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Archnotes: Design Notes

Hello there, fellow wanderers! Welcome to the Design Notes for: “Archnotes”! Each set debuted by Fabled-S, will receive Design Notes. These are intended to give the players (and collectors) a better idea of what goes into each set from a purely developmental perspective. In this article we will go over the game design, development, coordination, synergy, strategies and play styles that can be found or were made in that particular set. There is a lot of passion and time put forth by the design team towards each set, so it is our hope that you enjoy utilizing it as much as we did crafting it.

In this particular article we will be covering the base set for Fabled-S otherwise known as “Archnotes” or “ARCN” (which we will refer to the set as ARCN for the remainder of this article). The intended goals of ARCN was to debut a fun and interactive trading card game, while simultaneously keeping all of the play styles, mechanics and strategies complex, competitive and balanced with one another.


Initial Goals: Our initial goals when creating the game design for Fabled-S was to have a healthy, fun and balanced game while also simultaneously being complex and competitive. In a way; it was our goal to have a game that anyone could pick up and play, but would take time and adaptation to master. Based on how we chose to take that route and the mechanics we’ve incorporated, we feel that we’ve created a game that separates us from any of the predecessors before us.


Evolution of the Goals: During game design of ARCN, we realized that balancing things is easier to say than to do; so some changes took place to ensure fruition of a well balanced game. We condensed some of the mechanics from their initial variants so games would move a bit more quickly, additionally decks would be more aligned, consistent and balanced in a game with one another. During this process we came to the conclusion board control is a very important factor in this game versus many others, so we’ve worked on more counter measures to prevent that than most felt the need to.

At the same time, as we designed ARCN we wanted to make sure that we took a very unique approach of having very little to no filler cards in the game that you could pull from a booster pack, while we understood many cards would not receive the same recognition as others, we’ve left the door open in design field for those cards so they could be in the spotlight at a later date.


Deck Designs and Strategies: Without further ado; we wanted to continue that train of thought by featuring some decks and designs that would best spotlight many of the cards seen throughout ARCN!


Weenie Rush: If aggressive gameplay is the type for you, then look no further than Weenie Rush. Convoking a bunch of level zeros with a few additional cards that help synergize with them, or amplify them, ensures the opposing player is impaired before they even ever had a chance.


Radiant Control: If you like to take things slow and steady, and control how the game plays out, then Radiant Control has you covered! Being able to remove threats while simultaneously bringing forth a myriad of your own is certainly a force to be reckoned with.


Shadow Toolbox: The last all-star we wanted to bring forth coming out of ARCN is Shadow Toolbox; we understood many people are decisive but don’t like to take things too slow, nor too fast, but always like to have the right answer when they need them! Shadow Toolbox is the kit you need to make sure the game just flows at a steady pace and you’re never caught by surprise.


Integrating Archnotes, Team-Ups, and Orbs: One of the biggest key parts to playing a game of Fabled are the concepts unique to Fabled in itself; the Archnotes, Team-Ups, and Orbs. Archnotes and Team-Ups have their own unique zone and deck, and enter the foray when their conditions are met. Orbs are a resource created when friends and companions are sent to the Afterlost, this parting gift allows the turn player to utilize more powerful Characters and Charms to potentially swing the game to their advantage.

Initiators versus Core Sets: Integral cards for key strategies throughout Fabled Sagas different deck designs can be found in both Initiator decks and ARCN in itself, the key difference being the two do not share those integral cards. But regardless of which one you partook in procuring you still have an outlet to play competitively regardless.


Future Goals: In short; we feel that there’s a lot to unpack within each card here in ARCN, leaving the door open to many possibilities and strategies. We understand that there are many elements to be found within Fabled Sagas, so each set will focus on their own Elements, to keep more options available. Initiators will often focus on elements that a core set will not, where ARCN itself will focus primarily on Radiant, Shadow, Voltic and Normal element(s). Due to this; it is to be anticipated that many decks will be built around those elements. Future sets will give opportunities and spotlight to elements that have not yet had a chance to take the center stage, providing balance throughout a stretch, and causing less worry when it comes to power creeping and cards falling out of relevance. Cards that seem unassuming now, are something to keep in mind when looking towards the future, as we’ve left as many doors open as we possibly can.


Check out the Product Sheet for Archnotes here.


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