Update 0.7.0 - Heroic Tales, Emotes and more!


Hello, Heroes!

We’ve got a big one for you today, hold on to your chickens! Have you ever wondered how our Heroes came to be where they are today? Well, you can now play through Heroic Tales to learn about a Hero’s background! We kick off with Crimson’s story: the human-turned-balverine struggles with acceptance and is constantly being hunted; she’ll need to become the hunter if she wants to live.

Wanted to let your opponent or ally know how you’re feeling in battle? Maybe you need to congratulate them on a good play, or have your Hero tell one of their best jokes. What about having a unit fart whilst in play, mocking your opponent? Well, you can do all that and more with the new Emotes! Both your Hero and units have their own emotes, so play around with them all. There is also an option to mute your opponent and ally’s emotes, should they start becoming a bit insufferable.

We’re introducing a much easier way of keeping track of our updates, via our in-game News! This handy section will let you read any updates the Fortune team have to give out, as well as including all previous and (when they come out) future patch notes. If there’s any newly posted news, we’ll automatically show you the next time you log in; after that, it’ll only show again if you decide to open it yourself. You can find the News button next to the newly redesigned Daily Bounties banner on the main menu.

Finally, some minor balance changes, and an overhauled Unstable Brew await you in battle - please check the sections below for more info. We’re really excited to bring you the new Unstable Brew, we’ve been working on it for a while now!

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates. Our dev roadmap also has a list of upcoming features.

Happy chicken chasing!

- Gary “Cerith” Paskins, Game Designer (Mediatonic)

Features & Updates

Heroic Tales

The Training button has been replaced with a “Solo Events” button! Upon going through this new portal, you will find Training (now split into 2 handy buttons for Normal or Hard difficulties for quicker access) and [b]Heroic Tales[/b]. You can now learn more about your favourite Heroes and how they came to where they are now by playing through their story! We’ll be rolling out different Heroes stories as time goes on, for now, please enjoy Part 1 of Crimson’s story.

When playing through a Hero’s story, you may only use decks belonging to that Hero - however, you are free to use any decks that you have built for that Hero. There’s also some rewards along the way!

  • Story Time! - Explore Crimson’s Story. More Heroes’ stories coming soon!


Bring some light-hearted fun, or throw-down with your best taunts or jokes to the game with emotes! Hero’s have a huge variety of different emotes that change with your Morality, and even have multiple different lines for the same emote. Units can sing, taunt or even fart on your command. Be sure to use them all tactically during battle.

  • Express Yourself - You can bring up a list of emotes for your Hero by right-clicking on your Hero or pressing LB while a card in your hand is highlighted.
  • Units Have Feelings Too - You can bring up a list of emotes for units by right-clicking on a unit or pressing LB while a unit is highlighted.
  • Hey Crimson, Introduce Yourself - Heroes and Bosses now have a variety of introductory messages at the start of a battle.


Up until now, to find out the latest news for Fortune, you’d have to go outside the game, now, with the introduction of News, you’ll now be able to find out all announcements from the team directly inside the game. We’ll be posting patch notes, announcements, updates and anything else that might be useful to you here.

  • In the Loop - Stay up to date with any and all Fortune news from inside the game!
  • Notice Banners - The Daily Bounties orb has been replaced with a couple of banners in the main menu. These 2 banners will bring up the News and Daily Bounties respectively.

Co-Op Boss Powers

After we ran Demon Door as a trial Co-Op boss not long ago, we got lots of feedback from the community - most notably that the Boss Power was so integral to the battle, not knowing what it was beforehand was frustrating, especially as a lot of players would not check the power once in battle either, and it was a conditional ability. We’ve now added the option for you to view a Boss’s Power before entering the battle, by viewing it on the event screen for that boss.

  • You Are Now Prepared - Boss Powers can now be viewed when looking at the Boss event screen.

Card Changes


Putting the “Unstable” and “Brew” in Unstable Brew

Unstable Brew has been completely redesigned; we wanted to have a spell that made you really feel like you were playing as a travelling alchemist salesperson, whipping up new brews on a whim when needed. This led us to this new design for Unstable Brew: the card costs 2 Gold and now reads “Conjure a custom spell. Add the first of two ingredients!”. So, what are the first ingredients you can choose from? Glad you asked!

