge disadvantage. Some events have a DURATION effect that extends the game time. If you are unable to draw an Event Card at the beginning of a day and there is no clear winner, EVERYONE loses.

The Sundial

At the beginning of each day before anyone can move, the next Event Card is revealed (unless the current Event has a duration effect extending the game). This is called the SUNDIAL and represents the Trinity's actions as the game progresses. The Event will replace the currently revealed Event Card and its effects will be resolved across all players. However, Event Cards do not affect anyone currently in BATTLE because combat takes place outside of turn order (See Player Phase).

NPC Phase

Certain NPCs have a MOVE value listed on their card. When in play, these NPCs move that many locations (spaces) toward a Landmark Location revealing location cards (if applicable) until the end of their movement. Once they reach the Landmark, they move on toward the next Landmark then the next completing circuits between all available Landmarks. Some NPCs will stay in the game and help players every time they meet, but others will be discarded once a player accomplishes their task. If it there are multiple locations at equal distance, the Sundial will choose where the NPC moves.

Player Phase

During the game, there are two types of modes you will switch between: QUEST MODE and BATTLE MODE. When you are exploring the land and discovering quests, the game is governed by the rules of QUEST MODE. When you initiate battle or are ambushed by enemies/players, the game is governed by the rules of BATTLE MODE (See Battle). Each day, players take their turn in an established order. However, this only applies to players who are in QUEST MODE. Combat takes place outside of turn order. When a player enters BATTLE MODE, their turn is over and the game proceeds with the rest of the QUEST MODE players taking their turns as normal while the battle is fought. If all QUEST MODE players have taken their turn and all BATTLE MODE players are still engaged in combat, a new day begins with a SUNDIAL. Once battle has been concluded (Win, Loss, Escape), the players involved rejoin the turn order after the current player's turn. This will be the new turn order moving forward until the next time it is changed.

A turn is broken down into ordered phases:

  • Strategy Phase One
  • Movement Phase
  • Action Phase
  • Strategy Phase Two
  • End of Turn

Strategy Phases – During these phases, players may:

  • Play Action Cards from their hands
  • Use Character abilities
  • Use Item abilities
  • Manipulate your PARTY: switch PRIMARY CHARACTERS, Split/Regroup your PARTY (See Party Actions)
  • Battle: Assist in a battle, Join a battle (See Battle)

Movement Phase – During this phase, players may move a number of spaces from zero up to the MVM listed on their Board. Remember that this number may have been modified by spells, effects, or items. Only orthogonal movement is permitted (Up, Down, Left, Right).

If your move would take you onto an unexplored space, draw a card from the Location Deck and place it face up at that space. You have discovered a new location. Resolve any Reveal Effects and follow any listed instructions if there are actions you may take specific to the location. If the Location Deck is empty, new locations may not be discovered and all movement must be made on to already existing locations. However, keep in mind that locations can be destroyed, changed, or brought back to their original state during the game. Additionally, be careful not to create too many dead ends in the world or else you run the risk of being trapped by other players.

Search a Location – Some Location Cards offer free benefits such as drawing cards, gaining traits, or removing status ailments. To obtain the benefit, you must end your movement on that location and SEARCH it. Once a location has been searched, flip the Location Card over to indicate that the benefit has been exhausted.

Some Locations Cards contain green boxes. These indicate a location that may be SEARCHED multiple times before the benefit becomes exhausted. The number of green boxes equals the maximum number of searches. When a location is searched, a RESOURCE GEM is placed in a green box. When all green boxes have been marked, the benefit has been exhausted and the Location Card is flipped over. The first search is free. Additional searches cost a number of traits equal to the number of times the location has been searched. For example, the second search costs 2 traits; the third search costs 3 traits.

Ambushed! – Some Location Cards may force you to end your movement and enter BATTLE MODE immediately. Your turn is over and the game proceeds with the rest of the players while you fight your enemy since combat is outside of turn order. If no specific enemy is listed, select a random Minion Card whose level is less than or equal to your Reputation. When the fight is over (Win, Loss, Escape), BATTLE MODE ends and you rejoin turn order at the current spot in the game day.

Action Phase - During this phase there are many actions you may perform.

  • Manipulate your Inventory: Equip/Unequip Items (See Item Cards)
  • Manipulate your Party: Recruit a Character, switch PRIMARY CHARACTERS, Split/Regroup your Party (See Party Actions)
  • Quest: Draw, Initiate, Complete a Quest, Form/Dissolve an ALLY PARTY (See Quests)
  • Battle: Initiate new combat, Assist in a battle, Join a battle (See Battle)
  • Interact with NPCs already in the World

Party Actions

Recruit a Character

If you draw a Character from the Bonus Deck, you may ignore, recruit, or battle them (See Battle vs. Automated Characters). If you choose to ignore them, simply shuffle the Character Card back into the Bonus Deck. If you choose to recruit them into your PARTY, your Persuasion Trait must meet or exceed their Persuasion value. This is not a cost to be paid, but a threshold to be met. You do not lose Persuasion when you recruit a new Character. When a character joins your party, gain the Traits listed on their Character Card to your PRIMARY CHARACTER's board. Remember, the total value of your traits is equal to your current health value and this may not exceed your maximum health total determined at the beginning of the game. Retrieve your newly acquired Character's Tactic Cards and Character board from the game box. Slide the new board under the right side of your PRIMARY CHARACTER's board so only the Item Slots, Character Picture, and Battle Moves show. Each additional Character in your PARTY gives you access to 2 additional Item Slots. You are able to use all of your PARTY's items and Tactic Cards without switching between Characters. For example, if you are eligible to enable a Tactic Card, you may enable one from any Character in your PARTY. Your PARTY may have a maximum of five characters.

Switch PRIMARY CHARACTERS

You may only switch your PRIMARY CHARACTER to another character in your PARTY during QUEST MODE in the Strategy and Action Phases. Move your new PRIMARY CHARACTER's board to the top and place all of your Traits on the new board exactly as they were on the previous board. Remember, the total value of your traits is equal to your current health value and this may not exceed your maximum health total. Your maximum health total may have changed when you switched PRIMARY CHARACTERS. You may have to discard some Traits, or you may have opened up room to obtain more Traits.

In BATTLE MODE, your PRIMARY CHARACTER is the active character in combat. You only have access to the Super and Signature Moves of your PRIMARY CHARACTER. Additionally, only your PRIMARY CHARACTER's Element and Weakness are taken into account during combat. Certain Battle Cards allow you to switch active characters in the middle of combat. There are also ways for your enemy to Knock Back your PRIMARY CHARACTER thereby promoting one of your other characters to active status for the fight. At the end of combat before your turn ends, you may set any character who was active in the fight as your PRIMARY CHARACTER.

