Flee

As a reviewer, games where you discover new content and new rules while you play are frustrating. On the one hand, they are awful. How do you review a game with a Legacy or Fast Forward mechanism without giving away all the good bits? On the other hand, they are great, simply because discovering new things while you play works that fingerboard that is our brain’s reward mechanism so well. Or, in plain English, they’re one hell of a lot of fun. And we love to talk about fun games. So be warned, ahead you will find very mild spoilers for the first few rounds of Friedemann Friese’s Flee.

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Fortress

With last year’s Fabled Fruit Friedemann Friese developed an alternative to the Legacy system for games that keep changing every time to play. It’s lighter than a Legacy game, you don’t have to rip up any components or glue stickers to them, and you can completely reset the game by sorting a stack of cards. Yet you still get a game that will keep you busy for quite a while before you discovered everything it has to offer. A game that keeps surprising you, at least the first time you play all the way through.

Fabled Fruit was successful enough – and Friedemann had enough fun making it – to spawn a series of games with the same system, now dubbed the Fast Forward system: Fear, Fortress and Flee. In fact, the Fast Forward games even go one step further than Fabled Fruit did: they don’t give you any rules to read before you start playing. All you do is put the big stack of cards on the table and start drawing cards. When you get to a card with rules you read it out loud and put it on the table for everyone to see. The rules on that card are in effect from that moment on.

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