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STUFFED FABLES FAQ

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DICE
Q. How do dice work?
A. You grab 5 dice out of the bag. Roll the white dice, get stuffing
if result allows. (Gain 1 stuffing maximum per successful roll. If you
roll 2 dice together, gain one stuffing in total per successful roll.
If you roll them separately, gain 1 stuffing per each individual
successful roll.) Place the black dice on the threat track. What you
have left are attribute dice in various colors, that you can use for
attacking, moving, etc. Roll accordingly. Any left over that you did
not use yet, can be placed on your save die spot. Note that you cannot
save white or black dice in this spot, only colored attribute dice.

Q. How do I pick the best die to store for later on my stuffy's save
die spot?
A. It's always good to try to keep a die stored for defense, and the
best choice is one of the color that your stuffy can reroll. Remember:
When you use a stored die to defend, if you can block ALL damage you
don’t lose that die!

Q. I know white dice are for stuffing and black is for threat, but
besides the wild purple dice, do you have to use the color of the dice
it says in the rules for that action? Yellow for search, green for
ranged attack, etc.? What are blue dice used for?
A. Blue dice can be used to move or saved for defense. Some skill test
might require blue dice. Also, you can use any dice (except for white
or black) for movement. So all the colored attribute dice can have two
uses, one is movement and the other is whatever that color normally
represents.

Q. Do white dice HAVE to be rolled for stuffing or can they be stored


or used for encouraging another stuffy?
A. White dice, like black dice, have a specific purpose and are used
for nothing else. You may only roll them for stuffing as they have no
other function.

Q. Are there any limitation to reserving or encouraging a stuffy with


a die? Can I reserve one die for myself, and then encourage two other
different stuffies with a die, and then even place one on my
courageous card?
A. The only limitation is the number of dice you have available. It
could happen that you draw no dice you can or want to use, so you give
them all away.

Q. The end of turn/return dice to the bag event is a confusing series


of conditionals, spiced up by another rule tucked away in the Minion
Attack rules. In short we were not at all clear when the player turn
ends, and when the discarded dice are actually returned to the bag.
Summary please?
A. Dice are returned to the bag:
- After the minions finish taking their turn.
- After a surge.
- When there are no dice left in the bag.
- When instructed by the story book, card etc.

Q. If there are no minions on the board, are dice returned after each
stuffy activation?
A. No. If there are no minions on the board, dice are only returned to
the bag once there are no dice left to draw, after a surge, or when
the story instructs you to return them.

Q. Does the black die you roll to trigger AI stay off the track?
A. The black die you roll for AI is discarded after you roll it.

Q. When you go to a different page, do the black threat dice reset and
go back to zero, or do whatever dice that are on the track stay there?
A. The storybook tells you to return all dice to bag except any that
are kept stored on your player cards, so all the black dice would go
back to the bag when you go to a different page.

Q. I'm still not 100% sure what to do if you don't start with Minions.
Do your dice remain out of the bag until a surge is triggered?
A. Yes.

Q. Do items that affect dice roll skill checks affect attacks?


A. No. Those are attacks, not skill checks, so attacks only receive
bonuses from items that say “when attacking”, or items that give
bonuses to “all”. Skill check bonuses never apply to attacks.

Q. Do items that affect dice roll skill checks apply to group or party
goals?
A. No. Group tasks cannot receive any bonuses, but there are
abilities/items that allow you to increase your effectiveness at group
tasks.

Q. Is using a yellow dice to search a skill test?


A. No, searching is not a skill test. Some items specifically mention
applying their bonuses to searching, or to all rolls of that color.
Only then can you apply the bonus to the search die result.

Q. How do purple dice work?


A. Purple dice can be used to replace but not "become" a red, green,
yellow or blue die. The word "become" refers to the bonus results that
a colored dice might gain. A purple replacement die does not gain this
bonus even though it might assist in passing a test. A purple die may
also be used to move, encourage, reserve, or apply to a group task or
skill test. If a purple dice is being used to represent a different
color required for a skill test, remember that any bonuses from cards
or items that might apply to the original color do not get applied to
the purple die result.
Q. Can purple dice can be used for group tasks, in addition to the
color(s) required to complete the task?
A. Yes, purple dice can be used for group tasks.

Q. Can purple dice be rolled to gain stuffing?


A. No, purple dice cannot be rolled to gain stuffing. However, you can
encourage the next player by giving them a purple die to store. On
their turn they could discard that purple die to give you one
stuffing.

Q. Can I choose to attack after I roll my dice, or must I choose


before I see the results of my roll?
A. You first have to decide to attack, chose your target, choose the
color and number of dice, and THEN you roll those specific dice and
apply that result. Remember, too, that purple dice are wild, but they
do not apply for stat bonuses of other colored dice.