Split/Regroup your PARTY

There may come a time during the game when it would be beneficial for you to split your PARTY. You may do so during a Strategy Phase on your turn. Separate your Character Boards to indicate your main PARTY and your split character/party. Place your split character's miniature/token on the world at the same location as your PRIMARY CHARACTER. The split character's health/traits are re-distributed with your PRIMARY CHARACTER's current health/trait total. Decide which cards in your hand you want to stay with your PRIMARY CHARACTER and which will go with your split character. While separated, cards in your primary hand may not be used on your split character and vice versa unless all characters involved are on the same location. While separated, these characters may move independently according to their own MVM; however, only one character may SEARCH during your turn. You retain any Faction Bonus since the character is still considered to be a member of your PARTY.

Split characters essentially act as another PRIMARY CHARACTER and are eligible to take the same actions, such as QUESTS and BATTLE (including being ambushed). Lone characters may be killed as if they were individual characters despite being a member of a larger PARTY. If you obtain/initiate a quest with a split character/party, your other characters/party may not complete the quest requirements since they are not on that quest. Quests, Items, and cards in hands may only be swapped between split characters/parties if the characters are on the same location. To regroup your characters/parties, all involved characters must be on the same location. The split character's miniature/token is removed from the world and the character boards are slid back into place in your main PARTY. While you may choose which character you want to set as your PRIMARY CHARACTER at this time, your PRIMARY CHARACTER's Health/Traits retain the lowest values from between the characters that are being regrouped. Players with split characters may not join an ALLY PARTY.

Quests

Quests may be acquired at the DRAGON INN or through certain situations during the game. Quest Cards are separated into 3 stacks based on the minimum Reputation required to draw and embark upon a quest and the estimated difficulty level of a quest.

  • Easy Quests (Minimum Reputation 1-3)
  • Medium Quests (Minimum Reputation 4-6)
  • Boss Quests (Minimum Reputation 7+)

Acquiring a Quest at the DRAGON INN is similar to talking to a barkeep for information or looking through the job board: you may search the Quest Deck to choose the Quest you want to undertake. Suggested alternatives: you must draw the top Quest Card; you can look through just the top 3 Quest Cards; have the top 3 Easy Quest Cards face up (as rumors of available quests spread through the realms), the top 2 Medium Quests, and the top Boss Quest (or face down to maintain the surprise). Your group can mix these rules to come up with an agreed Quest format. After drawing a Quest Card, you may keep it in your hand or put it into play as an active Quest. If initiated, some Quests have time limits in which they must be completed, so plan carefully before you initiate those Quests. There are 3 types of Quests: Basic, Character, and Boss. Each player may have a maximum of 2 Basic Quests and 1 Boss Quest active concurrently. If you are already at the maximum number of quests, you may abandon an active quest to initiate a new quest. Abandoned quests are removed from play and placed in the discard pile.

Basic Quests

These are typically the easiest quests. Rewards for completion are usually small Trait increases, bonus cards, and/or Reputation points.

Character Quests

These are more difficult than Basic Quests and often have complex requirements. Character Quests are initiated by specific events or in-game triggers. Even though a Character Quest lists a named Character, anyone may complete the Quest to obtain the basic reward. If your party contains the named Character, you will receive the bonus reward that is usually the Character's Legendary Item. If another player's Character already possesses the Legendary Item (since these Items obtainable by drawing them from the Bonus Deck), the item magically appears in the named Character's hands due to the inherent bond between them. The original owner loses the item and must give the rightful owner the Item Card.

Boss Quests

Boss Quests are the most difficult Quests to undertake. Unlike easier Quests, some Boss Quests begin with several smaller tasks before the final confrontation. Bosses are very powerful and may wipe out your party completely if you don't plan ahead; however, some of the best items in the game can only be obtained as rewards from Killing a Boss. Though Quests are initiated and embarked upon by an individual player, multiple players may work together to complete Boss Quests by forming an ALLY PARTY (See Ally Party).

Ally Party

An ALLY PARTY may consist of up to 3 players who band together in order to undertake a Boss Quest. To form an ALLY PARTY, all players involved must be at the same location. Only the leader's miniature/token will be used to represent the ALLY PARTY, so all other players must remove theirs from the world. The alliance's movement is equivalent to the highest MVM value of a character from any of the parties. All players in the alliance now act in a grouped turn that happens after the last QUEST MODE player's turn and will remain this way until the ALLY PARTY is dissolved. Any effect that targets the ALLY PARTY miniature/token affects the entire alliance. For example, if another player or card effect deals 3 damage to the miniature/token in QUEST MODE, each player in the alliance has to deal with the threat as if it were directed at them, meaning each PRIMARY CHARACTER in the ALLY PARTY will take 3 damage. PRIMARY CHARACTERS in the ALLY PARTY may help each other by using abilities or cards to prevent this damage to other ALLY PARTY characters or by healing them after the fact. Players may also choose to have their PRIMARY CHARACTERS take the damage that was intended for another PRIMARY CHARACTER in the ALLY PARTY. When an ALLY PARTY enters BATTLE, they are removed from turn order as any other player would be; however, when BATTLE ends, the ALLY PARTY is always placed at the end of the turn order.

Dissolution of an ALLY PARTY occurs in 1 of 2 ways: all players leave simultaneously or just one player leaves during the ALLY PARTY's movement phase. Additionally, all players may agree to dissolve the alliance simultaneously prior to completion of a Boss Quest, OR upon completion of a Boss Quest and successful distribution of any reward(s), the ALLY PARTY is automatically dissolved. Each player places their miniature/token in the world at the location where the ALLY PARTY was dissolved. Alternatively, a single player may leave the alliance at any time. This player places their miniature/token in the world at the alliance's location. This player's turn is placed in the turn order after the last QUEST MODE player's turn and before the alliance's turn. The one caveat to this rule is that an alliance member who leaves the ALLY PARTY may immediately initiate BATTLE against the ALLY PARTY without waiting for their actual turn. Alliance members may not attack each other, as they are considered to be in the same party. Thus, if you are an alliance member and wish to initiate BATTLE against the ALLY PARTY, you must first leave the alliance as detailed here.

If a player decides to initiate BATTLE against the ALLY PARTY miniature/token, they are trying to ambush the entire alliance. When this happens, the battle order will alternate between non-member and member. For example:

  • Non-alliance Player attacks
  • Alliance Player 1 attacks
  • Non-alliance Player attacks
  • Alliance Player 2 attacks
  • Non-alliance Player attacks

Keep in mind that if you are battling against the ALLY PARTY, your attack or ability does not affect the entire party as it does in Quest Mode. You will have to fight each character in rotation.

