Fable's free-to-play collectible card game!
Fable Fortune is a collectible card game based on the popular RPG setting. You can play using the pre-built decks or pick a hero and design your own.
Having only played three hours during the stream, my perspective of the game is limited. That said, my experience even after that time gave me plenty to speak of.
First off, it's hard to escape the fact that Fable Fortune shares some similarities to Hearthstone. That can be a good thing, as it allows players to dive right into a new game and already feel somewhat comfortable. What's important is that the game differs enough from the other to be worth playing - and on that count, I'm a little skeptical.
I've already seen articles elsewhere praising FF's supposed improvements to its resource system, and frankly I don't see what all the fuss is about. Sure, you start with three Gold (akin to mana in other games) instead of only one, but cards tend to cost a bit more anyway, so it evens out.
The second player advantage in Fable Fortune is definitely different and interesting, though. Players add an additional zero-cost Trophy card when constructing decks, and the second player is given their trophy at the beginning of the game. While unique, it also has the potential to be more problematic as new cards are introduced, so I hope trophy cards are very carefully designed and balanced.
Fable Fortune shares a few more similarities to Hearthstone beyond just the general behavior of creature special abilities, turn structure and resource generation, however. For starters, the new player experience for constructed play is equally discouraging in both games. While FF is more generous with starting card packs, the matchmaking system feels more prone to abuse. My very first constructed match pit my starting deck against an Alchemist who had a 10/7 creature with guard (think 'taunt' in HS) by the end of their 3rd turn (possibly end of their 2nd turn, but I'll be generous), all the while emote spamming me while I puzzled over how to deal with it. Speaking of emote spam, muting an opponent is done by interacting with your own portrait, which feels very unintuitive.
While Fable Fortune also features 2-cost hero powers, they can change and be upgraded as a base mechanic of the game. Completing quests that appear during matches reward you with a choice between upgraded hero powers, subsequently marking your hero as good or evil. Likewise, a number of cards gain additional features depending on your alignment and how many quests you've completed. This system marries quests and hero powers directly to deck design beyond that of even the recent Hearthstone expansions, which I applaud.
In addition to constructed matches against other players, Fable Fortune offers singleplayer content against the AI similar to Hearthstone's Adventure Mode, complete with rewards. Most notably though is a cooperative feature pitting you and a friend against an AI boss. This mode has far more depth than the co-op tavern brawls you might've experienced, and plays a little bit like the "Two-Headed Giant" variant found in Magic: the Gathering. Turn order alternates between player one and two, with an AI turn in between (player 1, AI, player 2, AI, etc.). You can only play cards from your own hand, but you can activate all creatures on your entire team once they're on the board. Even the normal difficulty for this mode requires planning, strategy and a lot of luck, making it a real challenge to complete (especially for new players).
Unfortunately, Fable Fortune has yet to introduce my favorite type of play - that being an arena or draft mode. It is on their short list of features coming soon, though! That said, I find it difficult to justify finding time to play both Hearthstone and Fable Fortune. They're not identical, but are similar enough that I feel it's a "pick one" situation. If you like the feel of Hearthstone but want to experience a game not (yet) bogged down with a dozen or more expansions, give Fable Fortune a look.