Texto completo do manual

**INTRODUCTION**

Fame and Fable is for two to four
players. Use your actions to recruit allies
and items from the market. Deploy these
to defeat monsters, complete contracts
or disrupt other players. Gain fame
through your exploits to move your player
token around the fame track. The player
with the highest fame at the end of the
game wins.

For the solo game, you will need the solo
rule book, but read this rule book first.

Monsters infest this realm! Gather your
forces to kill as many as you can in the time
given to you. Fame, glory and gloating
rights await those that succeed, but beware
of others who have taken up the quest.
Only one among you will win the favour of
the land and be named 'Champion'.

Action trackers (4) are only
included in the Deluxe Edition
of Fame and Fable.

Action tokens (20)

Ally deck (75) Item deck (27) Monster deck (43) Legend deck (16) Player tokens (4)

Contract deck (30) Moon deck (20) Fate deck (70) New market
cards (4)

Champion
token (1)

Quick reference
cards (4)

Solo quick
reference card (1)

Backstory cards (4)

Action cost
reference cards (5)

Legend
tokens (10)

2

**AN OVERVIEW**

This page introduces key concepts, but
the following pages contain more detail.

**ACTIONS**

Players start each turn with three actions.
This chart shows some common choices
players can make and the associated cost.

ACTION
COST

Recruit an ally or item from the
market (cost displayed on card).
1-3

Choose to combat a monster
or legend card.
1

Deploy an ally or use an item.
0

Use the basic attack of a
deployed ally.
0

Use the trait of a deployed ally
(cost displayed on card).
0-3

During dawn, discard one
moon token to ready all your
exhausted allies.
1

**DAWN | DAY | DUSK**

Each player's turn has three phases called
dawn, day and dusk, then play continues
clockwise. Phases are performed in order.
Dawn and dusk actions must be performed
in order. Day actions may be performed in
any order and repeated multiple times.

Dawn - Refresh the board, ready allies and
set your actions for the turn. (see p.11)

Day - Recruit cards from the market, use
traits and combat monsters. (see p.8)

Dusk - Score contracts and resolve events
triggered by the board. (see p.10)

**MARKET**

The market features allies, items and
contracts and is refilled at dawn, the start
of a turn. Card actions equal to the pips
on the card's top right corner to recruit
allies or items into your hand. Contracts
are not gained using actions-they score
during dusk when the criteria are met.

Deploying allies from your hand into your
personal play area is always free (see p.6).
Items are free to use. The top right pips
show the cost to recruit, not use. Allies
can freely use basic attacks to combat
monsters. After use, allies are exhausted
and items discarded.

Basic attack Ally card Three actions to
recruit this card

THE CURSED
She uses dark forces to better serve this realm.

Attack with 80
then discard this card.

As you navigate the rulebook, keep an eye
out for pink tabs like this one to the right.

Pink tabs highlight important information
that might be better to remember in your
future games of Fame and Fable.

3

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YOUR HAND
You can hold a maximum of six cards
in your hand. You cannot add cards to your
hand if you already hold six, but you may
choose to discard any cards from your
hand during your turn.

ALLIES
Allies usually make up the bulk of your
hand. Deploying an ally is a free action. An
ally may be used for its basic attack or its
trait—never both at the same time. After
using an ally, it is exhausted and cannot be
used again until readied (see p.7).

DEPLOY
To use an ally from your hand, you must
first deploy them by placing them in front
of you. Deployed allies are ready to be
used immediately. Deployed cards cannot
return to your hand.

BASIC ATTACKS
Each ally has a basic attack between zero
and five. Using a basic attack is a free
action but exhausts that ally card.

Each basic attack has at least one attack
type. An ally with multiple attack types
may only use one at a time, but you may
choose which type they use. The attack
types are elemental magic poison
power and weapons but only the icons
are used in the game.

TRAITS
Most allies have special abilities known
as traits. Using a trait exhausts that ally
card. The number of pips above a trait
(ranging from zero to three) indicates the
number of actions that must be spent to
perform that trait.

The Assassin costs three actions
to recruit to your hand from the
market. It has a basic attack of
two against a monster or legend.
You may choose to use either the
poison magic attack
type when attacking.

For one action you may instead
choose to use the trait to discard
one ally from another player's
exhausted cards.

EXHAUST / READY
To use an ally for its basic attack or trait,
exhaust the card by rotating it 90
degrees. Exhausted allies remain deployed,
but cannot be used until you ready them
again. Certain cards and moon tokens
are used to ready allies.

Allies are exhausted the moment they
are used, so cards like The Elixir allow
you to ready an ally and use the ally
again, even in the same combat.

DISCARD
When an ally or item card is discarded,
place it face up on its respective discard
pile adjacent to its draw deck. Discarded
cards cannot be used unless brought back
into play by a special trait.

DEPLOYED LIMIT
You can have a maximum of six deployed
allies at any time, regardless of whether
they are ready or exhausted.

