Once Upon a Time: The
Storytelling Card Game is twenty years old. Originally published in 1993, AtlasGames released a third edition in 2012 after several years of the game being
out of print. This has allowed the game’s designers to tinker a little with the
mechanics and Atlas Games to redesign the cards, all the whilst retaining the
game’s simple play and theme. As its title suggests, Once Upon a Time is a game
about fairy tales, in particular, it is a game about telling fairy tales, one
that has both co-operative and competitive elements. Designed to be played by
two to six players, Once Upon a Time encourages creativity and collaborative
imagination in adults and children alike.
The game consists of three
types of cards – Story Cards, Interrupt Story Cards, and Ending Cards. The Story
Cards form the basis of each player’s story and each illustrates an element to
be found in fairy tales and is further divided into five categories. These five
categories are Character – for example, ‘thief’ and ‘child’; Thing – for example,
‘food’ and ‘door’; Place – for example, ‘village’ and ‘garden’; Aspect – for example,
‘disguised’ and ‘frightened’; and Event – for example, ‘fighting’ and ‘falling
in love’. The five categories are also colour-coded. Interrupt Story Cards
share the same categories and colour coding as the standard Story Cards. Each
can be used as a normal Story Card, but each can also be used to interrupt
another player’s story when that player plays a story card of the same category
and colour coding. Together the Story Cards and Interrupt Story Cards make up
the Story Deck. Each Ending Card gives an end to a story, for example, ‘he
lived the rest of his life as a beggar … which was perfectly just.’ or ‘the
flames rose higher and the wicked place was destroyed.’
At the start of the game
each player receives a handful of cards from the Story Deck – the number
varying according to the number of players – and a single Ending Card. On his
turn each player tells a story, his aim being to mention the elements on his
cards and bring them into play. Once a player has brought all of his Story
Cards into play, he can play his Ending Card, using its text to complete his
story. The first player to do so wins the game.
In the meantime, a
storyteller’s fellow players will be listening to the story. If the storyteller
mentions an element that another player has a Story Card that matches that
element, then he can play it to interrupt the current storyteller and take
over. Similarly, a Story Interrupt Card can be played to interject the current storyteller
and take over if the category of the Story Card played by the storyteller matches
that of the interrupting player’s Story Interrupt Card. A storyteller can also
be interrupted when gets stuck, rambles, tells a silly story, fails to properly
incorporate the elements on his cards, and so on. A storyteller can also pass
the story onto another player, but whenever he passes his story or losses
control by other means, he must draw a new card from the Story Deck.
For example, in a four-player game, each player receives seven cards. Dave receives the Story Cards, ‘beautiful’, ‘window’, ‘book’, ‘key’, and ‘door’, and the Story Interrupt Cards, ‘kitchen’ and ‘treasure’. He also receives the Ending Card, ‘So he told her was a prince and they lived happily ever after.’ Stef receives ‘king’, ‘tree’, ‘making mischief’, ‘sword’, ‘parent’, and ‘journey’, and the Story Interrupt Card, ‘returned’. His Ending Card is ‘and the kingdom at the end of the tyrant’s reign’. Dave begins his story about a girl who is kept locked up by her mother. Dave did not play a Story Card to bring this element into play, but Stef has a Story Card, ‘parent’, which although not an exact match, is a close enough fit to successfully interrupt. Thus Dave not only has to relinquish control of the story, but has to draw another card from the Story Deck.
Stef’s story is about a tyrant king and towards its end, he tells how the king rushed to get his ‘sword’ in order to defend himself when attacked, but as he plays the ‘sword’ Story Card, Dave interjects with a cry of “Interrupt!” and plays his ‘treasure’ Story Interrupt Card. Thus he regains the control of the story and tells how it was not a sword that the king first ran to when attacked, but his ‘treasure’!
Whenever one player takes
over from another as storyteller, he must continue telling the same story. He
is free to incorporate new elements from his Story Cards, but he cannot ignore
those have already been included as part of the on-going story. This is the
game’s collaborative aspect.
Physically, Once Upon a
Time is very nicely produced. Everything has been done in full colour, with all
of the Story and Story Interrupt Cards each given its own piece of art. The
cards are clear to read, as are the rules, which manage to fit everything into
four pages, including examples of play and a short discussion of how the game
can be included in the classroom. A leaflet available for download from the
publisher’s website expands on the information given here. One issue is with
the packaging, or rather the lack of internal packaging which means that the
cards are left to rattle around in a large box.
It is difficult not to see
Once Upon A Time as the spiritual ancestor to co-designer James Wallis’ The
Extraordinary Adventures of Baron Munchausen. In that game, the competitive element
has been increased and the theme has been matured and broadened, if not made
wholly magnificent. To an extent, Once Upon A Time is also the spiritual
ancestor to Gloom, also published by Atlas Games, but while that opts for a
darker, if not a maudlin tone, it also opts for greater complexity. Once Upon A
Time is a much lighter game, both in terms of tone and mechanics, thus making
it suited to all ages, though in an adult group, there is nothing to prevent
their incorporating some of the darker elements of the original fairy tales,
though they are not supported by the game’s Story Deck. One option there would
be to use the Create-Your-Own Storytelling Cards expansion to add such
elements. Other expansions available include Enchanting Tales – Tales of
Enchantment and Magical Adventure and Seafaring Tales – Tales of Pirates and
Seafaring Adventure which take the core game in differently themed directions,
whilst the Once Upon a Time Writer's Handbook explores how to turn a tale
created using the game’s cards into a piece of fiction.
What is surprising is that despite
its age and despite the simplicity of its design, Once Upon a Time has never
been re-themed. Perhaps with the release of the third edition, this might be a
possibility? In the meantime, Once Upon a Time: The Storytelling Card Game is a
thoroughly engaging game that combines the charm of fairy tales with simple, elegant
rules and lovely production values that spark the imagination.
Many thanks for the review. A quick factual correction: OUaT hasn't been out of print since 1995 apart from a couple of months when a shipment of reprints got delayed, and in fact copies of the second edition are still available from the publisher. You may be thinking of Munchausen, which was OOP for a couple of years.
ReplyDeleteI type corrected and the error is all mine. I do apologise.
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