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Foretales review: channelling Hand Of Fate’s tabletop deckbuilding to great effectIt’s kinda a big deal

It’s kinda a big deal

A shoebill, tiger, gorilla and elephant flee from a burning village in artwork for Foretales

It doesn’t ever venture into the realms of 3D admittedly, erring more toward theInscryptionschool of tabletop combat encounters, but it does nail the delivery of telling an artful, swashbuckling adventure through cards and cards alone. And much like Hand Of Fate, this isn’t a one and done affair, either, as there are multiple paths to take through this entertaining fantasy yarn, and several game-changing decisions you’ll have to make as you try and avert a string of terrible visions threatening to destroy its anthropomorphic animal world. You won’t succeed at preventing them all during a single playthrough, but its hard choices only make its overarching story that much more gripping.

Foretales - Release Date trailerWatch on YouTube

Foretales - Release Date trailer

Cover image for YouTube video

You see, the whole game plays out in a tabletop tableau, with the cards on the table in front of you representing different locations in your current mission. To progress through its various regions, you’ll need to play certain cards from your party’s respective decks to create effects that advance the story. As a thief, for example, Volepain has a couple of pickpocket cards that can help him lift food and coins from the purses of unsuspecting townsfolk, which you’ll likely need to barter with for other supplies later on. Leo’s heightened sense of smell, meanwhile, means he can usually sniff out the local tavern or berry bush from neighbouring streets and forest pathways to help gather additional resources for your journey. Applying these consumable resource cards to other locations may then open up other new areas, and the cycle begins anew.

Later missions incorporate the entire tabletop into its story puzzles, making clever use of each card’s relative position to great effect.

A table showing cards with an ocean theme from Foretales.

Equally, there will be plenty of occasions when the cards in your deck won’t have any effect on the cards currently on the table, and will simply advance you to the next location, drawn from its aptly named and endlessly looping location card pile. You can glimpse what cards are coming up in this pile at any time, and sometimes youdojust want to advance to get a certain card on the table, rather than try and hunt down yet another pub or holler for fellow pirates to recruit.

Pull up a chairSpecial shout out to the design of the tabletop itself, with its lighting, sounds and colour palette constantly shifting to reflect the environment depicted in the cards in front of you. Soft, dappled sunlight will stream in through an unseen window when you’re outside in a garden, for example, while gentle rain patter might set in and cast a melancholy hue over the table when you’re in dark, dank caves and sewers. It’s artfully done, and together with its gently looping soundtrack, everything meshes together to paint a convincing picture of the world around you.

A table showing various cards in a forest setting in Foretales.

The important thing is that Foretales gives you pretty much all the information you need to make informed, logical decisions. Each and every card effect is clearly telegraphed in advance, for example, and you can peek at what’s in your discard pile and remaining party decks to work out whether you fancy trading up a card in your hand at the cost of some food. You can also see how many bandits, watchmen and other ne’er-do-wells are on your tail at any given moment, so you can prepare for the likelihood of a run-in. What’s more, unlike location cards, party cards don’t replenish themselves automatically, so you’ll need to rest every so often to get more of them back in play. Sparingly, though, as resting not only becomes riskier over time, demanding more and more resources, but do it too often and you’ll get a game over.

It’s very puzzle-like in this sense, as it’s all about finding the right card for the job and managing your existing hand to create the desired effect. Despite each mission’s limited number of rest points, I found there was a surprising amount of room for experimentation and trying things out, and even getting a bit lost. Earlier this week, I spent the better part of an hour trying to figure out how to trigger a particular puzzle involving a moth monument and making sure it was on the right side of the table in relation to my ship, and while I came close to using up all my rest points, I still comfortably completed the mission without much worry.

That said, there were moments when Foretales could be a bit better at signalling to players when they’re wholly unequipped to deal with certain missions. There is, thankfully, a hint button that helped put me right on more than one occasion (including the aforementioned moth incident), but there was one instance when I had to ‘read’ a book in a library, but had no idea what cards I needed to play to actually do it. Nothing in my deck seemed to create the right effect, and none of my consumables seemed to work either.

I suspect I needed a certain character I hadn’t met yet, but at no point did the game tell me this, leaving me to endlessly loop round and round until I eventually gave up and returned to the menu screen to tackle something else. Given its whole premise of seeing into the future, I don’t think it would be beyond the realms of plausibility if Volepain also glimpsed that, hey, maybe I’m not properly equipped to deal with this just yet - although I’ll fully admit that it’s also entirely possible I was just completely missing the point and the hint system simply wasn’t detailed enough to nudge me in the right direction. Still, it’s never satisfying having to abandon something you don’t know the answer to, and this was the only point where I felt Foretales let the side down a bit.

Boss encounters often have their own fun puzzle twist as well. Except this guy. He was a right old turd.

Intensely satisfying.

An arrest warrant is about to make a pack of bandits flee in Foretales.

It’s just a brilliant meld of strategic card battling, smart puzzles and warm, characterful storytelling. Not only is Foretales constantly adding new riffs and wrinkles to its own cause and effect formula through its growing cast of fuzzballs, but its well-conceived story missions keep you on your toes throughout - as all good card games should. Yes, there are moments when its choose-your-own-adventure foundations can sometimes get the better of you, but for the most part Alkemi have conjured something truly wonderful here. If you’re looking for a narrative deckbuilder to scratch that Hand Of Fate itch, this is one card game that’s definitely earned its seat at the table.