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REVIEW

Stuffed Fables Review

by Daniel Clarke, May 9th, 2018
  • Stuffed Fables Review
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  • Stuffed Fables Review
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Are you a fan of bedtime stories and board games? Good. Join us as we repel the dangers from under the bed as stuffed animals and play Stuffed Fables, by Plaid Hat Games. Arm your paws with letter openers, don that teapot helmet, and hold on to your fluff as this wild ride takes you to the land where lost toys are forgotten.

Stuffed Fables combines storytelling and adventure with board games and the role of the dice. As such, it’s naturally geared towards playing the game with children. This is inviting as it is a cooperative endeavour for 2-4 players.

It takes the players on a journey as a young girl’s stuffed animals. They protect her from the nasties from under the bed. By cooperating together the Stuffys explore The Fall, which is the land of lost and forgotten toys, in hopes of making sure nothing disturbs the child’s sleep.

How to Play

Let the fairy tale begin

Game Set Up

You start by choosing a Stuffy and their associated Stuffy character card. There are 4 to choose from initially with another 2 that become available later on in the story. The characters are as follows: Theadora, a resourceful leader and melee teddy bear; Flops, a fun-loving rabbit and ranged attacker; Lumpy, a worrisome elephant and party support; Stitch, a wise, old patchwork stuffy and manipulator; Lionel, a fierce lion with powerful melee abilities; and Piggle, a lovely piggy and great party support. Once you have selected your cuddly Stuffy, place 5 stuffing tokens on the character card. These act as health points.

Next up is the dice. Place all attribute dice, which is all colours apart from white and black, into the dice bag. Then add white and black dice equal to the number of players +1. After, shuffle the Item, Lost, and Minion cards to form the respective decks. Next, shuffle the Waking Sleep card with 2 random Sleep cards face down. Shuffle the rest of the Sleep cards then place them on top of them to form the Sleep deck. Afterwards, make a bit of space for the Status cards, Buttons, Stuffing tokens, Heart tokens, and other tokens.

Once the characters have been chosen, the decks assembled, and the tokens placed within arms reach, place the Storybook in the centre. Also, move the sideboard to the right side of the Storybook. This is where group tasks can be tracked and active minions live. Once all that’s done, time to choose a Bookkeeper. The Bookkeeper holds the Bookmark token which represents who’s turn it is and who reads the current fable. Once you have the Bookkeeper, choose a story, of which are listed on the back of the Storybook, and you are ready to play.

All in all, it doesn’t take that long to set up. Once you are used to it it might take around 5 minutes. The first time around, naturally, took about 10 minutes. But, after a few games, it is easy to get the hang of it. It does require a fair amount of space to play. Roughly a 2-foot square is required, which is around what most family games need. Because of this, all households would have little to no problem delving into such wonderful adventures.

 

Knock the stuffing out of them!

Playing the Game

The aim of the game is to complete the objective of each story. These vary from retrieving the child’s blanket from the realm under the bed to finding a Stuffy’s lost arm. You do this by defeating minions, gather information in various areas, and by encountering the denizens of The Fall. You lose if all of your Stuffy’s are defeated. Each game takes around 60-90 minutes give or take.

Upon starting a story, the current Bookkeeper reads the charming and fun introduction. You then turn the page and the storybook becomes the game board, which is very clever. To the right of the game board, the game sets the rules for the encounter and guides you through as your progress. Interestingly, there are QR codes at various points explaining mechanics and functions. This is a cool feature.

Each story has several chapters to progress through. There are also additional routes depending on what the party does. For instance, if the Stuffy’s miss the train they have to catch, they will then have to try and catch up on with a hectic and bumpy cart ride. This then asks the players to perform skill tests to spot hazards, steering the cart, and making sure you don’t go too fast.

At the beginning of the turn, the player with the bookmark draws 5 dice from the dice bag. These dice come in 7 colours. Red is used for melee attacks, green for ranged attacks, yellow for searching for items, purple to be used as any colour, and blue with no unique properties about it. There are also white, which can be used to gain more Stuffing, and black, that adds to the Threat Track. More on that later.

