Full manual text

22

READ THIS FIRST
In this box you’ll find the multi-award winning Mystic Vale base game plus the first three expansions: Vale of Magic, Vale of the Wild, and Mana Storm. Wooden spirit tokens and a playmat are also included as player aids.
For your first game or two, we suggest that you play with only the base game; you can leave the other packs of cards in the box to explore later.
When you’re ready to add new advancement and vale cards to the game, open the Vale of Magic pack of cards and read the rules on page 12.
When you’re ready to add leader cards and eclipse advancements to the game, open the Vale of the Wild pack of cards and read the rules on pages 12-13.
When you’re ready to add amulets to the game, open the Mana Storm pack of cards and read the rules on page 13.

Advancement Cards
In order to protect the advancement cards during the printing process, the front of the card has a clear plastic film placed over its surface. This clear plastic film is intended to be removed by peeling it off from one of the card’s corners. The film does not hinder game play, so we suggest that you play a few games of Mystic Vale first. After a few games, the edges of the film will loosen on the cards and make it easier to peel off.
After the film has been removed, some minor scuffs may appear on the surface of the plastic cards after several game sessions. This is normal and does not affect the readability of the cards.

Mystic Vale
A game by John D Clair
For 2–4 players, ages 14 and up

You can leave the film on during your first games since it will be easier to peel off after a few sessions.
Peel the clear plastic film starting from a corner of the card.

Podlings
2
1
.
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Game Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Goal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Card Anatomy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Taking a Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
1) Planting Phase . . . . . . . . . . . . . . . . . . . . . . . . .7
Spoiling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
2) Harvest Phase . . . . . . . . . . . . . . . . . . . . . . . . . .7
3) Discard Phase . . . . . . . . . . . . . . . . . . . . . . . . . .9
4) Prep Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
End of the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Additional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Mana Token . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Guardian Symbol . . . . . . . . . . . . . . . . . . . . . . . .10
Wild Spirit Symbol . . . . . . . . . . . . . . . . . . . . . . .10
On-deck Card . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Using Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Planting Your Field . . . . . . . . . . . . . . . . . . . . . . . .11
Open and Hidden Information . . . . . . . . . . . .11
Decay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Card vs. Advancement . . . . . . . . . . . . . . . . . . . 11
Druidic Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Dividers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Conclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Conclave Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Expansion Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Eclipse Symbol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Leader Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Leader Card Anatomy . . . . . . . . . . . . . . . . . . . 12
Amulets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Amulet and Leader Setup . . . . . . . . . . . . . . . . . . .13
Using Your Amulet . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Using Your Leader . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Upgrading Your Leader . . . . . . . . . . . . . . . . . . . . . . 13
Negative VP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Clarifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Advancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Vales . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Amulets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Card List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Base Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Vale of Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Vale of the Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Mana Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Leader Lore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Other exciting expansions can be found on our website at
https://www.alderac.com/mystic-vale

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IntroductionIntroduction
Centuries ago, a dying, wicked king pleaded for help from the druids of Gaia. Knowing that to heal him would only bring more suffering, the druids refused. Infuriated, with his final breath the king pronounced a dire curse that desolated the fertile Valley of Life. Empowered by the dark ruler’s spiteful vengeance, the king’s spell spread pestilence and blight over the land. The Valley of Life had been sacred to Gaia, a birthplace for vital spirits of nature. These spirits cried out for aid as the land slowly withered. Worse still, some of the spirits grew corrupt and twisted by the blight. Left unchecked, this corruption would consume every spirit in the valley and irrevocably destroy a portion of Gaia’s power forever.
In response, the Druid Council dispatched druids into the valley to restore its verdant beauty. Gaia herself blessed this mission, and the spirits welcomed the druids’ much-needed assistance. Into the cursed valley the druids came, prepared to nurture and heal the land with their life-giving powers. The spirits pledged to ally with the druids and bring forth new life into the valley’s glens and groves.
Although Gaia’s blessings beget life, the cursed blight fights back, and careless druids may be thwarted by its evil and falter on their mission. Attempting to restore too much, too quickly can backfire and impede the road to recovery. To remove the desecration and return the Valley of Life to nature’s bounty will require courage and caution in equal measure.
ComponentsComponents
Your game of Mystic Vale: Essential Edition should include the following. If it does not, please visit our website at https://alderac.com/customer-service for assistance. A card list of each Mystic Vale release contained in this box can be found on page 25.
• 80 Starting cards divided into 4 identical decks consisting of:
– Be
– D
– L
– W
• 252 Advancements consisting of:
– 9
– 8
– 7
• 18 Fertile Soil advancements
• 90 Vale cards consisting of:
– 4
– 4
• 4 Reference cards
• 16 Leaders
• 14 Conclaves
• 30 Dividers
• 44 1-point VP tokens
• 12 5-point VP tokens
• 4 Mana tokens
• 8 Amulets
• 100 Card sleeves
• 1 Rulebook
• 1 Playmat
• 160 Spirit tokens consisting of:
– 4
– 4
– 4
– 4
Card Sleeves
Reference
Cards
Mana
Tokens
Conclaves
Leaders
Starting Decks
Fertile Soil
Level 1
Vales
Level 2
Vales
5 VP Tokens 1 VP Tokens Amulets
Playmat
Spirit
Tokens
Level 3
Advancements
Level 2
Advancements
Level 1
Advancements
Dividers

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44
SetupSetup
The following rules are for
setting up the base game.
Setup for other expansion
c
omponents can be found on
pages 12 and 13.
1. Player Decks
Each player takes a deck of 20 sleeved starting cards (cards belonging to a specific deck are denoted by their card back).
Each player’s deck should have
9 Cursed Land, 3 Fertile Soil, and
8 blank cards. Each player should
s
huffle their deck and place it face
down in front of them.
1. Player Deck
4. VP Tokens
Fertile Soil
Deck
Playmat
Level 3 Advancements
Level 2 Advancements
Level 1 Advancements
Level 1 Vale Cards Level 2 Vale Cards
2. The Commons
1. Player Deck
1. Player Deck
1. Player Deck
3. Vale Cards

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55
3. Vale Cards
Separate the vale cards into a level 1 deck and
a level 2 deck. Shuffle the level 1 deck and turn
over 4 cards face up, then do the same with the
level 2 deck.
2. The Commons
The commons is a set of 9 advancements
available to buy during the game in the center of the table. To set this up, you first take out all the Fertile Soil advancements and place them in a separate deck. Then separate all the other advancements into decks denoted by their level symbols (see “Card Anatomy” on page 6).
.. Level 1 Advancements:
Shuffle all of the level 1 advancements t
ogether. Then count out a number of
advancements into a deck face down and put the rest back in the box. The number of advancements in the deck is based on the number of players in the game, which is
listed below:

2 players – count out 12 advancements and
leave the rest in the box.
• 3 players – count out 15 advancements and
leave the rest in the box.
• 4 players – count out 18 advancements and
leave the rest in the box.
Then turn over the first 3 advancements of the deck as shown in the setup diagram.
.... Level 2 Advancements:
Use all of the level 2 advancements, then turn o
ver the first 3 advancements of the deck.
...... Level 3 Advancements:
Use all of the level 3 advancements, then turn o
ver the first 3 advancements of the deck.
4. Setup VP Tokens
Place the tokens in a pool
based on the number of players:
• 2 players – count out 23
and leave the rest in the box.
• 3 players – count out 28
and leave the rest in the box.
• 4 players – count out 33
and leave the rest in the box.
5. Setup Fields
During the game you will always have 20 cards. Your cards will be in one of four locations: your deck, your field , your discard pile , and you will
have one on-deck card. During setup, players will
create their starting field and on-deck card.
Each player makes their starting field using the
following steps:
A.
Shuffle your 20 card deck and place it face
down in front of you.
B. Turn over the top card of your deck and place
it back on top of your deck face up. This is your on-deck card.
C.
Place your on-deck card in your play area,
creating the start of your field, then turn over a new on-deck card.
D.
Repeat step C until you have two Cursed
Lands in your field and a third one on-deck.
Example Starting Field
Deck
On-deck
Card
6. Determine Starting Player
Take a number of (mana) tokens equal to the
number of players and be sure to include the token with the starting player symbol.
Starting Player Symbol
Used SideActive Side
Place the tokens so that their active side is face
up and shuffle them. Each player takes one token at random and turns it over so the spent side is face up. The player with the starting player symbol will be the starting player for this game.
Players are now ready to begin the game!

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66
Game OverviewGame Overview
Players take on the role of druidic clans attempting
to restore the cursed lands to their former vitality.
The cards in your deck represent the parts of the
valley that you are tasked with revitalizing, and
each advancement you add to the cards represents
new life and vitality you have brought to that land.
Your power is tied to the land, and as more life
grows in your valleys and groves, so too does your
power, and with it the spirits of nature to revive
the miraculous vales.
Each turn you play cards into your field to gain
powerful advancements and valuable vale cards.
But you must be careful not to overuse your power
or it will result in decay and end your turn. During
the game you will be able to build up your cards
by adding powerful advancements. Crafting your
cards with advancements and buying vale cards
at the right time will help you bring back the most
miraculous portion of the Mystic Vale to life, and to
achieve victory!
GoalGoal
The player with the most (victory points) at
the end of the game wins.
For the First Game
Before playing the first game, each starting card should be placed in a clear plastic sleeve. Once placed, starting cards should remain in the sleeves since there is no purpose in the game to remove them. Vale cards are not sleeved. Also note that
the game includes additional plastic sleeves in case replacements are required.
We also recommend that new players take a
reference card in order to review the phases
during their turn.
Card AnatomyCard Anatomy
Title
Vale Card
Victory Points
(during end
of game)
C
ost
Ability
Level
Victory Points
(during end of game)
Level
Cost
Title
Spirit Symbol
Guardian Symbol
Ability
Advancement
Victory Points
(during end of game)
V
ictory Points
(during Harvest)
Level
Cost
Decay Symbol
Title
Advancement
Ability
Level Symbols
.. Level 1:
.... Level 2:
...... Level 3:
The level of each advancement is indicated by the number of pips below its cost. The border on the top and bottom of the advancement also indicates its level as shown below.

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77
How to PlayHow to Play
The starting player takes the first turn of the game.
When a player finishes their Discard Phase, the
next player clockwise around the table takes a
turn. Players continue taking turns until the
end of the game.
Taking a Turn
When a player is taking a turn, they are considered
the active player. During your turn, you must take
the following phases in order:
1.
Planting Phase
2. Harvest Phase
3. Discard Phase
4. Prep Phase
1) Planting Phase
You resolve your Planting Phase using the following steps:
A.
You must choose to either pass or push.
If you pass, skip immediately to your
Harvest Phase.
B
.
If you chose to push , place your on-deck card
into your field, to the right of any previously played card. Resolve “When Played” abilities on that card (if any), then turn over the top card of your deck and place it back on top of your deck face up as your new on-deck card.
C.
Determine if you have Spoiled.
D. If you have not Spoiled, go back to step A
and repeat.
I
n this manner, you continue until you either pass
or Spoil. Whenever your deck is empty and you
need to reveal a new on-deck card, shuffle your discard pile; it becomes your draw deck. If all of your cards are in your field, then you must pass.
Spoiling
Some cards have (decay) symbols
on the left side of the card.
If at any time during your Planting P
hase or Prep Phase you have 4 or
more
revealed, then you Spoil.
are counted on cards in your field as well
as your on-deck card. When you Spoil, you
immediately skip your Harvest Phase and jump straight to your Discard Phase. You also turn over your
token to the active side as a consolation
for Spoiling.
Some cards have (growth)
symbols on the left side of the card.
Each you have revealed in your
field, your on-deck card, and from any
other abilities cancels 1 . Meaning, for example,
if you have 1 , then you Spoil only if you have 5
revealed instead of the normal 4.
2) Harvest Phase
If you chose to end your Planting Phase before Spoiling, you now complete your Harvest Phase (again, only if you did not Spoil).
The Harvest Phase is when you count up your

on deck card When you Spoil you immediately skip your Harvest Phase and jump straight to your Discard Phase You also turn over your token to the active side as a consolation for Spoiling Some cards have growth symbols on the left side of the card Each you have revealed in your field your on deck card and from any other abilities cancels 1 Meaning for example if you have 1 then you Spoil only if you have 5 revealed instead of the normal 4 2 Harvest Phase If you chose to end your Planting Phase before Spoiling you now complete your Harvest Phase again only if you did not Spoil The Harvest Phase is when you count up your

and spirit symbols ( , , , ), resolve
“Harvest” abilities on cards in your field, score
, buy vale cards, and buy advancements.
All of this can be done in any order.
You could for example buy an advancement, then
resolve a “Harvest” ability on one of your cards, then
buy a vale card, then buy another advancement.
Turn Tip
While you may resolve your various actions during the Harvest Phase in any order you wish, we recommend that you generally follow the order below so that your resources and abilities are easier to manage:
1.
Count up your and spirit symbols.
2. Resolve “Harvest” abilities on cards
in your field.
3
.
Score .
4. Buy vale cards.
5. Buy advancements.
Resolve Harvest Abilities You must resolve “Harvest” abilities on cards in your field (do not count your on-deck card) unless it
specifically states otherwise. However, you may use the ability at any time during your Harvest Phase.
Each “Harvest” ability on an advancement can only
be used once each Harvest Phase.
Score VP
Any card in your field (do not count your on-deck
card) showing a
(victory point) symbol on the
left side of the card means that you must gain that
many tokens from the pool.
Important: You do not gain tokens from gray
symbols on the right side of cards. Vale cards
and advancements with a gray symbol on the
right side of the card are added to your total
at the end of the game (see “End of the Game” on p
age 12).
Buy Vale Cards You will not be able to buy vale cards for your first few turns since you need to have spirit symbols
and none of your starting cards have any.
There are 4 spirit symbols in the game:
Animal
Spirit
Fo rest
Spirit
Sk
y
Spirit
W
ild
Spirit
Y
ou will put these symbols on your cards by
adding advancements. If you have the right spirit
symbols on the cards in your field (do not count
your on-deck card) to match one of the eight
revealed vale cards, then you may buy that card.
You may buy up to two vale cards per turn.
When you buy a vale card, place it face up in
your play area.
A s
ymbol used to buy one vale card may not be
used to buy another. For example, if you want to
buy two different vale cards and they each have
an
in their cost, then you must have two
different symbols in your field.
Some vale cards feature an ability that you can use during the turns after you buy the card. Vale cards with a gray
symbol on the right side of the
card add to your total at the end of the game.

