The timing of Fairytale Games: The Battle Royale is pretty easy to understand. Let’s go through a turn.


After setup, all players will draw 1 card from the bonus deck. From this draw, you may get:

  • Action Card
  • Item Card
  • Character Card (if you get a Character Card, you can keep it in your hand until you are able to “persuade” them into your party.


After everyone draws their card, the designated 1st player (called the “Sundial”) will draw an Event card from the event deck and put it face up for everyone to see. The Event Card represents the Trinity and what they are doing on this day (observing or doing thing to affect players, locations, etc.) This even effects everyone in the game at that moment. If the deck of 30 Event Cards are depleted, and the last player finishes their turn, if no one meets any of the “win” conditions, then the Trinity wins and all players die and lose the game.

After the Event Card is played, anyone can react to it if they have any cards or abilities they want to play. There is no order in which a reaction needs to be played. So if you are the 3rd player and you don’t hear anyone else reacting, you can go ahead and react to the Event first, even though the 1st Player still wants to react after you. This is a first come first serve kind of phase.


After the Event Phase, all players transition into the preparation phase where they can equip items, use items, or use abilities and actions that do not target other players.


At this moment, the active player will take control of their turn, roll a die and begin moving their player token. Once they land on a location (see the Movement page for details), they can choose to “use” the land and get any trait bonuses, bonus cards, or draw quest cards that the location might offer. If you do, the player will flip over the card to represent that the land has been “used” and offers no more bonuses.

For the most part, you’ll see the muted version of that location card facing up on the location deck, not knowing what bonus it will be.  Just like if you were exploring for real, you can see that there’s a forest up ahead, but have no clue as to what’s in it.  As for Landmark Locations, some will have Basic Locations on the muted side (like the Enchanted Forest) keeping it hidden, while some are very blatant like the Forbidden Kingdom since it’s really hard to miss anyway. But don’t expect that you will always pull the next land card as there are some character abilities, action cards, items, and even Events that will throw off the location deck order when you least expect it.

Another thing to watch out for, is that you just might flip over an enemy card although the muted side shows a location. If this happens, the player will immediately enter battle with that enemy. (The player will search the enemy stack for the corresponding enemy and begin battle.)


After your movement, the active player can do one of the following:

  • Initiate Battle with a character on your location
  • Use an Action Card or Ability on a target player, item, or location
  • Start a Quest (playing it from your hand)


If you choose to initiate battle, you have to first be on the same location as them (unless otherwise noted). Once you say that you are attacking the character, the character’s player can react and try to get out of battle, stop you, enhance themselves, or immediately enter battle. If the battle commences, since you initiated it, you will have priority and will go first. (For more on Battle Rules, please refer to the Battle Section of our Gameplay Area).


You can use an action card during your Action phase to enhance, destroy, or just completely mess with a target location, character, hand, item, or event. Action cards can also be played on other player’s turns, depending on what the card does.


There are three types of quests in the game: Basic Quests, Boss Quests, and Character Quests. You can have as many Basic Quests open at one time. Boss Quests are larger quests that you can only have one of at one time (though you can have multiple basic quests open the same time you have one Boss Quest.) Lastly, there is only one character quest available per character that might or might not show up when you play.

If you are told to draw a Quest Card, you may play it immediately if you have the ability to do so (most will require you to have a certain number of trait or reputation bonuses to begin.) If you do not choose to initiate a quest, you can put it in your hand until you’re ready and it’s your Action Phase again.


The player can equip items, use items, or use abilities and actions that do not target other players. After they’re ready, the end their turn and the next player begins their turn.


This phase is ongoing between the Movement Phase to the player’s End Phase. During this phase, anyone can use abilities, items, or action cards to target any player, item, or even other action cards. The Reaction Phase acts in a “wait, before you do that, I’m going to do this” kind of order. Here’s an example:

Player 1 and Player 2 are on the same location. It’s Player 1’s movement phase.

Player1: “I roll the die and I’m going to move my character forward one location and…..”

Player2: “Before you leave this location, I’m going to pay the cost of this Action Card called ‘Sleep Spell’ and prevent you from moving and ending your turn right now.”

Player1: “…….. you’re not my friend anymore.”

There are times where you can “react” to a “reaction” (or even more). For example:

Player1: “I’m going to drink this ‘Healing Potion'”

Player2: “No, I’m going to use Goldilock’s ability (after the costs) and steal it from you. Then I’m going to drink it myself to heal her.”

Player1: “Ok, but right before you do that, I’m going to react by using my Item Card, “Drop of Poison” (after the cost) and put it in my Healing Potion just before you steal it. So in other words, you just drank the poisoned healing potion.”

Player2: “…. You have now lost your bathroom privileges in my house.”



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