A collectible card game that combines the iconic world and characters of the Fable series with fast-paced tactical gameplay. Choose between Good and Evil to alter your special abilities and even the cards in your deck. Compete in leagues and events, or take on a boss with a friend in co-operative mode.
User reviews:
Positive (23 reviews) - 95% of the 23 user reviews for this game are positive.
Release Date: Jul 25, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“**Fable Fortune is in its Open Beta phase as is under continuous development, so expect bugs and bumps along the way. Please only purchase the Early Access version if you’re keen to get involved in the game and help make this the best card game around!**

We’re a small, independent team of not just Fable fans, but very passionate Card Game players. We have spent the last two years building and developing Fable Fortune, taking it through many iterations, to become the game it is today.

Following a lengthy Closed Beta test, we’re now moving the game into Early Access / Open Beta so we can continue to build our community and evolve and improve the game based on their feedback.

It’s been our aim to create a unique game built around the core principle of Choice & Consequence. We’re proud of what we’ve achieved so far, and of the depth and strategy in the game.

Our team has always enjoyed speaking to, and getting feedback from our players. Through our Alpha and Closed Beta phases, you’ll have often found us online, chatting to players, playing games and joining streams – and this will continue throughout the Early Access period.

We would love to get your feedback, input and insights to help take the game to the next level!

It’s our ambition to make Fable Fortune one of the best card games around!”

Approximately how long will this game be in Early Access?

“We anticipate being in Early Access for between 3 and 6 months.”

How is the full version planned to differ from the Early Access version?

“We will be continuously expanding the game with new content and features. Things currently on our roadmap and in development include:

  • Friend Invitations for Co-op & PvP
  • Daily Bounties
  • Emote System
  • Mass Salvage
  • Tutorial System
  • Deck Helper
  • Localization
  • More Locations!
  • More Bosses!
  • More Cards!

Community feedback will help shape the features and roadmap we have planned, in addition to the card balance and game economy.

Our live roadmap can be found here:

What is the current state of the Early Access version?

“We currently consider Fable Fortune to be in Open Beta. In terms of game play, all the core game play systems are complete and there are a range of different modes of play and challenges. At present the game contains:

  • Online PvP (Leagues & Seasons)
  • Online Co-op (Team up against Raid Bosses)
  • Special Events (Play with Unique Rules)
  • Training mode
  • 250+ Cards to Collect
  • 6 diverse Heroes to choose from

To reduce match queue times, the game also features cross platform match-making between Xbox, Windows 10 and Steam.”

Will the game be priced differently during and after Early Access?

“During Early Access, the game will be accessible to players who have purchased a Founders Pack.

When we come out of Early Access, it will be free for anyone to download and play.”

How are you planning on involving the Community in your development process?

“Throughout our Closed Beta period, the community has been integral to the development of the game, we’ve significantly changed over 200 cards, made major adjustments to the game economy and pivoted our development roadmap based Community feedback.

As we enter into Early Access / Open Beta, we anticipate stepping up community engagement further through:

  • Community Votes on New Feature Development
  • Community Designed Events & Bosses
  • Regular Streams & Q&A’s with the team
  • Continuously adapting and improving the game based on feedback.
  • Regular game updates & balance passes

We’ve designed and built the game in a way that allows us to tweak and tune the game very rapidly in response to community feedback and data we gather for the game.

Many members of the development team are active on the Forums, Discord and other social channels.

We are keen to work closely with the community to make this the best card game around!

Website: http://www.fable-fortune.com/
Twitter: https://twitter.com/FableFortune
Facebook: https://en-gb.facebook.com/FableFortune/
Discord: https://discord.gg/TkqwvCX
Reddit: https://www.reddit.com/r/fablefortune/
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Packages that include this game

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Recent updates View all (18)

July 24

State of the Game Review (24/07)

Hello, Heroes!