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88
If a vale card shows a in its cost, you may use
any spirit symbol to pay that cost.
Important: Abilities on vale cards may not be
used during the turn that you buy them.
Tip: In order to help track which vale cards
you have used during your turn, you can simply
rotate them 90 degrees. When you buy a vale
card, immediately rotate it to indicate that you
cannot use the card during this turn. At the end
of your turn, rotate all of your used vale cards
counterclockwise so they are ready to use
next turn.
B
uy Advancements
With the
you have in your field (do not count
your on-deck card) you may buy up to two
advancements per turn, which includes Fertile Soil
and any of the 9 advancements available in the
commons. The cost of each advancement is shown
in the top right of each advancement. When buying
a Fertile Soil, you may buy any one you want.
If your
token is on the active side, you may
spend it by turning the token over to the spent
side. You then gain 1 additional to spend
during that Harvest Phase.
Any that you did not spend is lost at the end of
your Harvest Phase. However, if you choose not to
spend your active token it will remain active
for your next turn.
Advancements that you buy are not sleeved until
your Discard Phase. Abilities and symbols on
advancements that are not sleeved cannot
be used.
No
te: You are not allowed to buy an advancement
if you do not have a legal place to sleeve it on a
card in your field.
Example Buying Vale Cards
The player has the following spirit symbols from cards in her field: , , , , , .
She spends , , , and to buy the Feral Grove. Note that she can use any symbol for the
Feral Grove’s cost, so she chooses to spend an for that cost. She spends her remaining
and to buy the Ley Line Nexus. Note that she can spend her to pay for any spirit symbol
cost, so she chooses to spend the to pay for the cost.
Example Buying Advancements
Deck
Mana Token
(active)
In this example, the player has 3 on cards in her field
and an active token. Note that on the on-deck card
does not count (only and are counted on the
on-deck card).
T
he player is interested in buying the Podlings which
costs 2
and a Fertile Soil which costs 2 . Since the
player only has 3 , she decides to use her token
and turns it over to the spent side. She now has 4 and
buys both the Podlings and a Fertile Soil.

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99
3) Discard Phase
You must first sleeve each advancement you bought
during your Harvest Phase (if any), then replenish
vale cards and advancements in the commons.
Sleeve Advancements
For each advancement you bought, choose a card
in your field (you cannot choose your on-deck
card) and sleeve the advancement on the card.
You may not sleeve an
advancement if it will cover another advancement already on the card (including advancements on starting cards). There is one exception to this rule. Some advancements have abilities that run long
‑wise down the card.
You may sleeve an advancement s
uch that one long-wise ability
is covering another long-wise ability. Whichever ability gets covered is no longer active and is ignored.
Tip: Avoid crafting a card with 2 or more
.
After your advancements are sleeved (if any), put
all cards in your field off to the side in your own personal discard pile face down. Don’t discard your on-deck card.
Replenish Vales
Replace any vale cards you bought by drawing vale
cards from the top of the respective deck. If the
deck of level 1 vale cards runs out, replace bought
level 1 vale cards with cards from the level 2 deck.
Replenish Advancements
Any advancements you bought from the commons
are replaced with new advancements of the same
level from the top of the corresponding deck(s). If
the deck of level 1 advancements runs out, replace
bought level 1 advancements with advancements
from the level 2 deck. Likewise if the level 2
deck runs out and you need to replace a level 2
advancement, instead replace it with a level 3
advancement.
The next player may now begin their turn.
4) Prep Phase
While your opponent is beginning their turn, you
can now prep your field. Play your on-deck card as
the first card in your new field and resolve “When
Played” abilities on that card (if any). Then turn
over the top card of your deck, as a new on-deck
card. Continue to place your on-deck card into
your field, to the right of any previously played
card and resolve any “When Played” abilities, until
you have three or more
showing (in your field
and your on-deck card). Most often this will be 2
in your field and 1 on-deck.
If your field has 2 and your on-deck card shows
an additional 2 or more , you automatically
Spoil and must skip your Harvest Phase next turn and jump straight to your Discard Phase. You also turn over your
token to the active side as a
consolation for Spoiling. As general advice, avoid crafting a card with 2 or more
.
When you have 3 or more showing, your field
is prepped for your next turn.
Note: If a player deems it important, they may wait
until the previous player has finished their Prep
Phase before starting their own Planting Phase.
Example Play Area
Deck
On-deck
Card
Vale Cards
Mana Token
(used)
V
P Tokens
Discard Pile
Field

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1010
End of the Game
When the tokens in the pool run out, finish
playing the current round so that each player gets
an equal number of turns, then the game ends. If
tokens in the pool run out and a player would
still gain , take them from the tokens that were
left in the box.
Players now count their points.
You may have accumulated
tokens from cards
that give you tokens each time you play them. Some advancements are worth points at the end of
the game, which is indicated by the gray

symbol on the right side of the card. You should go through all of your cards and count up all the

you have on advancements.
Many vale cards are also worth points at the end
of the game, which is indicated by the gray
symbol on the right side of the card.
The player with the most total points is the
winner. If two or more players are tied, the player
with the most combined level 3 advancements and
level 2 vale cards is the winner. If there is still a tie,
then players share the win.
Example Final Scoring
In this example, the player scores the following at the end of the game:
The player scores a total of 25 points
(12+8+5=25).

12 VP from accumulated tokens.
• 8 VP from on advancements.
• 5 VP from on vale cards.
Additional RulesAdditional Rules
This section covers additional explanations beyond the basic rules required to play.
Mana Token
You may only spend your active token during
your Harvest Phase.
If you choose not to spend your active token,
it will remain active for your next turns until you
spend it.
If your token is already active and you Spoil,
the token remains active but you don’t receive
any other reward.
Guardian Symbol

Some cards have one or more
(guardian symbols).
These symbols have no effect unless an
a
bility on a card references them.
Wild Spirit Symbol
The (wild spirit symbol) is considered any of
the spirit symbols: , , , .
I
f a vale card shows a
in its cost, you may use
any spirit symbol to pay that cost.
If a card or ability gives you a , you may use it
to pay for any spirit symbol on a vale card’s cost.
On-deck Card
Your on-deck card is not considered to be in your deck or in your field. Abilities that reference your deck like, “search your deck,” do not include your on-deck card.
The only symbols that count on your on-deck
card are
and symbols. You must play the
card into your field to get any other symbols on
the card. “
Harvest” and “When Played” abilities cannot be
used on your on-deck card. “Ongoing” abilities
however, continually affect the card even when it
is your on-deck card.
Using Abilities
If an ability specifically contradicts the rules, the
ability takes precedence.
Each ability on an advancement or vale card can
only be used once per turn unless it specifically
states otherwise.
Most abilities list when they can be used at the
start of their text, like “Harvest” or “When Played”
for example, otherwise the ability describes when
it can be used. If two or more abilities would
resolve at the same time, like two “Harvest”
abilities for example, the active player chooses
the order they are resolved.
“W
hen Played” abilities are resolved when they
are played into your field, before revealing a new
on-deck card; they are not resolved when they are
revealed as your on-deck card.
“Harvest” abilities in your field are resolved
during your Harvest Phase; they are not resolved
while they are your on-deck card.
“Ongoing” abilities continually affect the card
whether that card is on-deck, in your field, in your
discard pile, or in your deck. These effects have no
trigger, as they are always active.

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1111
Planting Your Field
New cards that are added into your field must
always be placed to the right of any cards
previously placed in your field. The cards are
designed such that those without text effects can
be overlapped and only the left half of each card
needs to be seen. Try not to overlap cards with
“Ongoing” or “Harvest” abilities, or you may
miss them.
Open and Hidden Information
You may not look at any cards in a deck unless an
ability allows you to do so.
You may always look at any cards in your own
discard pile. You may not look at cards in other
players’ discard piles unless an ability allows
you to do so.
W
hen you gain tokens they are placed in your
play area and are open information to all players.
Decay
You can only Spoil during your Planting Phase and
Prep Phase. If you have 4 or more
revealed
during your Harvest Phase or Discard Phase, you do not Spoil and there is no effect.
Card vs. Advancement
A card is comprised of everything in its sleeve, including the starting card itself and any advancements that are placed in the sleeve.
An advancement is one of the three slots that
make up a card; advancements are not counted
as individual cards. Advancements that are
printed on starting cards are still considered an
advancement in regards to rules and abilities.
The “blank” starting card is not considered
an advancement.

STOP HERESTOP HERE
You have read all of the rules needed to start playing a game of Mystic Vale . The remaining
sections feature rules for components from the Vale of Magic, Vale of the Wild, and
Mana Storm
expansions.
There are many druidic clans devoted to nurturing and guarding the Valley of Life. Each clan focuses on a certain aspect based on the primal forces of nature. This aspect shapes the clan’s rituals, which grants them different powers and blessings from Gaia. When the spirits of nature cried out for aid, the Druid Council first sent the four most prominent clans: Beastbrothers, Lifewardens, Dawnseekers, and Waveguards.
Beastbrothers
Druids belonging to the circle of animals are called Beastbrothers. These druids form lasting bonds with all forms of animal life. Beastbrothers are often considered barbaric, preferring to lair in caves and dark forests. Beastbrothers honor and respect the ways of animals, including the nature of predator and prey.
Lifewardens
Some druids join a circle dedicated to plant life, the power of growth, and harmony of nature. These druids are known as Lifewardens. They are gardeners and caretakers, nurturing life that comes from the earth. Plants, trees, farms, and gardens are where they roam. Lifewardens catalogue every plant they encounter, memorizing the uses of herbs, roots, and other growing things, making them excellent healers.
Dawnseekers
The light of the sun marks the passage of the seasons, and druids who venerate this process are known as Dawnseekers. This circle of druids mark the calendar, preferring to make their homes amongst the plains and savannas where the sun is clearly seen throughout the day. Dawnseekers rise early, hence their name, though some amongst their number prefer to remain awake until midnight to mark the end of another day.
Waveguards
Wherever the rivers flow, you can find druids who honor the rushing waters. These druids are sometimes called Waveguards, and they travel along stony riverbeds, frost
-lined coasts, and into the icy mountains. Waveguards
understand the majesty and power of water like no others, able to divine weather patterns from a single drop of rain and predict the tides with uncanny accuracy.
Druidic ClansDruidic Clans

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1212
DividersDividers
Dividers for each level of advancement and vale are
provided in order to organize the various decks.
Blank deck dividers are provided if players have a
certain mix of cards they prefer to use.
ConclavesConclaves
Each conclave card features a list of advancements and vales. Combining the cards listed on several conclaves allows you to customize the decks for the commons, in order to suit the group’s play style. You can further tweak the decks by adding or removing conclaves to find the perfect mix.
Conclave Setup
At the start of The Commons setup, select
6 conclaves (randomly o
r otherwise). Take all
of the advancements and vales from the 6 conclaves and shuffle them into their respective decks.
 From
the level 1 advancement deck, keep only a certain number of random level 1 cards, as per the normal setup rules. Then follow the standard rules for setting up the commons by turning over the first
3 advancements of each deck.
W
hen the game is finished, you can either save the
current set of decks by using the advancement and
vale dividers or further customize the decks by
adding or removing conclaves.
Note: In order to ensure players have enough
options to gain
and trigger the end of the game,
we recommend you include at least 2 of the
following conclaves in the set:
• Early Harvest
• Eternal Dawn
• Homeland
• Open the Gateway
• Natures Vitality
• Mythic Beasts
• Nesting Peaks
• Staying Power
• Taming the Wild
Expansion SetupExpansion Setup
The new advancements and vale cards can be simply shuffled into their corresponding decks. Then follow the standard setup rules for the base game.
Eclipse SymbolEclipse Symbol
Eclipse advancements feature an eclipse symbol, represented by a card overlaying another card.
Eclipse advancements work like regular advancements with the exception that they may be covered by another advancement.
Important: You cannot sleeve an eclipse
advancement so that it covers another
advancement, even another eclipse advancement.
If an advancement is sleeved over an eclipse
advancement, the
on the covered eclipse
advancement is not worth any points at the end of the game.
Eclipse Examples
Example: You
may sleeve an advancement so it covers an eclipse advancement.
Example: You may
sleeve an eclipse advancement under another advancement, so the eclipse advancement is covered.
Leader CardsLeader Cards
Leaders grant players abilities that can be used throughout the game, which can also be upgraded to become even more powerful! Playing with leaders is optional and players should agree upon whether or not to use them at the start of the game.
Leader Card Anatomy
Title
Victory Points
(during end of game)
U
pgrade
Cost
Ability

