In 2016, he released Fabled Fruit, which functions akin to a legacy game in that new elements are added to play over successive games, with players saving their place after each game — using a bookmark, as it were — in order to start with the "right" set of cards next time. You have lots of individual games which last only twenty minutes that collectively form the larger game of Fabled Fruit, which Friese dubbed an example of a "Fable Game" — that is, a game that changes over multiple playings, but one that you can reset at any time in order to start over with a different group or just explore again.
Now for 2017, he's gone even farther with the Fable Game system, introducing three new titles that will debut at SPIEL 2017 in October under the label "Fast Forward". These games are all Fable Games in that they start with an ordered deck of cards, with which you'll play multiple games — saving your position when you stop should you want to start in the same place next time, while also having the option of starting over from scratch — but beyond that, Friese has embedded the rules within the deck itself. You read nothing prior to play other than perhaps an instructional card that tells you not to shuffle the deck. You place the deck on the table, read the top card, and begin.
Fast Forward title #1 is FEAR, which is for 2-5 players and plays in 15 minutes. The description on the BGG page is brief: "Do you fear ghosts? Or are you confronting the danger and scaring your opponents? FEAR is a fast-paced and straightforward hand management game of tension-filled ghost chasing."
Thankfully I played the game in prototype form, so I can fill in a few more details. (Please note that all of the games described in this post might have changed since I played them.) Your goal in FEAR is twofold:
1: Don't make the total of cards in the middle go over a certain number because if you do, you lose the game.
2: If you didn't lose, have the highest total of cards in your hand because then you win!
On a turn (at least initially), you either draw a card from the deck or play a card to the center of the table. If you have three cards in hand, then you must play something. Gameplay is super simple, and the turns fly by. When someone loses, their cards are removed from play, then all of the other cards are shuffled and placed on top of the deck. Thus, you shrink the deck by a few cards each game, which means you'll start digging into new cards as each game progresses — and as you dig, you discover new cards with different numbers and (more importantly) new rules! When you uncover a rule, you read the card, set it aside, and the rule immediately takes effect, both for the current game and any subsequent games — until that rule is replaced, as might be the case.
I don't want to detail any rules, partly because I don't want to spoil the fun and partly because I played the game three months ago and might misremember things. If you've played games — and you probably have — then you can likely imagine what some of those rules (and numbers and effects) might be.
I played FEAR twelve times in a row at a convention with designer Joe Huber and 2F-Spiele's Henning Kröpke, and I loved every minute of it. I already dig playing short games multiple times in succession to see how gameplay evolves as players learn how to play better and how to react to opponents, but now the game was changing as well. It was like rearranging the furniture in a room that spontaneously changed in size, then grew new windows. And if I recall correctly, Kröpke said that after you finished the deck, you could keep all the existing rules in play, shuffle only the number cards, then play the game that way.
Ta-dah! A new way of learning how to play a game, something perhaps akin to placing a video game in a console, then mashing buttons to figure out what you're doing on the fly. I've often said that the need to learn rules is the biggest obstacle to people playing games. You, that person out there reading BGG, are probably comfortable reading rulebooks and teaching others how to play a game, but much of the general public hates doing that, which is why retreads of old games continue to dominate mainstream retail shelves year after year. People want to grab something they're pretty sure they already know how to play, so they grab a spinoff, figure out what's new this time, then start playing. FEAR and the other Fast Forward title try to short-circuit that nervousness about learning rules by giving them to you one card at a time.
Whether that nature of these games is transmitted clearly on the box — and therefore to potential players — is unclear at this time, but that's my hope. Why? Because I want more people to play games. Why? Many reasons, but mostly because it increases the odds of me finding others to join me in a game.
FORTRESS is title #2 in the Fast Forward series, and this 15-minute game for 2-4 players is "about taking risks and out-witting and bluffing your friends to become the dominate ruler of the kingdom", and (initially) you become dominant by possessing the lone fortress.
Each game, you build a hand of cards, and (if I recall correctly) on a turn you either draw a card or attempt to claim the fortress by playing one or more cards onto the table. If no one owns the fortress, then it's yours and those cards represent your strength; if you're attempting to take it away from someone else, they look at your cards and either hand over the castle (which is occupied by your cards) or shake their head disdainfully, keeping one of your cards as their prize. You've now gained information about what's in the fortress, but can you make use of that info before the round ends?
As with FEAR, some cards are removed from play each game in FORTRESS, which therefore introduces new cards and new rules, which again I'll leave you to guess. You can probably guess the obvious first twist, but what next? I played FORTRESS a few times before being stopped by dinner plans, and the game is partly about reading others (a skill that eludes me) and partly about the luck of the draw and partly about throwing yourself at targets because that's the only way to score in the end. Take chances! Take action!
FLEE differs from the first two Fast Forward titles in that it's cooperative (for 1-4 players) and it bears a listed playing time of 75-90. This is not the time needed for a single game as those take only 5-15 minutes (based on my experience), but perhaps for the entire experience to come to a satisfactory conclusion. Here's the short description:
FLEE is a cooperative game of escaping for ambitious puzzle solvers.
In FLEE, someone gets a monster card when you start going through the rules, then players take turns drawing cards and doing things and if the active player has the monster in front of them, then you all lose. Initially the choices are straightforward. I can play this card to make someone skip their turn, so clearly that's Paul with the monster card — but things quickly start getting tricky, with cards that move things and reverse turn order and much more, with all of you continually trying to figure how to keep that monster out of the spotlight. The description mentions multiple chapters in the game, but we never made it past chapter 1, so I can restart this game anew once it becomes available in October 2017, with each of these three games being released in English, German, Dutch, French, and Spanish. How fortunate!