Legends of Time Expansion UNLOCKED!!!

Just a quick note letting you all know that we’ve passed the $40K goal and are moving ahead with still 5 days left!

So what do you get? Legends of Time is a 125 Card Expansion that incorporates legendary characters/folklore from around the world into the mix. Expect new Characters, new Quests, new Items, new Action cards, new Tactics and new Locations! For those curious, here’s the exact numbers:

Characters: 20 / Quests: 20 / Items: 10 / Action Cards: 15 / Tactic Cards: 60

Now added to the previous cards, that means by hitting this stretch goal, you can expect at least 725 Cards! (And this isn’t including the Player Cards and Ally Cards as well).

Next up… It looks like we’ll be hitting $45K and getting reduced International Shipping soon. Then, let’s move directly to getting you all Fairytale Games: Horror Edition!

And, just for fun…. we’ll be posting something you don’t want to miss on Facebook and our Website within the hour ūüôā


Gameplay Highlight#2: Advanced Battle Mode!

In the game, there are two types of Battle Mechanics you can choose from:

  • Easy Battle Mode
  • Advanced Battle Mode

Whereas Easy Battle Mode is dice and luck driven, the Advance Battle Mode is strategy based and provides a longer match within battles.

First of all, let’s talk about the types of cards. The first thing you need to do when you choose your character, is to pick the Advance Battle Mode “Player Card.” It will look something like this:


For this example, let’s imagine a Player vs. Player battle (Solo Mode will be covered in another Gameplay Highlight)

First off, you and your opponent will draw 5 cards each from the community Battle Deck. (Note: When you battle, there is only one deck which both players play from throughout the battle). Whoever initiated the attack will go first. Just for grins, let’s say I did and I will check my hand to see what I want to do. Here are my options:

  1. I can play an Attack Card
  2. I can play a Special Card
  3. I can play a Tactic Card
  4. I can play an Action Card
  5. I can play an Escape Card

Let’s take a look at an Attack Card:


If you notice, there’s a numeric value on the card. Within the community deck, there will be random Attack Cards numbered 1-6. Referring back to your Player Card, you’ll notice that The Beast can do a “Ground Stop” with it, giving him the ability to knock out an equipped item from an opponent. Because I notice my opponent doesn’t have any equipped item, I don’t have to play this card (I might play another attack instead and save this card for later.)

But, I do have one more option with this card. If I were to use any trait point from my player card, I can draw a Tactic Card. Ok, besides an attack I also want to consider my other options.

A Special Card looks like this:


Special Cards let you play the Special Move ability on your Player Card. These moves are very powerful BUT come at a risk and a price. You’ll have to spend some trait points to initiate it AND you only have a 50% success rate since the success is dice driven. If you win (highest dice roll wins) you will be at a huge advantage, though the flipside is very bad.

Fortunately, the Special Card gives you another option. You can use this card to switch your main battling character with an Ally, making your character an Ally and your Ally a main character. (Any Ally you have in your Party will have their own Ally Card with individual Attack, Defense, and Special moves that you can put beside your Player Card). One great thing about the Special Cards are that you can play them on your opponent’s turn or your turn. You can even start an Attack (and if not blocked and if still your turn), you can play your Special Card to tag in an Ally and continue your attack with that character. Kind of like a tag combo! But one thing to remember…. you can only use one special card per round. (A round consists of each player having a turn and returning back to the player who initiated the battle.) Also, when you switch characters, you do NOT regain your health or take your Ally’s Health. You will continue using the health point value you are currently at.

Another type of cards are Tactic Cards.¬†Each character will have 10 possible Tactic card which they’ll shuffle and place face down by them. During battle, there will be opportunities to draw these kind of cards. Think of these as strategy cards but can ONLY be played on your turn. An example of a Tactic Card may read like this:

Memories of Betrayal: The Beast’s Attacks get +3 Bonus this turn¬†but¬†cannot use Action, Defense, or Escape Cards until his next turn¬†(Use 3x Strength Traits)”

Then there are the¬†Action Cards¬†which are non-character specific cards that you can earn during question in the Bonus Stack. These cards can be played on your turn or your opponent’s turn. These will also have a trait point cost.

Finally, I can choose to escape with an Escape Card.


(Note: This specific card art is just an example and will not be used in the final game)

Escape cards are very rare to draw in the community deck. It can be used on your turn, your opponent’s turn and even as a response to an opponent’s attack. The only thing about Escape cards is there’s a 50% success rate. You and your opponent roll a die and if I win (highest roll wins) I can escape but I’ll lose all equipped items, ending the battle and returning to Quest Mode (the main map). If I lose, I am still stuck in battle but minus 10 Health Points as a penalty! That’s a really BIG risk but and probably used as a desperation move.


