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Introduction - What You'll Need - : Fable On Your Table Is A Solitaire Tabletop
Introduction - What You'll Need - : Fable On Your Table Is A Solitaire Tabletop
Fable on Your Table is a solitaire tabletop Here's what you will need to play:
paper miniatures game with a rogue-like
structure. The game comes with several • Paper and Pencil.
sheets of printable miniatures which you can
print, color, and assemble to build the maps • A character sheet, downloadable from the
of different areas as you explore the dungeon. web site (optional).
The game uses a simple "two versus two" • A way to visualize the dungeon (graph
resolution system that allows for fun and paper and pencil, the printable paper minis
creative uses of die rolls while still remaining and tiles downloaded and assembled, or
simple and fast to play. your own miniatures and terrain).
A companion web app generates the • Polyhedral dice. You can get away with one
adventure, room layouts, and enemies, and set, but ideally, you will have four sets of
everything else is managed by simple AI rules different colors, two with light colors and
that drive the enemy behavior. Combat is two with dark colors. These are the
played out on gridded combat maps at 1" standard Dungeons and Dragons style die
scale, so you can use your own tabletop and are sold in just about every hobby shop
miniatures if you wish. (There are optional where D&D products are sold.
rules for grid-less miniatures play, too.)
• These rules for reference.
When you begin the game, you start at the
lowest character level, measured as the • About a 2'x2' section of table to play on, and
an hour or more to play for a mission.
smallest die size – a d4. You may equip
yourself in town, and then jump into an
• A device to use the companion web app at:
adventure provided by the companion web
application. If you defeat the dungeon, you
level up to the next die size, to a d6. Each fableonyourtable.com
dungeon you defeat, you level up again, to a
In addition, there are helpful resources on the
d8, a d10, and finally a d12. If you defeat a
web site for getting started, like rules
dungeon at the d12 level of difficulty, you
introduction videos, instructions on
ascend – your hero has retired happily, having
assembling the miniatures, etc.
cleansed the lands of evil.
FABLE ON YOUR TABLE
• Preparing the Minis • your domain and stick to it if you want your
miniatures to form a cohesive scene.
Fable on your Table includes some downloadable
Many minis have detailed outlines that are
miniatures and scenery that you can print and
assemble. The default intended way for you to play very difficult to cut out. We recommend not
is to play with these miniatures; they're what the even trying; just cut a smooth, white border
companion web app expects you to have. around the mini's. If you do this consistently
for your minis, it will look intentional as part
You do not need the miniatures to play; you can of the style. You can see photos of what this
play with pencil and paper on grid paper if you looks like on the site gallery.
don't want to go to the hassle of assembling all the
miniatures. Or you can substitute your own If you feel like you do want to cut everything
miniatures from your own collection. But these out, we recommend a craft knife and a self-
rules and the web app will assume you're using healing mat to cut against.
one ore more of the downloadable printable sets.
Once cut, follow the instructions in the
On the companion web site, there are domain files domain for folding the miniatures. The vast
that you can download. A domain file is simply a
majority of the miniatures all follow the same
PDF you can print to give you the miniatures you
format, though. The main mini has the
need for that domain. When you have the
companion web app generate an adventure, it will following parts underneath it when it's cut
prompt you for which domains you have, so you out: the "floor" in front of it, the face-down
don't need to download and assemble all the base, the "floor" behind it, and a support tab.
domains to play. Just pick one and start playing!
To assemble such a mini, you will fold
forward at the base of the mini, fold
Assembling the Miniatures backward at the top of the face-down base,
Once you download a domain, you will want fold backwards again at the bottom of the
to print it out. While the miniatures do work face-down base, and then forward again at
when printed on normal printer paper, they the tab. Glue the back of the two floors to the
will be a little on the flimsy side. We back of the face-down base, and glue the back
recommend you print them on card stock, of the tab to the back of the mini, and you're
available in most places you can buy printer done.
paper. It's a little more rigid while still being
easy to work with. Some minis also have side supports that you
can fold up from the base, with a long tab
The miniatures are provided in ink-saving that can run alongside the back of the mini.
black and white line art, and should be very See diagrams on the web site for folding
easy on your printer, especially if it only prints these.
grayscale. The down side, of course, is no
pretty color! We recommend using rubber cement to glue
the minis together. Just a dab will work!