You may discard deployed allies at any
time during day on your turn. For example,
if you have six deployed allies and want to
deploy a new one from your hand, you may
discard any ready or exhausted ally in
order to make space.

Basic attack
(includes the
attack type)
Attack type
Attack type

Card title
Trait

THE ASSASSIN
Waiting for just the right moment to attack.
Choose ONE exhausted & to
discard from another player.

Ally card

2
DO

Cards with blue
corners are removed
for the
solo game

Ally icon

Thematic text
(does not affect
gameplay)

Action cost to
use this trait

Item card

This hero card is rotated
to show it is exhausted.
When the card is readied,
rotate it back.

GRIMALKIN
She does what is necessary.
Attack with 3 & gain
1
if you defeat MONSTER.

HEROES
Heroes are special ally cards that every
player receives in their starting hand. They
are identified by the coloured border and
icon. Heroes, like all other allies, can be
exhausted, discarded, stolen or even
turned into monsters (see the back of the
rulebook). Traits that reference heroes are
only talking about these cards.

ITEMS
Items are single use cards. Discard an
item directly from your hand to use it. This
is a free action. Items count toward your
hand limit, but not your deployed limit.
You can also combat using only items.
7

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DAY
Each turn begins with dawn, but to better
understand the game we will start with
day, then dusk. During day, you can
recruit from the market (see p.3) and use
items and ally traits, even during combat.
All day actions may be performed multiple
times and in any order.

COMBAT
Combat is often the best way to gain fame.
During day, you can choose to spend one
action to call one monster or legend into
your personal play area. This initiates
combat. You may choose one of the face-
up monsters on the board or take the top
card of either the monster or legend deck.

Monsters and legends have a
number on the top left-its fame-and to
defeat the card, you must attack it with an
amount equal to or higher than that
number. Defeating a card moves your
player token along the fame track by the
number shown.

Monsters usually have fame between
1 and 10, while legends usually have fame
between 11 and 20 often with more
difficult traits. Defeated monsters are
discarded face up on the discard pile
adjacent to the monster deck. Defeated
legends are placed in your personal play
area for end of game scoring (see p.10).

When you combat a card, place it in front
of you. Any instant actions on the card
trigger immediately and must be fully
completed before continuing your turn,
even if the initial instant action triggers
another. The icon forces you to take the
top card of the monster deck and add it to
combat. This does not cost any actions.

Combat resolves when you choose
even after taking a monster or legend,
you can continue to recruit from the
market, use traits or deploy new cards.
However, you cannot choose to combat
any new monsters or legends until the
current combat is resolved.

You can only attack monsters or legends
with your deployed and ready allies or
items in your hand. Each monster and
legend is fought separately and attacks
do not carry over. For example, if you
attack a 2 monster with 3, the spare 1
attack will be wasted.

You may attack monsters and legends
as many different attack types as needed.
Many monsters and legends are immune
and/or vulnerable to specific attack types.
If immune, attacks of that type have no
effect. If vulnerable, attacks of that type
are doubled.

UNDEFEATED
Monsters or legends must be defeated
this turn. If any card cannot be defeated,
do not gain their fame. The undefeated
card is shuffled back into its draw deck.

You must then discard any one ally of
your choice for each undefeated monster
or legend. The ally you choose does not
need to be ready or deployed.

This icon forces you to discard any card.
It may be an item or an ally, including any
in your hand, deployed and ready, or even
exhausted. If multiple icons are shown,
multiple cards must be discarded.

Monster card
Fame
8
Monster icon
THE MULTIPEDE
I'm not sure which end of this thing is worse.
Trait
Immune to and
Vulnerable to
The Multipede is 8 fame.
You must attack this card
with 8 or more to defeat it.
Below are some examples of
combat with this monster
using cards from your hand.

Thematic text
(does not affect
gameplay)

Example 1

2
THE ALCHEMIST
Take a pinch of daring, a dash
of smidgen of chaos and...
Attack with 2
then ready this card
3
THE KNIGHT
Incredibly handsome armour and
unmistakably posh accent.

Example 2

4
THE POISON DAGGER
Ouch, I feel a bit funny...
Attack with 10

THE WIZARD
A supreme magician with
the perfect hat.

THE BERSEKER
She lives for the battle.
Rage consumed her very being.
Attack a with
when no
other are attacking the same

At first glance you may think
the 8 from your basic attacks
is enough to defeat The
Multipede, but it is immune to
the poison and weapons
attacks of The Alchemist
and The Knight. You could
deploy and use the basic
attack of The Witch to attack
with 3 elemental or magic
(poison cannot be used)
but this is not enough to
defeat The Multipede.
It remains undefeated, so you
must choose any one ally to
discard. You earn 0 fame.

The Multipede is vulnerable
to power attacks. The 3
basic attack of The Berserker
would double to 6, but if you
look at the card's trait, her
attack becomes 6 when she
is the only ally attacking a
monster. If you deploy The
Berserker and use her trait,
she attacks with x2 (for
vulnerability), totalling 12.
This is enough to defeat The
Multipede and would earn
you 8 fame.

8
9

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