How to Play

Stuffed Fables

2-4 players 60-90 min 7.4 Board Game Geek Rating

Players control heroic stuffed animals protecting their beloved child from an evil villain. Using colored dice drawn from a bag, players perform various actions like attacking, searching, and moving across storybook pages that serve as game boards. Victory comes through completing story chapters and overcoming challenges in this family-friendly adventure.

Published 2018

Stuffed Fables

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose stuffies
Each player selects a Plüss (stuffy) figure and its matching character card, then places 5 Stuffing tokens (light side up) on the card
2
Prepare the dice bag
Place all Attribute dice (purple, blue, green, red, yellow) into the bag, then add Stuffing (white) dice equal to the number of stuffies plus one, and the same number of Threat (black) dice
3
Create Equipment deck
Shuffle all Equipment cards and place them in a face-down stack
4
Create Lost deck
Shuffle all Lost cards and place them in a face-down stack
5
Prepare Minion decks
Set Boss cards face-up in their own pile, shuffle remaining Minion cards into a separate deck (skip Boss cards for first game)
6
Build Sleep deck
Shuffle the Waking card with two other Sleep cards and place face-down, then shuffle remaining Sleep cards and place on top
7
Organize components
Place Status cards, Buttons, Stuffing tokens, and Heart tokens within easy reach
8
Position the Storybook
Place the Adventure Book in the center of the play area with the Side Board attached to its right side
9
Select first Bookkeeper
Choose which player will be the first Bookkeeper and give them the Bookmark token - they start the first round, play continues clockwise
10
Choose a story
Select a story from the Adventure Book and read the first section (start with "The Big Girl Bed" for your first game)

On Your Turn

What you can do during your turn.

1
Draw dice
Draw 5 dice from the bag and place them in front of you; if fewer than 5 remain, take all remaining dice, return discarded dice to the bag, then draw the rest
2
Search for Stuffing
Roll white dice to search for Stuffing - if the result equals or exceeds your current Stuffing count, gain 1 Stuffing token and set the dice aside; dice may be rolled individually or combined
3
Place Threat dice
Place all black dice on the Threat Track, starting from the top
4
Perform actions
Use colored dice to perform various actions by rolling and then discarding them
5
Discard dice
Place all remaining dice in the discard pool
6
Check Threat
If dice on Threat Track equal or exceed the number of minions in play, trigger Minion Turn; if no minions, check if dice equal or exceed number of stuffies to trigger Surge effects
7
Move
Roll any die and move your stuffy that many spaces orthogonally or diagonally on the grid
8
Cross colored lines
Use a die matching the line's color (or purple) to cross solid colored borders
9
Store a die
Place one die on your character card as a reserve; only one die may be stored at a time
10
Encourage another stuffy
Give a die to another player's character card, or discard any die to give them one of your Stuffing tokens
11
Perform skill tests
Roll a die matching the test color; if result meets or exceeds difficulty, pass the test
12
Contribute to group tasks
Add dice results to the Group Task Tracker until the total meets the difficulty
13
Melee attack (red dice)
Target an adjacent minion without a solid colored line between you; roll red dice and defeat the minion if result equals or exceeds its defense value
14
Ranged attack (green dice)
Target a minion within your weapon's range; roll green dice and defeat if result meets defense value; can shoot through colored lines except white
15
Defeat rewards
When defeating a minion, gain 1 Button; defeating a Leader or Boss also grants a Courage status card
16
Attack Bosses
When a Boss would be defeated, remove 1 black Stuffing token from its card instead; defeat only when no tokens remain
17
Search for equipment (yellow dice)
Roll yellow dice; if result meets the map's search difficulty, draw an Equipment card
18
Distribute equipment
Give found equipment to any stuffy or trade with another player who must equip it immediately
19
Manage equipment slots
Each stuffy has 4 slots: Head, Body, Paws, and Accessories - only one card per slot type allowed
20
Purple die substitution
Use purple dice in place of any other attribute die color for any action
21
Purple die limitations
Bonuses that specify a color do not apply to purple dice
22
Combine same-colored dice
Roll multiple dice of the same color together as one roll for higher totals
23
Activate minions
Starting from the top of the Minion Column, activate each minion in order
24
Roll for action
Remove one die from Threat Track, roll it, and check the minion card to determine speed, range, and strength
25
Move minions
If not adjacent to a stuffy, move toward the closest stuffy up to their speed value; minions ignore colored lines except white
26
Determine target
Attack the closest stuffy within range; if tied, the Bookkeeper chooses
27
Execute attack
The minion deals damage equal to its strength value
28
Defend with stored die
The targeted player may roll their stored die to block damage equal to the result; if all damage is blocked, keep the die; otherwise discard it
29
Apply damage
Remove Stuffing tokens equal to unblocked damage; if all Stuffing is lost, the stuffy collapses
30
Complete Minion Turn
After all minions activate, discard remaining Threat dice, return discarded dice to bag, continue with next player
31
Collapse effects
When a stuffy loses all Stuffing, lay the figure on its side and discard all Status cards, Buttons, and Hearts; reveal a Sleep card
32
Collapsed limitations
A collapsed stuffy cannot perform actions, store dice, or use Equipment
33
Recovery
A stuffy stands when gaining 1 or more Stuffing through encouragement or successful white die roll during their turn
34
Discover locations
When starting, ending, or passing through a space with a discovery icon, stop movement and read the corresponding Storybook section
35
Encounter the Lost
When entering a space with a Lost marker, discard the marker and have the player to your left read a Lost card
36
Visit Merchants
When first entering a Merchant space, draw 4 Equipment cards; players on or adjacent may trade Buttons for cards or swap equipment

Winning

How to claim victory.

1
Victory condition
Players win by successfully completing the mission objectives specified in the Adventure Book story
2
Defeat condition
If all stuffies collapse simultaneously, the players lose the game
3
Waking card revealed
Once the Waking card is drawn from the Sleep deck, no more Sleep cards are revealed; if players win, read the Waking ending instead of the Sleep ending
4
Story progression
After completing a story, return all discovered cards to their appropriate decks and continue to the next adventure

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FULL rules

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