If you wish, you can just play in black and
white, but you may want to color your For the floor tiles, we recommend backing
miniatures with colored pencils or markers them against cardboard, foam core, or craft
before assembling them. (Coloring after they foam sheets to give them weight and ensure
are assembled is much more difficult.) You they lay flat on the table.
will want to decide on a color scheme for
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FABLE ON YOUR TABLE
• If you are attacking, your attacking weapon Example: Torsin is attacking a zombie with his
and its associated skill are both relevant. sword. He selects his sword (1d6+1) and his Swords
skill (d8) as his traits, and he rolls a 4+1=5 for his
• If you are defending, any armor items you sword and a 4 for his skill.The zombie has some
are wearing are relevant. general traits, but two are marked as "defend", so he
chooses them: Impervious to Pain (d6) and Undead
• If you are doing something else, one or Resilience (d8).The zombie rolls a 2 and a 3 for them
more of your skills might be relevant. respectively. Since one of Torsin's rolls is the highest,
the check succeeds.Torsin's highest roll is a 5, for his
• If nothing else is relevant, you can always sword, and the zombie's highest roll is a 3, so Torsin
choose a d4 as one of your dice. hits the zombie for 2 damage (the difference
between the highest die on each side, 5-3).
Some checks will specify one or more of the
traits you must choose. For instance, a
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FABLE ON YOUR TABLE
Boons Ties
Some traits have positive effects called boons You will often find that there is a tie for the
which apply when they are the highest die highest value, making the outcome
rolled at the end of the check after all re- ambiguous. Whenever you roll ties for the
rolling is complete. If that trait's die turns out highest die:
to have the highest result at the end, you
apply its boon as a bonus effect. 1. Remove all dice that did not roll that
highest value on both sides.
Example: Torsin's sword has a boon of "+1
damage". In the example above, since his sword was 2. If there are now only dice on one side,
the highest roll, he may now activate that boon and that side scores a critical success (and the
deal an extra point of damage, raising the two other side suffers a critical failure).
damage to three. Because the opposing dice were
eliminated, the success level is that high
If both of your dice are tied for highest, then roll value because there’s nothing to
both of their boons apply! subtract. The winning side applies both of
its boons, if any, and the losing side
To help keep track of which die roll is which,
applies both of its banes.
it helps to specify and roll each trait one at a
time and line them up in a row. In addition, 3. If there are still dice on both sides, re-roll
it helps to have four different sets of dice - them all and apply them normally,
two different dark-colored sets of dice for repeating this process in case of another
opposing dice traits and two different light- tie.
colored sets of light dice for active dice traits.
Example: The zombie strikes back at Torsin. It
Banes selects "Ragged claws" (d4+1) and "Relentless" (d8)
Banes are similar to boons except they are as its traits, and rolls doubles - a 5 and a 5.Torsin
negative effects that apply when they are the selects his shield (d6) and his chainmail (d8) to
defend, and rolls a 1 and a 4.The highest die result is
lowest die rolled at the end of a check or they
five, a tie between the zombie's two dice, and Torsin
are eliminated due to a tie (see ties below). If
failed to roll a five to match them.The zombie scores
that trait's die turns out to have the lowest a critical success! Torsin's two dice would be removed,
result or is eliminated, you apply its bane as leaving only the zombie's dice.This means the zombie
an additional effect. scores the full five damage;Torsin's rolls do not
mitigate the attack in the slightest! Worse, if the
Example: Torsin’s bow has a bane of “-1 zombie has boons on both of those traits, it will be
Ammunition”. If he attacks with his bow, and the bow able activate both of them. Oh no!
die ends up being the lowest die, or removed due to a
critical failure, he crosses off one mark of
ammunition.