We’re super busy getting the game ready for its Early Access launch on July 25th, but I wanted to take some time out to weigh in on some of the hot topics in the community right now. I also wanted to give you some insight from the design team into what new features we're prioritising and what we think of the current state of the game's balance.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Hot Topics:
The Silver Cap:

The cap on the amount of Silver you can earn from battles in a day has been a pretty hot topic here on the forums and has sparked a number of internal meetings. After a lot of discussion, as a thankyou to all of our dedicated Closed Beta and Early Access players, we have decided to remove the daily cap for the duration of the Early Access phase.

This change is live as of right now and will mean that you can play the game as much as you want in order to earn more Silver.

This cap was introduced to protect our economy from malicious bots that are designed to farm Silver all day, every day. This is a standard feature for games in our genre, but we don’t anticipate that botting will be an issue during our Early Access phase. As we head into Open Beta, we will re-evaluate the daily cap in order to ensure that we are adequately protecting the game from outside influences.

Silver Earned Per Battle:

In the last patch, we made some changes to the formula which dictates how much Silver you get from each battle. As matches of Fable Fortune can sometimes go on for a while, we felt it was important to ensure that you were adequately rewarded for the time that you spent in a long game.

The amount of extra Silver you used to earn for playing a long game wasn’t that much compared to the amount earned for a short game. This didn’t feel right to us, and we took the time to build some better time scaling into the reward formula to help even this out.

Combined with the additional weighting on losses to be around 50% of that earned for winning a match of the same duration, what you should be seeing now is a solid increase to the amount of Silver that you gain per match played.

We’re now pretty happy with how much Silver you earn strictly from battles alone. Looking across to other games, we give you significantly more per battle (up to 10% of a pack for a super long game!). However, there are other sources of Silver/packs that we’re thinking of making some further adjustments to...

Speed of Pack Acquisition:

We want you to primarily be rewarded for engaging with the game by levelling up and playing the various game types that we have on offer, and with the recent changes we’ve made, we think that we do a good job of that right now. However, there are some more improvements that we still want to make.

Playing in events (which are currently disabled) is not super appealing because you’re only getting rewarded with a single copy of a fairly low rarity card.

In the future, we want to move away from this model to instead giving out packs as a reward for playing in these events. Events should be really exciting to take part in, and we think the rewards on offer should really reflect that. Once we’re into Early Access and have events up and running again, this is a change that we’ll be looking into.

Another area that we do want to make some improvements in is the amount of Silver that you get for engaging with the game every day. Spoilers for the ‘Coming Soon’ section, but we’re currently working on implementing a Daily Bounty feature. Daily Bounties are small objectives that are given to you each day that if you complete will reward you with a wad of Silver.

Can’t log in today? Don’t worry, as you’ll also be able to store up to five of these Bounties. This means that if you can’t log in for a while, when you come back you’ll have up one Bounty waiting for you for each day that you missed, up to a maximum of five.

What’s more, you’ll be able to choose the difficulty of your Bounties. Got a lot of free time today? Pick up a harder Bounty and get a bigger reward. Only got an hour spare? Grab an easier one so you can complete it quickly and earn your Silver.

We’ll be phasing out the current Daily Login Bonus when this feature comes in, because we want to reward you for engaging with the game rather than just launching it daily. We also want to better accommodate players who don’t have the time to be able to log in every day and would instead prefer to log in for a longer session once every few days.

We definitely expect the rewards for Daily Bounties to be higher than the rewards currently on offer from Daily Login, because they ask much more of you than just launching the game. This means that there won’t just be more to do in the game, you’ll also find yourself earning packs at a faster rate once Daily Bounties are available.

This is a complex feature that will take some time to implement, so watch this space for further news on when you can expect it to go live.

Design Change Compensation:

As we’re committed to making regular balance updates to ensure a high level of deck diversity and parity between Heroes, something that we’ve wanted to do for a long time is be able to temporarily increase the salvage value of any cards that have been adjusted. We don’t want to create any undue frustration by curtailing the power level of a card that you’ve spent a lot of ink on crafting.