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1313
AmuletsAmulets
Amulets grant players a unique (mana) token
with an Evoke ability that replaces the ability of
gaining 1 from a regular token. Amulets are
considered a token for abilities and effects that
refer to tokens. Turning an amulet or a regular
token from its active side to its used side is
called “Evoking” the token’s power.
Amulet and Leader Setup
Regular
tokens are still used during setup to
determine the starting player. The starting player keeps their regular
token only as a reminder
that they started the game and the other tokens are returned to the box.
There are several ways players can choose an
amulet and leader to use. Players can choose which
ones they want to use, or deal them randomly, or
deal 2 amulets and 2 leaders to each player and they
may choose which one of the two they want to use.
For official play using both amulets and leaders, we
suggest the following:
Randomly select a number of leaders and amulets,
equal to 1 plus the number of players (e.g. in a 3–
player game, randomly select 4 leaders and 4
amulets). Place the selected amulets and leaders
on the table. Beginning with the starting player
and continuing clockwise, each player chooses and
takes either 1 amulet or 1 leader from the options
on the table. Then, beginning with the last player
and continuing counter-clockwise, each player
chooses either 1 amulet (if they chose a leader in
the first round) or 1 leader (if they chose an
amulet in the first round). Each player should now
have 1 amulet and 1 leader. Any player who is not
happy with his or her amulet may exchange it for a
regular
token.
Amulets start the game on the used side, i.e. the side that shows the Spoil flip arrow face up.
Each player sleeves their leader into one of their
8 blank cards. Be sure that the leader’s starting
side is showing face up, so that its upgrade cost is
shown in the top right corner. Each player must
place their leader into their deck facedown, then
shuffle it in their deck.
Players are now ready to begin the game!
Using Your Amulet
Amulets work like regular tokens. When you
Spoil, you turn over your amulet to its active side
that shows the Evoke flip arrow face up. You may
Evoke your amulet to use its ability, as described
on its active side. You must then turn your amulet
over to its used side.
Active Side Used Side
If you choose not to Evoke your active amulet, it will remain active for your next turns until you Evoke it. If your amulet is already active and you Spoil, the amulet remains active but you don’t receive any other reward.
Amulets with a gray
symbol are worth points
at the end of the game. Amulets with a red
symbol subtract points
from your total at the end of the game.
Using Your Leader
Abilities and symbols on your leader work the
same as all other effects.
You cannot sleeve advancements on a leader.
Leaders are a new type of card, and are not
considered an advancement for abilities and
effects. They are still considered a card for
abilities and effects that refer to a card.
Upgrading Your Leader
Each leader has two sides; a starting side
(indicated by the upgrade cost in the top right corner and a silver border) and an upgraded side
(indicated by a gold border).

Starting Side Upgraded Side
During the Harvest Phase of any of your turns when your leader is in your field, you may pay the upgrade cost in the top right corner of the leader to turn the card over to the upgraded side.
Upgrading your leader counts as one of your two
advancement buys during your Harvest Phase. In
other words, if you upgrade your leader you may
only buy one advancement during that turn.
You cannot use the leader’s upgraded ability and
symbols during the Harvest Phase that you upgrade
it. However, you may use the leader’s starting ability
and symbols during the Harvest Phase that you
upgrade it.
Negative VPNegative VP
Some cards and amulets have a negative VP symbol, which is indicated by a red crystal with a negative number. These symbols subtract
from your total points at the end of the game, otherwise they have no effect during the game.
-1-1

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1414
ClarificationsClarifications
This section covers additional explanations for
advancements, vales, leaders, and amulets that
may be referenced during play.
Advancements
Argent Owl
If Argent Owl’s card is in your field at the
moment you Spoil, it does not get discarded
along with the rest of the cards in your
field; instead it stays in play and becomes
the first card (i.e. the leftmost card) in your
field for your next Prep Phase. You still
Spoil as normal otherwise.
If you have multiple cards in play with this
ability and you Spoil, they all stay in play
and you choose the order in which they are resolved. If you
are also playing with the Vale of Magic expansion, note that
the Hatchery effect resolves after the Argent Owl effect, so
Hatchery’s card would still end up as the leftmost card.
Aurora
This is a “Harvest” ability, meaning if it’s in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. Count up the number of cards in your
field (don’t count your on-deck card). A “card” means everything in a single sleeve—advancements are not counted as individual cards. For every 2 cards, rounded down, gain 1
For example, if there 9 cards in your field,
you gain 4 .
Beastbrother Hunter
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. Gain
equal to the difference
between 7 and the number of cards in your field.
For example, if you have 2 cards in your field, you gain 5 .
I
f you instead have 5 cards in your field, you gain 2
.
F
inally, if you 7 or more cards in your field, you gain 0
.
T
his ability works best when it is in a field with few cards.
Hint: Sleeve Beastbrother Hunter with a Cursed Land
.
Burrow Wyrm
This is a “Discard” ability, meaning it
triggers during your Discard Phase. When
you place Burrow Wyrm at the bottom of
your deck, the card must be placed face
down. If there are no cards left in your deck, place Burrow
Wyrm under your on-deck card.
If you manage to get two or more cards with Burrow Wyrm
in your field at the same time, you may choose what order to
resolve them in.
Call of the Hunt
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest phase. You cannot resolve this ability if you Spoil. If you have less than 8 cards in your field, then take the top card of your deck and place it face up at the end of your field (this is the first face down card at the top of your deck; this is not your on-deck card). Repeat this until you
have exactly 8 cards in your field.
Note: You only resolve this effect during your Harvest
Phase, meaning you’ve already passed and cannot Spoil.
If this effect causes you to have more than 3
, you don’t
Spoil; just continue your Harvest Phase as normal. Likewise, “When Played” effects and
are only beneficial during
your Planting and Prep Phase, and if placed into your field
via Call of the Hunt, are useless.
If you don’t have enough cards in your deck to fully resolve
this effect, shuffle your discard pile and it becomes your
deck, then complete the effect.
Calm Weather
This is a “When Played” ability, meaning it resolves when it goes from being your on-deck card to being placed into your field. It resolves before you turn over your next on-deck card. This ability means you look at the top card of your deck (which is about to be your on-deck card). Then either discard it or put it back on top of your deck. Regardless, you then turn over a new on-deck card.
Canopy Explorer
This is a “Harvest” ability, meaning, if it’s in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. For each
on this
card you may take the top card of your deck (this is the first face down card beneath your current on-deck card), and place it face up into your field as the rightmost card. So for example, if there were 2
on the card, you would take the
top 2 cards that are face down beneath your on-deck card and place them at the end of your field (you must take exactly 2 cards).
Note: You only resolve this effect during your Harvest
Phase, meaning you’ve already passed and cannot Spoil.
If this effect causes you to have more than 3
, you don’t
Spoil; just continue your Harvest Phase as normal.
Likewise, “When Played” effects and are only beneficial
during your Planting and Prep Phase, and if placed into your
field via Canopy Explorer, are useless.
If you don’t have enough cards in your deck to fully resolve
this effect, shuffle your discard pile and it becomes your
deck, then complete the effect.
Centaur
This is a “While On-deck” ability, meaning it can only resolve while it is your on-deck card. If Centaur is in your field, its ability has no effect. If you Spoil and Centaur is
your on-deck card (meaning the card Centaur is sleeved on was the card that caused you to Spoil) then you immediately take 2
and take another turn after completing your
current turn. This means you will do all the normal things you do during a turn in which you Spoil, (i.e. discard all the
cards in your field, turn your
token to the active side,
then complete a Prep Phase for your next turn), however,
rather than the next player beginning their turn, you then
immediately proceed with a new turn beginning with the
Planting Phase.
You may only take one additional turn per round. For
example, you take another turn with Centaur’s ability and
then Spoil during that turn with Centaur or Primal Power
sleeved in your on-deck card. You still gain
from their
abilities but you cannot take a second additional turn.
Cleansing Rain This is a “When Played” ability, meaning it resolves when it goes from being your on-deck card to being placed into your field. It resolves before you turn over your
next on-deck card. Search your deck for any card and you may put it into your discard pile (you’ll probably want to choose a Cursed Land), then shuffle your deck (don’t shuffle your discard pile into your deck) and reveal your next on-deck card. If you choose not to discard the card, you must still shuffle your deck.
If Cleansing Rain was the bottom card of your deck, such
that when you play it there are no cards in your deck, first
shuffle your discard pile to create a new deck, then resolve
Cleansing Rain’s ability.
Dawnfire Dragon
This is an “End of Game” ability, meaning it only matters when counting total points at the end of the game. At the end of the game, go through your deck and count the number of level 3 advancements you have on all of your cards. For each level 3 advancement, Dawnfire Dragon is worth +1
. Dawnfire Dragon is a level 3
advancement, so it counts itself.
If you have a level 3 eclipse advancement in your deck which has been sleeved over, it still counts toward Dawnfire Dragon’s points.

when you play it there are no cards in your deck first shuffle your discard pile to create a new deck then resolve Cleansing Rain s ability Dawnfire Dragon This is an End of Game ability meaning it only matters when counting total points at the end of the game At the end of the game go through your deck and count the number of level 3 advancements you have on all of your cards For each level 3 advancement Dawnfire Dragon is worth 1 Dawnfire Dragon is a level 3 advancement so it counts itself If you have a level 3 eclipse advancement in your deck which has been sleeved over it still counts toward Dawnfire Dragon s points

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1515
Dawnsinger
This is a “Harvest” ability, meaning if it’s in
your field, it resolves during your Harvest
Phase. You cannot resolve this ability if you
Spoil. For each
on the card, including
the on Dawnsinger plus any other on advancements
also in the same sleeve, you get 1 additional to spend this
turn. For example, if Dawnsinger and Stag were sleeved
together on the same card, Dawnsinger would give you 3
during your Harvest Phase.
Deadwood Harvester This is a “When Played” ability, meaning it
resolves when it goes from being your
on-deck card to being placed into your
field. It resolves before you turn over your
next on-deck card. This ability means you
may discard any other card which was
already placed in your field (typically a
Cursed Land). If Deadwood Harvester is
the first card placed into your field its
effect does nothing.
Earthchant Chorus
During your Harvest Phase (when you buy advancements), if Earthchant Chorus is on a card in your field and that card has one or two open slots to sleeve a new
advancement, you may declare that you are purchasing an advancement that will be sleeved on the same card as Earthchant Chorus (it must be able to fit an open slot on the
card). If you do, that advancement costs 2 less
to buy (to
a minimum of zero), and during your Discard Phase you
must sleeve it where you said you would. Note that during
the turn you buy and sleeve Earthchant Chorus its effect is
not active and should be ignored.
Ent Guard
This is an “Ongoing” ability, meaning if Ent Guard is sleeved on a card, thereafter, whether that card is on-deck, in your field, in your discard pile, or in your deck, Ent Guard’s ability is in effect.
Any level 1 advancements that are sleeved
on the same card as Ent Guard have +1
.
N
ote that Fertile Soils count as level 1
advancements. For example, If an Ent Guard
was sleeved on the same card as two level 1 advancements, that card would be considered to have +2 .
Feral Chieftain
This is a “Harvest” ability, meaning if it’s in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. For each
on the card, including
the on Feral Chieftain plus any other on
advancements also in the same sleeve, you get 1. For
e
xample, if Feral Chieftain and Stag were sleeved together
on the same card, Feral Chieftain would give you 3

advancements that are sleeved on the same card as Ent Guard have 1 N ote that Fertile Soils count as level 1 advancements For example If an Ent Guard was sleeved on the same card as two level 1 advancements that card would be considered to have 2 Feral Chieftain This is a Harvest ability meaning if it s in your field it resolves during your Harvest Phase You cannot resolve this ability if you Spoil For each on the card including the on Feral Chieftain plus any other on advancements also in the same sleeve you get 1 For e xample if Feral Chieftain and Stag were sleeved together on the same card Feral Chieftain would give you 3

during your Harvest Phase.
Gaia’s Chosen This is an effect that only matters when counting total points at the end of the game. The advancement gives you 2 end of the game
as normal, but it also gives
you an additional 1 for every , ,
, , , , , and on the card.
However, these are only counted after ignoring text effects.
For example, if Gaia’s Chosen is sleeved
together on the same card as both Stag and Dawnsinger, this
ability would give you 6
(3 for the , 2 for the and
, and 1 for the , but 0 from Dawnsinger’s ability
because text effects are ignored).
For example, if Gaia’s Chosen is sleeved together on the
same card as both Stag and Lifebringer Seed, this ability
would give you 4
(2 for the , 1 for the , and 1 for
the . Even though Lifebringer Seed has an “Ongoing”
ability that cancels the , Gaia’s Chosen specifically says to
ignore text effects, so the is still worth 1 ).
Gaia’s Kin
This is an “End of Game” ability, meaning it only matters when counting total points at the end of the game. At the end of the game, before unsleeving any of your advancements, go through your deck and count the number of totally blank cards you have left in your deck.
The maximum you can have is 8 (or 7 if you
are playing with leaders) since you began
the game with 8 (or 7) and you cannot gain new blank cards.
Depending on how many blank cards you have left, Gaia’s
Kin will be worth different amounts of points.

