Tag Archives: Legacy game

Fabled Fruit

fabledfruitFabled Fruit. Stronghold Games, 2016. $45. Designed by Friedemann Friese. Illustrated by Harald Lieske. 240 location cards (60 different cards with 4 copies each), 60 fruit cards, 6 wooden animals and matching tokens, 1 wooden thief, 10 mixed fruit cards, 11 assorted tokens, and 1 rule book. 2-5 players. Ages 8+. 20-30 minutes.

This colorful card game provides two decks, the location cards and the fruit cards, and a wooden animal (meeple) for each player to drive a worker placement set collection game with some unusual twists. During each player’s turn, they will place their marker on one of the location cards in play and either perform the action listed (such as draw 2 fruit cards or trade a banana to another player for 2 cards) or turn in the required set of fruit cards to buy that location card. If you place your marker on a location card with other players, you have to pay them one fruit card. The game ends when one player buys the required number of location cards, which varies depending on the number of players.

How can such a simple single worker placement and set collection game, that lasts only about 20 minutes, be anything novel? The answer lies in the way the game evolves during play. Each time a location card is bought, it is removed from those in play and turned face down as a reminder (fruit juice bottle in game parlance) to keep track of points gained. More importantly, a new location card is drawn off the top of the huge (240 cards!) deck which can introduce a new action and new set turn in cost. So during play, the actions available are constantly changing as players remove locations.

But where Fabled Fruit really shines isn’t just its quick and quirky location actions, but the legacy aspect it introduces. When you finish playing a game, you set aside those purchased location cards and then start the next game with the top (first numerically) 24 cards that were left. Each game sees location cards bought, new actions introduced, and a different end game state. This produces a highly addictive experience that is hard to stop!

While the location cards themselves are tarot sized and seem sturdy, the poker size fruit card deck, which is constantly being handled, shuffled, reshuffled, drawn, etc. seems to be made of flimsier stock and quickly became worn as cards lost their stiffness. These cards should have been made of better card stock. Also, the retail price of $45 for a small game seems rather high, especially when in your first game you only use the fruit deck, animal tokens, and maybe 35-40 cards (only 8-9 different actions) from the location deck. Certainly the 300+ cards must be pricey, but each game using a small subset makes the cost seem very high.

Fabled Fruit is a highly addictive game! If you play one game and walk away you won’t really see what all the fuss is about. It’s just a simple worker placement/set collection game. But if you get hooked on the changing actions during play, which are introduced as surprises every 4th card, and the legacy element which starts each game in a new state which bring surprising changes again during play, it’s really amazing and draws you back again and again. Not only will it take many plays to get through the 60 different locations once, but even starting again will produce a very different, game since different locations will be bought and change the available actions so a different set will be in play every time.

Fast, easy, engaging, fun!

This review was written based on a privately purchased retail copy. No compensation was involved.
c2016 by Richard A. Edwards

Undercity

Undercity. Privateer Press, 2015. $95. Design and development by William Schoonover. 4 Character Sheets, each with their own decks of Ability and Feat cards, 1 bland game board with 16 bland map tiles, 22 Event cards, 24 Side Quest cards, 34 Villain Action cards, 11 different Villain Stat cards, 1 rulebook, 1 seven-chapter Campaign Guide, 44 colorful soft plastic miniatures, 8 six-sided dice, and a horde of tokens and markers. 2-4 players. 14+. 1-2 hours play time per chapter.

In this cooperative fantasy board game set in the Iron Kingdoms’ city of Corvis, players take on the roles of four unique heroes who work together as a team through seven quests (“chapters”) while developing their abilities by spending experience points, gained from defeating villains, between each game until the final showdown.

There’s so much to love about this game! The miniatures are beautiful and evocative of the setting. The heroes are interesting and unique, such as Pog & Doorstop. Who wouldn’t want to play a Gobber Bodger & his Steamjack? The seven chapters grow in complexity and story. And Side Quest cards provide additional possible rewards and challenges, while the Event cards throw in occasional complications and act as a timer.

The unique Heroes abilities and Feat cards make the heroes interesting and provide a very engagingly heroic feel. This completely cooperative game has a detailed but easy to implement card and rule driven AI system for activating the villains to challenge the heroes. The combat system is simple but effective and each hero has their own style. There are also rules for increasing or decreasing the difficulty of play so you can tailor the experience to your group.

While the much criticized board is indeed bland beyond belief (which is an oddity in an otherwise so well done artistic game) it is functional. The narrative text for each chapter feels unincorporated into actual game play and is easily skipped. The theme comes through in the game but I wish the story itself was better integrated and more essential to play.

As a cooperative fantasy board games with campaign linked adventures and character development, Undercity really delivers! I just find myself wishing for more adventures and more heroes to vary the replay ability of the game. Hopefully expansions aren’t far away.

This review was written based on a privately purchased retail copy. No compensation was involved.
c2015 by Richard A. Edwards