Though only one player will have the Boss Quest as an active quest, all surviving players in the ALLY PARTY are eligible to receive the reward(s). Distribution of the reward(s) is accomplished through negotiation, but the player who initiated the Boss Quest has ultimate say in how the reward(s) is/are awarded.

If a surviving player in the ALLY PARTY does not agree with or is uncomfortable with the decision OR if they simply want to claim the entire reward for themselves, they may initiate BATTLE against the ALLY PARTY by following the directions above. Before combat ensues, any player who does not want to be involved may choose not to participate. If all remaining players in the ALLY PARTY choose not to fight,, the aggressor claims all of the rewards. If any of the ALLY PARTY chooses to participate, they are fighting for the honor of the entire alliance. If the ALLY PARTY wins, those who participated will decide how to distribute the rewards within the party. Those who did not participate may not voice objection to the new reward distribution unless they want to challenge the ALLY PARTY. In this case, the above situation repeats. If the aggressor wins, they claim all of the rewards. To the victor go the spoils!

Combat

You may enter BATTLE MODE in one of two ways: Initiate combat or be ambushed. When you initiate combat against an enemy, you enter the fight as the Offensive Player and attack first. If you are ambushed, you enter the fight as the Defensive Player and your enemy attacks first. You may only initiate combat against another player if you share the same location during your Action Phase. There are abilities and card that break this rule, but they are explicitly stated exceptions. When you enter combat, your PRIMARY CHARACTER becomes the active character in combat. Only your active character's Element, Weakness, Signature, and Super Moves may be accessed in combat.

Combat takes place outside of turn order. When a player enters BATTLE MODE, their turn is over and the game proceeds with the rest of the QUEST MODE players taking their turns as normal while you fight your enemy. While in BATTLE MODE, your miniature/token stays in the same location on the world and other players may interact with your character in limited ways (See Assist Battle and Join Battle). Once battle has been concluded (Win, Loss, Escape), the players involved rejoin the turn order after the current player's turn. If two players fought, the winner enters the turn order first. This will be the new turn order moving forward until the next time it is changed.

Battle Deck

The Battle Deck contains the following card types:

  • Attack Cards – Played to deal damage to your enemy. The value is the potential damage dealt. Weapons, abilities, and other cards may add damage to your attacks.
  • Defense Cards – Played to prevent damage dealt by your enemy. The value is the amount of damage negated.
  • Heal Cards – Played to regain a small portion of your Health/Traits.
  • Cure Cards – Played to remove status ailments such as Poison or Stun.
  • Tactic Cards – These may be played at any time during your turn to enable a Character Tactic Card of your choice. Simply put, these act as triggers.
  • Escape Cards – These cards may be played at any time during your turn to try to ESCAPE from battle. Though it will be a gamble of who wants to spend the most traits.
  • Effect Cards - Played to add status effects to your attacks. For example, Spear adds Pierce to your attack.

Turns vs Rounds

A Turn in BATTLE MODE is defined as an individual player's turn as the Offensive Player. A Turn ends when your enemy becomes the Offensive Player regardless of whether you ended your turn or they successfully counterattacked. A Round in BATTLE MODE is defined as a cycle in which all involved participants have had a Turn. In most 2 player (or 1 player vs minion, etc.) combat, a Round starts when you become the Offensive Player again. For example: Round 1 Start - Player 1 Turn Offensive Player; Player 2 Turn Offensive Player; Round 1 End. Round 2 Start - Player 1 Turn Offensive Player. This can be complicated during combat in which there are more than 2 participants. (A bracketed reviewer comment in the source document, asking whether any cards or abilities are "Once per round", is not rules text and is omitted here.)

Signature Moves

Each character's three unique Signature moves are excellent and effective combat maneuvers that benefit your character by causing additional damage, changing your attack type, or granting health without costing any Traits. [Insert Chart Here]

(The placeholder "[Insert Chart Here]" is printed in the source document; no chart is included in the source text.)

To utilize these moves, you need to play the correct combination of cards. You may utilize as many Signature Moves as you are able to play. However, you only have access to the Signature Moves of your active character regardless of how many characters are in your PARTY. To access the Signature Moves of a different character, one of them must become the active character.

Super Moves

Each characters' one unique Super Move can be considered a last desperate attempt to end combat victoriously. These moves vary in their effect, some giving an immediate huge advantage, while the outcome of others might depend on luck. To utilize a Super Move, your character's current health must be equal to or less than five. Plan carefully because most Super Moves will cost you 2-3 Traits thereby further draining your health. Like Signature moves, you only have access to the Super Move of your active character regardless of how many characters are in your PARTY. To access the Super Move of a different character, one of them must become the active character.

Switching an Active Character in Combat

Switching your active character in combat may only be done when prompted by a card or ability. Whether you trigger the switch on yourself (TAG OUT) or the switch is forced upon you by your enemy (KNOCK BACK), the results and procedure are the same. Choose a new active character from among your PARTY. Move your new active character's board to the top of your PARTY layout and place all of your Traits on the new board exactly as they were. Your Health/Traits remain exactly the same and you are not allowed to redistribute them. You now have access to the Super and Signature Moves of your new active character and lose access to the previous character's moves. You may not Knock Back an enemy if they do not have another character in their PARTY. The advantage of Tag Outs and Knock Backs is that they present opportunities to change the momentum of combat. If your Character Board is set up with high magic/low strength and you were decimating your enemy by utilizing a high magic character, they may Knock Back and you may be forced to switch to a character that is more reliant on strength, which could make the battle more difficult for you to win.

Status Effects

Many Attack Cards, Effect Cards, and Signature Moves have associated Status Effects. Each effect is different and adds combat flavor to the battle. With the exception of Pierce, the effect only occurs if you take any amount of damage from the attack.

  • Bleed – Offensive Player rolls a die (1d6) and adds that value to the damage dealt.
  • Break – Defensive Player discards one of their equipped items.
  • Dizzy – Defensive Player discards their current Battle Hand and draws one card from the Battle Deck.
  • Pierce – Offensive Player chooses one of the Defensive Player's equipped Reinforced Items and prevents it from being used to absorb damage from the current attack.
  • Poison – Defensive Player receives a Poison Token. Until cured, players with Poison Tokens take one damage (unblockable) at the beginning of each of their turns. Poison Tokens persist after combat and players with Poison Tokens take damage at the beginning of each Strategy Phase 1 in QUEST MODE of the poisoned player's turn as well. There is no limit to the number of Poison Tokens with which you may be simultaneously afflicted.
  • Stun – A player who is stunned may not play attack cards or use Signature/Super Moves that attack during their next turn as Offensive Player. They still draw on their turn and may use abilities, activate items, play Escape Cards.