  • Give a friendly unit +2/+2.
  • Summon two 2/2 Naive Punters.
  • Heal a character for 4.
  • Swap a unit's Strength and Health.
  • Set a unit's Strength and Health to 4.
  • Give an enemy unit -2/-2.

Conjuring 1 of the above of course means that you will be presented 3 of the 6 options, and you may choose 1 of the 3 options. So, you chose an ability, now what? The Brew returns to your hand, but it needs another ingredient… it needs something else. For another 2 Gold, you can choose another ingredient, here’s your list of potentials:

  • Transform a random enemy minion into a 1/1 Oozling.
  • Give units in your hand +1/+1.
  • Draw a card.
  • Add each Enhanced Vial to your hand.
  • Summon three 1/1 Oozlings.
  • Deal 4 damage split between enemies.

Same deal as the first ingredient, you can Conjure 1 of 3 of the second set of 6 ingredients; after selecting your second ability, the card returns to your hand, the Brew now complete! For a final 2 Gold, you can now play the combined effects in one spell! For your questing purposes, each time you choose an ingredient does count as playing a spell.

We really hope you have as much fun playing this card as we have done - lots of crazy concoctions can come out of this spell!

Card changes:

  • Unstable Brew - Redesigned to, (2) “Conjure a custom spell. Add the first of two ingredients!


The best defence is a good… defence?

Battle Medic has risen to newfound fame since her buff in one of our previous balance patches, and Rosewight Cager has always been a top performer since its release. Both of these cards offer a huge amount of value through their stats and/or abilities and are pushing out other contenders for units of similar a Gold cost. We’re lowering both of their stats ever so slightly to reduce their power a little, and open the path for other cards to be up for your consideration when building your decks.

Card changes:

  • Battle Medic - Health decreased from 4 to 3.
  • Rosewight Cager - Strength decreased from 3 to 2.

Bug Fixes

  • Blacksmith no longer incorrectly appears in the Larger Than Life quest reward selection pool.
  • Fixed an issue where you could select a button in the next screen immediately if you clicked in the right position, when entering an event.
  • Fixed some friend invite issues around people prematurely exiting setup before starting a game.
  • Fixed some visual issues when choosing an invalid deck while playing with a friend.
  • General stability fixes.

Known Issues

  • Rosewight Cager can cause games to cause an error in Heroic Tales. We’re not saying don’t use it for now but...
  • Some cards with Invest and Train cannot be played when you have 6 units in play. We should hopefully have a fix for this soon!
  • Some units that receive buffs while in your hand will not count towards the Oakfield quest, Help on the Farm.

Event Schedule Tweaks


Hello, Heroes!

Today we would like to announce that we are switching up the scheduling for rotating Co-Op bosses. We’ve listened to your feedback, and, starting today, Co-Op bosses will only be around for 1 week, before rotating to the next boss. We’ve adjusted rewards to accommodate for this, but we can assure you that there is no decline at all in the amount of rewards you would normally be able to earn; instead of receiving up to 2,000 Silver and 2 Card Packs over 2 weeks, you can now receive up to 1,000 Silver and 1 Card Pack every week.

As some of you may have noticed, event rewards are not currently introducing brand new cards into the pool. We're focusing our efforts on some exciting new additions to the game, but rest assured PVP rewards will enjoy a steady flow of brand new cards again once we leave Early Access. In addition to this, some familiar, often requested faces from Albion are currently in the works to join the card pool in early 2018. Please stay tuned, as we anticipate having a lot of exciting news for you in the coming months!

We are happy to announce that the Demon Door boss will be returning, now on a regular basis! Demon Door joins Nostro and the Lady of Rosewood as the 3rd Co-Op boss. We’ve done a bit of tuning since you last played it, while bearing in mind everything you, the community, said about the encounter - what you liked, what you didn’t like, that you wish you could see the Boss Power before going into the battle... Well, I’m happy to announce that with the new update coming very soon, you will be able to view Boss Powers before entering the battle! This should hopefully help people be more aware as to what they can expect from Bosses.

Expect to hear again from us soon, as we're in the process of locking down an exciting new update! Until then, good luck in your adventures, Heroes!