I’m happy to announce that we’ve been doing some work behind the scenes so that, starting today, any cards that have had their stats or abilities adjusted will have their salvage values vastly increased for two weeks after the adjustment. This will allow you to salvage them for enough ink to be able to craft another card of the same rarity. Hooray!

Battle Stability & Bug Exploits:

The current PvP season has suffered from some bugs that have definitely caused a few more errors than we would like. Unfortunately the cause of these bugs are quite deeply rooted within the battle logic and have required a lot of investigation and implementation time in order to get fixed.

We can only apologise to you all for any inconvenience that this has caused. It is our aim to provide as smooth of an experience as possible while playing Fable Fortune, and we take issues like this very seriously.

These errors seem to be focused around a few key interactions, and we’ve decided to temporarily redesign one of the most problematic cards: Rookie Cardshark. Until the bugs with this card have been resolved, he is changing to (4) 2/4 “Big Entrance: Draw a card.” As I mentioned in the Design Change Compensation section, Rookie Cardshark will be salvageable for his full ink value for the next two weeks, so feel free to exchange him for another card of the same value if you want to.

As a player, the best thing you can do to help us out with issues like this is to report bugs that you discover as soon as possible via the Help Centre. Providing detailed steps on how to reproduce these issues and what occurred in the game, with supporting screenshots or videos, is key to help us in tracking down the root cause of any bugs.

Crafting Items:

There have been a few posts saying that crafting items are in a pretty strange place right now, and frankly, I agree with you.

Crafting items were originally supposed to be a cool alternative way for players to go about assembling specific cards that they wanted for their collections. However once players started engaging with this system, we started to see a few different problems arising:
  • Players found the system confusing. With ink, the path from ‘I don’t own this card’ to ‘I have crafted this card’ was very straightforward. With items, that path became a lot more complicated as the source of each item and which items are required by which cards was not very intuitive. This created a big barrier to entry for a system which should be easy to access and understand.
  • Salvaging items from cards added a lot of RNG into collection progression. Players who earned Fabled items were able to advance their collections at a phenomenal pace while those who only got Rares had to take a much slower path.
Of the two problems, the second was definitely the most serious as it hurt the overall health of the game’s economy, so we made the decision to pull items from the salvage pool and adjust ink costs/salvage values to compensate. While this was successful, the reduced frequency of items appearing has only increased how confusing the system appears, especially to new players.

We like items, and collecting them feels very fitting for a Fable game, however I agree that they’re not in a good place right now. Long term, we would like to phase out items in their current form, as we want to make the path to crafting an item as clear as possible. We have a few ideas on how these items could get reused in the future, but I’d be very interested to hear what you all think.

Coming Soon:

Here are a few of the features that are currently on our radar, roughly sorted into the order that we expect them to go live:

Friend Invites

Outside of launching on Xbox and Window 10 and transitioning into Early Access, this has been our number one priority for a while now. Getting this feature working across all three platforms has been a much bigger undertaking than we had first anticipated, but it’s something we’re still working hard on bringing to the game. It’s really important to us that you’re able to duel your friends in PvP or team up with them in co-op, so we’re working really hard on getting this to you as soon as we can.

Animation Improvements

We’re in the process of making some significant improvements to our animation system so that it can better handle animations and effects being played in parallel. This will have the net result of significantly speeding up the game, as actions will be able to overlap much more seamlessly. Our early tests are looking really positive, so watch this space.

Daily Bounties

As I said in the section on pack acquisition, Daily Bounties will be replacing the daily login bonus that we have in the game right now. This will offer you a choice of Bounties of varying difficulty which you can complete in exchange for a good chunk of Silver. You’ll be able to store up to five uncompleted Bounties if you’re not able to log in or complete a Bounty on a particular day, so you’ll be able to come back and blast through a whole bunch of them in one big session.