1 or 2 blank cards left = 2
• 3 or 4 blank cards left = 3
• 5 o
• 7 o
If you have 0 blank cards left, Gaia’s Kin is worth 0 .
Gaia’s Outcast
This is an “End of Game” ability, meaning it only matters when counting total points at the end of the game. At the end of the game, all players should count the total amount of
in their decks; if you have more than any other player
you gain an additional 6 . If you have less than another
player or are tied for the most, you get no bonus.
Note that you are counting symbols, not net , so include
in this count that is “canceled.”
Goldenwing Gryphon
This is a “When Played” ability, meaning it
resolves when it goes from being your
on-deck card to being placed in your field.
If your
token is face down (the token
you turn face up when you Spoil) you may now turn it face
up so the active side is revealed.
Grassland
While Grassland is in your field during your Harvest Phase, when you count up the
you get from symbols on cards and
abilities, you must subtract 1 from the
total. If you do not have any to lose due to the Grassland’s
ability, there is no effect.
Grovetender This is an “Ongoing” ability, meaning if Grovetender is sleeved on a card, thereafter, whether that card is on-deck, in your field, in your discard pile, or in your
deck, Grovetender’s ability is in effect. For each
on the
card ( on advancements in the same sleeve), Grovetender
is considered to have +1 . For example, if Grovetender and
Stag were sleeved together on the same card, Grovetender
would be considered to have 2 . You still, of course, only
get these while Grovetender is in your field or on-deck.
Hatchery
This is a “Discard” ability, meaning it
triggers during your Discard Phase. If
Hatchery’s card is the “first” card in your
field (i.e. the leftmost card) then you
discard it as normal with all the other cards in your field.
However, if it is in any position other than first, you may
choose to not discard it. In this case, you would discard all
the other cards in your field, place Hatchery’s card as the
“first” (leftmost) card in your field, then during your
Planting Phase, play cards to the right as the second card,
third card, fourth card, etc.. This effect essentially allows
you, under most circumstances, to keep a card in your field
for an extra turn.
If you manage to get two or more cards with Hatchery in
your field at the same time, you may choose what order to
resolve them in, resulting in one card being in the first spot
in your field, and other card in the second spot; meaning
the other card will actually get to stay in your field for two
extra turns.

discard all the other cards in your field place Hatchery s card as the first leftmost card in your field then during your Planting Phase play cards to the right as the second card third card fourth card etc This effect essentially allows you under most circumstances to keep a card in your field for an extra turn If you manage to get two or more cards with Hatchery in your field at the same time you may choose what order to resolve them in resulting in one card being in the first spot in your field and other card in the second spot meaning the other card will actually get to stay in your field for two extra turns

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1616
Ley Line Overflow
This is a “Harvest” ability, meaning, if it’s in
your field, it resolves during your Harvest
Phase. You cannot resolve this ability if you
Spoil. You may resolve Harvest abilities
whenever you choose to during your Harvest phase.
Typically, this ability you want to resolve last.
For example, you’ll typically want to count up all regular
(mana) you get from your cards, gain a from your
token if desired/possible, gain from Harvest effects
on your cards and your vales. Then, lastly use Ley Line
Overflow’s ability to double whatever that total was.
If you have multiple Ley Line Overflows, you resolve one
after the other. Meaning, for example, with two Ley Line Overflows you would be able to quadruple your total
.
Lifebringer Seed
This is an “Ongoing” ability, meaning if
Lifebringer Seed is sleeved on a card,
thereafter, whether that card is on-deck, in
your field, in your discard pile, or in your
deck, it is considered to have no
on it.
Lifetap Oracle
This is a “When Played” ability, meaning it resolves when it goes from being your on-deck card to being placed in your field. It resolves before you turn over your next on-deck card. For each
on this card, you
search your deck for any card and you may put it into your discard pile (you’ll probably want to choose a Cursed Land), then shuffle the cards in your deck (don’t
shuffle your discard pile into your deck) and reveal your next on-deck card. If Lifetap Oracle was the bottom card of your deck, such that when you play it there are no cards in your deck, first shuffle your discard pile to create a new deck, then resolve Lifetap Oracle’s ability.
Magic Mushroom
This is a “When Played” ability, meaning it resolves when it goes from being your on-deck card to being placed into your field. If your
token is face down on its used
side, you may now turn it face up on its active side. Since amulets are considered a
token for effects and abilities,
this effect turns your amulet to its active side just like it would a regular
token.
Magic Seed
This is a “Harvest” ability, meaning if it’s in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. Count up the number of other cards in your field (don’t count your on-deck card or the card that Magic Seed is sleeved on).
You gain that much additional
to spend
this turn.
Magpie
This is a “Harvest” ability, meaning if it is in
your field, it resolves during your Harvest
Phase You cannot resolve this ability if you
Spoil. You may search through your discard
pile and select any cards that you want (you may choose
zero cards, in which case you don’t shuffle your deck). The
selected cards are then shuffled into your deck. Do not
shuffle in your on-deck card; that card stays as your
on-deck card.
If you have no cards left in your deck, you may still complete
this ability—the chosen cards are shuffled and become your
deck. If you have no cards in your discard pile, this ability
has no effect.
Mindful Owl
This is a “When Played” ability, meaning it resolves when it goes from being your on-deck card to being placed into your field. It resolves before you turn over your next on-deck card. This ability means you may discard any other card which was already placed in your field (typically a Cursed Land). If Mindful Owl is the first card placed into your field, then its effect does nothing.
Moss Troll
This is a “While On-Deck” ability, meaning it can only resolve while it is your on-deck card. If Moss Troll is in your field, its ability has no effect.
If you Spoil and Moss Troll is your on-deck card (meaning Moss Troll is sleeved on the card that caused you to Spoil) then you immediately gain 2
for each on the Moss
Troll’s card. Then place Moss Troll’s card in your discard pile and reveal a new on-deck card. Finally, since you have Spoiled, so you still do all of the normal things you do on a turn in which you Spoil (i.e. discard all the cards in your field, turn your
token to its active side, then complete a
Prep Phase for your next turn). Then your turn is over.
Nightvale Pathfinder This is a “When Bought” effect, meaning it triggers the moment the advancement is bought and then can be ignored for the rest of the game.
You may choose any other advancement in the commons (including Fertile Soils) with a cost no less than 1
and no
more than 6 , and “claim” it as if bought. This means you
will sleeve it onto a card in your field during your Discard Phase along with any advancements you bought.
Any “When Bought” effects on this claimed advancement
also trigger. However, the claimed advancement does not
count towards your buy limit that turn.
Nymph
This is an “Ongoing” ability, meaning if Nymph is sleeved on a card, thereafter, whether that card is on-deck, in your field, in your discard pile, or in your deck,
Nymph ability is in effect. For each
on the card ( on
advancements in the same sleeve), Nymph is considered to have +1
.
F
or example, if Nymph and Beastbrother Champion were
sleeved together, Nymph would be considered to have
2
. You still, of course, only get these while Nymph is
in your field.
Pack Leader This is an “Ongoing” ability, meaning if Pack Leader is sleeved on a card, thereafter, whether that card is on-deck, in your field, in your discard pile, or in your deck, Pack
Leaders ability is in effect. For each
on the card ( on
advancements in the same sleeve), Pack Leader is considered to have +1
.
F
or example, if Pack Leader and Beastbrother Champion
were sleeved together, Pack Leader would be considered to have 2
. You still, of course, only get these while Pack
Leader is in your field.
Peacekeeper Druid If Peacekeeper Druid is in your field, its ability is available for use during your Planting Phase (or, more rarely, your Prep Phase). During your Planting Phase, if you
push and the new on-deck card you reveal would result in you Spoiling, instead of Spoiling, you may use Peacekeeper Druid’s ability and discard your current on-deck card. Then reveal a new on-deck card.
You may not use the ability more than once during
your turn. For example, if you were to Spoil but you use
Peacekeeper Druid’s ability to discard your on-deck card
and reveal a new on-deck card, which also results in you
Spoiling, then too bad, you Spoil anyway.
In the rare case of Spoiling during your Prep Phase, if
Peacekeeper Druid is in your field, you may use its ability
once then as well, but then you cannot use the ability again
during your next Planting Phase.

reveal would result in you Spoiling instead of Spoiling you may use Peacekeeper Druid s ability and discard your current on deck card Then reveal a new on deck card You may not use the ability more than once during your turn For example if you were to Spoil but you use Peacekeeper Druid s ability to discard your on deck card and reveal a new on deck card which also results in you Spoiling then too bad you Spoil anyway In the rare case of Spoiling during your Prep Phase if Peacekeeper Druid is in your field you may use its ability once then as well but then you cannot use the ability again during your next Planting Phase

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1717
Primal Power
This is a “While On-deck” ability, meaning
it can only resolve while it is your on-deck
card. If Primal Power is in your field, its
ability has no effect. If you Spoil and Primal
Power is your on-deck card (meaning the card Primal Power
is sleeved on was the card that caused you to Spoil) then you
immediately take 4
and take another turn after
completing your current turn. This means you will do all the normal things you do during a turn in which you Spoil, (i.e.
discard all the cards in your field, turn your
token to the
active side, then complete a Prep Phase for your next turn),
however, rather than the next player beginning their turn,
you then go right on to a new turn beginning with the
Planting Phase.
You may only take one additional turn per round. For
example, you take another turn with Primal Power’s ability
and then Spoil during that turn with Primal Power or
Centaur sleeved in your on-deck card. You still gain
from
their abilities but you cannot take a second additional turn.
Seed Sowers This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. When you choose to resolve this
ability, you may spend as much
as you
want. You may spend 0 if you wish.
spent this way may not be spent on
anything else, such as buying
advancements. For each 2 you spend
this way you gain 1 .
F
or example, during your Harvest phase you have 14
.
You buy an advancement for 7 and have 7 mana leftover. With Seed Sower’s ability, you can spend 6 of that
and
gain 3 .
Seedling
This is an “Ongoing” ability, meaning if
Seedling is sleeved on a card, thereafter,
whether that card is on-deck, in your field,
in your discard pile, or in your deck, that
card is considered to have no more than 1
on it. For
example, if Seedling is sleeved on a Cursed Soil with no other advancement, its ability effectively does nothing.
However, if you also sleeve an advancement with
on it on
the same card, like Hulking Thornhide, then Seedling’s ability cancels the second
so the card is considered to
have only 1 on it.
Sporeling Reclaimer
This is an effect that only matters when
counting total points at the end of the
game. This effect gives you 1
for each
on cards in your deck. The term “deck”
doesn’t mean just the cards remaining in your draw deck at the end of the game, in means all of the advancements you own.
Stag Champion This is an “Ongoing” ability, meaning if Stag Champion is sleeved on a card, thereafter, whether that card is on-deck, in your field, in your discard pile, or in your deck, Stag Champion’s ability is in effect. Whenever any ability sleeved on the same card as Stag Champion causes you to gain
you take
twice as many instead.
For example, if Stag Champion and Forest
Song were sleeved on the same card, the 1 on Forest
Song would now give you 2 instead. As another example,
Centaur gives you 2 if it is on-deck when you Spoil. If
Centaur and Stag Champion are sleeved on the same card, Centaur would give you 4
instead. Note that Stag
Champion does not double end game points.
Storm Elemental
This is an “Ongoing” ability, meaning if Storm Elemental is sleeved on a card, thereafter, whether that card is on-deck, in your field, in your discard pile, or in your
deck, it is considered to have no
on it.
Totem Chief
This is an “Ongoing” ability, meaning if
Totem Chief is sleeved on a card, thereafter,
whether that card is on-deck, in your field,
in your discard pile, or in your deck, Totem
Chief’s ability is in effect. For each
on the card ( on
advancements in the same sleeve), Totem Chief is considered to have +1
.
F
or example, if Totem Chief and Beastbrother Champion
were sleeved together, Totem Chief would be considered to have 2
. You still, of course, only get these while
Totem Chief is in your field.
Unicorn This is a “While On-deck” ability, meaning it can only resolve while it is your on-deck card. If Unicorn is in your field, its ability
has no effect but you still gain 1
during
your Harvest Phase. If you Spoil and
Unicorn is your on-deck card (meaning the
card Unicorn is sleeved on was the card
that would have caused you to Spoil) then
you do not Spoil and may proceed to the
next phase of your turn. If you choose to push and have 4 or
more
in your field, you Spoil as normal.
Wind Whisperer
This is an “Ongoing” ability, meaning if
Wind Whisperer is sleeved on a card,
thereafter, whether that card is on-deck, in
your field, in your discard pile, or in your
deck, Wind Whisperer ability is in effect.
All
, , and on the card that Wind
Whisperer is sleeved on (including spirit symbols gained with text abilities like Totem Chief) are considered to be

Unicorn is your on deck card meaning the card Unicorn is sleeved on was the card that would have caused you to Spoil then you do not Spoil and may proceed to the next phase of your turn If you choose to push and have 4 or more in your field you Spoil as normal Wind Whisperer This is an Ongoing ability meaning if Wind Whisperer is sleeved on a card thereafter whether that card is on deck in your field in your discard pile or in your deck Wind Whisperer ability is in effect All and on the card that Wind Whisperer is sleeved on including spirit symbols gained with text abilities like Totem Chief are considered to be

instead.
Wolf Rider
This is a “Harvest” ability, meaning if it is in
your field, it resolves during your Harvest
Phase. You cannot resolve this ability if you
Spoil. Gain
equal to the difference
between 7 and the number of cards in your field.
For example, if you have 3 cards in your field, you gain 4
. If you instead have 5 cards in your field, you gain 2 .
Finally, if you have 7 or more cards in your field, you gain
0 . This ability works best when it is in a field with few
cards. Hint: Sleeve Wolf Rider with a Cursed Land.
Woodland Warden
This is a “Harvest” ability, meaning if it’s in
your field, it resolves during your Harvest
Phase. You cannot resolve this ability if you
Spoil. For each
on the card, including
the on Woodland Warden plus any other on
advancements also in the same sleeve, you get 2 . For
e
xample, if Woodland Warden and Stag were sleeved
together on the same card, Woodland Warden would give you 6 during your Harvest Phase.

