• Comprehensive Rules



Welcome to the Fate Foretold comprehensive rules. We're always updating with user feedback, so if you're playing a game and need a ruling, feel free to email us or message us on Facebook! Fate Foretold is a card game made for 3 to 6 players. Each game is meant to take around 10-60 minutes, depending on the number of players. The game itself is played from a communal deck, with players going in turn order and playing one card that affects the game until one player achieves one of the various win conditions. In Fate, the cards played and how they interact display a means of how the future may unfold for you and your friends. Choose your path carefully.

Gameplay Basics


How to Play

Parts of a Turn

Winning the Game

Alternate Ways to Play

Cards and Rules

Glossary of Terms



   The whims of the Fates have forever been shrouded in mystery to the likes of mankind. One has to imagine little to envision the power behind knowing the unknowable and being able to glimpse the future. But there are those who claim to glimpse into the future: to read the strands of Fate and see the path of individuals laid before them.

   In the 15th century, occult decks containing mystical Tarot cards became the common medium for soothsaying, and Fate Foretold is the modern day evolution of those cards and decks, drawing its lineage from both traditional playing cards, tarot, and modern games. Every card is an interaction of your futures enshrouded in metaphor and symbolism you must seek to detect.


How to Play

    So you've read up on Fate Foretold: time to grab a few friends. This is how you begin to play! It takes less than 10 minutes to set up a game of Fate Foretold.

Watch the "getting started" video to learn more!

1.) Getting Started
    Before you play, ensure you have a complete Nest (deck) of at least 60 unique Fate Foretold cards. A Nest can only have one copy of each card in it, but if you are playing with a pre-constructed deck out of the box these should all be prepared for you.
    First, separate the six Sigils from the rest of the cards in the Nest. Shuffle the Sigils face-down and let each player choose one. Each player places their Sigil face up in front of them. Each player's sigil will remain here for the remainder of the game, with no exceptions. Sigils are the only permanent aspect of Fate Foretold.
    Next, separate the Nest (the deck) from the two Tokens, and put those tokens aside. Shuffle the Nest, and randomly deal three cards to each player. This is your starting hand, and you may look at these cards at any time (unless a card, like The Darkness, says otherwise). Place what remains of the Nest face down in the center of the table, within reach of all players.
    That's it. You're ready to play. The player with the King (or highest numbered Sigil card) goes first, and then turns are taken clockwise. While playing the game, your field will develop into something like this:

Parts of a Turn

Every turn of Fate Foretold progresses in the same manner. These are the steps each player goes through, in this order.
Note: Always remember Rule #1 of Fate Foretold: Cards trump rules. Follow the rules as written unless a card says otherwise. If a card contradicts the rules, follow the card.

Step 1: Check
Check for cards with a beginning-of-turn effect and abide by their effect. Other forces conspire to alter your fate, such as having you draw additional cards or discarding a card from your hand. These cards will be marked by a colored text box.

Step 2: Draw
Draw a card from the Nest and put it into your hand. New paths and new fates await you. This is not optional; however, and be mindful of the cards you draw- some cards such as The Angel have an effect when drawn.

Step 3: Play
You may (and are encouraged to) choose a card in your hand and play it. When you do, follow any instructions on that card that read "When you play [this card]." Take control of your fate! Most cards in Fate Foretold have one-time effects when played from your hand. If you choose not to play a card, you may draw an additional card instead.
Note: Remember Rule #2: Play means play. In Fate Foretold, normally you only play a card from your hand. If a card enters play for another reason, "when you play" effects do not happen unless the card explicitly states the card is played (such as The Metamorphosis).

Step 4: End
End your turn. If you have more than 5 non-sigil cards in front of you, Bury one at a time until you have only 5. Then, if you have more than 5 cards in your hand, discard one at a time until you have only 5. Many fates await you, but others fade as your follow your chosen fate. The player to your left goes next.
Note: Remember Rule #3 of Fate Foretold: Fates Never Fade. Move any card that leaves play or your hand to the bottom of the nest, unless a card says otherwise. Unlike many games, there is no "discard pile" in Fate Foretold. Any fate can come to fruition.