- Cerith

'Tis the season... for more PVP!



PVP season 5 kicks off today! Jump in and see if you can grab all the presents but be careful not to be left out in the cold. ❄️This is the last PVP season of 2017 so make it count!

As always, we've added a new brand new reward card to the mix! This time it's the Rosewight Stalker.


Often mistaken for a simple tree until it's too late, the Rosewight Stalker has cut short the lives of many weak and weary intruders in the undergrowth of Rosewood.

Let us know what you think of the new card in the comments! 

- Team Fable Fortune

PVP Season IV has begun!



Venture into the beautiful village of Oakfield for the new PVP season! Will you fill your table with a bountiful harvest or end up stealing someone else's table scraps?

This is a new location with new quests! Oakfield was added in Update 0.6.1 and we've added a new reward card to the mix: the Founder.


Little is known about where the Founders came from or why, but tales tell of them sharing their magic with those that prove worthy!

Let us know what you think of the new Oakfield location and Founder card in the comments! 
- Team Fable Fortune

0.6.1 Update Patch Notes

Update 0.6.1.png

Hello, Heroes!

Two exciting updates heading your way for this patch! The first of which is the eagerly awaited Knight Rework. Despite dominating the PVP Leagues, we’ve held off on making any sweeping changes or nerfs because we felt that a fundamental rethink on how the Hero plays was the best long-term solution; and we’re now happy to share the results with you.

The rework has seen us focus in more on the “building an army” side of Marshall’s character, whether through summoning bulky units who specialise in defence, or playing as many smaller units to the board as you can. Ultimately this rework opens up much more design space for the Hero, and far more tools for you to play around with; we’re looking forward to seeing the new decks and tactics that are sure to follow. Let us know what your favourite new cards are!

In case you missed it, you can check out more in-depth thoughts on the design process of the Knight rework over on the Fable Fortune Reddit, where we done a series of daily posts revealing some cards, you can check them out here: Day 1Day 2, and Day 3.

We’re rapidly reaching the end of the current PVP season for the month, and we’re happy to announce that next month’s PVP season will take place in a brand new location, among the bountiful harvests of Oakfield! 

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates. Our dev roadmap[www.fable-fortune.com] also has a list of upcoming features.

Happy chicken chasing!

- Gary “Cerith” Paskins, Game Designer (Mediatonic)

New Environment: Oakfield:

The next PVP season will take place in Oakfield! The quest objectives that will be available on this location will be:

  • Play 2 units with Safeguard.

  • Play 3 units with greater Health than Strength.

  • Play 2 spells that cost 4 or more.

The Quest Reward cards are (in order):

  • (3) Fully heal a unit and give it +2 Strength this turn.

  • (1) Conjure a spell that costs 4 or more.

  • (5) Deal 10 damage randomly split between ALL units.

We plan to bring a new co-op boss to Oakfield in the future, but in this (relative) peace-time we encourage you to open up a barrel of scrumpy, find a warm patch of grass, and enjoy the harvest festivities...


Card Changes:


The infamous Knight Rework is here

To kick things off, let’s talk about the Knight’s new keyword ability: Train. When you play a unit with Train, or apply a Train effect to another unit, you will be able to choose one ability from this list of three to apply to that unit:

  • On summon, gain +1 Strength.

  • At the start of your turn, gain Guard.

  • Has +2 Strength during your opponent’s turn.

This should give players a lot more options when playing as the Knight, allowing them to rise to any challenge!
The new Hero powers move away from the current Peasant Medics and Sappers, in favour of a Guard-centric Good power, and Training Peasants on the Evil power. We’ve moved the art of the Medics and Sappers to be variants to the Trained Peasants on the Hero Power.
There’s a whole suite of changes to units - too many to note up here, so take look below, head on into your card collection and put together some new decks!
Any cards that have been changed will have the usual 2 weeks grace period, where you can salvage the card for the full 100% original ink cost.

Hero Power changes:

  • Enrollment (Neutral) - Still summons a 1/1 Peasant. Peasants are now Lazy and cannot Guard the turn they are summoned.

  • Recruitment (Good) - Redesigned to: “Summon a 1/1 Lazy Peasant. Give a random friendly unit in Guard +1/+1.”