The actions you take on your turn depend on the dice you draw. The actions that can be taken are Move, Reserve a dice for later, Encourage which gives a dice to another Stuffy, attempting a Skill Test or Group Task on the board, Attack, and Search. All these actions require dice rolls, and certain ones require specific dice. You can make any amount of actions so long as you have to dice to roll.

To Move, roll any dice and move up to the number you rolled. Certain areas require a specific dice by coloured lines. Green lines require green dice for instance. Reserve and Encourage allow you to save a dice for later use for either yourself or another Stuffy respectively. For Skill Test, roll the dice detailed on the game board. This might be to open a door, sneak past an enemy, or jump across a gap. Group Task require multiple Stuffy’s to participate. You can contribute 1 die per turn to attempt to complete a task such as unplugging the bath. The Attack action requires a weapon equipped and a roll of the associated die. Lastly, the player can roll a yellow die to Search the area for any loot. The number to meet is detailed in the top right of the board. Any dice used a place in a discard pile.

If the Threat Track has black die equal to or greater than the number of minions in play, it then becomes the minions’ turn. Each minion as a card with behaviour instructions when they act. This is kinda like an artificial intelligence for the evil monsters. Depending on the result of the dice roll, the monsters can act with a limited set of behaviours. Most of them are attack actions. But, they all detail the preferences on each action as well as the effects. It is fairly simple to follow and allows for accurate and nail-biting gameplay with the younger and older audience alike.

All in all, the gameplay as a whole can seem a little daunting as is not recommended for the younger audience straight away. However, it doesn’t take long to get into the swing of things. It takes little time for you to enjoy the game and really get into the storytelling and crossing fingers for good dice rolls. This is a bit like a teddy bear version of Dungeons and Dragons.

 

Warming to the heart

Narrative and Story

By conducting combinations of the above, the player’s adorable Stuffy avatars make their way through each stage. The may encounter several minions to defeat, rush towards a train to catch or free a trapped character by finding release mechanisms. There is also the possibility of encountering big bad bosses. These a tougher, deadlier minions that require a bit more teamwork to take down. All of this is to make sure the little girl has a stress free nights sleep. Of which, certain events can disturb this and can even inflict nasty conditions on the players.

Depending on how successful, or unsuccessful, the players are throughout the stages the story will change. Each adventure has a good and not so good ending. If the party reveals the Waking card in the sleep deck, it will direct you to the not so good ending upon completing the story. However, if you breeze through the encounters and retrieve the lost blanket in the first story, for instance, you can read out with pride that the child didn’t make a murmur all night. This allows for some replayability, combined with choosing a different character to try of course. Not that you would want to play as any Stuffy other than the adorable Lumpy the Elephant!

The story and narrative as a whole are very charming. Quite often, it has left a wide smile on my face. It is perfect to let loose with the silly mannerisms and voices especially when the kids are joining in. Getting involved in this way is child’s play… literally! This is because the writing style is a wonderful balance between an easy read and encaptivating, with each Stuffy’s personality oozing through. Because of this balance, it is not excluding the grown-ups. If you actively play or host board game nights, this can be a smooth pick for the night.

Extra points that can be awarded here are for the figures. On their own they are beautiful. They are well made, possess oodles of character, and make you care about the Stuffy chosen. Not only that, if you want to make it more of your own, you can paint them to give them more life. This makes for a fun and creative time with the younger players. Gives you some ideas for the summer and rainy days.

Overall, Stuffed Fables is a well polished, bundle of joy encased in a box. The storytelling is lovely and heartwarming, the gameplay is quick to learn and enjoy, and has something for a wide range of audiences. The setup is not the quickest, so maybe not take this to your local pub or coffee shop but, it is perfect for the home. Each game does last a little over an hour, or a little more if you really get into the roleplay. This is a good amount of time as you can play multiple games if you like or use it as a nice past time. But, it’s not something you can blitz through before a meal is prepared.

9
Stuffed Fables is a charming board game that combines old school bedtime storytelling and dice rolling action. Although it's not a pick up and go title, it is well polished and provides many hours of heart warming gameplay.

Filed under: Asmodee Board game Boardgame Review Plaid Hat Games Stuffed Fables

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