Mass Salvage

Currently, salvaging cards is too fiddly and takes way too long, even if you search for “>2 copies” to find the surplus duplicates in your collection. We want to make salvaging a whole bunch of cards much easier, so we’re investigating a way to make this happen by just clicking a button rather than diving in and out of so many menus and animations.

Battle UI Tooltips

We want you to be able to see how many cards are in your/your ally’s/your opponent’s deck. Likewise we want you to be able to see more easily how many cards are in your hand. We have a few ideas on how we can make this happen that we’re currently fleshing out.


Battles are really lacking some of the slapstick humour and British witticisms that the Fable franchise is renowned for, plus you’re lacking a good channel of communication between you and your opponent or ally. We think Emotes will be a good way to address both of these issues. Taunt your opponent, encourage your ally, or fart to your heart’s content. Rest assured that you’ll be able to mute other players if this isn’t the type of gameplay that you enjoy, but we think it will add a whole layer of depth to the game and enrich the play experience in so many ways.

Balance Review:

Finally, a few notes on where we think the various Heroes are at right now in terms of balance. We’re happy with the overall diversity of decks and Heroes during this season and are excited to see how the metagame evolves as we head into the first season of Early Access, but let’s look at each Hero in detail:
  • Alchemist - Recipe for Success is a little on the strong side, but on the whole we’re OK with Miracle’s overall performance right now.
  • Gravedigger - Even with the discovery of the infamous Last Laugh combo decks, Temple has been performing about up to our expectations and doesn’t look like she needs any changes right now.
  • Knight - Marshall is really strong when he takes control of the board but has a hard time coming back when he gets behind. This is the sort of problem that needs to be approached holistically as just changing a few cards here and there likely won’t bring about the sort of change that is required. We’ll be spending some time looking at him more closely after we’ve transitioned into Early Access.
  • Merchant - The latest round of changes seem to have put Barter in a good place, so we’re happy to let him set sail into the next season without any further changes.
  • Prophet - Shimmering Mirage is pretty good, isn’t it? The combos that this card creates has led to Sand overperforming this Season. We’ve increased its Gold cost from 1 to 3 as this better reflects the power of this effect and will be keeping an eye on Sand after this to see if further changes are required. Shimmering Mirage will be salvageable for its full ink value for the next two weeks.
  • Shapeshifter - Is...is it over? Crimson no longer seems to be warping the metagame and has settled into a much healthier place alongside the other Heroes. We’ll see what the next Season brings, but for now it seems like her red reign of terror has come to an end.
There are a few Neutral cards that are overperforming which we’re testing out some changes for. Cards like Cullis Master, Bank Clerk and Magehunter are proving too effective or too cheaply costed and are therefore consistently finding their way into too many decks.

We’re also exploring some adjustments to Brandish and Explore the Tombs to bring them into line with the other Quest Rewards as they’ve proven to be a little too powerful for their cost.

A quick disclaimer: everything here is subject to change. These are just our current thoughts on a wide range of topics so that you can get a sense of what we're thinking based on internal playtesting, community feedback and player analytics. That said, we’re hoping to get out some changes to address some of the issues raised in this review in the near future.

That’s it for now! Hopefully this gives you all an idea of where we think the game is at currently and where it should be heading in the future. As always, leave a comment to let us know what you think. We really value your feedback.

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July 10

0.3.4 Update Patch Notes

Hello, Heroes!

As you might have seen, tomorrow’s Early Access launch has been postponed while we navigate some administrative obstacles. We’re working hard to navigate these obstacles in order to hit our new launch date of July 25th, but in the meantime there have been some juicy changes in the works that we wanted to get out to you all as soon as possible. This is why we’ve just deployed an update that debuts the brand new reward structure for future PvP Seasons. We’ve also made it so that more Silver is being awarded from long matches.