  • Conscription (Evil) - Redesigned to: “Summon and Train a Lazy 1/1 Peasant.”

Rule changes:

  • Angry Mob - Now costs 4 Gold, up from 2. Now reads, “Summon and Train two Lazy 1/1 Peasants.”

  • Battle Swine - Redesigned to (6), 5/5, “Big Entrance: Give adjacent units Deflect.”

  • Blacksmith - Redesigned to (5), 3/5, “Big Entrance: Give another friendly unit Deflect and Guard.”

  • Boardoazer - Redesigned to (6), 5/5, “After another friendly unit attacks, deal 1 damage to your opponent.”

  • Guard Pig - Redesigned to (4) 4/5 “Big Entrance: Gain Guard.”

  • Hearty Breakfast - Redesigned to (2), “Give a unit +3 Strength this turn.”

  • Inga - Redesigned to, “Big EntranceTrain this unit. Safeguard: Gain Deflect.” Stats unchanged.

  • Knighthood - Redesigned to, “Give a friendly unit Deflect and Train it.” Cost unchanged.

  • Master of Bacon - Redesigned to (1), 1/3, “After you summon a unit, gain +1 Strength this turn.”

  • Puncture - Redesigned to (2), “Deal 2 damage to an enemy unit. If it's damaged, deal 4 damage instead.”

  • Ride Them Down - Redesigned to (5), “Destroy all enemy units with 2 or less Strength.”

  • Sergeant of the Shovel - Redesigned to (3), “Big EntranceTrain this unit.” Stats unchanged.

  • Standard Bearer - Redesigned to (2), 0/3, “After you summon a unit, give it +1 Strength.”

Balance changes:

  • Big Pig - Now costs 6 Gold, up from 5. Strength increased from 4 to 5, Health reduced from 6 to 5.

  • Muster - No longer summons a Peasant and now gives all units in your hand +1 Strength, as opposed to giving one unit +1/+1. Cost unchanged.

  • Vigilante Justice - Now costs 2 Gold, up from 1.

  • Wild Swing - Now costs 4 Gold, up from 2.

And for reference...

Unchanged cards:

  • All Peasant and Correct 

  • Rally the Troops

  • Self Defence Training

  • Veteran Battler


Bug Fixes:

  • After entering the Hero League, the Medals screen could sometimes show after the Training victory sequence (although it was purely visual, no medals were gained or lost). This is no longer the case.

  • Cleared up the messaging around attempting to summon a unit onto an already full board.

New Co-op Challenge - The Lady of Rosewood



Today sees a new reward available from Co-Op boss Lady of Rosewood! 

The Lady of Rosewood has captured some poor local villagers - free them and they'll summon a mighty ally straight from your deck for free to fight for you. If you can obtain all 12 Seals, you'll get your hands on the brand new Battering Ram!


Battering Ram is a durable, yet aggressive little sheep. Its protective barrel can brush off even the hardest of hits, and it won't let anything hide behind a unit in Guard!

Think you can beat this thorny lady? Buddy up and let us know how you get on! 🌹

- Team Fable Fortune


Update 0.6.0 Notes

Hello, Heroes!

Today we’re taking steps to ensure that even the newest of Heroes stand a fighting chance in battle. Players can now learn the basics of combat through a 3-battle tutorial, covering basic attacks, Guarding, Hero Powers and Morality. There’s also a showdown with a most fowl foe in a brand new location!


You should probably dust off your pennants and pig-armour as we’re gearing up to reveal some exciting changes to Marshall the Knight. Towards the end of October we’ll be starting a spoiler week, releasing the new changes day-by-day before allowing everyone to unleash some new and improved peasant-based carnage onto the battlefield.

Finally, congratulations to all who cleared the Demon Door! We’ve heard your feedback regarding the displaying of the Boss Hero Power, and we’ll be looking into it for future bosses. We hope you enjoyed the change of pace for this encounter as much as we enjoyed designing it!

As always, sound off in the comments to let us know what you think. And keep an eye out on http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates. Our dev roadmap also has a list of upcoming features.

Happy chicken chasing!