Battle

Battling Another Player

When combat begins, each player sets aside their Hand to avoid mixing cards then draws 5 cards from the Battle Deck to form a Battle Hand. The Offensive Player draws first. They may play any Attack, Heal, Cure, Tactic, or Escape Cards. Playing an Attack Card requires the Offensive Player to spend Traits essentially lowering their health. Combat in Battle Royale is a careful mix of knowing when to attack and when to defend since almost every action you take will cost some amount of Health. Although battle can be won without equipped Items, weapons and armor can substantially increase your damage output and damage prevention allowing you to deal more and receive less damage without spending more Traits than necessary. If attacked, the Defensive Player may play a Defense Card to try to offset the incoming damage. Only one Defense Card may be played per attack unless otherwise stated in-game.

After an attack is resolved, the Offensive Player may attack again. This continues until the Offensive Player cannot or chooses not to play any additional cards. The Offensive Player declares that their turn is over and the roles switch. They become the Defensive Player and their enemy becomes the Offensive Player. At the beginning of each player's turn, both players may refill their Battle Hand to five cards by drawing from the Battle Deck. If the Battle Deck is empty, shuffle the Battle Discard to form a new Battle Deck. This cycle continues, turn by turn, round by round until combat ends either by Win, Loss, or Escape/Flee.

Escaping and Fleeing Battle

To attempt to Escape from battle, you must play an Escape Card. In doing so, you may spend at least 1 Trait to leave Battle unless your enemy spends more Traits than you. There is no penalty for a failed Escape attempt.

To attempt to Flee from battle, you announce your intention to Flee after refilling your Battle Hand at the beginning of your turn as Offensive Player and before playing any cards. Fleeing from battle has a higher risk of failure than escaping. Once declared, you and your enemy simultaneously roll a die (1d6). The player with the higher roll decides the outcome of the Flee. If your enemy wins or ties, they may allow you to Flee or they may force you to fight. If you are forced to continue to fight, your turn immediately ends, your enemy becomes the Offensive Player, and their next attack is unblockable. If you win, you successfully Flee.

Upon a successful Escape or Flee, your enemy may not initiate battle with you for two turns or until you move away from the location where the battle occurred. Other players may initiate battle against you without restriction. If battle ends by a successful Escape or Flee, the person who left the battle enters the QUEST MODE turn order ahead of their enemy.

Character Death in Combat

If a player's PRIMARY CHARACTER is killed in combat, that character's card is placed in the Bonus Deck discard pile and the Character Board is placed in the game box. Depending on which game mode is being played, the player may re-enter the game as another character by searching the Bonus Deck for a new character then reshuffling the deck, or may choose be eliminated completely. If a player character is killed by another player and there are no other party members, all items held by the character are dropped at that location. The winner can take any or all items. Any items left in the space may be picked up by any player who enters the location.

When you have more than 1 character in your party and your PRIMARY CHARACTER dies in battle, any one of your SUPPORT CHARACTERS becomes the PRIMARY CHARACTER and at that moment, you may choose to continue combat or to end combat. If you end combat, item(s) that your slain character had equipped, would then be given to the enemy and your new PRIMARY CHARACTER would begin at the DRAGON INN with that character's max health/traits.

If you intend to continue combat, your new PRIMARY CHARACTER is active and the turn continues as normal. Any equipped items your slain character had would be put aside and considered removed from combat until combat resolves. If in an event you Flee or Escape during this situation, your enemy will receive the items that were removed from combat.

Battle Against Automated Enemies

There is a specific Battle Mechanic for enemies controlled by the game such as Minions, Bosses, or Characters you decide to battle from the Bonus Deck.

vs Automated Minions and Bosses

Similar to combat against a player, whichever side initiates combat starts the battle as the Offensive Player. At the beginning of combat, you set aside your Hand to avoid mixing cards then draw five cards from the Battle Deck to form a Battle Hand. Minion and Boss Cards have statistics listed next to numbered die sides on their cards. These determine the effectiveness of their attacks and defenses. When you attack, after you play your Attack Card, roll a die (1d6) and match the numbered side to the enemy card. They defend with a value equivalent to the DEF listed. When they attack, roll a die (1d6) and match the numbered side to the enemy card. You must defend against the matched ATK value and effects. Automated enemies will only attack once per turn unless otherwise stated. Other than these changes, battle continues turn by turn, round by round until combat ends either by Win, Loss, Escape/Flee.

If you successfully vanquish the enemy, you receive the reward(s) listed on their card then place the card in the Minion/Boss discard pile. Another player may end up fighting the same Minion during the game. Many wolves lurk within the woods.

vs Automated Characters

When you draw a character from the Bonus Deck and decide to battle, you ambush them. Since they are Automated, their mechanics are a bit different during combat than if they were controlled by a player. Automated Characters make use of their Character Card and the Bonus Deck to fight. In this example, let's say you are Red and you initiate battle against an automated Hook.

Retrieve your enemy's Character Board from the box and place it and the drawn Character Card in front of you. They begin combat at full health. Set aside your Hand to avoid mixing cards then draw five cards from the Battle Deck to form a Battle Hand. You initiate combat as the Offensive Player. When you attack, count the number of different Traits listed in the middle of the Character Card under the character's title. Reveal that many cards from the Battle Deck. The enemy defends against your attack with DEF equal to the sum of all the DEF values listed on revealed Defense Cards. When they attack, again reveal from the Battle Deck cards equal to the number of different Traits listed on their Character Card. Instead of making small attacks, the enemy attacks with one great attack with ATK equal to the sum of all the ATK values listed on revealed Attack Cards. Because this is one single attack, you may only play one Defense Card versus this attack.

The other cards from the Battle Deck also have effects when revealed by the Automated Character.

  • Heal Cards – Immediately roll a die (1d6) to determine how much Health/Traits they gain. They may not exceed their maximum Health total.
  • Cure Cards – Immediately remove Status Effects from them and they gain +1 Health/Trait.
  • Tactic Cards – The Automated Character takes another turn as Offensive Player after their current turn.
  • Escape Cards – Roll for an Escape (1d6 for you, 1d6 for enemy). If the enemy wins, shuffle their Character Card back into the Bonus Deck. If you win or if a tie occurs, you choose whether to let them escape or force them to fight. If you force them to continue to fight, their turn ends and you become the Offensive Player.

