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Fled wants to keep you locked at your table

Fled, designed by Mark Swanson (of Feudum fame), is a game about escaping from an unjust regime — not just thematically, but mechanically. It’s a game of tight spaces, limited options, and constant pressure. Following on from our 2023 preview and now in its final form (complete with a beautifully printed neoprene mat and two clever mini-expansions), Fled delivers a tense, puzzle-like experience that’s as evocative as it is unforgiving.

Set in the infamous Spike Island Prison in early 1900’s Ireland, Fled casts players as inmates attempting to break free from their cells, navigate the prison’s labyrinthine corridors, and slip into the surrounding forest before the guards catch on. It’s a race against time – and against each other — as players must balance stealth, speed, and resourcefulness to outwit the system and make their escape.

The core of Fled is built around tile placement and action selection. Each turn, players draw and place prison tiles, gradually building out the map from a central starting room. Movement is limited to orthogonal directions, and players must carefully manage their hand of cards and their inventory as they explore. The prison is tight — only six tiles in each direction from the centre — and the neoprene mat included in the final release does a fantastic job of reinforcing this. 

What makes Fled so compelling is the constant sense of tension. Every decision feels meaningful. Do you risk exploring a new corridor, hoping to find a room containing contraband or a shortcut to the edge? Or do you double back, trying to avoid the guards and conserve your stamina? The game’s action economy is tight — you’ll never have quite enough time or resources to do everything you want — and that creates a natural sense of urgency that builds as the game progresses.

Fled has players placing a new double-space tile each turn, but in addition, those same tiles also power actions like movement, and can even be turned into items (which can mean points). Spending a shamrock (which is wild) can help you open a door or break through a window, but it’s also a significant boon in your inventory — both expanding your storage space by one and adding end game points. So what do you choose to do with it when you find one?

The guards, meanwhile, are a constant threat. Their movement is determined by your competitors, and that means they’re never far away. Getting caught doesn’t end the game, but it does set you back – and in a game where every turn counts, that can be devastating. The first time you’re caught, you’ll get a ball and chain (minus one VP), but the second, you’re off to solitary confinement. A more friendly chaplain warden might be willing to help you, but he’s hard to find and it’s not always worth it.

Whilst the prototype copy was good enough anyway, the final production copy of Fled is excellent. The components are clean and functional, with clear iconography and a muted, period-appropriate colour palette. I was worried that Fled might be fiddly at first, with tiles used both as the game surface and as the currency, but somehow, the game just about manages to get away with it.

The rulebook is well-written, with plenty of examples and a clear structure. That’s important, because while Fled isn’t a complex game in terms of rules, it does have a few edge cases and timing interactions that benefit from clarity. Setup is quick, and the game scales well from solo to four players, though it’s arguably at its best with two or three — enough interaction to create tension, but not so much that the board becomes chaotic.

The Expansions — The Spector and The Governor’s Hound

Included in the final release (as separate products) are two mini-expansions: The Spector and The Governor’s Hound. Both are small in scope but add a nice bit of variety to the game.

The Spector introduces a ghostly presence that haunts the prison and replaces the Chaplain – mainly introducing a solo mode. On the spector’s turn, draw three tiles from the main stacks. If one shows a gold scroll, you must place it (if possible). If any show a Shamrock or Whistle, set one of those aside — that tile can’t be added to the prison. If the tile you place summons a guard or the ghost, you must position it in the most dangerous spot for yourself. Any whistle effects trigger — moving guards towards you.

The final tile is surrendered to the governor for selection just like in a normal game. You lose if the whistle reaches the governor’s roll call tile before you escape, if you can’t refill your hand, or if the ghost meeple catches you. The only way to win in this mode is to escape before that ghost catches you!

The Governor’s Hound, on the other hand, helps to mildly soften the game. Contrary to what the name suggests, the Hound is actually quite friendly, and acts as a “contraband exchange” location that allows players to swap bone tiles for points. It’s not a major addition and has little or no rules overhead, so to be honest it’s something you can chuck in straight from the off.

Both expansions are easy to integrate and don’t add much overhead, which makes them ideal for players who want to spice up the base game without committing to a full rules overhaul. They also help extend the game’s replayability, offering new challenges and dynamics without disrupting the core experience.

Fled is a smart, tightly designed game that delivers a unique and engaging experience. It’s not flashy, and it doesn’t rely on gimmicks or overproduction. Instead, it focuses on delivering a tense, thematic puzzle that rewards planning, adaptability, and a bit of daring. The final production is very good, the expansions are thoughtful, and the core gameplay loop is satisfying and replayable.

It won’t be for everyone — players looking for smart euro-style mechanics and a clear and unambiguous path to victory might be disappointed — but for those who enjoy spatial puzzles, stealth/chase mechanics, and a strong sense of theme, Fled is a breakout success.

You can find out more about Fled on the developer’s website.

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