Additionally we’ve made some more balance changes to bring the Shapeshifter and some other problematic cards in line while buffing up some underperformers. This should help create more deck diversity within the current metagame.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates. If you have any questions or issues in the meantime, please don’t hesitate to get into contact with us on the Fable Fortune Help Centre.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Features & Updates:
PvP Season Structure & Rewards:

In our quest to increase the steady flow of rewards from each and every play session, we have decided to overhaul the progression structure of the new PvP Season. There are now many more Leagues to progress through, meaning that you will need to invest more time into reaching the coveted Hero League, but as a reward for your efforts you will now earn up to 4 card packs’ worth of prizes on your journey from the bottom to the top of the League ladder.

In addition to packs and Silver, in future PvP Seasons you will now earn a matching pair of desirable cards en route to the Hero League. For example, during Season 6, by the time you’ve finished ascending through the Leagues you will have earned two Shining Knights to help power up your Morality decks.

The fun doesn’t stop there, either. From Season 6 onwards, everyone who competes in the Hero League will be able to earn exclusive Fancy Basic Neutral Cards that won’t be available anywhere else. For example, the reward for being in this coming Season’s Hero League will be a Fancy copy of Crowd’s Favourite, with a second copy being awarded to everyone who was in the top 75% of players. Now when your opponent slams down a Fancy Crowd’s Favourite, you know they were playing during Season 6.
At the top end of the reward table, the Hero League now also has a bunch more card packs available as well as additional reward brackets for being in the top 5, 3 and 2% to encourage fiercer competition among our most skilled and dedicated players. Top performing players will even be able to earn Fancy versions of the desireable cards to make their decks that much more bling.

Rewards For PvP Leagues:
  • League 1: 125 Silver
  • League 2: 125 Silver
  • League 3: 125 Silver
  • League 4: 125 Silver
  • League 5: Core Card Pack
  • League 6: 125 Silver
  • League 7: 125 Silver
  • League 8: 125 Silver
  • League 9: 125 Silver
  • League 10: 1 Desirable Card (This Season: Shining Knight)
  • League 11: 125 Silver
  • League 12: 125 Silver
  • League 13: 125 Silver
  • League 14: 125 Silver
  • League 15: Core Card Pack
  • League 16: 125 Silver
  • League 17: 125 Silver
  • League 18: 125 Silver
  • League 19: 125 Silver
  • League 20: 1 Desirable Card (This Season: Shining Knight)
Rewards For Hero League:
  • Top 100%: 1 Fancy Basic Neutral Card (This Season: Fancy Crowd’s Favourite)
  • Top 75%: 2 Fancy Basic Neutral Cards (This Season: Fancy Crowd’s Favourites)
  • Top 50%: 2 Fancy Basic Neutral Cards, 1 Core Card Pack
  • Top 25%: 2 Fancy Basic Neutral Cards, 2 Core Card Packs
  • Top 10%: 2 Fancy Basic Neutral Cards, 2 Core Card Pack, 1 Fancy Desirable Card (This Season: Fancy Shining Knight)
  • Top 5%: 2 Fancy Basic Neutral Cards, 2 Core Card Packs, 2 Fancy Desirable Cards (This Season: Fancy Shining Knight)
  • Top 3%: 2 Fancy Basic Neutral Cards, 3 Core Card Packs, 2 Fancy Desirable Cards
  • Top 2%: 2 Fancy Basic Neutral Cards, 5 Core Card Packs, 2 Fancy Desirable Cards
  • Top 1%: 2 Fancy Basic Neutral Cards, 8 Core Card Packs, 2 Fancy Desirable Cards

Silver From Battles:

We’ve made some adjustments to the Silver that you get from battles so that you are rewarded with more for longer matches. We’ve also redressed the balance between winning and losing by awarding some additional Silver to the losing player.
  • Time Well Spent - You will now earn more Silver from longer battles.
  • Everyone’s A Winner - You will now earn more Silver when you lose a match.
Card Changes:

Small(er) badda-boom.

Some slight tweaks to our beloved Miracle, who has surged in popularity over the last month with her hand-buff decks. While we’re closely monitoring her performance, we’re not convinced that she needs any significant tweaks just yet.