Example Combat vs Automated Character

You are fighting against Hook, an automated character. You are the Offensive Player. You play a Heavy Attack (Spend 1 Trait for 3 ATK). The Automated Character now defends. Hook's Character Card shows 3 different Traits (Persuasion, Intelligence, Strength), so you reveal 3 cards from the Battle Deck. The first card is an Attack Card (useless during defense). The second card is a Heal Card. You roll a die (1d6) with a result of 3. Hook gains 3 Health/Traits. The third card is a Defense Card with 2 DEF. Hook defends your 3 ATK with 2 DEF and is dealt 1 damage. You have no other Attack Cards in your Battle Hand, so you end your turn.

Hook becomes the Offensive Player. Hook's Character Card shows 3 different Traits, so you reveal 3 cards from the Battle Deck. Three of the cards are Attack Cards and one card is a Defense Card (useless during attack). The three cards are Heavy (3 ATK), Heavy (3 ATK), Weak (1 ATK). In order to complete this attack, Hook must pay the Trait cost for each of the Attack Cards. It will cost Hook 3 Health/Traits to attack you with 7 ATK. You play a Defense Card with 3 DEF. You are dealt 4 damage. Hook's turn is over, since Automated Characters only make one attack per turn. You become the Offensive Player once again. If Hook instead revealed 2 Heavy Attacks and 1 Rabid Attack, he would ignore the Knock Back ability and instead automatically add Poison to the attack with 6 ATK.

Interaction with Characters in Battle Mode

While a character is in battle with an enemy, you may interact with them in one of two ways: assist the battle or join the battle. The choices are substantively different and depending on how you play, they can be great ways to build allies or make enemies. Regardless of method, you must share the same location as the battle with which you interact.

Assist Battle

When you ASSIST, you may not deal direct physical damage to anyone engaged in combat unless the damage originates from an Action Card or a Character Ability. Similarly, characters in battle may not deal direct physical damage to those assisting. When you ASSIST, you may choose to do any of the following actions on anyone engaged in combat (Players, Minions, Bosses).

  • Use Character Abilities
  • Use Character Tactics
  • Use targeted Disposable Items (Heal, Cure, Poison, etc.)
  • Use targeted Action Cards
  • Give Item Cards (Weapons, Armor, etc.)
    • Remember, Items may not be equipped in combat unless explicitly stated by an in-game effect.
    • Items may not be equipped by Minions or Bosses.

Players engaged in combat may interact with those assisting as well.

  • Use Character Abilities
  • Use Character Tactics
  • Use targeted Disposable Items
  • Use targeted Action Cards
  • Unequip and Give Item Cards (Weapons, Armor, etc.)
    • A character may take this action to pass an Item to prevent it from breaking.

When the battle ends, the victorious player may share any rewards they receive with an assistant. Unlike shared distribution in an ALLY PARTY, the assistant may not object to the distribution and immediately initiate combat against the other player to obtain the rewards.

Join Battle

When you JOIN, you end your QUEST MODE turn and enter BATTLE MODE as a participant in combat. You will become the next Offensive Player when the current player's turn ends. Draw five cards from the Battle Deck when your turn starts. Once you have joined a battle, your turns are governed by the rules of BATTLE MODE. In a multi-player battle not involving an ALLY PARTY, any player may attack any other player.

If one character is killed, the remaining characters may call a truce and end the battle or continue to fight each other. Whichever character achieved the killing blow is the one who receives the Kill reward. If combat ends with multiple players alive, they enter the QUEST MODE turn order in the order in which they participated in the battle. This means that a surviving player who originated the fight would be placed in the turn order ahead of someone who joined the battle after it had begun.

Example: (The source document's example reads "In this example the following players are in a fight … (list out the players, who is Wolf, who is Hook, which one is Automated)." This is an unfinished editor placeholder in the source; no example line-up is printed.)

If you join a battle in which a player is fighting an Automated enemy, you may still choose which combatant to attack. The Automated enemy will always attack players regardless if you help them or not. For example, you join a battle where Player 1 is fighting a Wolf. Player 1 attacks. You attack Player 1 (since you just joined the battle). Wolf attacks Player 1. Hook attacks. Wolf attacks you. You attack the Wolf. Wolf attacks Player 1. If you join a battle against an Automated enemy and the player wins, you will receive no reward since you are not in an ALLY PARTY with the player.

Key Points to Think About Regarding Battle Mode

  • Determine the best time to initiate and/or end battle as turn order may prove to be very important in gaining the upper hand against the other players.
  • Manage how long you take in battle because other players may be taking multiple turns allowing them to SEARCH, build their party, obtain items, start and complete quests, etc.
  • You can use BATTLE MODE to strategically shift your turn to occur before or after another player in turn order to create the perfect strategy or combo against them.

Faction Bonuses

Your PARTY may have a maximum of five characters. Although there are no requirements or limitations as to which characters you may recruit to your PARTY (except for meeting their Persuasion Value), if you have two or more characters of the same Faction in your PARTY, you receive a bonus.

The various Factions are listed below. Each Faction has its own symbol and two unique bonuses. The first bonus listed is the Team Bonus (TB). This is active if you have between 2-4 characters of the same Faction in your PARTY. The second bonus listed is the Faction Bonus (FB). This is active if you have 5 characters of the same Faction in your PARTY. The bonuses are cumulative and may both be active at the same time. Bonuses apply to all characters in your party even if your party is split and in separate locations on the world. When an ALLY PARTY is formed, all players involved receive bonuses based on the total number of all Faction characters in all parties, but there is no extra bonus for having more than 5 characters of one Faction in an ALLY PARTY.

In future editions and expansion of Fairytale Games, more characters will be added to these Factions and new Factions may join this list.

Children of Magic

Alice, Dorothy, Glinda (The Good Witch), King Arthur, Peter Pan, Pocahontas, Snow, Tinker Bell

  • APPRENTICESHIP (TB): Quests or Items that require Magic Traits require 1 fewer Magic per Child of Magic in your party to a maximum of 4 fewer Traits. This may not reduce the requirement or cost below 1 Trait.
  • SPELLCASTER (FB): You may play an Action Card from the Bonus Deck discard pile as if it were in your hand.

The Dark Ones

Bastinda (The Wicked Witch), Morgan La Fey, Mother Goose, Professor Thorne, Sea Witch, Rumplestiltskin

  • BLOOD PACT (TB): You can sacrifice a character in your party to gain +2 Health per Dark One in your party to a maximum of +8 Health. If the sacrificed character was a Dark One, they count toward this total at the moment of sacrifice.
  • MIND SHIFT (FB): At the beginning of combat, you may redistribute your enemy's Traits on their Character Board. The total number must remain the same and you may not remove or change Reputation Points.