---

1818
Vales
Aether Tree
This ability is available for use during your
Planting Phase (or, more rarely, your Prep
Phase). During your Planting Phase, if you
“push”, and the new on-deck card you
reveal would result in you Spoiling, instead
of Spoiling, you may discard Aether Tree
(put it back in the game box and it’s
considered out of the game).
If you do, choose a card in your field; all

1818 Vales Aether Tree This ability is available for use during your Planting Phase or more rarely your Prep Phase During your Planting Phase if you push and the new on deck card you reveal would result in you Spoiling instead of Spoiling you may discard Aether Tree put it back in the game box and it s considered out of the game If you do choose a card in your field all

on that card, other than from a Cursed Land, is canceled.
If that results in you no longer Spoiling, then you now
continue your turn as normal by choosing to either pass or
push. In the rare case of Spoiling during your Prep Phase,
you may also use Aether Tree at that time to cancel
until
your next Prep Phase.
Example: It’s your Planting Phase and you have just Spoiled!
Your on-deck card has 2 on it, 1 from a Cursed Land,
and 1 from a different advancement. You may discard
Aether Tree to cancel the second that is not from the
Cursed land (that is now canceled until your next Prep
Phase). If this prevented you from Spoiling, then you
continue your current Planting Phase as normal by choosing
to pass or push.
AmberwoodThis is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the
game. If your
token is face down (the
token you turn face up when you Spoil) you
may now turn it face up so the active side is
revealed.
Note: You may turn your
token face
down to gain a at any point during your
Harvest Phase. For example, you may turn your token
face down and gain 1 , then buy Amberwood, and turn
the token face up again. Finally, turn your token back
to face down and gain a second .
Ancient Liferoots
You always are considered to have +1 . If
you already have an Ancient Liferoots vale
card, you may not gain a second.
Azure Lake
This ability means that every Harvest
Phase you gain 1
to spend during that Harvest Phase. You
cannot use this ability the turn you buy
this card.
Blooming Arbor This ability is available for use during your Planting Phase (or, more rarely, your Prep Phase). During your Planting Phase, if you push and the new on-deck card you reveal would result in you Spoiling, then instead of Spoiling, you may discard Blooming Arbor (put it back in the game box and it’s considered out of the game). If you do, you
gain 1
. If that results in you no longer
Spoiling, then you now continue your turn as normal by
choosing to either pass or push.
In the rare case of Spoiling during your Prep Phase, you may
also use Blooming Arbor at that time to gain 1 until your
next Prep Phase.
Borderwatch Bog This is an “End of Game” ability, meaning it
only matters when counting total points at
the end of the game.
When the last turn of the game has been
completed, do not start going through your
deck and counting points just yet. Remind
all players that you have the Borderwatch
Bog, and then complete its effect.
If you’ve already done a Prep Phase (which you should have
done at the end of your last turn), now complete one
additional Planting Phase. Note that this is not an extra
normal turn; the purpose of this Planting Phase is simply to
see how many cards you can place into your field without
Spoiling. If there are any “When Played” or other effects that
would cause you to gain
, sleeve advancements, gain
vales, or take an extra turn, they are all ignored.
If you Spoil during this Planting Phase, Borderwatch Bog is
worth – 8 and 0 . If you do not Spoil during this
Planting Phase, Borderwatch Bog is worth – 8 and X ,
where X equals the number of cards in your field.
For example, if you were able to get 10 cards into your field
and you did not Spoil, Borderwatch Bog would be worth net
2 positive points.
Bramble Spire
This ability is available for use during your Planting Phase (or, more rarely, your Prep Phase). During your Planting Phase, if you push and the new on-deck card you reveal would result in you Spoiling, instead of Spoiling, you may discard Bramble Spire (put it back in the game box and it’s considered out of the game). If you do, choose any one card in your field or you
on-deck card and cancel all
on that card until your next
Discard Phase. If this results in you no longer Spoiling, then you now continue as normal by choosing to either pass or push.
In the rare case of Spoiling during your Prep Phase, you may
also use Bramble Spire at that time to cancel all
on any
one card until your next Discard Phase.
The 1 on Bramble Spire is lost if you choose to discard
the card.
Cascading Falls This ability means that every Harvest
Phase you gain 1 to spend during that
Harvest Phase. You cannot use this ability the turn you buy this card.
Conclave of Ents This ability means that once every turn, at any time during that turn, you may choose a card in your field or on-deck. That card
is considered to have +1
on it. F
example, if you were about to Spoil and
Grovetender was sleeved on your on-deck
card, then you may use Conclave of Ents’
ability to temporarily give the
Grovetender card
+1
until the end of your turn, which means Grovetender
gains +1 until the end of your
turn and you no longer Spoil.
In the rare case you use Conclave of Ent’s ability during
your Prep Phase, the ability stays in effect during your next
Planting Phase.

turn you buy this card Conclave of Ents This ability means that once every turn at any time during that turn you may choose a card in your field or on deck That card is considered to have 1 on it F example if you were about to Spoil and Grovetender was sleeved on your on deck card then you may use Conclave of Ents ability to temporarily give the Grovetender card 1 until the end of your turn which means Grovetender gains 1 until the end of your turn and you no longer Spoil In the rare case you use Conclave of Ent s ability during your Prep Phase the ability stays in effect during your next Planting Phase

---

1919
Crystal Cavern
This is a “Harvest” ability, meaning if it is
in your field, it resolves during your
Harvest Phase You cannot resolve this
ability if you Spoil.
This is an optional ability and you may
choose to not resolve it. When you do
resolve this ability, you immediately lose
this vale and place it face down on top of
the unpurchased level 1 vale deck,
meaning this vale will possibly be purchased by you or
another player again later. You then gain 3
to spend this
Harvest Phase.
If the level 1 vale deck is empty, place it as the only card in
the level 1 deck.
Direwolf Burrow
This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the
game. If your
token is face down (the
token you turn face up when you Spoil)
you may now turn it face up so the active
side is revealed.
Note: You may turn your
token face
down to gain a at any point during your
Harvest Phase. For example, you may turn your token
face down and gain 1 , then buy Direwolf Burrow, and
turn the token face up again. Finally, turn your token
back to face down and gain a second .
Eagle’s Cry Peak
This is a “Harvest” ability, meaning it
resolves during your Harvest Phase. You
cannot resolve this ability if you Spoil. You
may discard Eagle’s Cry Peak from the
game (put it back in the game box and it’s
considered out of the game) and reduce the
cost of a level 2 advancement to zero
. Note, Harvest abilities are mandatory unless otherwise stated. This Harvest
ability is optional as indicated by the word “may.”
The 1
on Eagle’s Cry Peak is lost if you choose to
discard the card. You cannot use this ability the turn you
buy this card.
Earth Cradle
This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the game. Gain 1
for each vale you own.
That includes Earth Cradle and any other vale you may have bought this turn.
Fauna Hollow This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the
game. You gain an extra 2
to spend this
turn on buying advancements (or
resolving other effects if possible).
Frostcrown Crest
When you choose to Evoke your active
token (this applies whether you have an
amulet or regular token), you will gain
2 . You also gain any other effects your
amulet provides, and may resolve the
effects in the order of your choice.
If you Evoke your token during your
Harvest Phase, you simply gain the 2
immediately to spend during that Harvest
Phase. If you Evoke your token during a phase other than
the Harvest Phase, you will instead gain the 2 during
your next Harvest Phase. To remember this, if needed, turn
the Frostcrown Crest 90 degrees. If you skip your next
Harvest Phase because you have Spoiled, you do not gain
this 2
.
Gaia’s Tears
This is an “End of Game” ability, meaning it only matters when counting total points at the end of the game.
At the end of the game, Gaia’s Tears is
worth –3
and X , where X equals the
number of vales you own, including Gaia’s Tears. For example if you have 6 total vales, Gaia’s Tears would be worth net 3 positive points.
Halo Mountain This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of
the game.
This is an optional ability and you may
choose to not resolve it. When bought, if
you choose to resolve the ability, spend up
to 5 additional spirit symbols that you are
able to spend; for each of these additional
spent spirit symbols gain 2
. You cannot gain more than
10 with this ability. Then discard this vale—you can put
it back in the box, it is out of the game.
For example, if you have a total of 5 and 2 , you could
spend 4 to buy Halo Mountain, then spend an additional
1 and 2 to discard Halo Mountain from the game
and gain 6 . Note that the additional 1 and 2 are
spent and cannot be used to buy another vale or any
other purpose. If you choose not to resolve Halo Mountain’s ability, you may
keep the vale and it is worth 4
at the end of the game.
You’ll likely only want to resolve its ability if you have more than two additional spirit symbols to spend.
Harpy Canyon This is a “Planting” ability, meaning you may only resolve this ability during your Planting Phase.
Choose one “When Played” ability on a card
in your field and resolve that ability as if
you had just played the card.
Haunted Hollow
This is an “End of Game” ability, meaning it only matters when counting total points at the end of the game. At the end of the game, all players should count the total amount of
in their decks; if you have more than any
other player you gain an additional 7 .
I
f you have less than another player or are
tied for the most, you get no bonus.
Note that you are counting symbols, not
net
, so include in this count that is “canceled.”
Manadew Meadow
This ability means that once every
Harvest Phase you may choose 1 card in
your field. For each on that card you
may gain 1 .

you had just played the card Haunted Hollow This is an End of Game ability meaning it only matters when counting total points at the end of the game At the end of the game all players should count the total amount of in their decks if you have more than any other player you gain an additional 7 I f you have less than another player or are tied for the most you get no bonus Note that you are counting symbols not net so include in this count that is canceled Manadew Meadow This ability means that once every Harvest Phase you may choose 1 card in your field For each on that card you may gain 1

---

2020
Medusa Grotto
This is an “End of Game” ability, meaning it
only matters when counting total points at
the end of the game.
At the end of the game, the value of all

2020 Medusa Grotto This is an End of Game ability meaning it only matters when counting total points at the end of the game At the end of the game the value of all

on all advancements you have in your deck
are doubled. This includes the regular
printed value on the
on advancements,
and additional value the with an
asterisk (*) from text effects.
For example, if Gaia’s Kin is in your deck and is worth 13
because you have 7 blank cards, Medusa Grotto makes it worth 26
instead. Note that Medusa Grotto is worth
–14 , so unless you have at least 14 in your deck,
Medusa Grotto will result in negative points.
Note that this effect is not applied to end of the game
on vales. Also note that leaders and amulets do not count
as advancements, so from them are not doubled.
Nectar Colony
This is a “Harvest” ability, meaning it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. You may discard Nectar Colony from the game (put it back in the game box and it’s considered out of the game) and gain 1
extra
to spend this turn. Note, Harvest
abilities are mandatory unless otherwise
stated. This Harvest ability is optional as
indicated by the word “may.”
The 1 on Nectar Colony is lost if you choose to discard
the card. You cannot use this ability the turn you buy
this card.
Pool of Light
This ability means that every Harvest
Phase you gain 1 to spend during that
Harvest Phase. You cannot use this ability the turn you buy this card. The
may be
used to pay for any spirit symbol on a vale
card’s cost.
Pool of Visions
This is a “Discard” ability, meaning it triggers during your Discard Phase. Discard all the other cards in your field as normal, place your chosen card as the “first” (leftmost) card in your field, then during your Planting Phase, play cards to the right as the second card, third card, fourth card, etc. This effect essentially allows you to keep the chosen card in
your field for an extra turn.
Radiant Pinnacle This ability means that every Harvest Phase you gain 1,
to spend during that
Harvest Phase. You cannot use this ability the turn you buy this card.
Shimmercliff Rookery This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the
game. If your
token is face down (the
token you turn face up when you Spoil)
you may now turn it face up so the active
side is revealed.
Note: You may turn your
token face
down to gain a at any point during your
Harvest Phase. For example, you may turn your token
face down and gain 1 , then buy Shimmercliff Rookery,
and turn the token face up again. Finally, turn your
token back to face down and gain a second .
Silver Tree
When you choose to Evoke your active
token (this applies whether you have an
amulet or regular token), you may
choose your on-deck card or any card in your field, and place that card in your discard pile. You also gain any other effects your amulet provides, and may resolve the effects in the order of your choice.
If you have no cards in your field, you
may only choose to discard your on-deck card. This is an
optional ability and you may choose to not resolve it.
Sky Garden
This is a “When Bought” effect, meaning
it triggers the moment the card is bought and then can be ignored for the rest of
the game.
This is an optional ability and you may
choose to not resolve it. When bought, if
you choose to resolve the ability, count up
all the
you currently have, from cards in
your fields, from effects, amulets, vales, etc.
Gain 2 for each you have. If you would gain more
than 10 from this effect, you only gain 10 instead.
Then discard this vale—you can put it back in the box, it is
out of the game.
Note that does not cancel out for this effect.
Stormcaller
This is a “Harvest” ability, meaning it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. If you have at least one spirit symbol from any source, you may discard Stormcaller from the game (put it back in the game box and it’s considered out of the game) and count one of your
, , or as a
until end of turn. Note, Harvest abilities are
mandatory unless otherwise stated. This Harvest ability is optional as indicated by the word “may.”
The 1
on Stormcaller is lost if you choose to discard the
card. You cannot use this ability the turn you buy this card.
Stream of Vigor This ability means that every Harvest
Phase you gain 2 to spend during that
Harvest Phase. In addition, you are now
limited to buying 0 to 3 advancements each
turn instead of 0 to 2. You cannot use this
ability the turn you buy this card.
Sundial Savanna
When you choose to Evoke your active
token (this applies whether you have an amulet or regular
token), you gain 1 .
Y
ou also gain any other effects your amulet
provides, and may resolve the effects in the order of your choice.
If you Evoke your token during your
Harvest Phase, you simply gain 1
immediately to spend during that Harvest
Phase. If you Evoke your token during a phase other than
the Harvest Phase, you will instead gain the during your
next Harvest Phase. To remember this, if needed, turn the
Sundial Savanna 90 degrees. If you skip your next Harvest
Phase because you have Spoiled, you do not gain this
.
Sunstone Aerie
This ability means that once each turn during your Harvest Phase you may
spend 2
(meaning you have 2 less
to buy advancements with) and choose
1 spirit symbol ( , , ) you have
available to spend and treat it as though it were a
(wild spirit symbol) until the
end of your turn. For example, if you wanted to buy a Ley Line Nexus which
costs 1
and 1 , but you only have 1 and 1 , you
may use this ability to treat the as a and buy the
Ley Line Nexus with a and a .
You cannot use this ability the turn you buy this card.