   A Convergence of Fate occurs when one player reaches alignment- having 5 cards on their field of one of the four suits. Remember, your sigil counts toward your alignment to two suits. Different paths suit different players. It is important to note that a player may be aligned to any suit, not just the ones on their sigil.

   When your alignment to one suit reaches 5, you enter the Convergence of Fate. When this happens, shuffle the cards in your hand and place them face down in a single stack in front of you. For as long as your remain in Convergence, you may not look at or rearrange these cards, unless another card says otherwise. Sometimes, you must trust in your fate. Arrange your aligned cards in a circle around this stack, as shown below:

   If at any time your highest alignment drops below 5, the Convergence ends. When this happens, move your cards back to their normal position in front of you, and pick up your hand. You may look at, rearrange, and play from it as normal.

   During your turn, if you still remain in Convergence, follow these steps instead of the normal steps of a turn:

Step 1: Check
Check for cards with a beginning-of-turn effect. Other forces conspire to alter your fate.

Step 2: Reveal
Reveal a card either from the top of the Nest or from your own stack of face-down cards.

Step 3: Play
Play the card you've just revealed. If this card shares a suit with your alignment, your Fate is Foretold! You win the game! Otherwise, follow any instructions on that card that read, "When you play [this card]."

Step 4: End
End your turn. If you have more than 5 non-sigil cards in front of you, bury one at a time until you have only 5- but be careful not to lose Alignment when you do so. Many fates await you, but others fade as your follow your chosen fate. The player to your left goes next.
Note: If a player would draw cards while in convergence, they are put on the top of the player's face-down hand without being revealed or looked at. If the player would discard a card, the card is discarded from the bottom of the player's face-down hand.    

Winning the Game

   Your fate, and those of your fellow players, can be foretold many ways. Three situations end a game of Fate Foretold:

1.) The Convergence of Fate- Your Fate is Foretold! As described in the Convergence, one player aligns with a suit by possessing five cards of that suit at once (possibly including their sigil). That player's fate is then foretold when they play a final card of the same suit according to the rules of Convergence. That player then wins the game.
2.) Apocalypse-
The end of all things. If a single player controls all Four Horses of the Apocalypse (War, Famine, Pestilence, and Death) at the end of their turn, all players lose the game and there is no winner.
3.) Twist of Fate-
Sometimes, the most unlikely occurrences allow players to find their way into Fate’s good graces. If an individual card (such as The Wanderer) states a player wins the game, they do so.

Alternate Ways to Play

   Fate Foretold has a standard set of rules, but the game is designed to reward creativity and customization. If you wish to play a way different than the way we've described here, go for it! In fact, we'd love to hear about any cool and unique ways you play the game with your friends.

   Speed Run- To reduce the time it takes to play Fate Foretold, you can reduce the number of cards it takes to trigger a Convergence. Reducing the requirement to 4 or even 3 cards often makes the game much, much quicker.



The Rules

   In Fate Foretold, your fate will largely be determined by the cards you play. However, you are subject a few Fundamentals Rules of Fate.

Rule 1: Cards Trump Rules- Follow the rules as written unless a card says otherwise. If a card contradicts the rules, follow the card.

Rule 2: Play Means Play- In Fate Foretold, you only play a card from your hand. If a card enters play for any other reason, other than when you play the card as part of Step 3, "when you play" effects do not happen.

Rule 3: Fates Never Fade- Move any card that leaves play or your hand to the bottom of the nest, unless a card says otherwise. Unlike many games, there is no "discard pile" in Fate Foretold. Any fate can come to fruition.

Rule 4: Gameplay- On your turn, you must either draw 1 card and play 1 card or draw 2 cards.

Rule 5: End of Turn- At the end of your turn, you may only keep 5 non-sigil cards in play and 5 cards in your hand. Bury the rest one at a time, then discard the rest one at a time.

Rule 6: Convergence of Fates- One player aligns with a suit by possessing five cards of that suit at once (possibly including their sigil). That player's Fate is then Foretold, when they play a final card of the same suit. That player wins the game.