Q. When you have a die stored on a courageous card, are you able to
use it to help defend against a minion attack? If so, and you
successfully block the attack, does that count as "spending" the die?
Or do you get to return the die to the courageous card?
A. No, you cannot use a die stored on a courageous card to defend
against attacks. If you’re defending against a minion attack, then
it’s not your turn. A die stored on a courageous card can only be
spent by stuffies during their turn.

Q. If there no minions, what happens to the threat dice?


A. Anytime you draw threat dice with no minions on the track you place
the dice on the threat track anyway. When you place threat dice equal
to or greater than the number of stuffies it triggers a surge. See the
story sidebar for what to do when a surge happens. Each story handles
it differently and will tell you exactly what to do.

Q. Do you have you have to spend a die or a movement point to open a


door?
A. No, for every closed door you encounter, there is a corresponding
eye icon, and the story sidebar tells you exactly how to open it.

Q. For water spaces, do you only move one water space per die? Rolling
for movement is irrelevant then?
A. Correct. You discard a die to move just one space. You don’t roll
it.

Q. Are there limits on the number of times the search action can be
performed per page?
A. No, there is no limit as to how many times you can search in
Stuffed Fables. But obviously the more you search and waste time the
more chances you have to trigger a surge. And obviously, you can only
search as long as you pull yellow or purple dice.

Q. Do dice used in group tests get returned to the bag?


A. No, they go to the discard pile and are returned to the bag as
normal conditions allow.

Q. Can I use my dice to give stuffing to another player?


A. Yes, any player can discard one of their dice to give one of their
own stuffing to another player, even to a collapsed stuffy.

MOVEMENT
Q. How does movement work?
A. A minion can move through another minion, and a player can move
through another player, but a minion may not move through a player and
vice versa.

Q. I know that diagonal movement exists for the stuffies but what
about the minions? Do they move diagonally too or just in straight
lines?
A. Yes, the minions move diagonally, just like the stuffies.

Q. How does minion movement work?


A. Minions that are adjacent to a stuffy do not move. Minion
activation is handled in the following order: roll, move, target,
attack. Note that the target step follows the move step.

Q. Under the movement rules, what are "bracketed" spaces?


A. They're + shaped symbols to indicate where the spaces would meet if
they were valid spaces for movement (for the purposes of counting
range from your character to an enemy, for example). However, you
can't actually move onto those spaces unless it specifically says so
in the story.

Q. On page 15, it says place our stuffies on or adjacent to the paw


space, but there are only 3 spaces and we have 4 stuffies. Does one
stuffy start off the board or is this a typo?
A. This is a misprint. The symbol should have been one space to the
right.

Q. In the rules sections under The Lost, and Points of Interest, they
both say you can interact if you start, end or move through those
spaces. I interpret the rule that says "resume play" meaning if you
have movement left from your dice roll, you can continue moving using
the rest of that dice roll. Is that correct?
A. No. It also says that the stuffy's current movement ends. So your
current movement die ends, and that die result is no longer available.
You would need a new die if you want to continue movement after the
encounter is over. You can only continue to move by spending other
dice on movement.

Q. How do vendor spaces work?


A. If there are multiple vendors on a page (for example, 3 vendors)
you draw four cards for the one you land on. That is his/her
selection. Those cards remain out, available for purchase from that
vendor, until you turn the page. And if you land on a different
vendor, he now has 4 new cards laid out representing his store. And
they remain out as well until you turn the page. If you want a
particular item that has been laid out on the table you have to go to
the particular vendor representing those goods. You cannot purchase
those goods by visiting the other vendors. They have their own,
separate selection of goods for sale.

ATTACKING
Q. What is line of sight in this game? I know a melee attack has to be
adjacent, so LOS is one of the 8 compass points. A ranged attack
"works just like a melee attack" so can you only ranged attack in
straight lines in those 8 directions? Or do you count spaces and if so
how is the LOS drawn? Center of the space, corner of the space etc.
How do Walls/Barriers would block line of sight?
A. For ranged attacks, line of sight works the same way, it’s just
that you don’t have to be adjacent to attack. You aren’t restricted to
compass directions. Stuffed Fables Line of sight rules are left
intentionally open to avoid a rulebook reliant interpretations that
don’t enhance the game experience. In other words, keeping the current
rule in mind, it comes down to what do you think your stuffy can see
from where they are standing, and whether or not there are walls are
intervening in some way? Solid white lines (walls and barriers) block
line of sight.

Q. Do other stuffies or minions block line of sight?


A. No. Range is very basic. There are no blocking models, you just
count range. If whatever you want to hit is within range, you can hit
it, even if there’s another minion or stuffy between them and you.
Colored lines don't block ranged attacks. Only solid white lines block
ranged attacks. All colored lines do block melee attacks.