We’re instead slightly reducing the damage dealt by Chain Reaction, which has proved a bit too reliable in clearing your opponent’s board. We’re also slightly upping Royal Fool’s stats to make it more appealing compared to neutral cards like Wardog.

Card changes:
  • Chain Reaction: Damage reduced from 7 to 6.
  • Royal Fool: Health increased from 1 to 2.
Have you been working out?

While Barter has started to see some more success, his units have remained mostly absent from people’s decks as there are more appealing Neutral units on offer. We’ve distributed a few stat increases to Debt Collector, Cabin Boy and Keelhauler to make better them stand out from their Neutral counterparts.

We’ve also reduced the cost of the mighty Horn of the Deep, as the Gold required was proving pretty prohibitive even when the payoff was so powerful.

Card changes:
  • Cabin Boy: Strength increased from 2 to 3. Invested Strength increased from 4 to 5.
  • Debt Collector: Strength increased from 2 to 3.
  • Horn of the Deep: Cost reduced from 3 to 2. Invested cost reduced from 9 to 8.
  • Keelhauler: Strength and Health increased from 6 to 7. Invested Strength and Health increased from 10 to 11.

We’re keeping a close eye on Sand, but one spell that we noticed has been underperforming is Wear Away. Wear Away has been struggling to take out the threats that it should be strong against, so we felt like it needed a little bump in power to make it more comparable to similarly costed effects.

Card changes:
  • Wear Away: Damage dealt increased from 4 to 5.
You again?!

Even with a cleaner design and a more diverse, less removal focused card pool, Crimson has continued to overperform. We’re starting off by toning down some of her effects that have proved to be either too powerful for their cost or too consistently unfun to play against.

As I said in my previous Shapeshifter design diary, Crimson’s removal suite is now extremely comparable to the Gravedigger’s. However, it is something that we are keeping a close eye on as we head towards Early Access.

Hero Power changes:
  • Draining Rend: Self-healing reduced from 2 to 1.
Card changes:
  • Blood Frenzy: Cost increased from 2 to 3.
  • Surge of Fangs: Cost increased from 5 to 6.
  • Timber Cleaver: No longer Stuns targets affected by its Big Entrance.
Woof woof.

That Dog sure was evil, wasn’t it? As a Morality (3) card, The Dog and its Good/Evil variants should represent some of the most powerful cards that you can play. However, one-shotting your opponent with a super-buffed pupper wasn’t exactly what we had in mind when we were picturing those awe-inspiring Morality (3) moments.

We’ve adjusted The Dog in a few ways. Firstly, we’ve given it a bit more Health so that it’s not a completely underwhelming play if you’re forced to deploy it before you’ve completed your third Quest. Second, Good Dog now only digs you up the best of the best Quest rewards. I’m talking about the extremely potent Now, That’s Magic, Empty the Tombs and Cheap and Cheerful, any of which could quickly turn a game in your favour. The Evil Dog, meanwhile, has been redesigned so that he can quickly annihilate a board of weak units but can’t KO your opponent quite so easily.

To touch briefly on Rush, we’re well aware of how hard effects like this can be to balance, however it does serve a vital role within the overall game by allowing you to react instantly to what your opponent is doing and fight back from a losing position. It is also an important tool for more aggressive decks to help push through those vital points of damage. We have no intention of removing Rush from the game, however we will continue to monitor the power of these effects over time to ensure that you cannot consistently deal a huge amount of damage to your opponent in a single turn without a lot of setup.

Prison Warden has also been toned down as it was previously essentially a powerful unit that also doubled as a removal spell and could go in any deck, which wasn’t exactly fun to play against.

We’ve also made some changes to other units which hadn’t been performing up to our expectations and provide more diversity to deck archetypes which aren’t seeing too much play right now.