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FABLE ON YOUR TABLE
Example: Facing the critical hit from the zombie in If you have both advantage and disadvantage,
the example above,Torsin decides to use one of his both sides re-roll their lowest die. You always
abilities – one that lets him re-roll a 1 or 2 on his re-roll before your enemy does. If an enemy
shield die. He spends a point of Stamina to re-roll his has advantage, they will always opt to re-roll
d6 shield trait, and this time, he rolls a 5, matching their lowest die unless they are already
the zombie! The chainmail die is discarded, because it
winning the check with a critical success.
does not match the 5, and the three remaining dice
are rerolled.This time,Torsin rolls much better; the
zombie musters a 2 and a 2, but Torsin rolls a 4.
Because the highest die is now Torsin's, the deadly
attack is blocked. It's a good thing Torsin trained at
the guilds in town to use his shield effectively!
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• You can have two "handy" items on your Some weapons have special properties; they
belt: weapon sheathes, quivers, or belt are listed below.
pouches.
Overbearing - This weapon is heavy and
• You can have one "handy" item on your requires a mighty swing to use. When used to
chest: throwing knife sheathes. attack, they become "unbalanced" - they are
considered two die sizes smaller until you
Everything else goes in your backpack. spend an action rebalancing the weapon or
Getting an item out or putting an item in your find yourself facing no enemies. Enemies have
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To drink a potion, you must spend an action The Mothers of Bandi will cure an affliction
while it is in your hand. Each potion consists for a donation of 1 treasure.
of only one dose.
Blessings
Cost Bulk Tier Item
The Mothers of Bandi will also bless your
1 1/4 1d4 Healing Potion – Roll the tier efforts for a donation of 1 treasure. Roll 1d4
die and recover that much
and gain that many blessings.
health (minimum two).
1 1/4 1d4 Stamina Potion – Roll the tier
A blessing secures you a moment of divine
die twice and regain that much
stamina (minimum two). benevolence. You may use a blessing when
1 1/4 1d4 Luck Potion – Roll the tier die making a skill check to add +2 to the value of
and gain advantage on that a die rolled. You may only use one blessing
many of your next number of per turn, however.
rolls (minimum two).
1 1/4 1d4 Heroism Potion – Roll the tier Some adventure effects will also yield
die and gain advantage on that blessings. You may spend these blessings in
many of your next attack rolls the same way as the blessings from the
(minimum two). Mothers of Bandi.
1 1/4 1d4 Haste Potion – Roll the tier die
and gain +1 action for that
many turns (minimum two).
1 1/4 1d4 Antidote – Roll the tier die. If
you are poisoned, it reduces
the poison potency by that
amount (minimum two).
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Ability Listing Bull Rush – You may use this ability before
Armor Proficiency – When you buy this taking a Charge action to move an extra
ability, choose an armor equipment trait. You square (1") during the charge (not
may use this ability when you roll a 1 on that diagonally).
trait during a check to re-roll that trait.
• Upgrade – When you use Bull Rush, you
additionally deal +1 damage if the charge
• Upgrade – You may use Armor Proficiency,
on rolls of 2 for that trait, as well. attack is successful.
Arrow Breaker – When you are attacked by a Cleave – When you hit an enemy with a
ranged physical weapon and there are no melee slashing weapon, and you are adjacent
enemies adjacent to you, you may use this to another enemy, you may use this ability to
ability to gain a temporary Arrow Breaker trait attack that other enemy.
at d10 as a relevant defense trait.
• Upgrade – When you use Cleave, you may
use the same dice rolls you rolled for your
• Upgrade – The Arrow Breaker trait rises to
d12. Action dice on the original attack.
Battle hardened – When multiple hostile Dodge – When you take physical damage,
enemies are adjacent to you, and one is you can use this ability to reduce the damage
attacking you, you may use this ability to you are taking by one.
make their attack at a disadvantage.
• Upgrade – Increase the damage reduction
of Dodge from one to two.