Ok, so let’s say I attack my opponent. Once this happens, they have a chance to defend if they have a Defense Card like this:


Defense Cards will also follow your Player Card to see how much damage is deflected or absorbed. For example if The Beast attacked my opponent for 5 ATK points and my opponent pulled a defense card that can deflect only 4 ATK points, they still will get hit for 1 damage and will deduct it from their Health Point total.

Another cool thing about Defense Cards is that if you play 1 Trait Point, you can perform a Counter Attack. Meaning, you will still Defend at whatever value is equivalent to the Defense card you played, but if you have an Attack Card in your hand, you can play that after your defense to try to damage your opponent. Your opponent has a chance to Defend (and counter-attack as well). Pretty much, this will go back and forth until someone can’t counter-attack anymore or chooses not to. But remember… if I attack you and you counter-attack, at the end of your counter, it’s still my turn. So I can continue to play my cards until I tell you my turn is over.

Once my turn ends and your turn ends, we both can choose to discard your hand (or some of your hand) and draw up to 5 cards again.


There’s a lot more depth in the Advance Battle Mode then there is with Easy Battle Mode, but the battles to last longer and can take a little bit to get into. But once you do, it will give you a very personalized experience with your character and will make battling other players a lot more interesting!

Gameplay Highlight#1: Factions!

Hi everyone, starting now, every other day we’ll post a gameplay highlight that will help you better understand the game. These are based on a lot of Kickstarter Backer and Fan questions that have come to our attention. So if you have a question you’d like to ask, send us a message and we’ll highlight it as well!

So today’s highlight are Factions.

In the game, you can recruit characters as Allies. This can be by having the right number of Persuasion points on your player card that matches or is greater than the character you’re trying to recruit. Or it can be through certain Action cards or Items. Once they join you, they are considered in your Party.

Normally, the people in your party are random characters you run into and decide to take in because you need them (not all characters will be useful to you at the first time you see them.) But there are certain characters that if together, form Factions in the game.

Here are the characters of the game within their Factions:


As long as you have 2 characters from the factions together, your group gets a bonus. But if ALL of the characters are together in your party, you get a complete Faction bonus. What are the bonuses? Let’s see…

The Wild Ones:

STEADY PACE (Two to Four Characters in your party) = Movement +1 for each faction character in party (up to 4)

SCATTER (All Five Characters in your party) = When in Battle, playing an Escape card ALWAYS succeeds.

The Horror Show

SHARPENING THE BLADES (Two to Four Characters in your party)= Equipped Weapons give +1 ATK Bonus in Battle per each faction character in your party (up to 4)

DIE AGAIN (All Five Characters in your party) = If in battle you row a die, you may ignore it and roll again.

Dark Magic

BLOOD PACT (Two to Four Characters in your party) Two to Four Characters in your party = In Battle, you can sacrifice your ally to gain +5 Health.

MIND SHIFT (All Five Characters in your party)¬†¬†= In Battle, rearrange your opponent’s trait points from one trait to another on their player card (it must have the same number of points it currently has)


THE HUNT (Two to Four Characters in your party) = Can Initiate Player battle up to +1 space away for each Faction Ally in your party.

UNLIKELY HOSTAGE¬†(All Five Characters in your party)= At the beginning of battle, you can take one of your opponent’s ally. They can not use that Ally or its ability unless they agree to lose 10 health to regain control of their Ally.


RENOWN HERO (Two to Four Characters in your party)  = Gain 1 extra reputation bonus for finishing quests for every 2 Faction Allies in your party.

BATTLE EXPERIENCE (All Five Characters in your party) = In Battle, draw an extra card each time you draw a card.

Children of Magic

APPRENTICESHIP (Two to Four Characters in your party) = Quests or items that require magic traits, require 1 less per each faction character in party (up to 4).

SPELLCASTER (All Five Characters in your party) = In Battle, Action cards or Battle Tactics cost 5 less magic traits to use.

The Promo (In the game, they’re called “The Outcasts”)

RUMMAGE (Two to Four Characters in your party) = When you draw a bonus card, you can reshuffle it into the Bonus Stack and re-draw again (Before you put it into your hand).

DISTRACTION (All Five Characters in your party) = In Battle, when you play an Attack Card, you can choose to instead force your opponent to discard a Tactic card from their hand.


  • When you get the FACTION BONUS, your original bonus still applies
  • Bonuses apply even if you’re separated on the board as your Allies
  • Only the Allies on your same location will enter battle with you at the same time
  • If another player agrees to be in your party or vice versa, faction bonuses count for the entire party if, for example they control 3 of the 5 Faction characters and you the remaining 2.
  • When you kill an ally or player, you will gain +1 Reputation Point

Factions are a lot of fun to work into your gameplay and offers a lot of advantages as a team. But remember, not matter how great your Faction is, there can only be one survivor in the end.

If you like Factions, we go much deeper into them in our Steam Punk Edition as we get into Guilds. How do you get the Steam Punk Edition? Check out our stretch goals and spread the word to reach out to as many people as you can!