The Fugitives

Beowulf, Big Bad Wolf, Little Mermaid, Rapunzel, Sherlock, Zorro

  • RUMMAGE (TB): When you would draw a Bonus Card, draw and extra card for each Fugitive in your party over 1.
  • DISTRACTION (FB): You may spend 3 Traits to enable a Tactic Card of your choice at any time during QUEST MODE or on your turn in BATTLE MODE.

The Horror Show

Grendel, Horseman, Pinocchio, Quasimodo, Scarecrow, Tin Man

  • SHARPENING THE BLADES (TB): Equipped Weapons give +1 ATK in combat per Horror Show in your party to a maximum of +4 ATK.
  • DIE AGAIN (FB): Whenever you would roll a die, you may ignore the first result and roll again. You must accept the second result.

The Mercenaries

Goldilocks, Hatter, Hook, Hua Mulan, Huntsman, Piper, Red, Robin Hood

  • HUNTING (TB): You may initiate combat against another player up to 1 location away per Mercenary in your party to a maximum of 4 locations away.
  • UNLIKELY HOSTAGE (FB): At the beginning of combat, you may roll a die against your enemy. If you lose, your enemy may play one attack card (even if it is your attack phase) as an unblockable attack against you (they do not take over your attack turn). Otherwise, you may take one of your enemy's characters hostage. In event of a tie, combat will begin as normal. You may not appropriate their PRIMARY CHARACTER. Retrieve your target's Character Card and place it next to your Character Board. This action may have multiple effects on your enemy: they may lose a Team/Faction Bonus; they are denied access to the Equipped Items on that character; they are denied access to that character's ability and are unable to switch the hostage character to active status in combat. You may not unequip Items held by a hostage character. Your enemy rescues their character once they have dealt a cumulative 10 Health/Traits by any means to you (e.g., physical damage, effect damage, sacrifice damage). Once the Health/Trait requirement has been met, they rescue the hostage, retrieve the Character Card, and regain access to all denied Items and abilities. If this is not met by the end of combat (either because they escaped/fled), the hostage's Character Card is shuffled into the Bonus Deck and the associated Character Board is put back into the game box. All previously equipped items held by an abandoned character goes to the winner of the battle (or to the remaining player if they did not flee).

The Wild Ones

Beast, Chesire Cat, Cowardly Lion, Monkey King, Mowgli, Puss In Boots

  • STEADY PACE (TB): You gain +1 MVM per Wild One in your party to a maximum of +4 MVM.
  • SCATTER (FB): When in combat, you always succeed without cost when you play an Escape Card and you automatically succeed when you attempt to Flee.

End Game

Included in the box are two End Game Quests. If you are able to complete their requirements to win the game, read their corresponding Epilogues in this book.

  • If a player or players win Battle Royale mode, read Epilogue 1.
  • If everyone loses, read Epilogue 2.
  • If you complete the quest "Finding safe Haven", read Epilogue 3.
  • If you complete the quest "To Summon Darkness", read Epilogue 4.

Other Modes Of Play

Battle Royale Mode Single Player

In this scenario, the other entrants in the Battle Royale have been killing each other rather thoroughly or are victims of betrayal. Only 3 characters remain and you must kill them all within 30 days or lose. Single player mode is nearly identical to the multiplayer modes, but there are a few differences. The first is the required number of KILL POINTS for victory. In this mode, you are either the sole survivor or you lose. The second is how the other characters are introduced into the game. When you begin the game, draw 3 characters at random from the Bonus Deck (or choose 3 characters whom you want to hunt), shuffle them, and create a face-down stack off to the side of your play area. When 2 Landmark Locations have been discovered on the map (excluding the Dragon Inn), reveal the first character card and put its corresponding token on the Dragon Inn. This character will have a move of 3 and will always try to move towards you via the shortest route. If the shortest route requires them to reveal Location Cards, they will do so. Once they reach your location, they will immediately ambush you. The second and third characters will be revealed when the 4 and 6 Landmark locations have been discovered respectively. All 3 characters will actively hunt you, but this does not mean that you have to seek out a fight. It may be a better strategy to move in the opposite direction and complete quests and obtain equipable items before standing your ground and facing them. If you are the winner of Single Player, proceed to Epilogue 1 in this book.

Tournament Play

This is the true Battle Royale in which up to 30 players struggle to survive. Three copies of the Battle Deck and 300+ Resource Gems are required for this mode. Each player chooses (is dealt, drafts, etc.) their PRIMARY CHARACTER. All deaths are final in this mode, which means die and you are out of the game. The last player standing is the victor.

Players enter the world in waves starting at the Dragon Inn and must leave this location on their first turn. The first 10 players start the game as normal. The second 10 players start with a handicap of +5 Traits. The third 10 players start with a handicap of +5 Traits and +1 card from the Bonus Deck.

Adventurer Mode

This is designed for those who want to experience QUEST MODE in more depth without the fear of treachery by the other players. You and up to 5 other players each choose your PRIMARY CHARACTER and start the game. All of the player characters are considered members of one adventuring party. No new characters may be recruited to the group. At the beginning of each turn, all players will draw 2 cards from the Bonus Deck. When a new character is drawn, your party must fight them. Combat starts with whomever initiates the attack and then alternates between the enemy and each subsequent player character. If the party attacks first, the enemy retaliates by attacking whichever player attacked them last. If the enemy attacks first, the enemy progresses through the party and attacks each player in order. Rewards from Killed enemies are split amongst the party via in-game negotiation and party consensus.

At the beginning of each day an Event Card is revealed and resolved; however, the game does not end if you are unable to draw an Event Card. Instead, all resolved Event Cards are shuffled to form a new deck and play resumes.

To claim victory in Adventurer Mode, your party must Kill the Trinity or summon the Dark Dragon. Future editions and expansions may contain other alternate win scenarios.

Alchemist Mode

If you find yourself being battered down too easily or too often, you may need more Heal or Cure Potions. These cards may be changed to read "Gain a token and reshuffle this card into the Bonus Deck. The token may be discarded to allow you to roll 1 die and gain that value in health." Alchemist Mode may be used in conjunction with any other game mode.

Terms and Definitions

[Not edited yet. Will review once streamlined document is made for the next round of edits and consistency decisions.] (Printed in the source document.)