your next Harvest Phase because you have Spoiled you do not gain this Sunstone Aerie This ability means that once each turn during your Harvest Phase you may spend 2 meaning you have 2 less to buy advancements with and choose 1 spirit symbol you have available to spend and treat it as though it were a wild spirit symbol until the end of your turn For example if you wanted to buy a Ley Line Nexus which costs 1 and 1 but you only have 1 and 1 you may use this ability to treat the as a and buy the Ley Line Nexus with a and a You cannot use this ability the turn you buy this card

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2121
Sunweaver Copse
This is a “When Bought” effect, meaning it
triggers the moment the card is bought and
then can be ignored for the rest of the
game. This is not an optional ability.
Take 6
tokens from the box and add
them to the pool of that make up the
game clock. These 6 must now also be
depleted to trigger the end of the game. If
this ability is resolved after the pool of
has already been reduced to zero and the end of the game has been triggered, then this ability has no effect.
Sunwell TempleThis is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the game. Take the top card of the level 1 vale deck and add it to the vales you own. If the card has a text effect, you may not use the effect this turn. If the card has a “When Bought” effect, you do not gain the benefit.
Talon Gorge
This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of
the game.
Note, abilities are mandatory unless
otherwise stated. This ability is optional as
indicated by the word “may.”
The 4
on Talon Gorge is lost if you
choose to discard the card. You cannot use this ability the
turn you buy this card.
If you use the ability, gain 1 for every 2 you have
available to spend when you bought Talon Gorge. The
may still be spent during your Harvest Phase as normal,
after Talon Gorge’s ability has been resolved.
Talonthorn Den
This ability means that every Harvest Phase you gain 1
to spend during that
Harvest Phase. You cannot use this ability the turn you buy this card.
Vale of Magic This ability means that once every Harvest Phase you must gain 1
.
Verdant Path
This ability is available for use during your Planting Phase (or, more rarely, your Prep Phase). During your Planting Phase, if you push and the new on-deck card you reveal would result in you Spoiling, instead of Spoiling, you may discard Verdant Path from the game (put it back in the game box and it’s considered out of the game). If you do, discard your current on-deck card, then
reveal a new on-deck card. However, if that new on-deck card were to cause you to Spoil, you cannot again use Verdant Path because you discarded it from the game. In the rare case of Spoiling during your Prep Phase, you may also discard Verdant Path to discard your current on-deck card and reveal a new one. The 1
on Verdant Path is lost if
you choose to discard the card.
Wayfarer Portal This is a “Harvest” ability, meaning it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil. You may choose any one advancement sleeved on a card in your field and unsleeve that advancement, then resleeve it on a different card in your field.
All sleeving rules still apply (i.e. you cannot
cover an existing advancement unless it is
an eclipse advancement). If you unsleeve an advancement,
you must resleeve it, meaning if you do not have a legal
place to resleeve the advancement, then you are not allowed
to unsleeve it. Note, Harvest abilities are mandatory
unless otherwise stated. This Harvest ability is optional as
indicated by the word “may.” You cannot use this ability the
turn you buy this card.
Wood Sprite Hoard
This is a “When Bought” effect, meaning it triggers the moment the card is bought and then can be ignored for the rest of the game. Look at the top three face down cards of your deck (your on-deck card is not considered part of your deck so it is not one of the three cards). You may put any of those three cards into your discard pile. The rest should be put back, face down, in
the same order you drew them.
Note: if there are only 0, 1 or 2 cards left in your deck, look
at all of them, and discard any of your choice.
Leaders
Algeni – Fierce Heart (starting side)
This ability is available for use during you Planting Phase (or, more rarely, your Prep Phase). During you Planting Phase, if you push and the new on-deck card you reveal would result in you Spoiling, instead of Spoiling, you may use Algeni’s ability to discard your current on-deck card, and then reveal a new on-deck card.
You may not use the ability more than once
during your turn. For example, if you were to Spoil but you
use Algeni’s ability to discard your on-deck card and reveal
a new on-deck card, which also results in you Spoiling, then
too bad, you Spoil anyway.
In the rare case of Spoiling during your Prep Phase, if
Algeni is in your field, you may use her ability once as well,
but then you cannot use the ability again during your next
Planting Phase.
Algeni – Fierce Heart (upgraded side)
This is a “When Played” ability, meaning it resolves when it goes from being your on-deck card to being placed into your field.
Count the number of totally blank cards
you have in your field, and gain 1
for
each. These come from the box and are
not taken from the pool of that make up
the game clock. The maximum you can
gain in a single use of this effect is 7 since
you began the game 7 blank cards and you cannot gain new blank cards.
Ashae – Starting Side
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
  Gain 2 tokens from the game box
(do not take this from the pool of set
as the game clock at the start of the game).
Ashae – Upgraded Side This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you
Spoil. Count the number of
symbols on
cards in your field. Note that you are
counting symbols, not
net , so include in this count that is
“canceled.”  For each symbol that you
count, gain 1 token from the game box
(do not take this from the pool of set as the game
clock at the start of the game).

cannot resolve this ability if you Spoil Gain 2 tokens from the game box do not take this from the pool of set as the game clock at the start of the game Ashae Upgraded Side This is a Harvest ability meaning if it is in your field it resolves during your Harvest Phase You cannot resolve this ability if you Spoil Count the number of symbols on cards in your field Note that you are counting symbols not net so include in this count that is canceled For each symbol that you count gain 1 token from the game box do not take this from the pool of set as the game clock at the start of the game

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2222
Cyrilla – Starting Side
This is a “Harvest” ability, meaning if it is
in your field, it resolves during your
Harvest Phase. You cannot resolve this
ability if you Spoil.
  Choose a card in your
field or on-deck. That card is considered
to have +1 on it.
For example, if you have a Totem Chief sleeved on an otherwise blank card in your field, you may use Cyrilla’s ability to
add a
to that card. That card is now considered to have
2 on it until end of turn, meaning Totem Chief’s ability
gives you 2 .
Cyrilla – Upgraded Side
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
  Choose a card in your field, or
on-deck. That card is considered to have +1
on it as described in the “Cyrilla –
Starting Side” clarification. However, in addition, choose a different second card; this card may be in your field or the field of
the player seated to your right or the player seated to your left. If there are 1 or more Harvest or Ongoing abilities on this second card, you may add one of those Harvest/ Ongoing abilities to the first card you chose.

For example, you have a Totem Chief sleeved on an otherwise blank card in your field, and the player to your right has a Pack Leader sleeved on a card in their field. You choose your Totem Chief as card 1, and the Pack Leader ability to add to that card. That means card 1 now has both the Totem Chief ability, the Pack Leader ability, and 2
,
giving you 2 and 2 .
Dione – Starting Side
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you
Spoil.
  Chose to either gain 1 or 1 .
Dione – Upgraded Side
This is a “Harvest” ability, meaning if it is in
your field, it resolves during your Harvest
Phase. You cannot resolve this ability if you
Spoil. You may choose to use the on-deck
cards of the player seated to your left and
the player seated to your right as if those
cards were in your field. If either of the
players to your left and right are still
resolving their Prep Phase, you must wait
until their Prep Phase has ended before completing this
effect. If a player does not have an on-deck card (if they
played their entire deck for example) you simply miss out on
getting to use a card from them.

1 Dione Upgraded Side This is a Harvest ability meaning if it is in your field it resolves during your Harvest Phase You cannot resolve this ability if you Spoil You may choose to use the on deck cards of the player seated to your left and the player seated to your right as if those cards were in your field If either of the players to your left and right are still resolving their Prep Phase you must wait until their Prep Phase has ended before completing this effect If a player does not have an on deck card if they played their entire deck for example you simply miss out on getting to use a card from them

Note: You only resolve this effect during your Harvest Phase, meaning you’ve already passed and cannot Spoil.
If this effect causes you to have more than 3
, you don’t
Spoil; just continue your Harvest Phase as normal. Likewise, “When Played” effects and
are only beneficial during
your Planting and Prep Phase, and have no effect during
your Harvest Phase.
2–Player Games: During games with only two players, you
only get to use the on-deck card of your single opponent;
you cannot use that card twice.
GinGan – Starting Side
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
  You may place your current on-deck
card into your discard pile, then reveal a new on-deck card.
Note: You only resolve this effect during
your Harvest Phase, meaning you’ve
already passed and cannot Spoil. If this
effect causes you to have more than 3
,
you don’t Spoil; just continue your Harvest Phase as normal.
GinGan – Upgraded Side This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
  The player seated to your left may
choose to discard their on-deck card then reveal a new on-deck card (if that player is still resolving their Prep Phase, they should finish the phase then decide to discard or not). If the player chooses to discard their
on-deck card, you gain 1
token from the game box (do
not take this from the pool of set as the game clock at
the start of the game).  Then the player to you right may
make the same choice, and again, you gain 1 if they
discards their on-deck card. 
2–Player Games: During games with only two players,
your single opponent may choose to discard their on-deck card, but the effect does not repeat and allow them to discard another card.
Glorus – The Dawnbringer (upgraded side)
This is an “End of Game” ability, meaning it only matters when counting total points at the end of the game.
At the end of the game, count the number of
that appear in the costs of vale cards
that you own. Glorus is worth 3 plus
another X , where X equals the number
of . Note that are considered for
the purpose of this ability
.
Guilduin – Upgraded Side This is a “Harvest” ability, meaning if it is
in your field, it resolves during your
Harvest Phase. You cannot resolve this
ability if you Spoil.
  Choose another card in
your field, for the rest of this turn, Guilduin is considered to have all the same symbols, powers, text effect, etc. as the chosen card. If you choose to do this, you still gain other abilities of Guilduin such as
the 2
depicted on his card.
Hempero – Upgraded Side
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
 Choose up to three advancements
available to buy that are either level 2 or level 3 advancements (the advancements with 2 or 3 dots beneath their cost). You cannot choose level 1 advancements, including Fertile Soils.

this ability if you Spoil Choose another card in your field for the rest of this turn Guilduin is considered to have all the same symbols powers text effect etc as the chosen card If you choose to do this you still gain other abilities of Guilduin such as the 2 depicted on his card Hempero Upgraded Side This is a Harvest ability meaning if it is in your field it resolves during your Harvest Phase You cannot resolve this ability if you Spoil Choose up to three advancements available to buy that are either level 2 or level 3 advancements the advancements with 2 or 3 dots beneath their cost You cannot choose level 1 advancements including Fertile Soils

For example, you could choose a level 2 advancement
and two level 3 advancements. Discard all the chosen advancements (place them back in the game box–they are out of the game).
  Then immediately replenish the empty
spots in the commons as you would normally.
Kirath – The Feral (upgraded side)
This is a “While On-Deck” ability, meaning it can only resolve while it is your on-deck card. If Kirath is in your field, its ability has no effect.
If you Spoil while Kirath is your on-deck
card (meaning Kirath is sleeved on the card
that caused you to Spoil) then you
immediately gain 3
and take another
turn after completing your current turn.
This means you will do all the normal things you do on a turn in which you Spoil (i.e. discard all the cards in your field, turn your
token to its active side, then complete a
Prep Phase for your next turn), however, rather than the next player beginning their turn, you then immediately proceed with a new turn beginning with the Planting Phase.