- Gary “Cerith” Paskins, Game Designer (Mediatonic)

Features & Updates:


Learn the basics of the game by battling against the Guildmaster! The tutorial will appear for all players on your first log in of this patch. You will have the option to skip all tutorial battles immediately if you wish to do so, but whether you’re a first time player or a veteran of the game, we would greatly appreciate your feedback!

  • Play your cards right - All players will now be presented with a set of tutorial battles when first playing the game.


New Cards:

A new season, and new co-op events means new cards! We’ll collate them here for now - did you manage to get any? What’s your favourite event card so far? Let us know in the comments!

  • Crazy Cat Lady - (5) 0/2, “Big Entrance: Summon three 2/1 Fluffy Cats.”
  • Double Agent - (5) 5/5, “Big Entrance: Give units in your hand and your opponent's hand +1/+1.”
  • Soul Sucker - (5) 2/2, “Big Entrance: Summon a copy of another unit, then set its Strength and Health to 1.”

Bug Fixes:

  • Rosewood had some sneaky flowers poking through some UI elements. We’ve trimmed the environment a bit.
  • Some Fancy units have had their visual effects tweaked and should look much better in battles now.
  • The Guildmaster’s Hero Power now has its own icon.

Known Issues:

  • When using the Guard button for the first time during the first tutorial, there is a 2-3 second delay before the button actually activates after it asks you to press it.

0.5.0 Patch Notes

Hello, Heroes!

It’s been a little while since our last update, but we’re back with heaps of new features, balance and bugfixing!

Daily Bounties are a new source of Silver income, providing you with some objectives to strive for during your battles. Mass Salvage will be a welcome addition for many veteran and future players alike: you can now salvage all extra copies of cards you do not need with a single button press. Fabled & Mythic guarantees have been added to card packs to ensure that you are always adding rare cards to your collection. Some other handy additions include Windows 10 friend invites, increased turn timers in training and Co-Op and a swifter end-of-match results sequence.

This is also the first big balance patch in a while, the focus this time around is primarily on neutral and Quest Reward cards, with a few tweaks here and there to some Heroes cards.

As always, sound off in the comments to let us know what you think. And keep an eye out here as well as Facebook and Twitter for future updates. Our dev roadmap also has a list of upcoming features.


Happy chicken chasing!



Daily Bounties:

Daily Bounties are sets of objectives you will acquire each day you log in, completing these will award you with a bunch of Silver. The first time you log in each day, you will be presented with a Daily Bounty, where you can decide whether to take 1 of 2 versions of that bounty, depending on how long you have to play that day. For example, you may be presented with the quests to “Win games with Shapeshifter”, one bounty will be to win 1 game, the other will be to win 3 games. Taking the longer bounties results in a higher Silver reward, and there are also even bounties that award a card pack! With the introduction of Daily Bounties, we will be retiring the daily log-in bonus of 300 Silver.

Daily Bounties can be completed in PVP and Co-Op modes, including friend battles, and you can store up to 5 bounties. Additionally, new and returning players will find 5 Daily Bounties waiting for them upon logging in to get you started.


Mass Salvage:

Do you have a bunch of excess cards that you have no need for? Well then, we have just the thing for you. You can only have 2 of each non-Fabled card in a deck, and only 1 of each Fabled card in a deck. Any further copies can be salvaged all at once with the Mass Salvage button, now found in the crafting . You needn’t worry about your cards’ experience, Mass Salvage will only salvage the lowest experience copies, meaning the two highest experience copies you’ve worked hard leveling up will remain in your collection.


Fabled & Mythic Guarantees:

We’re excited to announce that, starting with this patch, we’re adding guarantees to your card packs, to ensure you’re working towards opening Fabled and Mythic cards! You’ll now know that within a certain number of packs, you are guaranteed to open a Fabled and Mythic card.


Win 10 Friend Invites:

With this update, Windows 10 players now have access to friend invites, apologies for the delay! Players on either Xbox One or Windows 10 can play against each other in PVP battles, or with each other in Co-Op.


Turn Timers:

Training should be a place of learning in your own time, with much less pressure on timers running out on you. We’ve increased your turn timer to 5 minutes in Training mode, as well as increasing Conjure, Invest, mulligan and Quest-related timers to 1 minute and 30 seconds. This should help give you the time to read and better understand your cards and choices.