Rule 7: Apocalypse- The end of all things. If a single player controls all Four Horses of the Apocalypse (War, Famine, Pestilence, and Death) at the end of their turn, all players lose the game and there is no winner.

Rule 8: Contradictions- If two cards contradict one another, the card that says "can't" (stops an effect) always overrides the card that says "can"(creates an effect). If part of a card's effect is stopped by another card, the rest of the card's effect happens as normal.    

Individual Card Rulings

The Aegis
1: If the Aegis would be destroyed at the same time as the card it is protecting, the card it is protecting is not destroyed.
2: When The Aegis leaves the field, the token it created also leaves.

Aries, the Ram
1: Aries triggers once at the end of the turn, so if you draw cards after discarding down to three (such as with Pisces on the field), Aries does not trigger a second time and make you discard additionally.

Cancer, the Crab
1: 3 is not more than 3.

Capricorn, the Goat
1: An example of this is the The Angel putting itself onto a field from a player's hand. Instead, it would be placed on the bottom of the nest.

The Dancer
1: The player who plays the Dancer may pick the method by which the random player is chosen. We suggest rolling a D6.

The Doppelganger
1: When The Doppelganger leaves the field, the token it created also leaves.

Death, the Pale Horse
1: A player with cards on their field that cannot be buried (such as a card protected by The Aegis, or Virgo) is not required to choose them to keep as part of Death's ability. Then, when Death's ability tries to bury any of the cards that cannot be buried, it will fail, and the player will end up with more than 3 cards on their field. Lucky them.
2: If a player controls Taurus, the Bull and Death is played, the player controlling Taurus can't choose any of their constellation cards to keep, possibly leading to them keeping less than 3 cards.

The Insight
1: Use of ESP isn't technically cheating.
2: Due to a printing error, The Insight should read "another player". You may not choose yourself as the target for this effect.

Libra, the Justicar
1: Libra does not trigger if it is buried at the same time as other cards, such as due to the effect of a card like Death or The Calamity.

The Lovers
1: If control of The Lovers changes by being taken or traded, the player chosen when the card was first played stays the same. So yes, there are instances when you can be in love with yourself.
2: If the player chosen by The Lovers is also the controller of The Lovers, it does not loop infinitely, and instead only triggers once in the same way two players in love don't draw back-and-forth. Essentially, they will draw two cards for every one they would normally draw, and discard two for every one they would normally discard.
3: If players have to discard or draw cards due to a symmetrical effect such as Aries, the players in love will discard/draw to that effect first, then the Lovers will trigger and make them discard/draw based on what the other player did.

The Musician
1: The Musician does not trigger when not in play, so if a player buries the Musician, it will not trigger and no card will be put into play.

The Ouroboros
1: If an effect prevents you from drawing cards, you still have to discard your hand.

Pestilence, the Black Horse
1: If Pestilence is the first card you play on an otherwise empty field, it will be the only card you can choose to bury, so it's probably not a good idea unless you really hate having cards.

The Sacred Darkness
1: Players may put their cards face-down in whatever order they wish, but it must be done in a timely manner.
2: Players may not take notes of what cards are in their hand or where.
3: If a card, such as The Radiant asks you to choose cards in your hand of a specific nature and you cannot because your hand is face-down, the number of cards you can choose is therefore 0.
4: The Sacred Darkness does not stop cards from being revealed when another card tells a player to look at a card in a specific place (such as the top of the nest, in a player's hand, etc.)
5: If a player controls The Harvest, that player may reveal the card they draw to all players in order to check if the ability triggers, and then put face-down as it enters their hand. This is because of rule 4.
6: If an effect causes a player to choose cards from their hand, such as The Transcended, while The Sacred Darkness is in play, that player may not look at the cards in their hand when choosing what to discard. If a player chooses cards incorrectly to discard (such as choosing a non-body card with The Transcended) those cards are still discarded, but the benefit of the discard is not applied.