• Upgrade – When you use Battle Hardened,
another enemy adjacent to you gains
Fleet of Foot – You may use this ability before
disadvantage on attacks against you until
a Move action to move an extra square (1")
the start of your turn.
during the action (not diagonally). This
Berserker – When you buy this ability, ability cannot be used for a Charge attack,
choose a weapon equipment trait. You may and may only be used once per room.
use this ability before attacking with that
• Upgrade – You may use your Fleet of Foot
trait. If you do, a successful attack deals +2
ability twice per room instead of only once.
damage, but an unsuccessful attack deals one
damage to you. Magical Aptitude – When you buy this
ability, choose a school of magic to become
• Upgrade – The damage bonus on a
proficient in. You gain the ability to collect
successful attack with Berserker rises to +3.
mana, buy access to spells, and cast spells for
Blind Fighting – When attempting a check in that school of magic. You can use this ability
a dark location without access to a light to cast a spell of that school of magic that you
source, you may use this ability to reduce the have learned. (Magic is coming in a future
penalty from darkness by one. expansion.)
• Upgrade – When you use Blind Fighting, • Upgrade – You start each adventure with
reduce the penalty by two instead. +2 mana of that school of magic's mana
type.
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Melt into Shadows – When you make a Weapon Proficiency – When you buy this
Stealth check while adjacent to a wall or other ability, choose a weapon equipment trait. You
obstacle on two non-diagonal adjacent sides, may use this ability when you roll a 1 on that
you may use this ability to gain advantage on trait during a check to re-roll that trait.
the check.
• Upgrade – You may use Weapon Proficiency,
• Upgrade – You may use your Melt into on rolls of 2 for that trait, as well.
Shadows ability when there are walls or
obstacles on only one side. Whisper Step – When you are about to make
a wandering monster roll for the first time in
Nimble Fighter – When a melee attack misses an adventure, you may use this ability to
you, you may use this ability to immediately avoid doing so.
take a Move action.
• Upgrade – You may also use Whisper Step
• Upgrade – When you upgrade this ability, on the second wandering monster roll.
you may also take the Move action on a
successful enemy attack as long as you Carousing
didn't take more than 2 damage. You may also opt to Carouse once per visit to
town. Doing so costs one treasure. Roll a d6:
Stalwart – When you are wielding a shield
and are attacked with a charge, you may use Roll Result
this ability to break the charge. 1 You gamble away your treasure, and sleep
in the gutter. During your next adventure,
• Upgrade – When you use Stalwart, if you you have -2 maximum stamina from your
are successful in defending against the weariness.
attack, you automatically deal 2 2 You get in a bar fight and raise the ire of
bludgeoning damage to the attacker. the town guard, spending the night in jail.
By the time you are released, a few days
Weapon Expertise – When you buy this have passed. You may go to town again,
ability, choose a weapon-related skill. When but you have-2 maximum stamina during
your next adventure.
that skill trait is the lowest die during a check,
3 You buy a drink for a fellow tavern-goer,
you may use this ability to re-roll it.
and it turns out she knows how to get
what you seek. You may purchase an item
• Upgrade –When you use Weapon Expertise, or training in town without having to roll
you may re-roll the skill trait as one die size for availability. It costs 1 treasure less.
higher (d12 max). 4 You gamble in the gambling halls and win!
Gain back the treasure you spent to
Weapon Mastery – When you buy this ability, carouse plus one more.
choose a weapon equipment trait. When that 5 You carouse with some mercenaries, and
trait successfully deals or blocks damage, you they give you tips for effective fighting.
may use this ability to increase the amount of Increase your maximum stamina by one.
damage it deals or blocks by one. 6 You are heartened by companionship,
camaraderie, and goodwill. Increase your
maximum health by two.
• Upgrade – When you use Weapon Mastery,
increase the amount of damage it deals or
blocks to two.
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It will show you the room layout for the first • Each enemy, in any order you choose, takes
room. Prepare the room for play (on graph a turn consisting of three actions.
paper, using paper minis, using real mini's,
etc.), and place your hero on the starting • Repeat until you leave the room or die.
location.
Some game effects may increase or reduce the
number of actions someone can take on their
Each room displayed by the web app will
turn. For instance, zombies only take two
indicate the room layout and indicate the
actions because they are slow and lumbering.
points of interest in the room. Each point of
interest has a description of what's there,
(There are optional rules for "rolling for
some optional special rules, and a button to
initiative" in the optional rules section.)
activate the point of interest. There are several
types of points of interest:
Actions
• Exits – The exits from the room are marked Here are the available actions that can be
as points of interest. When you successfully taken. Actions marked with a † are actions
use that exit, click the button to travel to that are generally available to enemies, too.
the next room. You need to be adjacent to
the exit in order to do this. Move †
A character may spend an action to move one
• Enemy – Many rooms will contain enemies.