  • Absorb Damage: How much ATK damage an item will defend against at one time.
  • Ally Party: An agreed party among 2-3 players.
  • Ambush: When an attack against you is initiated by an enemy.
  • Automated: Game Controlled; AI Controlled; Non-player controlled enemy.
  • Battle: Combat/fighting aspect of Battle Royale.
  • Battle Hand: Your hand during Battle Mode using cards from the Battle Deck
  • Battle Mode: The combat gameplay of Battle Royale
  • Blocked: An attack is defended against.
  • Buffs: Increased Traits/Movement initiated by spells, abilities, actions or items.
  • Burning: Trading a Reputation Point for a Trait of your choice (may not be vice-versa)
  • Character: The person you play as.
  • Counter-Attack: After playing a defense card, immediately play an attack though it's not your offensive.
  • Discard: Remove card and put it in the Discard Pile of the corresponding deck.
  • Enable: Making a Tactic active (vertical) so it can be used.
  • Enemy: Another player, minion, or boss.
  • Faction: A specific group of characters. Characters in factions receive bonuses (see Factions).
  • Hand: The cards you hold for the duration of Quest Mode and/or Battle Mode.
  • Inactive: A tactic that can't be used yet (horizontal).
  • Initiate Battle: Declare battle against an enemy, allowing you to go first and be on the offensive.
  • Killed: Your character is discarded.
  • Legendary Items: Items that belong to a specific character.

For Gameplay Tips, details and videos, please visit: www.thefairytalegames.com

(Printed in the source document after the glossary: "Proofreading the next pages contain STORY SPOILERS".)

Epilogues

Printed in the source document: "Epilogues not edited yet. Will review once streamlined document is made for the next round of edits and consistency decisions."

Epilogue 1 Requirement: You win Battle Royale Mode

As you gaze upon your blood stained hands, you crack a confused smile. You did it, your survived – But at what cost? You question your morals as you flash back to all the death, betrayal and uneasy alliances during the Battle Royale. Was it truly worth it?

Yes. Yes it was.

In fact, you suddenly feel a power resonating from within you. You move your hand across your shattered ribs, ready to cringe in pain, but the pain never comes. Surprised you look down and see that the gash from the knife wound you took on your arm begins magically healing itself. Amazed, you now stand up straight only to be greeted by a gentle white light from above. Holding your hand over your eyes to shield yourself from the brightness, you vaguely see an image of 3 women.

"Well done, my Champion" bellows a powerful female voice. "You have proven yourself to us and for that you shall be rewarded richly."

"What do I do now?" You reply, ever so meekly.

"We will rebuild the realms, destroying everyone left and re-creating a world in our vision where you will be our herald, a legendary warrior that the new world will look up to" explained the other, higher pitched female voice.

"Since history tends to repeat itself, especially with the sins of living beings, you will guide them with your newfound strength, intellect, understanding of magic, willpower and persuasive abilities," continued the third, softer-spoken female. "We will mold you into this legend while you dedicate your loyalty and heart to us..."

".... Knowing that if you fail, you can always be replaced," finalized the first female voice, followed by a menacing laughter.

You tremble with fear after hearing the last statement, yet your eyes beam with excitement. Has the Battle Royale broken you to the point where you no longer feel remorse for taking the lives of your friends and allies? Or deep down, were you never the person everyone expected you to be? It doesn't matter. This was a new beginning and you are to become a legend. Whatever made you who you are now, kept you alive. If there was even a glimmer of regret, you need to become a greater Legend to honor those whose sacrifice proved your worth to the Trinity.

"Yes, my Queens. I am ready."

Epilogue 2 Requirement: 30 days pass and there is no winner.

A ferocious echo of thunder can be heard resonating throughout the realms, some louder than others. No, not thunder but the sound of 30+ enchanted neck collars detonating with a deafening explosion. In an instant, the screams around the realms became silent and only the smell of brimstone would remain of these casualties.

"Bah, another useless group!" Exclaimed a now, furious Evil Queen. "Disappointing. Not even one potential Champion!"

"Calm down," reassured the Frost Queen. "Let's release the next group of captives and see if they are better suited for survival".

"Ha! I do believe that THIS group will prove most interesting to watch." Happily spoke the Queen of Hearts. "Just look at who we have here - vicious versus the valiant".

Realizing that they were right, the Evil Queen gestures the other Queens to put their arms over the glowing cauldron. As they chant their spell, 30 new beings materialized across the Fairytale Games realms, scattered and confused. Memories of those that just died from disintegration were wiped clean from all the inhabitants within the Fairytale Games.

"How long do you wager it'll take these new ones to realize their enchanted neck collars?" Asked the Queen of Hearts.

"Does it even matter? Even after putting it together, the last group failed to become stronger even understanding the game they are playing." Sighed the Evil Queen.

"I don't know," the Frost Queen began "I have a feeling that we might have to get our hands dirty with this group."

Epilogue 3 Requirement: Complete "Finding Safe Haven"

You sprint with the last of your stamina and energy, gathering your last breaths while you ignore the pain from your broken bones. You hear explosions and screams unlike anything you've heard before, but you don't look back. You see the Enchanted Forest just up ahead and you disassociate yourself with the world collapsing behind you, shattering the ground just barely each step behind you.

As you leap into the Enchanted Forest with an amazing finish, you feel your body give away as you pass out into the light. Are you dead?

Your eyes begin to flutter open, blurry at first, but suddenly you see a person – with wings – a fairy?

"Hello, you made it!" Gleefully giggled the tiny airborne girl. "We were afraid you became a casualty!"

"We?" You spoke, in a raspy voice. As she nodded, you look around, surprised to see many familiar faces. Some of those you fought, many you fought alongside with. Confused, you continue, "What happened? What's going on?"

With a calm demeanor another fairy, this time a more mature one appears.

"Because of your heart, spirit and fortitude you and your allies were able to Kill the Trinity and restore peace to this land. Although we do not know how to return to our original realms, we do know that the Trinity is gone and we are able to coexist in this Fairytale Games universe. "

"Yes" a beast like creature begins, "We are all survivors of the Battle Royale and have decided to rebuild what was once destroyed. We sacrificed many things and people to Kill the Trinity. With your help - with everyone's help - maybe we can create a new vision for this land."

Trying to grasp the situation, you slowly stand. Looking around you see those around you nod and smile without animosity or ill intention. Realizing that all your wounds have completely healed, you breathe in as much fresh air as your lungs can hold, then exhale in a sigh of relief. You know that the memories of Battle Royale haven't sunk in yet, but you smile. You smile genuinely for the first time in a long time and it feels good.

As it seems everyone is waiting for your response, you look to the Fairy Godmother and with confidence and hope you say, "So, when do we begin?"

Epilogue 4 Requirement: Complete "To Summon Darkness"

From the distance you hear thunder and lightning. The sound consumes the air as the wind picks up, stronger and stronger until it's hard to keep yourself standing without holding onto something. "It's working!" Shouts Rumplestiltskin, barely holding onto a marble column.

Several flashes of lightning strike around the large, circular emblem created with blood and magic on the marble floor of the ruins. Books and debris begin swirling around the emblem.