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2323
Morlok – The Manaweaver (upgraded side)
This is a “Harvest” ability, meaning if it is
in your field, it resolves during your
Harvest Phase You cannot resolve this
ability if you Spoil.
Count the number of totally blank cards
you have in your field, and gain 1
for
each. The maximum you can gain in a
single use of this effect is 7 since you began the game 7 blank cards and you
cannot gain new blank cards.
Nepeto – Starting Side
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
  You may sleeve a
Fertile Soil on any card in your field; this does not count as a purchase.
If there are no Fertile Soil cards
remaining, this ability has no effect.
Nepeto – Upgraded Side
This is the same as the starting side ability except instead of gaining a Fertile Soil you may instead buy a third advancement for
2
less than its cost. First, this allows
you to buy a third advancement rather than the usual 2 maximum. Second, if you
buy a third advancement it costs 2
less.
This 2 discount can only be used on a
third advancement purchase; if you only
buy 1 or 2 advancements this discount does not apply.   
Old Barkarb – The Crafter (starting side)
This is a “Harvest” ability, meaning if it is
in your field, it resolves during your
Harvest Phase You cannot resolve this
ability if you Spoil.
Choose any one advancement in the
commons (including Fertile Soils), and
place it face up in a separate pile in front
of you. You don’t have to pay for this
advancement, and it doesn’t matter what
its cost is, just take it. During your Discard Phase you
will replenish that advancement spot in the commons as
you would normally do for a bought advancement. This
separate pile that you place these advancements in is
called “Barkarb’s Workshop.” Taking an advancement with
Barkarb’s ability is not considered buying the advancement,
therefore, it does not trigger “When Bought” effects and
does not count towards your buy limit that turn.
There is no limit to the number of advancements you may
have in Barkarb’s Workshop.
Advancements in Barkarb’s Workshop do nothing, just
leave them there. If an ability such as Dawnfire Dragon
refers to advancements that you have, the advancements
in Barkarb’s Workshop do not count.
Old Barkarb – The Crafter (upgraded side)
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase You cannot resolve this ability if you Spoil.
Select any advancements that have
been placed into the separate pile called
Barkarb’s Workshop, and sleeve them onto
any one card in your field. In doing this, you
must follow normal sleeving rules (i.e. you
cannot cover non-eclipse effects already on a card). Then
place that card at the bottom of your deck. You may not
use the effects of these advancements before you put the
card at the bottom of the deck. You must sleeve at least one
advancement from Barkarb’s Workshop to place the card
at the bottom of your deck. If you have any advancements
remaining in Barkarb’s Workshop after sleeving, they
remain in the pile and are available to sleeve on future
turns with Barkarb’s ability
.
Sleeving advancements with Barkarb’s ability is not
considered buying the advancement, therefore, it does not trigger “When Bought” effects and does not count towards your buy limit that turn
.
You may also pay 1 to turn Barkarb back to the starting
side. You may use this ability in addition to Barkarb’s Workshop ability.
Xanos – The Cold Heart (upgraded side) This effect resolves any time Xanos is in your field and you complete a Harvest Phase.
If you Spoil while Xanos is in your field, the
effect does not resolve. This is not a
Harvest ability however, because it is
mandatory and must be done at the end of
the Harvest Phase. At the end of the
Harvest Phase, turn Xanos back to her
starting side. This is not an optional effect, you must turn
her back over. And yes, you read that right, if the game ends
while Xanos is on the upgraded side, she is worth – 40
.
Essentially, as the game goes on, Xanos may flip back and
forth between her no-effect starting side, and very powerful ungraded side. You just want to make sure that when the game ends, she is on the starting side.
Note that Xanos’s ability does not resolve
during the turn that you upgrade her.
Yaquei – The Poisoned (starting side)
This is a “Harvest” ability, meaning if it is
in your field, it resolves during your
Harvest Phase. You cannot resolve this
ability if you Spoil.
Gain 1
per card less than 7 cards in your
field. For example, if you have 2 cards in
your field, you gain 5 . If you instead
have 5 cards in your field, you gain 2 .
F
inally, if you have 7 or more cards in your
field, you gain 0
. This is an ability that is
b
est when it is in a field with few cards. (Hint: sleeve it
with a Cursed Land).
Yaquei – The Poisoned (upgraded side)
This is a “Harvest” ability, meaning if it is in your field, it resolves during your Harvest Phase. You cannot resolve this ability if you Spoil.
In addition to the effect from its starting
side, if you have less than 9 cards in your
field, then take the top card of your deck
and place it face up at the end of your field
(this is the first face down card at the top
of your deck; this is not your on-deck card).
Repeat until you have exactly 9 cards in your field.
Note: You only resolve this effect during your Harvest
Phase, meaning you’ve already passed and cannot Spoil.
If this effect causes you to have more than 3
, you don’t
Spoil; just continue your Harvest Phase as normal.
Likewise, “When Played” effects and are only beneficial
during your Planting Phase, and do not have any effect if
placed into your field via Yaquei’s ability.
If you don’t have enough cards in your deck to fully resolve
this effect, shuffle your discard pile and it becomes your
deck, then complete the effect.

face down card at the top of your deck this is not your on deck card Repeat until you have exactly 9 cards in your field Note You only resolve this effect during your Harvest Phase meaning you ve already passed and cannot Spoil If this effect causes you to have more than 3 you don t Spoil just continue your Harvest Phase as normal Likewise When Played effects and are only beneficial during your Planting Phase and do not have any effect if placed into your field via Yaquei s ability If you don t have enough cards in your deck to fully resolve this effect shuffle your discard pile and it becomes your deck then complete the effect

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2424
Amulets
Darksoul Ember
You may Evoke this effect
during your Harvest
Phase. You cannot resolve
this ability if you Spoil.
Take one advancement
you’ve bought this Harvest Phase and
sleeve it onto any legal position on any
card in your field. You may use any effects
on that advancement that would help
during this Harvest Phase.
Note: You only resolve this effect during
your Harvest Phase, meaning you’ve
already passed and cannot Spoil. If this
effect causes you to have more than 3
,
you don’t Spoil; just continue your Harvest
Phase as normal.
Likewise, “When Played” effects and
are only beneficial during your Prep and
Planting Phase, and if added to a card in
your field via Darksoul Ember, are useless
the turn you sleeve them.
Note: this does not give you the ability to
buy an extra advancement; you may still
only buy 2 advancements.
Used Side: Darksoul Ember also has an
effect on its used side. This is a mandatory
effect as long as Darksoul Ember is on its
used side. Each Planting Phase you must
push at least once. In other words, during
your Planting Phase you may not choose to
pass without having pushed at least once.
Deepriver Crystal
You may Evoke this effect during your Harvest or Discard Phase, meaning you may do it even if
you Spoil.
Choose any one card in your field and place it face down at the bottom of your deck. If you have no cards left in your deck, you may still complete this ability—the chosen card is placed under your on-deck card and becomes the only card in your deck.
Rootwood Charm
You may Evoke this effect during your Planting Phase (or, more rarely, your Prep Phase). During your Planting Phase, if you push and the new on-deck card you reveal would result in
you Spoiling,, you may Evoke [turn to the gray used side] the Deepwood Root Shard to gain 1
, which (in most cases) will
prevent you from Spoiling. Note, if you use Deepwood Root Shard during your Prep Phase, the
gained counts during you
subsequent Planting Phase.
Summoner Stone You may Evoke this effect during your Harvest Phase. You cannot resolve this ability if you Spoil.
Take the bottom card of
your deck and place it at the end (rightmost
card) of your field. You may use any effects
on that card that would help during the
Harvest Phase.
Note: You only resolve this effect during
your Harvest Phase, meaning you’ve
already passed and cannot Spoil. If this
effect causes you to have more than 3
,
you don’t Spoil; just continue your Harvest
Phase as normal.
Likewise, “When Played” effects and
are only beneficial during your Prep and
Planting Phase, and if placed into your field
via Summoner Stone, are useless.
If you don’t have any cards in your deck
when you Evoke Summoner Stone, shuffle
your discard pile and it becomes your deck,
then complete the effect.
Twilight Shard
You may Evoke this effect during your Harvest Phase. You cannot resolve this ability if you Spoil. First, you gain 1
.
T
hen flip Twilight Shard into the air.
Whatever side it lands on keep, it on that side. This means that if you are lucky, Twilight Shard will land on its active side and you can use it again next turn. Note, if Twilight shard lands on its active side, you may not use it again during the same turn; Harvest effects may only be used once per turn.
Also note, “flipping in the air” is meant to
result in a 50% chance of landing on either
side. Hence, you may not intentionally “flip”
it in the air in a way that would make it
more likely to land on one side rather than
the other.
Wildfire Ember
You may Evoke this effect during any phase to either gain 1
(for
use during your Harvest Phase in the same way a regular
token works),
or you may use this
effect in any phase to either give your on-deck card 2
or give any one card in
your field 2 . Moreover, you may Evoke
t
his effect in reaction to any circumstance
that would benefit from
symbols.
F
or example, if Moss Troll’s card is on
‑deck
and caused you to Spoil, you may Evoke Wildfire Ember to give Moss Troll’s card 2 additional
before Moss Troll’s “While
on-deck” effect resolves. Note: this effect does not help you with “End of Game” effects like Pridelord, since the 2

effect during any phase to either gain 1 for use during your Harvest Phase in the same way a regular token works or you may use this effect in any phase to either give your on deck card 2 or give any one card in your field 2 Moreover you may Evoke t his effect in reaction to any circumstance that would benefit from symbols F or example if Moss Troll s card is on deck and caused you to Spoil you may Evoke Wildfire Ember to give Moss Troll s card 2 additional before Moss Troll s While on deck effect resolves Note this effect does not help you with End of Game effects like Pridelord since the 2

gained from Wildfire Ember go away at the “end of turn” and don’t exist during end of game scoring.
VariantsVariants
The following variants are optional
if players want to explore additional
options and variety in their games.
Players should agree upon whether
or not to use them at the start of the
game.
Buy
During your Harvest Phase, you may use any 3 spirit symbols to gain 1
.
Y
ou may buy any number of
that
you can afford.
Buying does not count towards
your limit of buying vales cards.
Stacked Duplicates
Whenever a new advancement is
revealed in the commons and another
advancement with the identical title
is already revealed in the commons,
stack the advancements together in
the same slot of the commons. Then
draw another advancement to fill the
empty slot in the commons.
Players may buy any advancements
in a slot following the normal rules.

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2525
Card ListCard List
Base Game
Starting Cards
80 Starting cards divided into
4 decks:
• Beastbrothers deck (20
cards)
• Dawnseekers deck (20 cards)
• Lifewardens deck (20 cards)
• Waveguards deck (20 cards)
Each player deck consists of
the following 20 starter
cards:
– 8 Blank
– 9 Cursed Lands
– 3 Fertile Soil
4 Reference cards
114 Advancements

3
– 3 C
– 3 D
– 3 D
– 3 E
– 3 F
– 3 G
– 3 P
– 3 P
– 3 S
– 3 W
– 3 W
• 3
– 3 B
– 3 D
– 3 F
– 3 G
– 3 H
– 3 H
– 3 L
– 3 M
– 3 Mo
– 3 P
• 3
– 3 A
– 3 C
– 3 D
– 3 E
– 3 G
– 3 H
– 3 L
– 3 M
– 3 S
– 3 W
– 3 W
• 1
36 Vale Cards
• 1
– 3 A
– 3 B
– 1 C
– 2 E
– 2 L
– 1 R
– 3 S
– 1 T
– 2 W
• 1
– 2 A
– 1 B
– 2 C
– 2 F
– 1 F
– 1 H
– 2 P
– 1 S
– 1 S
– 2 S
– 1 V
– 1 W
– 1 W
Vale of Magic
54 Advancements
• 1
– 3 A
– 3 C
– 3 G
– 3 L
– 3 S
– 3 W
• 2
– 3 G
– 3 H
– 3 H
– 3 L
– 3 L
– 3 S
– 3 W
• 1
– 3 C
– 3 C
– 3 G
– 3 O
– 3 S
18 Vale Cards
• 9 L
– 2 A
– 1 A
– 1 D
– 2 M
– 2 R
– 1 S
• 9 L
– 1 E
– 2 F
– 1 S
– 2 S
– 1 V
– 2 W
Vale of the Wild
54 Advancements
• 2
– 3 B
– 3 C
– 3 G
– 3 F
– 2 N
– 2 P
– 2 T
– 3 Un
– 3 W
• 1
– 3 B
– 3 B
– 3 B
– 3 C
– 3 S
– 3 W
• 1
– 3 P
– 3 S
– 3 S
– 3 S
18 Vale Cards
• 1
– 2 Nectar Colony
– 1 Pool of Visions
– 2 Shimmering Waterfall
– 2 Stormcaller
– 2 Verdant Path
– 1 Wayfarer Portal
• 8 L
– 1 Bramble Spire
– 1 Eagle’s Cry Peak
– 2 Haunted Hollow
– 2 Rune River
– 1 Talon Gorge
– 1 Throne Room
8 Leaders
• 1 A
• 1 Cyrilla
• 1 Dione
• 1 GinGan
• 1 Guilduin
• 1 Hempero
• 1 Nepeto
• 1 Taeda
Mana Storm
48 Advancements
• 2
– 3 A
– 3 F
– 3 M
– 3 M
– 3 N
– 3 N
– 3 P
• 1
– 3 E
– 3 G
– 3 M
– 3 Mo
– 3 V
• 1
– 3 D
– 3 H
– 3 L
– 3 N
18 Vale Cards
• 1
– 1 C
– 1 F
– 1 H
– 1 H
– 1 H
– 1 S
– 1 S
– 1 S
– 1 S
– 1 T
• 8 L
– 1 A
– 1 B
– 1 G
– 1 H
– 1 H
– 1 M
– 1 S
– 1 S
8 Leaders
• 1 A •
1 Glorus
• 1 Kirath
• 1 Morlok
• 1 Old Bakarb
• 1 Silverwing
• 1 Xanos
• 1 Yaquei
8 Amulets

1 D •
1 Deepriver Crystal
• 1 Moon Stone
• 1 Rootwood Charm
• 1 Summoner Stone
• 1 Sun Blessing
• 1 Twilight Shard
• 1 Wildfire Ember