We’re also increasing Co-Op turn timers by 30 seconds, so you and your partner now have 2 minutes per turn in order to plan how you’re going to bring your foe down.


Faster End-of-Match Sequence:

We’ve removed a couple of screens from the end-of-match sequence, in order to speed the whole process up. You’ll now see Silver earned from the match, medals gained/lost, and any rewards gained via Hero level up or other means. The card experience screen has been temporarily removed while we explore other options - it was a confusing screen that people only really knew what it meant after they had found out from others in the community. We’re exploring clearer ways of displaying card experience, so please bear with us until we have more news to share on this. Your cards will still continue to gain experience and level up through Wood, Stone and Gold.


Battle Messages:

There are now messages that display for various actions that occur in battle, such as turns starting, invalid targeting, etc. This should hopefully help players better understand what actions are occurring and why certain actions cannot be performed.


New Cards:

We’ve not made any announcements about new cards thus far, but they have been releasing via Event Rewards and making their way into the basic card set. Here’s a collation of all recently released new cards. These cards can be obtained for free by participating in their relevant PVP Leagues and Co-Op challenges as they pop up; don’t worry if you miss them though, Co-Op rewards will be available for crafting and in card packs 2 weeks after their initial release, and PVP rewards will be available at the end of the season. We hope you enjoy the new cards, let us know below what your favourite ones are so far!

  • Rosewight Cager - (3) 3/8, Last Laugh: Your opponent summons a unit from their deck.”
  • Cloud of Bats - (4) 2/1, “At the end of your turn, summon another Cloud of Bats.”
  • Rebel - (1) 1/2, “Big Entrance: Shuffle three Rebels into your deck. Gain +1/+1 for each other Rebel you control.”
  • Rhubarb Forager - (4) 3/3, “After this unit is targeted with a spell, heal your Hero for 2 and draw a card.”




Miracle is overall performing relatively well, she could use a few buffs here and there, though. So to start off, B.O.G.O.F now gives Enhanced Vials. Double the efficiency for the same gold cost. Truly “buy one get one free”.

Liquid Fire served as a low-cost, low-damage removal spell, however, 2 damage doesn’t get you very far these days. We’re redesigning it into a higher damage, slightly more volatile area damaging spell: it now does 3 damage to all characters - units and [i]all Heroes[/i].

Card changes:

B.O.G.O.F - Now gives an Enhanced Vial of Strength, and allows you to choose from 1 of 4 Enhanced Vials.

Liquid Fire - Redesigned to (4), “Deal 3 damage to all characters.”



Too hearty

Ok, real talk. We know Marshall is strong. Wimbles alluded to potential changes coming to Knight in his State of the Game Review not long ago, we’re not ready to share any details just yet, but I am here today to confirm to you that we are indeed reworking a large number of Knight cards. Our intention is to give them more options and play styles, and hopefully encourage some more meaningful decisions to make each turn other than “summon a Peasant Sapper, put it in Guard.”

With that in mind, you’ll notice that we’re not doing any sweeping changes with this patch. This is because we don’t want everyone to have to learn a whole bunch of changes with another big set of changes on the horizon. However, we are going to hit two cards this patch, in an attempt to at least slow them down a bit.

Card changes:

Hearty Breakfast - Gold cost increased from 2 to 4.

Veteran Battler - Health reduced from 4 to 3.



”Could you Vial of Confusion my Sand Fury, please?”

Sand Fury just needs to be that little bit more durable to fully make use of its ability, so we’re swapping its stats around. Voila, it’s now a 4/5.

Minion can get a little out of control in Co-Op in its current state, and while we like its place in PVP, having a 17/4 Minion in co-op can trivialise things slightly, so the check for its ability is now based on its Strength, rather than its Health.

Sand has a Strength reduction theme in his kit, and now we’re redesigning Smite the Cynic to try and hone in on that a bit more, and also to give it a little more utility.

Card changes:

Minion - Now gains +1/+1 if it has less than 5 Strength, rather than Health.

Sand Fury - Strength reduced from 5 to 4; Health increased from 4 to 5. Text updated to correctly reflect the ability: “After this unit is targeted with a spell, gain +2 Strength.”

Smite the Cynic - Redesigned to (1), “Deal 2 damage to a unit, then reduce its Strength by 2.”