The Enemy points of interest show where square. Movement may be done horizontally
each enemy spawns and any special rules or vertically into any tile that shares at least
they have. Select a miniature representing part of an edge with the current tile. Once per
the enemy and place it in the noted spot. turn when you move, you may instead move
The domain notes will contain the traits of diagonally across a corner, provided you'd
the monsters that appear. When you defeat normally be able to walk there by moving
the enemy, click the button so that it stops horizontally and vertically.
appearing when you revisit the room, and
You cannot move into squares occupied by
so it can grant you any spoils.
enemy figures. You can move into a square
occupied by an ally; if you do, you switch
• Feature – Any other point of interest will be
described with the special rules here. Unless places with them as part of the move.
otherwise noted, you will need to move to
the tile with the feature and click the button Attack †
when you arrive. Often, you will want to A character may attack another character by
select a feature mini (such as a chest or a spending an action to roll an attack check
barrel) and place it on the map there. against them. If the attack check succeeds, the
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success result is the amount of damage become aware of you is that you enter their
inflicted on the defender. If the attack fails, line of sight.
nothing happens unless the enemy has boons
on the traits they used to defend with. If you take the Sneak action, any subsequent
Move actions that turn that bring you within
To make a melee attack, the characters must line of sight of one or more enemies, you may
be adjacent. To make a missile attack, the make a Stealth check against those enemies to
characters must have line of sight of each have them remain unaware. Each enemy will
other with no intervening blocking tiles. roll their standard dice to notice you.
Two characters are in line of sight if you can Sneaking does not negate the other ways of
draw a line from the center of the attacking enemies becoming aware of you, such as
mini's tile to any part of the target mini's tile bringing a light into a darkened area.
without passing through blocking terrain.
Set against charge
Staggering Blows – If an attack deals half the
target’s remaining health (rounded up) or When you set against charge, the next charge
higher, the target is staggered. They are attack on you breaks the charge, meaning the
moved backwards one space (1”) away from advantage from charging is negated.
the attacker if possible, and the target is
considered staggered (you can turn the mini Use Item
to face away from you to remember this). A
You may spend an action to use an item in
staggered target must spend an action to
your hand or belt pouch or indicated by a
remove the staggered status before it can take
feature nearby. For instance, lighting a torch,
other actions.
drinking a potion, or using a key you are
holding takes an action.
Charge †
A character may Move one tile (1") and Attack Swap Equipment
as the same action, using the usual rules for
You may spend two actions to swap an item
both. If they do so, they gain advantage on
into and/or out of your backpack. For
their attack roll. Enemies will always charge
example, you can swap a shield for a torch.
when initiating a melee attack if possible.
If you have an item in a "handy" container,
Rebalance † you do not have to spend an action to swap it
Some heavy two-handed weapons require you out. It doesn't require an action to sheathe or
to rebalance them to regain their efficacy. This unsheathe a sword, nor does it require an
action rebalances the weapon. An enemy with action to pull a potion from a belt pouch.
an unbalanced weapon will always rebalance
before attacking. Use an Exit
If you are adjacent to an exit and there are no
Sneak aware enemies in the room, you may use the
All enemies, by default, begin the room exit and move to the next room. Use the
unaware of you. One of the ways they can companion web app to reveal the next room.
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Any allies that are adjacent to you (or wearing to a different set takes two long
adjacent to allies that are adjacent to you if actions). Don't get caught naked!
there's not room for everyone), may move
into the next room with you. Any allies left Enemy Activity
behind are considered lost. Unlike in a computer-based rogue-like, the
computer does not determine the behavior of
Every time you enter a room you've entered
your enemies. Instead, they follow some
before, roll for wandering monsters.
predefined rules on their turn.
(There is an optional rule for leaving a room
What follows are descriptions of these
with enemies in it; see the optional rules
predefined rules for enemies.
section at the end of this document.)
