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Game help · Tips & secrets

Tactics & cards · First release 2008

Fable II Pub Games

Three standalone tavern minigames accompanying Fable II. Covers rules, tournaments, items and the historical gold transfer; there is no Albion story campaign.

Xbox 360Xbox OneXbox Series X|S

Minigames
3
Starting characters
6
What this guide covers

Rules for all three minigames, rating and tournament route; not a full prize/probability atlas for every table variant.

Search across guides for a quest, location or item

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
Xbox Live ArcadeXbox 360First released 13 August 2008; character can be merged with a Fable II Hero.

Approaching the three games

GameRules and goal
Fortune’s TowerBuild card rows, then cash out or continue after each row. Matching numbers directly above a card can burn the hand; the reserve card and knights can save situations. With no reserve, favour protecting smaller returns.
KeystoneThree dice determine the number and removed arch stone. Repeated totals remove more stones; edge stones or both central stones collapse the arch. Learn the variant with small stakes first.
SpinnerboxReel combinations determine winnings; aiming and reaction time do not change the randomness. Check the stake and payout screen before spinning.

Tournaments, rating and transfer

Each character starts with 500 gold and one star. Wagering earns rating points even on losses; higher ratings unlock tournaments. Top-five tournament places receive rewards. Merging into Fable II transfers items and gold; check old online functions separately from existing local entitlements.

Tournament rewards include dog tricks and expression books. Finishing a round does not guarantee profit; this guide promises no certain money-making strategy.

All fifteen tournament prizes by star tier

Place in the top five in each tournament. Wagers increase rating and unlock the five tiers. For the historical transfer merge the patron with the intended Fable II hero; enter and exit a game at a main-game Game Master. Check debt before merging: losses belong to the balance too.

Game1★2★3★4★5★
Fortune’s TowerPlaits Hairstyle CardDog Training: BackflipHighroller’s CoatPotion of WillChampionship Pistol
KeystoneDeepest Dark ChocolatesThe Sleepmaster 3000Potion of StrengthTribal Warrior Face TattooChampionship Cutlass
SpinnerboxAmazing Apple PieHat, Headband, MoustacheTribal Warrior Body TattooPotion of SkillMysterious Ring
Sources for this section

Concrete rules for all three games

Fortune’s Tower: matching either immediately preceding card burns a card; the first hidden card supplies one replacement, a knight saves its row. Fifteen points returns the stake, larger row totals pay profit. Cash out earlier after consuming the rescue; reaching the final row without using it triggers the jackpot.

Keystone: three dice, outside stones 3–18. Place an arch bet first, then inside bets. The rolled total removes its stone; a missing stone shifts removal outward. Removing 3/18 or both central stones 10/11 ends the round. Bloodstone bets against dice results; Jackpot Keystone rewards 3/18 on the first roll.

Spinnerbox: choose a stake and spin; matching adjacent symbols pay, some combinations grant free spins. Button timing does not improve random odds. Retry tournament placement instead of expecting a guaranteed winning trick. The old Fortune’s Tower stake exploit depends on version and is unnecessary.

Sources for this section

Unlocks & rewards

Additional tournaments

Increase rating by wagering gold.

Tournament prizes

Finish in a tournament’s top five.

Fable II Pub Games

Your checklist

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Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.

Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 22 October 2026.

In-game names may differ between language versions. Report a correction.

Game help

When should I cash out in Fortune’s Tower?Fable II Pub Games · Xbox 360

A row totalling 15 returns your stake when you cash out. A higher total pays a profit. The jackpot requires the final row and an unused Gate card.

  1. After each row, check its total and whether the face-down card at the top remains. It can automatically cover a matching-number conflict once.
  2. If the face-down card has already been used, judge the next row without that protection. A Hero card can cover burned cards in its own row.
  3. Cash out once you reach the score you decided to keep. Continue for the jackpot only if your Gate card is still unused.

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