Don’t panic, it’s just a small buff to Savage Charge. This is a cool card that just isn’t seeing a lot of play. 1 less gold cost for you.

Card changes:

Savage Charge - Gold cost reduced from 8 to 7.



Shh, shh… it’ll be OK

Lots of stat changes and tweaks here, notably Bank Clerk having its cost increased by 2. Right now it’s sort of crazy how much value it provides for its very low cost, and this was a knock on from when we changed quests to make them much more appealing to complete quickly, thanks to the new quest reward spells.

The other noteworthy nerf is to Magehunter. Silence is an incredibly powerful mechanic, and although we do want every class to have access to it, via neutral cards, right now there is no reason to not run two of these in every deck. The lower stats should now make including Magehunter a real decision as to whether or not your deck needs the extra removal.

We’ve also buffed some lower cost units in an attempt to widen your options for early game strategies: Apprentice Will User, Battle Medic, Corrupted and Depraved Cultist should now make for some powerful and interesting turn 1 and 2 plays.

Shopkeeper has been redesigned into a true Co-Op card. This is something we’ve been wanting to try out for a while now, so please let us know what you think of ally-affecting cards.

Card changes:

Apprentice Will User - Strength increased from 1 to 2.

Bank Clerk - Gold cost increased from 2 to 4.

Battle Medic - Strength increased from 1 to 2.

Corrupted - Strength increased from 2 to 3.

Depraved Cultist - Health increased from 3 to 4.

Flagellant - Strength reduced from 2 to 1; Health increased from 5 to 6.

Magehunter - Strength and Health reduced from 3 to 2.

Reformed Criminal - Strength and Health increased from 4 to 5. Now has -5 Strength while undamaged.

Shopkeeper - Redesigned to (3) 3/3, “[b]Big Entrance:[/b] Your ally draws 2 cards.”

Voice of Avo - Gold cost reduced from 6 to 4; Strength reduced from 3 to 2; Health reduced from 4 to 3.



Half-Emptying the Tombs

Quest rewards should be very powerful effects that influence how you’re going to play each game, and the feel of each location. We’re happy with a lot of them, but a few stand out as overpowered (even for quest rewards), or just leave something to be desired.

Brandish feels inconsequential to use because of its very low gold cost; we’re upping it to 3 gold so that the turn you decide to use it feels like you made a powerful play by playing the card, by weighing it up against your other options. This also reduces its power as a first quest reward.

Empty the Tombs stood out well above any of the other quest rewards as the most powerful, so much so that it was basically whoever played it first won the game. We want them to be powerful, but not a win condition as strong as it currently is. Rather than filling your board, Empty the Tombs will now summon 3 friendly units that died this game. Sorry, Good Dog!

Guards, Guards! significantly slowed down the early turns in the Graveyard, and did not offer much decision-making with its ability. We’ve redesigned it so that now you get to Conjure a guard. These are a selection of collectible cards that are guard/knight/army themed, so you can pick a card that’s helpful to your current situation.

Card changes:

Brandish - Gold cost increased from 1 to 3.

Empty the Tombs - Now only summons 3 friendly units that have died this game, instead of 6.

Guards, Guards! - Redesigned to (1), “[b]Conjure[/b] a guard”. This Conjure offers a lot of the guards and knights found in the game.




  • Barter’s Hero power now displays the correct image.
  • Brandish will now correctly trigger Sand Fury’s ability.
  • Flask Golem no longer visually buffs the wrong card for different players in Co-Op.
  • Returning Colin Mk 2 to a player’s hand will no longer cause an error.
  • Sand Fury no longer sometimes has its Strength buff applied twice.
  • Sand Fury no longer still gets +2 Strength after being silenced by Blackmail.
  • White Hart’s ability now takes into consideration other friendly units, rather than just enemy units.