In cases where you or an ally are equally valid
Long Actions as targets, enemies will select allies first
Long Actions are actions which take up a unless you spend a stamina point, in which
longer amount of time. You cannot take long case you may threaten or coerce them into
actions when there are enemies in the room. selecting you instead.
Some points of interest on the map let you • You or the enemy ends a move within line
Investigate them. To investigate a point of of sight (unless you are Sneaking and
interest, you must be adjacent to its space, successfully roll to stay hidden).
spend the long action, and then click the
Investigate button for the item. • You bring a light source within line of sight
of them.
Don / Remove Armor
• You attack them or cause damage to them.
Donning or removing a suit of armor takes a
long action (so changing the armor you are
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• You come within one square (one inch) of moving to Attack with whatever weapon they
them. have.
• Another enemy within line of sight of the When an enemy becomes unaware of you,
becomes aware of you. their strategy list gets reset; they gain back
their entire list of strategies, including their
Once an enemy becomes aware of you, they Single ones.
act using the rules below.
When an enemy cannot use a strategy
Strategies because they are too far away or do not have
line of sight, then they will move towards you
Enemies often have a list of strategies. or an ally, whichever is nearest, hoping to get
Enemies will, on their turn, spend actions to in range. If neither are within line of sight,
Move into an appropriate position to apply the they move to the last known position. If they
next strategy on their list, and when they're reach the last known position and still do not
there, they put it into play. gain line of sight, they become unaware again
(and reset their strategy list).
• If it's a melee strategy, they will try to move
adjacent you or an ally and then perform it.
If they can, they will Charge to perform Skirmishers
their strategy, giving them advantage on an By default, an enemy without strategies is a
attack roll. Skirmisher. Skirmishers are enemies with a
predefined strategy list containing one
• If it's a ranged strategy, they will try to move strategy: to perform a melee attack.
into line of sight of you or an ally, and then
perform it. If they start their turn adjacent They will move towards you or an ally,
to you or an enemy, they will try to move at whichever is closest, charge when they get
least one tile away before performing a close enough, and then perform melee attacks
ranged strategy if possible. against you until they are killed.
If an enemy has no strategies, or has used all Some snipers have ammunition tracks; every
their Single strategies and have no others, time they attack and miss, they lose one
they are assumed to have a default strategy of ammunition. If they run out, they become
Skirmishers. Snipers without ammunition
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If you ever enter a flooded area wearing plate Before you leave the dungeon, make sure
mail or chain mail or when you are carrying you've collected all the loot you want to carry
more than half your allotted bulk, you cannot back with you; anything you leave in the
swim; you don't even get your Swim die, and dungeon that you can't carry is lost forever.
may only roll one die for each check. In
addition, you are drowning – each action you Leveling Up (and Winning)
spend in water removes 6 Stamina. Every
If you completed your objective (i.e., you did
Stamina you cannot pay for removes 2 Health.
not flee and forfeit the objective), then you
level up.
You may don or remove your armor by
spending an entire turn doing so. You can’t
Advance your level die to the next die size: d4
don armor if monsters are present. You can
to d6, d6 to d8, etc. You may also want to
"ford" your equipment across a flooded area
note your new Wandering Monster chance.
in this manner. Don't forget to roll for
wandering monsters! If you level up when you are already level
d12, then you win the game!
Poison
Some monsters will poison you. If you get After leveling up, you may go to town to
poisoned, the poison will have a potency spend your hard-earned loot on improved
measured in a number of long actions skills, new equipment, new abilities, etc. Then
(probably the result of the attack that return to the companion app and generate a
poisoned you). new adventure at your new, more difficult
level!
Each time you take a long action, reduce the
potency by one and take 1d4 poison damage. Forfeiting
If an adventure has gotten the best of you,
Large Creatures you can forfeit by exiting the adventure where
Some realms have “large” creatures. These you entered. You do not get to level up when
are creatures which take up more space than you forfeit; instead, the shame and
most monsters. Generally, they take up a 2x2 humiliation takes its toll. Choose one:
space (2”x2”), but they may spend an action
to “squeeze” down to fit through 1” spaces in • Drown your sorrows in ale for a few weeks,
order to reach their target. Once they have spending 2 treasures.
room for a 2x2 space, they resize up for free.