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2626
Leader LoreLeader Lore
As the struggle to restore the Valley of Life intensifies,
the ranks of those combating the curse continues to
swell. Some druids, in particular, are rising to the
forefront. While they are as varied in their approach
and nature as the druidic clans themselves, these
servants of Gaia all strive for the day when a wicked
king’s bitter wrath no longer taints their world.
Algeni – Fierce Heart
Algeni is a strong warrior who favors deeds over words. She has no time for frivolous things and people, and is driven by a pragmatic and focused mindset that has served her since birth. After losing her tribe and former druid circle in a storm, she came upon a wounded Pridelord
named Kunkah. As she helped him recover the two formed a strong bond, becoming traveling and fighting companions. In their wandering they came upon other druids and heard of the terrible blight. Desiring to help, each vowed their heart and soul to the fight.
Ashae – Daughter of the StormWhile some Waveguards tap deep into the mysterious energies of the weather, few
give themselves wholly to it. One s
uch druid is Ashae. Born during a
storm, she revels in the wondrous power of such things, tapping deep into this awesome aspect of Gaia to
both better understand the world and her place in it. Her enthusiasm has given her a new way to combat the threat seeping out of the Valley of Life, while also enriching the rest of the world in the process.
Cyrilla – The Protector
It is said Cyrilla knew her place since birth; the roots of her family run deep among the Lifewarden circle. Her mother tended the woods bordering the Valley of Life, her father the countryside around it, as had their parents and grandparents before them. When each fell while
pushing back the curse, Cyrilla took her mother’s place; her brother his father’s. With her post came the ancient staff, Scion. Long held by her family and crafted when the world was young, it is full of powerful mana. She’s also joined by a hawk, named Brenn, a companion from her youth, with whom she’s formed a special bond.
Dione – Spirit WhispererFor all of her life, Dione has heard whispers. Some faint and indistinct, others louder and clearer. Unsure of why, it wasn’t until she was ten she learned of her rare ability to commune with the spirits. Once trained in how to use her gift, she’s been able to share much wisdom with her fellow
Dawnseekers. It is her hope that in gaining such insight she will find a way to finally put an end to the terrible curse that corrupts and twists not just the physical world but even the spirit realm with its dark taint.
GinGan – The ShapeshifterGinGan walks the line between cursed and blessed, human and animal. Once a champion of the Beastbrothers, he was bitten by a cursed direwolf whose corrupted blood ever lingers in his veins. This taint relentlessly seeks to overwhelm him by transforming him into a bloodthirsty man‑wolf. After
such fits brought about the death of his wife and kin, he fled into the wild, doing what he could against the corruption in the valley while seeking mastery over the constant battle waging within his bones.
Glorus – The Dawnbringer Glorus is as graceful as she is lovely, a shining example of someone ascending into their apex of life and power. Unlike others who battle the curse, she sees things through the light of her clan. The curse is like the night descending over the vale, but a new dawn shall put it to flight.
Dedicated to bringing that dawn in her day, she’s tapped into even greater levels of power few in her clan knew existed. With such power, she hopes of becoming a shining light for others to follow.
Guilduin – The Warrior Among the Beastbrothers there is none stronger or braver than Guilduin. Loyal to his friends and merciless to his enemies, this young warrior has already carved out a place of honor and fear among his elders. Unlike others of his circle, Guilduin fully abandons himself in
battle, letting the full animalistic fury laying just beneath the surface sink its teeth deep into him. Woe to any who should cross his path while thus enraged, for once the fury has its claws in him it loathes to retreat so easily.
Hempero – The Healer Hempero has seen many moon cycles, and is one of the elders of the Dawnseekers. He’s old enough to remember a time before the curse and how he and a handful of other druids, by refusing to heal a dying king, gave birth to his terrible wrath. Ever since he’s had thoughts and fears wage war
in his mind about what might have been had he gone a different way. While he knows he isn’t entirely to blame, he cannot help but try and do his best at restoring what he can while he still has breath, hopeful he might reverse what’s been done before he sees his final dawn.
Kirath – The FeralAmong the Beastbrothers there are some who delve so deeply into the primal energies they risk losing themselves completely to them. Kirath is one who has crossed that line and is unable to fully return from it. Instead, she prowls the world wild and untamable. While perhaps more
bestial than others of her clan, she fights the same fight, using her natural traits to their fullest advantage against the blight and those who would side with it.
Morlok – The Manaweaver Morlok follows the ley lines that run throughout the land like powerful currents of magic. When multiple ley lines intersect they form a nexus of pure energy; the more lines connected, the more powerful the nexus. If Morlok can find a nexus with enough power, he may be able to cast
a spell to banish the curse once and for all. Unfortunately, no one has survived harnessing such a tremendous amount of raw mana, but he is prepared to make the sacrifice if it can save the valley.
Nepeto – The Gardener No one really know how old Nepeto is, only that he’s roamed the world far and wide, planting much of what the present generations of Lifewardens enjoy and protect. Wise and kind, he’s known to think before speaking and for sharing much wisdom when he does. Because of his abundant
planting and cultivation of life, he’s deeply pained by the curse’s taint on the land, taking to heart every plant affected as if it was his own child.

to banish the curse once and for all Unfortunately no one has survived harnessing such a tremendous amount of raw mana but he is prepared to make the sacrifice if it can save the valley Nepeto The Gardener No one really know how old Nepeto is only that he s roamed the world far and wide planting much of what the present generations of Lifewardens enjoy and protect Wise and kind he s known to think before speaking and for sharing much wisdom when he does Because of his abundant planting and cultivation of life he s deeply pained by the curse s taint on the land taking to heart every plant affected as if it was his own child

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2727
Old Bakarb – The Crafter
Not all druids hold to a clan, some like
Bakarb wander the world, enjoying
the variety of life Gaia has made. He
also is unique insofar as he focuses his
talent and power on creating objects
infused with mana. These objects can
serve many purposes from the
mundane to powerful objects of
wonder. Recently some druids have called upon his aid in
the fight against the curse, seeking some mighty artifacts
to uproot the blight once and for all.
Silverwing – The Skyguard
Silverwing was born into a rare time of peace for his tribe. They had settled in the vale after fleeing generations of merciless hunters. But just when the peace seemed lasting it was shattered by a king stirring up new hunts in the valley. When that same king became ill and died, Silverwing thought the
worst was over. He was wrong. The king’s curse tainted the land, corrupting their home. Unwilling to see any more of his fellow griffons endure still more hardships, he sided with the druids and keeps watch over the valley, guarding it from any further danger.
Taeda – The Wanderer Taeda is a calm, curious young woman who enjoys solitude as much as the company of others. The fact she’s remained a young woman for several decades has caused some investigation by those in her clan. Though it took some time to narrow it down, as Taeda has long enjoyed
exploring new vistas of untamed beauty, the other Waveguards learned of her coming across a source of water so pure and infused with the blessings of Gaia that after drinking it she hasn’t aged a day since. It is their hope they can use it as a new weapon or defense against the curse.
Xanos – The Cold Heart Outside the valley are still more lands that breathe free of the curse. But it’s not hard to imagine what would happen if the blight couldn’t be contained, and were to spread far beyond the vale. For this reason other druids and clans have decided to aid where they can. One such druid is
Xanos, from the Frostcaster clan. While she may be more serious and stern than her years convey, she’s quite skilled and focused on her resolve in totally and methodically eradicating the curse from the land.
Yaquei – The Poisoned What once was an Entguard named Yaquei is now a twisted being fighting to keep his identity. Where once there was kindness and a gentle spirit a cruel wickedness flows through him like some bitter sap. His helpful demeanor and love for the valley is being eaten away with outright
hatred for anything he used to hold dear. The same hands that nurtured life now look to corrupt and even kill it, but yet he fights on—hopeful of beating back the blight
where he can until it utterly consumes him
.
CreditsCredits
Game Design: John D Clair
Director of Projects: Nicolas Bongiu
Production: Dave Lepore
Development Lead: John Goodenough
Art Direction: John Goodenough
Cover Art: Kiki Moch Rizky
Graphic Design: Kali Fitzgerald
Story Text: Chad Corrie, Darrell Hardy, Ross Watson
Card Art: Jess Alphonso, Jack Baker, Felicia Cano, Storn
Cook, Jessica Cox, Amber Debelak, Martin de Diego, Alberto
Tavira Espinar, Andrew Gaia, Krzysztof Hain, Yogesh Joshi,
Heather Kreiter, Jeff Porter, Kezrek Laczin, Alayna Lemmer,
Kiri Leonard, Matt Paquette, Jeff Porter, Kiki Moch Rizky,
Nikolay Stoyanov, Jessada Sutthi, Katarzyna Zielinska
Proofreading: Nicolas Bongiu, Kirk W Buckendorf,
Ryan Dancey,
Playtesters: Jennifer Aldridge, Cherie Baker, Csilla
Balogh, Eva Balogh, Katalin Balogh, Steve Behnke, Maryne
Blanchetière, John Boarders, Nicolas Bongiu, Chris Buckley,
Chris Buskirk, Vincent Carassus, Tiffany Carter, Shannon
Clair, Alex Daar, Ryan Dancey, Ernie Enriquez, Jonathan
Espinoza, Ehren Evans, Kali Fitzgerald, Scott Freeman,
Kevin Garcia, John Goodenough, Will Gordon, Sean Growley,
Jean Philippe Guillemain, Mark Harbison, Sean Heaney,
Chris Johnson, Matt Joyce, Kyle Huibers, Matt Joyce, Mara
Kenyon, Karleny Martinez King, Jason Krause, Jean Le Bail,
Ben Lesel, Jim Lewis, Tobias Loc, Stan Lovelace, Touradj
Mansouri, Eric Martinez, Scott McCalla, Mike McDonald,
David Mines, Tim Moore, Chris Mroz, Andrew Narzynski,
Sam Nazarian, Josh Nichols, Kaz Nyborg-Anderson, Chris
Olsen, Will Pell, Troy Perez, Adam Reese, Bryan Reese, Todd
Rowland, Brandon Snyder, Thomas Stavlo, Richard Stewart,
Zak Stoltz, Chris Swales, Eric Swanson, Richard Tatge,
Thorin Tatge, Kevin Will, Mark Wootton, Erik Yaple, Leo
Porter-Zasada, Pace Porter-Zasada, John Zinser
Copyright & Contact
©2021 Alderac Entertainment Group
Mystic Vale, Card Crafting System, and all related marks
are ™, ©, and ® Alderac Entertainment Group, Inc. 2505
Anthem Village Dr. Suite E-521 Henderson, NV 89052
All rights reserved. Printed in China.
Warning: Choking hazard! Small parts.
Not for use by children under 3 years of age.
Visit our website at www.alderac.com/mystic-vale
Questions? https://alderac.com/customer-service

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2828
Setup
1. Player Decks
Each player should shuffle their deck and place it
face down in front of them.
2. The Commons
Take out all the Fertile Soil advancements and
place them in a separate deck. Separate all the
other advancements into decks denoted by their
l
evel symbols.
Shuffle all of the level 1 advancements and count out
a number of advancements into a deck based
on the number of players:
• 2 players: 12 advancements
• 3 players: 15 advancements
• 4 players: 18 advancements
Then turn over the first 3 advancements of the
level 1, 2, and 3 deck.
3. Vale Cards
Shuffle both vale decks, then turn over 4 cards
face up from each deck.
4. Setup VP Tokens
Place the
tokens in a pool based on the
number of players:
• 2 players: 23
• 3 players: 28
• 4 p

5. Setup Fields
Each player makes their starting field until
they have two Cursed Lands in their field
and a third one on-deck.
6. Determine Starting Player
Place the
tokens so that their active side is face
up and shuffle them. Each player takes one token
at random and turns it over. The player with the
starting player symbol will be the starting player
for this game.
7. Setup Leaders & Amulets
Randomly select a number of leaders and amulets,
equal to 1 plus the number of players. Beginning
with the starting player and continuing clockwise,
each player chooses and takes either 1 amulet
or 1 leader from the options on the table. Then,
beginning with the last player and continuing
counter-clockwise, each player chooses either 1
amulet (if they chose a leader in the first round) or 1
leader (if they chose an amulet in the first round).
Amulets start the game on the used side.
Each player sleeves their leader into one of their 8
blank cards so the leader’s starting side is showing
face up, then shuffle it in their deck.
Players are now ready to begin the game!
Taking a Turn
Take the following phases in order.
1. Planting Phase
Resolve the following steps:
A. You must choose to either pass or push.
If you pass, skip immediately to your
Harvest Phase.
B
.
If you chose push , place your on-deck card into
your field, to the right of any previously played
card. Resolve “When Played” abilities on that
card (if any), then turn over the top card of your
deck and place it back on top of your
deck face up as your new on-deck card.
C
.
Determine if you have Spoiled.
D. If you have not Spoiled, go back to step A
and repeat.
2. Harvest Phase
If you chose to end your Planting Phase before Spoiling, you now complete your Harvest Phase (again, only if you did not Spoil).
Count up your
and spirit symbols (, , ,
), resolve “Harvest” abilities on cards in your
field, score , buy vale cards, and buy
advancements. All of this can be done in
any order.
3) Discard Phase
Sleeve each advancement you bought (if any),
then replenish vale cards and advancements in
the commons.
T
he next player may now begin their turn.
4) Prep Phase
While your opponent is beginning their turn, prep
your field until you have three or more
showing
(in your field and your on-deck card).
Quick ReferenceQuick Reference

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