Contents
A Comprehensive Guide to Stuffed Fables Terminology
Welcome to the Stuffed Fables Glossary Lexicon! I’m here to help you navigate through the fantastical world of Stuffed Fables. Let’s dive right in and explore the terminology used in this imaginative game.
Storybook
The heart and soul of Stuffed Fables is the Storybook. This interactive book narrates the adventures that unfold as you play the game. Each page of the Storybook reveals new challenges, characters, and plot twists.
Daydreams
Daydreams are special abilities that each player can use in the game. These abilities are represented by colored dice, which you roll to determine their effectiveness. Daydreams can help you in battles, puzzle-solving, and other exciting moments during your journey.
Stuffing
In Stuffed Fables, stuffing is both a physical material and a measure of a character’s health. Characters are plush toys, stuffed with soft filling, and they lose stuffing when they take damage. If a character loses all of their stuffing, they become “unstitched” and their adventure comes to an end.
Stitching
Stitching is the magic that keeps the plush toys in Stuffed Fables together. Characters can use stitching to repair themselves or their fellow companions. It’s important to strategically use stitching to ensure the survival of your team.
Embroideries
Embroideries are the special abilities that individual characters possess. These unique skills can turn the tide of a battle or help overcome a challenging obstacle. Each character has their own set of embroideries, making them distinct and valuable assets to the team.
Encounters
Encounters are the various challenges that the characters face throughout their adventure. These could be battles against enemies, navigating treacherous landscapes, or solving intricate puzzles. How you approach an encounter can greatly impact the outcome of the game.
Player Mat
A player mat is a personal reference sheet that each player uses to track their character’s abilities, health, and progress. The player mat is an invaluable tool to keep you organized and informed as you embark on your Stuffed Fables journey.
Overflow
Overflow is a mechanism in Stuffed Fables that simulates the unpredictable nature of the dream world. When certain actions cause the overflow meter to fill up, unexpected events may occur. These events can introduce new challenges or provide opportunities for clever strategies.
Conclusion
Now that you have a better understanding of the important terms in Stuffed Fables, you are well-equipped to embark on your exciting adventure. Remember to consult the Storybook and your character’s abilities as you explore the dream world and face its myriad of challenges. Get ready for an unforgettable journey into the realm of imagination!
Neighboring: The 8 spaces indicated in the illustration are neighboring the space containing the figure.
Attribute Dice: These are special dice that you can use to perform actions during your turn. There are five different colors of dice: red, green, yellow, blue, and purple.
Button: Buttons are a type of currency in the game. You earn buttons each time your stuffy defeats a minion. The game will let you know when you can spend your buttons.
Collapsed: When a stuffy loses all of its stuffing, it collapses.
Minion: Minions are the enemies in the game. Each minion consists of a minion figure and a minion card. There are three types of minions: Normal, Leader, and Boss.
Minion Column: A minion column is a stack of minion cards that is created when an encounter begins. The order of the minions in the column determines the order in which they will activate. The minion at the top of the column goes first, followed by the ones below it.
Minion Turn: A minion turn is when each minion in the encounter gets to take an action. Each minion is activated once during a minion turn.
Defend: When I need to protect myself from damage, I can roll a die that I have and use it to block some or all of the damage. This lets me stay safe and keep playing.
Discard: When I don’t need a die anymore, I can put it in the discarded die pool. This is like setting it aside and getting it out of the way. The same goes for cards – if I don’t need a card anymore, I can put it in the discard pile so it’s out of my deck.
Encounter: An encounter is when new minions are brought into the game. It’s like meeting new opponents and having to deal with them.
Encourage: If I want to help out another player or give them something, I can encourage them. This means giving them some of my stuffy’s stuffing or letting them use one of my dice on their stuffy card. It’s a way to be a good team player and support each other.
Equipment Slot: Each stuffy has different parts where I can equip cards. These parts are the Head, Body, Paws, and Accessory. I can only equip one card to each part at a time. It’s like dressing up my stuffy and giving them special abilities!
Figure: The figures in the game represent the stuffies that the players control, as well as the minions they have to face. They are like little models that show who’s who in the game.
Group Task: Sometimes, we have tasks in the game that we can work on together. Multiple stuffies can contribute by using their attribute dice on each of their turns. It’s a way to combine our efforts and get things done as a team.
Hearts: In this game, you earn hearts by completing different tasks within the story. You can then use these hearts to activate one of your stuffy’s special abilities.
Items: Items are cards that you can find by searching.
Maps: In the Storybook, you’ll find maps. You can place your figures on these maps and move them around.
Party Items: Once you find a party item, all players can access and use it.
Range: Range refers to how far an attack can reach, measured in spaces.
Skill Tests: Skill tests involve rolling a specific color of dice to achieve a target number. You need to roll equal to or higher than the target number to pass the test.
Sleep Deck: The Sleep Deck is a unique deck of cards that adds an extra layer of excitement to the game. Each time a stuffy collapses or the Storybook instructs players to reveal a sleep card, a card from the Sleep Deck is revealed. However, once the Waking card is revealed, the players will no longer reveal sleep cards. This card triggers the Waking ending, replacing the Asleep ending if the stuffies win.
Space: In the game, a space represents a single square on the map. The grid is laid over the map, dividing it into different spaces that the players can move through and interact with.
Status Card: Status cards are special cards that come with specific effects. When the game directs, these cards are attached to the stuffies, adding extra abilities or limitations to their gameplay.
Stuffing Dice: The Stuffing Dice are special white dice used during the Find Stuffing step of the game. When a stuffy needs to regain some stuffing, they roll these dice to determine how much stuffing they can recover. They are sometimes referred to as white dice.
Stuffy: The stuffies are the adorable stuffed animal characters that each player gets to play as in the game. They are the main characters and it’s up to the players to guide them through their exciting adventure.
Hey there! Let me tell you about some important terms in this game. Don’t worry, I’ll keep it simple for you.
First, let’s talk about surges. A surge happens when there are no minions around and the number of dice on the threat track is equal to or higher than the number of stuffies in play. Each page in the game has its own special effects when a surge happens.
Next up, we have threat dice. These are black dice that represent the danger facing the stuffies. When the minions take their turn, they use these dice to decide what actions they’ll take. Sometimes, people also call them black dice.
Lastly, we have the threat track. This is a track on the sideboard where the black threat dice are placed when they’re drawn. It helps keep track of the growing danger that the stuffies face.