Q. How does attacking something work? Can I attack with my bare hands,
or do I need to be equipped with a weapon?
A. Melee attacks can only be done with a red die, ranged attacks use
green die. However, you also must have a weapon of those types
equipped! You can't just decide to do a melee attack because you have
red dice available, if you don't have a melee weapon equipped. There
is no bare hand-to-hand combat model in this game.

Q. Why would I ever choose to equip for melee instead of ranged


attacks, when setting up my party?
A. You need to consider group composition. If everyone tries to go
ranged, you'll have everyone looking for the green dice and they'll be
in very short supply, plus red dice will become mostly useless. It's
best to have a balance of ranged and melee in your party to make
better use of your dice possibilities.

Q. How do I generate a random encounter?


A. When generating a random encounter you shuffle all of the minion
cards together and draw as many as there are stuffies. It doesn’t
matter which ones are selected, unless the storybook specifies.
Q. When generating a random encounter, do you shuffle discarded
(previously defeated) minions back into the minion deck?
A. Yes. Unless noted otherwise.

Q. When do minions attack? Let’s say there are 3 minions in play, and
currently 2 threat dice are on the track. What happens if during my
turn, I defeat one of the minions? The rules say that the dice stay on
the track, but since there are now only 2 minions available I reckoned
the minions would act at the end of the turn. Was I correct in
assuming this or do they only activate once a 3rd threat dice is put
on the track?
A. You assumed correctly that the remaining minions would activate at
the end of that turn. If there are minions in play, and the number of
dice on the threat track equals or exceeds the number of minions in
play, the minions take a turn.

Q. When do minions get a turn if they’re summoned by a surge?


A. When a surge brings minions, you activate them immediately.

Q. Do minions attack collapsed stuffies or do they ignore them and go


for the next closest stuffy?
A. Collapsed stuffies are ignored by all minions.

Q. Does defeating a minion by ranged attack get you a button/courage?


A. Yes, if you defeat a minion using either a melee or ranged attack,
you’d receive a button. If that minion was a leader or a boss, you’d
also receive a courageous status card. A ranged attack works just like
a melee attack, the only difference being your stuffy is equipped with
a ranged weapon and you can activate an attack over all colored lines,
except solid white lines. Melee attacks don’t activate over colored
lines or solid white lines.

Q. When you defeat a Boss, does his card go into the minion deck at
the end of that game?
A. When you defeat any boss their card does not go into the minion
pile. It goes into a separate boss deck, where all boss cards are kept
until needed.

STUFFY ABILITIES
Q. Does each earned ability cost one heart or do they cost the total
of the column?
A. Each ability costs 1 heart no matter where it is on the sheet. Only
your stuffy’s innate special ability is available without cost.

Stitch
Q. Outsmart - when using this ability, do I have to have a yellow die
available or do I draw one from the bag/discard pile?
A. It has to be one of your dice.

Q. If Stitch has a yellow die reserved, can he reroll that die as part
of a defense?
A. Yes.

Lumpy
Q. If Lumpy uses protect to lose stuffing instead of another stuffy,
can he use his stored die to mitigate it?
A. No. He’s not defending against an attack on himself. The attack has
already happened to someone else, Lumpy is just taking part of the
damage away from his teammate.

TRADING
Q. Are we allowed to trade? If so, what are you allowed to trade
between stuffies?
A. Yes, you are allowed to trade items between stuffies, but you can
only trade items with another player after you draw a new item during
the search action. Players may also trade with those who are on a
vendor space (button icon) but all must be adjacent to each other.
With vendors, cards can be purchased with buttons or traded directly
for other cards. Be aware that stuffies can only carry one card per
head, body, paws, and accessory symbol, unless there is a party card.
Party cards belong to everyone so you can freely move items within
player turns this way.

Q. Can we trade buttons?


A. No.

GENERAL GAME EFFECTS


Q. When you get a positive game effect/reward, that says: "Remove all
status effects from all stuffies" does that include courageous cards?
Rulewise I'm afraid it's the case, storywise it seems kinda counter-
intuitive.
A. While this rule says “all status effects”, it probably should have
said all negative status effects even though statuses are never
actually categorized as positive or negative in the rulebook. Consider
it a misprint that should read “all negative status effects” and apply
it appropriately.

Q. Do you play the stories as a campaign or do you reset everything


when you begin the next story? To clarify: Do I keep the buttons,
hearts and stuffing earned from story to story?
A. No, you start over from scratch. While it tells a story over the
course of the 7 tales, they are new and completely separate tales. The
setup for each story, and everything else you need to know, is
included in the storybook.

Q. Between stories, do you keep the earned item from the stories deck?
Or those you add to the item deck?
A. All discovered and undiscovered cards are added to their respective
decks, once a story has been completed, so they're available for use
in future stories.

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