  • Boss Hero Powers now display correctly while holding LT on Xbox One.
  • Cancelling playing a unit with a targeted Big Entrance no longer causes quests to progress.
  • Card frames will no longer sometimes incorrectly highlight on the wrong cards after opening a card pack.
  • Instantly confirming your mulligan on Xbox One no longer incorrectly positions the first card in your hand on top of your other cards.
  • Nostro’s boss power now has its own icon.
  • Opponent’s conceding while you are picking a card from Conjure or Invest will no longer cause an error.
  • Players can much easily navigate between individual cards in the Salvage screen one Xbox One.
  • Rapidly backing out of the delete deck confirmation pop-up no longer causes an error.
  • Returning Hobbes to player hands whilst other Hobbe effects are in play may cause an error, causing you to lose.
  • Stone cards now have their Strength and Health numbers aligned correctly.
  • The Guildmaster’s boss power now has its own icon.
  • The Lady of Rosewood’s boss power now has its own icon.
  • The options menu is no longer automatically dismissed when your opponent’s turn starts.
  • The Salvage button no longer shows items as part of the image on the button.
  • Trial users should not longer encounter an error the first time playing after upgrading to Early Access.
  • Units now receive multiple tooltips when they have multiple of the same effect applied to them.
  • When losing medals in the Hero League, the line will now decrease in the correct order when dropping down a boundary.
  • When switching between pages in your card collection, card outlines will no longer linger if there is no card to display on the next page.
  • When your Hero takes damage, the damage text will no longer clip through your Hero’s art.
  • Windows 10 users will no longer sometimes fail to load into games, causing them to see their opponent instantly concede.
  • Xbox One players can now instantly go from Store to Cards when on the main menu by tapping left and/or right.

Known Issues:

  • Cards that have a temporary cost change in your or your ally’s hand sometimes do not update correctly.
  • If you have entered the Hero League, finishing a Training game will incorrectly show an inactive medals screen.
  • In Training, having a card picker (Invest/Conjure/Evil Alchemist Hero Power/etc.) on screen as your turn ends will cause an error.
  • Suggestion lines are currently disabled in Co-Op.
  • White Hart does not include damage done to itself in healing calculations.


Found a bug? Let us know via our helpdesk!

0.4.2 Update Patch Notes

Hello, Heroes!

Another rapid fire update today with fixes for some of the prevalent errors that arose in the 0.4 update. Your battles in PvP and co-op should now be much more stable, especially for anyone running units with passive auras like Royal Officer and Boardozer. Rosewight Cager has also had its error fixed, so will be reverting back to its original design and retiring the temporary version we implemented last week while we investigated the issue.

With these bugs out of the way we’ll be doubling down on finishing off Daily Bounties and Mass Salvage. I should have some information on those features to share with you soon.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Bug Fixes:


  • Rosewight Cager no longer sometimes causes an error when it dies.


  • Fixed an error which occurred when ‘pinging’ a spell in your ally’s hand as that spell was played. 
  • Fixed an error which sometimes occurred when units who were affected by a passive aura (Royal Officer, Commanding Officer, Standard Bearer, Boardozer, etc) died.
  • You can now correctly back out of playing an Invest card without choosing an option.

Known Issues:

  • You may experience issues playing additional matches with a friend in a single session if either you or your friend disconnects from a match. Restarting the game should fix the issue.

0.4.1 Update Patch Notes

Hello, Heroes!

A short and sweet update for you all. We’ve been listening to your feedback around conceding not giving rewards, and as of today’s 0.4.1 update conceding will now give XP and Silver at the same rate as if you had lost the match. We understand that sometimes you just want to get out of a losing game and into the next one as fast as possible, and we don’t want you to feel like you’re getting punished for doing so.

You will still not earn any Medals or Seals if you concede, and you will still lose Medals for conceding while in the Hero League. This is to prevent any potential abuse of this system in order to climb through the Leagues by chaining together rapid concessions.

I also wanted to let you know that we’re looking into a couple of prevalent ‘Uh Oh’ errors that have arisen since the 0.4 update. These are our highest priority issues right now so I hope to have an update on them for you really soon.

As always, sound off in the comments to let us know what you think and keep an eye out http://www.fable-fortune.com, as well as our Facebook and Twitter for future updates.

Happy chicken chasing!

- Tom “Wimbles” Wimbush, Lead Designer (Mediatonic)

Features & Updates:

Rewards from Conceding:

  • Consolation Prize - Conceding now rewards you with the same amount of Silver/XP as if you had lost that match.
  • No Cheating - You still won’t gain Medals or Seals for conceding. Conceding in the Hero League still causes you to lose Medals.