• Lose a level (minimum d4).
You have advantage when attacking large
creatures that are “squeezing”. Large You may still go to town to replenish your
creatures are immune to knockback. supplies. Then, generate a new adventure at
your current level.
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If you wish to provide your own miniatures Regardless of the style of bases you use, if you
and scenery, and wish to play gridless, here are within one base width of a terrain feature
are some rules to support that. or enemy, or if you'd overlap it, you may
"snap" to that terrain feature or enemy to
Movement will depend on whether your
become adjacent to it.
mini's have a square or round base.
Line of sight is determined by checking if a
Square bases – To Move, put your finger or a
line from the center of the source miniature
pencil down to mark one corner of your
can be extended to any part of the base of the
miniature's base, and then move the
target miniature without passing through
miniature so that a different corner is placed
blocking obstacles or other miniatures. If so,
at that location. You may only move to the
line of sight is established.
opposite corner once per turn; otherwise you
must always choose an adjacent corner. When using your own terrain, you do not
need to recreate the rooms exactly;
Round bases – To Move, put your finger or
approximate the rooms according to what
pencil down to mark a point on the edge of a
terrain elements you have available and don't
miniature's base, and then move the
worry too much about placement.
miniature so that its base is still touching that
• Optional Rules •
Rolling for Initiative Fleeing the Enemy
Whenever you newly enter a situation where This optional rule allows you to leave a room
there are enemies present, before you start when there are still aware enemies present in
taking turns, you roll for initiative. the current room.
Choose the closest enemy in play, and roll an If there are aware enemies still in the room
Intuition check against that enemy. If you when you leave it, make a note of them, and
succeed, you and your allies begin taking roll 1d4. They will emerge through the door
turns first. If you fail, move immediately to you passed through as their first action in that
the enemy taking their turns first. number of turns. (Spiking the door shut can
delay this.) If you pass through another door,
If you get a critical success on a roll for they will emerge from that door instead.
initiative check, your first attack that turn
gains advantage. (Similarly, if your enemies Thus, enemies follow you from room to room
get a critical success, they gain advantage on if you don't take care of them. (Note that they
their first attack.) also gain the benefit of their strategies
resetting.) Remember to go back into the
relevant room to click the Defeat button for
the enemies you draw into other rooms, or
you may miss important quest details!
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FABLE ON YOUR TABLE
INDEX
• Introduction • 1 Swap Equipment 15
Use an Exit 15
• What you'll need • 1 Long Actions 16
Rest 16
• Preparing the Minis • 2 Investigate 16
Assembling the Miniatures 2 Don / Remove Armor 16
Enemy Activity 16
• The Core Mechanic • 3 Unaware Enemies 16
Boons 4 Strategies 17
Banes 4 Skirmishers 17
Ties 4 Snipers 17
Abilities 5 Rolling for Wandering Monsters 18
Advantage and Disadvantage 5 Darkness 18
Flooded areas 19
• Character Creation • 6 Poison 19
Skills 6 Large Creatures 19
• Going to Town • 7 • Leaving the Dungeon • 19
Your backpack 7 Leveling Up (and Winning) 19
Adventuring Equipment 7 Forfeiting 19
Weapons 7
Armor 8 • Grid-less Play • 20
General Equipment 8 • Optional Rules • 20
Selling Items At Market 8 Rolling for Initiative 20
Mundane Weapons and Armor 9 Fleeing the Enemy 20
Visiting the Apothecary 10
Visiting the Temple 10
Afflictions 10
Blessings 10
Visiting the Arcanist 11
Training at Guilds 11
Gaining Abilities 11
Ability Listing 12
Carousing 13
• Entering the Dungeon • 14
The Main Gameplay Loop 14
Actions 14
Move † 14
Rules version 1.3
Attack † 14
Charge † 15 Fable on your Table was written by CC Chamberlin
Rebalance † 15 for the 2020 Seven-Day Roguelike Challenge.
Sneak 15 More information on the game may be found at
Set against charge 15 the web site at:
Use Item 15
fableonyourtable.com
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