Card changes:
  • Cursed Warrior: Cost reduced from 5 to 4.
  • The Dog: Cost reduced from 6 to 5. Health increased from 3 to 5.
  • Bad Dog: Cost reduced from 6 to 5. Health increased from 3 to 5. Redesigned to “Rush. After this destroys a unit, it can attack again.”
  • Good Dog: Cost reduced from 6 to 5. Health increased from 3 to 5. Now only Conjures Fabled Quest Rewards.
  • Prison Warden: Now reduces Strength by 2 rather than setting it to 1.
  • Rabble Rouser: Cost reduced from 5 to 4. Health reduced from 4 to 3.
  • Rich Auntie: Cost reduced from 4 to 3.
  • Yellowbelly Hobbe: Cost and Health reduced from 3 to 1. Strength reduced from 3 to 2.
Bug Fixes:
  • Abilities which affect specific units (such as Rosewight Barkskin) should now also affect the Fancy variants of those units.
  • Blacksmith can now always be played from your hand, even if there are no other friendly units on the board.
  • Minor text and tooltip amends.
  • Silence now correctly removes Stun.

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Receive Exclusive Founders rewards, plus 10 bonus Card Packs (making 30 total)!

About This Game

Fable Fortune is a game of Choice and Consequence. Play as one of six unique Heroes in a card game with fast-paced and thrilling tactical gameplay.

Join our Early Access to receive Exclusive rewards including the Fabled Card - Giant Egg, Exclusive Trophy Card - Chicken Vengeant, and 20 Card Packs (Plus an extra 10 as a bonus when you start playing)

At the start of a match, you must choose your quest. Completing quests earns unique rewards which can help turn the tide of battle.

On completing a Quest, you must choose, Good or Evil?

Turning to Good or Evil changes the abilities your hero can use, but also the powers and properties of your cards.

This means you can react to your opponent, changing your strategy and the cards in your hand based on the choices you make.

Fable Fortune has been designed from the ground up around 2 player co-op.

Team up with a friend or stranger to learn the game, working together to take down challenging Raid Bosses.

In Co-op mode, you take turns to fight, but you share each others units. For the hardest challenges, you’ll need to work closely with an ally, designing decks and picking heroes which synergize with each other.

Beat bosses to earn exclusive prizes and rewards.

Different Arenas have different Quests and Rewards, changing the battlefield.

Every week, you’ll see special events with entirely different rules.

Only moustaches allowed? Max power mode? Hatch an Egg each time you use your hero power?

We aim to have an ever changing, evolving meta which rewards experimentation and puts a focus on strategy and skill.

Matches in Fable Fortune start with 3 Gold, meaning it’s straight into the action quickly.

For each deck you create, you can pick a special ‘Trophy’ card which you’ll receive if you’re playing second, to get things off to a strong start.

Fable Fortune allows you to defend any unit on the battlefield with the ‘Guard’ feature. Because any unit can protect your Hero, this open up a huge range of deck-building strategy and possibilities.

Choose to protect yourself, or your most powerful units. Some units have special abilities which will trigger when they’re placed into Guard.

We’ve focused on minimizing randomness in the game; emphasizing skill and strategy.

On top of any purchases you make, you’ll start the game with 10 Card Packs.

This includes a Guaranteed Fabled Card.

The first time you play a hero, you’ll get two packs, and can gain more than 50 just for levelling heroes. We’ll regularly be rewarding new and interesting cards for taking part in Events, Co-op or PvP.

Whether you choose to spend money or not; we want the game to be enjoyable and competitive.

We’re a small, passionate development team.

We’ve chosen to go into Early Access as we want to get the community involved in the development of the game. We need your support, advice and help to make this the best card game around.

Involving you, the community, in the design process is really important to us and we’ll be running community designed and driven events and competitions in the game as we move forward.

We hope to see you on the battlefield!

System Requirements

    • OS: Win 7
    • Processor: Intel 2GHz Core2 Duo
    • Memory: 3 GB RAM
    • Graphics: Intel 4000 HD
    • Storage: 3 GB available space
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Positive (23 reviews)
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