Sagittarius, the Archer
1: Sagittarius will not trigger its own ability when it comes into play, and its owner does not draw a card. This is because Sagittarius has to be on a field for its ability to trigger, and a card cannot both be on a field and be in the act of being played at the same time.

Scorpio, the Scorpion
1: If a player is already in convergence and aligned to the Mind suit, they will not leave convergence, even if Scorpio is active.

The Tower
1: You can't trade your cards, even if you want to. You built this tower, after all.
2: If a player plays a card like The Wheel of Fortune where players trade hands, you are skipped over and the trading otherwise continues as normal.
3: If you cannot fullfill your half of a trade because of The Tower, the entire trade does not happen.

The Third Eye
1: Yes, you can choose to read your own mind.

The Wanderer
1: If there are less than two cards in the nest and somehow you don't reveal The Wanderer, yes, you draw just one card.

The Witch
1: If The Witch is the only card on your field as you play it, it has no effect as you cannot obey the rules of its ability.

The Whisperer
1: If you speak, the card has no effect.
2: If you draw your card for the turn, the effect is considered skipped.


Align- A player is aligned (or reaches alignment) when they have 5 cards on their field (including their sigil) that share a single suit.

Bury- Taking a card on a field and placing it on the bottom of the nest. A card is buried as the result of an effect or from a player's field being full and them wanting to play another. Players may not bury cards from their field for no reason.

Card- A physical card from the game, regardless of where it is located within the game. A card can be in a player’s hand, in the nest, or on a field. There are 61 of these in the classic Fate Foretold deck. Each of them has a unique name and abilities, and are used to help divine the future path for each of the players.

Concede- A player chooses to concede when they wish to no longer play the game and admit loss before the game actually ends. This can be done at any time, and a player who concedes has their cards from their field and hand shuffled back into the nest.

Convergence- Also called a 'Convergence of Fate', this is an alterate phase that a player enters when they align themselves to a suit. Convergence re-orientes the cards on a player's field and at the beginning of their turn, if a player is still in convergence (convergence ends and a player returns to playing as normal if they lose alignment) they may reveal either the top card of the nest or the top card of their shuffled hand. If the card shares a suit with the suit the player is aligned to, they win the game. Otherwise the player puts the card on the bottom of their hand and passes the turn.

Discard- When a player take a card from a hand (usually their own) and places it on the bottom of the nest. Players may only discard due to the effect of a card or from having too many cards in their hand. They may not discard for no reason.

Draw- When a player takes the top card of the nest and places it into their hand. Drawing cards happens at the beginning of each player's turn, but can also happen due to the effects of cards.

Field- The area in front of each player where their ‘active’ cards are placed once they are played. Each player has their own individual Field, with an initial maximum space on it for five cards. Once a field is full, a card must be buried from it in order for a player to play more cards.

Hand- The cards any player holds in their hands that have yet to be played.

Nest- The deck of unplayed, facedown cards that players draw from during a game. Prior to the start of the game, a nest must contain at least 60 cards.

Opponent- Any player besides you (the one that played the card.)

Player- Anyone involved in the game is a player. If a card refers to “all players”, it includes the player who played it, and if it refers to “choosing a player”, a player may choose themself.

Sigil- Powerful emblems, these are a separate type of card from the rest of those in the nest. At the beginning of each game, Sigils are chosen at random by all players, and the player with the highest marked sigil (King, Queen, etc) will take the first turn. Each sigil helps its owner in alignment to two suits, although the player does not need to necessarily align themselves to these suits to claim victory.A subtype of card, a sigil is a horizontally formatted card that is not included in the nest, and not able to be affected by any of the mechanics of the game.

Suit- There are four suits, denoted by both color and symbol on the cards. The suits are Heart, Mind, Body, and Soul.

Token- Tokens are like visual reminders for certain card effects, like whom a player has chosen to copy with The Doppelganger. These are not cards and not included in the nest, but instead kept outside of the game and 'created' when a card references them. Tokens are only used when a card creates them, and removed when that card is not on a field.

You- Any card that references “you” is referring to the player who played that card.

Last Updated July 06, 2017

Questions? Email us at FateForetoldcg@gmail.com