Game Review
Once Upon A Time (2nd Edition)
Atlas Games
PO Box 131233 Roseville, MN 55113
$15.95
reviewed by Alan Irvine
When everyone is ready, the storyteller begins. "Once there
was a brother and sister," she says, laying down a card with
a picture of a brother and sister on it. "The two of them had
a secret. They owned a magic ring." She lays down a card for
a ring. "One day, while doing her chores, the sister looked up
and saw a hideous troll watching her. She ran and hid in the cellar.
She stayed down there for many hours." "Aha! Time Passes!"
exclaims one of the other players, slapping down a card for that and
stealing control of the story. "You see, she slipped because
she saw..." and the game is off and running.
The game is Once Upon A Time, described as a "the storytelling
card game" by the publisher. A fuller description might be "a
wildly fun, mildly addictive, competitive,
crazy,
multi-teller storytelling event." The game consists of two decks
of beautifully painted cards. Once Upon A Time cards each portray
some element of a story: an event (Something is Revealed), an item
(Sword), a character (Old Man), a place (Forest), or an aspect (Stupid.)
The deck also contains Interrupt cards which allow you to interrupt
the current teller and steal control over the story. Happy Ever after
cards contain an ending for the story: "So the riddle was finally
answered," "The curse was lifted as had been foretold,"
or "True love had broken the enchantment." You start the
game with a hand containing several Once Upon A Time Cards and one
Happy Ever After card. You begin by telling a story, playing a Once
Upon A time card when you mention the event, character, item, place,
or aspect illustrated on the card. Once you have played all these
cards, you wrap up the story with the ending on your Happy Ever After
card and win the game. Except...
Every other player is waiting for a chance to steal the story away
from you by playing their cards, and once they control the story,
they start to steer it towards the ending their card so that they
can win the game. Except...
You actually have two objectives in the game. Not only do you have
to play all your cards to win the game, you also have to tell a reasonably
coherent story in the
process.
When you steal the story, you can not simply ignore what has gone
before, you have to continue that tale, adding your bits to it. When
you play a card, that element has to play a part in the story; no
fair having a witch suddenly appear and disappear again just so you
can lay down your Witch card. And when you end the story, you have
to properly wrap up the existing plotlines, and use only what has
gone before to get to your ending. No deus ex machinas allowed. So
you have to pay attention to what has gone before (who was the Old
Man revealed to be?) You have to listen closely to what the current
storyteller is saying (is he going to give me a chance to play this
Interrupt card and steal the story?) You have to figure out how to
fit your elements into the story (how do I get a wolf into the Kings
dungeon?) And you have to plan ahead, setting up the story so that
your ending will fit (I need to make sure there is a riddle in this
story because my ending says "so the riddle was finally answered.")
Not too different from telling a regular story, when you think about
it. Except that in this game the other players are constantly trying
to upset your carefully laid plans.
If that sounds complicated; it is not. The rules take 5 minutes to
learn, 10 if you study
the
rule book very intently. Play goes fast and easy. Any disputes are
simply settled by a vote of all players not directly involved in the
dispute. My seven year-old nephew picked up on the rules well enough
to play, though a few of the fine points about interrupting eluded
him. My nine-year old niece mastered the rules at once. So did all
of the adults. The game is also wonderfully flexible and friendly.
The rule book repeatedly emphasizes that the primary goals are to
tell a good story and have fun doing so. Winning at all costs is frowned
upon. We played the game over Christmas holidays in all sorts of combinations:
groups of kids, groups of adults, groups of all ages. We played in
small groups and large groups. Playing the game does require some
reading and a general sense of plot, but other than that, anyone can
play. (Younger children might need an older player to help them with
some of the fine points, and with explaining any of the cards they
dont recognize.) Because of that, and because of the interaction
the game requires, it is excellent for families.
Will you have an advantage because you are a storyteller? Dont
count on it. Will you create any new stories to add to your repertoire?
Probably not. When you get five different tellers all tugging the
story in five different directions towards five different endings,
you tend to end up with a story filled with enough bizarre twists
and absurd turns to confuse even Lewis Carroll. (Although I can see
ways you could use the cards on your own to create stories.) Will
you have fun? Absolutely.
published WIP Winter 1998