"Use your deflection spell to protect yourselves!" Shouted Bastinda. "What?!?" Screamed Morgan La Fey "I can't hear a word you're saying." "DEFLECTION. SPELL. NOW!"

Sound became mute as thunder and lightning continued to crackle, chaining from one after another. The emblem begins to glow a bright purple fluorescence in the blackness of the night. The candles seemed insignificant to the illumination coming from the magic. Suddenly, a large tornado of darkness appears on top of the emblem, sucking everything into its void.

"Hold on to anything you can!" Screamed the Sea Witch at the top of her gilled lungs.

The pressure and pull from the vortex was unbearable. It takes all of your strength to keep yourself from flying away. As you think that, you lose your grip and scream as you're sucked towards the emblem. While airborne, you flash back to Battle Royale and how your alliance with the Dark Ones managed to trick the other factions into weakening the Trinity, while also providing you a chance to help summon the Dark Dragon spell. Believing your victory to be short-lived, you make your peace then realize you must have just shattered your tailbone. Pain rushes to your spine as you notice the wind has stopped and you are positioned squarely on the emblem. You look to the side as your allies begin gathering themselves.

"Something's not right," Explains Mother Goose. "This.... Should not happen."

Silence. For what seemed like hours, you're surprised to be jolted alert by a scream in the distance, followed by more screams. You glance over to see your comrades staring at something, frozen white as sheets. You turn to the direction they're looking at as utter fear takes over every inch of your body. You see a glow of vacant darkness from eyes, huge eyes, glaring at you. The massive beast bellows "JAB. BER. WOK" in a blood curdling rage that echoes for miles. As you slowly back away, you whisper under your breath,

"Thorne, what have you done?"

To Be Continued ...

  • Weakness (WEAK): Some characters may have weaknesses to one of the six elements (Fire, Ice, Water, Dark, Holy, Lightning). If your character has a weakness and is being attacked by something with that element, you will take an additional +1 damage. For example, Pinocchio is weak against Fire (for the obvious reason that he is made of wood). If he were to be hit with a Fireball Spell or while in BATTLE take damage from an enemy equipped with a Flame Sword, then he would take an extra +1 damage in addition to damage equal to the normal ATK value of the attack.

  • Element (ELMT): Some characters may augment their attacks with one of the six elements (Fire, Ice, Water, Dark, Holy, Lightning) to prey on the weaknesses of their enemies. For example, the Sea Witch harnesses the element of Water and attacks made against characters or NPCs weak to water deal increased damage. However, if your enemy is able to harness the same element with which they are being attacked, the damage dealt is reduced by one. In future editions and expansions of Fairytale Games, new items and quests requiring the use of specific elements will be introduced.

  • Signature Move: This area lists your character's 3 unique Signature Moves — special attacks that are used during BATTLE MODE. These moves do not require Traits to be spent and they have various effects that are thematic to your character. They are activated by playing a combination of Battle Cards (See Battle).

  • Super Move: This area lists your character's 1 unique Super Move — special attack that is used during BATTLE MODE. These moves are like a "last ditch" effort to win or end combat and can only be performed when your current health is equal to or less than five. Activating your Super Move will usually cost you a portion of your remaining Health, so make sure you have a pretty good strategy before unleashing your character's super (See Battle).

  • Item Slots: This area contains spaces for your character's equipped items. Each character may equip up to 2 items (unless otherwise stated). Once an item is equipped, it may be used in combat. Items may not be equipped in combat, so make sure your items are set before you initiate BATTLE. Be careful though! Items can be broken, stolen, or destroyed while equipped.

  • Legendary Items: These items have affinities for particular characters and grant additional bonuses when wielded or worn by their rightful owners. While any character may equip a Legendary Item, if you are not the rightful owner, then there is a chance the item may disappear from your Hand or Item Slot. Reference the Quests section for more on Legendary Items.

  • Epic Items: These items are more powerful than the ones found in the Bonus Deck or rewarded by low level quests. Epic Items are earned by Killing Bosses or completing difficult high level quests. In addition to granting large bonuses or special abilities to the wielder or wearer, some Epic Items may play important roles in the initiation or completion of quests.

  • Mark It: Remember that location (to target it.)
  • Moves (in Battle Mode): Attacks and Defense cards are considered Moves.
  • NPC: Non-Player Character (they have their own movement and/or objectives in the game).
  • The Offensive: You are attacking first.
  • Open (a Quest): To receive a quest while on the Dragon Inn (putting said quest in your hand).
  • Party: Your primary character with any more characters you recruit.
  • Primary Character: The character you are using first in Quest Mode and Battle Mode.
  • Poison: Receive 1 ATK damage at the beginning of your turn in Battle or Quest Mode for each poison token you have.
  • Quest Hand: The cards you hold in Quest Mode.
  • Quest Mode: The exploration and non-battle portion of the game.
  • Range: How many adjacent spaces away from you that you may initiate battle.
  • Recruiting: Having a character join your party (per their required persuasion cost).
  • Re-draw: Draw another card or set of cards.
  • Repair (your armor): Resetting the gems on your armor to its original state.
  • Resource Gems: What you use to count health, traits, reinforcement of items, and researchable locations.
  • Round: One full rotation of turns.
  • Sleep Status: If a character in your party is asleep (non-primary), remove them from your party and place their token on that location. They may not move or do anything unless they are attacked by an enemy or if a card or ability can wake/cure their status ailment.
  • Spell: Certain action cards have the word Spell in the title.
  • Spend (a trait): To use a trait.
  • Status Ailments/Effect: Poison, Sleep, Curse, Vampire, Werewolf, Zombie, Toad, Increased Traits/Movement initiated by spells, abilities, actions or items.
  • Stolen: To have an item leave your hand or item slot against your will.
  • Successful Attack: An attack that does damage without being blocked or defended. Successful Defense: A defense that absorbs all of the attack damage that was being delt. Summon: To put a minion character in play (Battle Mode or Quest Mode).
  • Sundial: The player who flips over event card, representing a new day has begun and represents the beginning of a new round.
  • Target: To select a specific card, player, character, etc. of your choice.
  • Token: A representation of a character/item in the game using little chip board discs.
  • Traits: Intelligence, Strength, Magic, Willpower, and Persuasion.
  • Turn: When a player is on the offensive or defensive in Battle Mode. When a player phase begins in Quest Mode.
  • Used Location: A location card that has been flipped over and cannot be searched again.
  • Water-Based Location: Basic lands like the Shore or Swamp; Landmarks like Atlantis, Spring of Youth and anything that looks like the majority of the art is in or near water.