Texto completo do manual
2
Mystic Vale
A game by John D Clair
For 2–4 players, ages 14 and up
Introduction
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.
Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Game Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Goal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Card Anatomy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
How to Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Taking a Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
1) Planting Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
– Spoiling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2) Harvest Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
– Resolve Harvest Abilities. . . . . . . . . . . . . 9
– Score VP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
– Buy Vale Cards . . . . . . . . . . . . . . . . . . . . . .10
– Buy Advancements. . . . . . . . . . . . . . . . . .10
3) Discard Phase. . . . . . . . . . . . . . . . . . . . . . . . . . .12
– Sleeve Advancements. . . . . . . . . . . . . . . .12
– Replenish Vales. . . . . . . . . . . . . . . . . . . . . .12
– Replenish Advancements. . . . . . . . . . . .12
4) Prep Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
End of the Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Additional Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
– Mana Token. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
– Guardian Symbol. . . . . . . . . . . . . . . . . . . . . . . . . . 14
– Wild Spirit Symbol. . . . . . . . . . . . . . . . . . . . . . . . . 14
– On-deck Card. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
– Using Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
– Planting Your Field. . . . . . . . . . . . . . . . . . . . . . . . .15
– Open and Hidden Information. . . . . . . . . . . . . .15
– Decay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
– Card vs. Advancement. . . . . . . . . . . . . . . . . . . . .15
Card Clarifications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
– Advancements. . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
– Vales. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Quick Reference. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
---
Game 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!
Goal
The player with the most (victory points) at
the end of the game wins.
Components
Your game of Mystic Vale should include the
following. If it does not, contact
customerservice@alderac.com for assistance.
• 80 Starting cards divided into 4 identical decks consisting of:
– Be
– D
– L
– W
• 96 Advancements consisting of:
– 3
– 3
– 3
• 18 Fertile Soil advancements
• 36 Vale Cards consisting of:
– 1
– 1
• 4 Reference cards
• 44 1-point VP tokens
• 10 5-point VP tokens
• 4 Mana tokens
• 100 card sleeves (20 of the sleeves are extra in case replacements are required)
• Rulebook
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 20 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.
---
4
Setup
1. Player Decks
Cada jogador pega um baralho de 20 cartas iniciais com sleeve (cartas pertencentes a um baralho específico são denotadas pelo seu verso). O baralho de cada jogador deve ter 9 Cursed Land, 3 Fertile Soil e 8 cartas em branco. Cada jogador deve embaralhar seu baralho e colocá-lo virado para baixo à sua frente.
2. The Commons
The commons é um conjunto de 9 avanços disponíveis para comprar durante o jogo no centro da mesa. Para configurá-lo, primeiro retire todos os avanços Fertile Soil e coloque-os em um baralho separado. Em seguida, separe todos os outros avanços em baralhos denotados pelos seus símbolos de nível (veja “Anatomia da Carta” na página 7).
. Avanços de Nível 1:
Embaralhe todos os avanços de nível 1 juntos. Em seguida, conte um número de avanços em um baralho virado para baixo e coloque o restante de volta na caixa. O número de avanços no baralho é baseado no número de jogadores no jogo, que está listado abaixo:
• 2 jogadores – conte 12 avanços e deixe o restante na caixa.
• 3 jogadores – conte 15 avanços e deixe o restante na caixa.
• 4 jogadores – conte 18 avanços e deixe o restante na caixa.
Em seguida, vire os 3 primeiros avanços do baralho, conforme mostrado no diagrama de configuração.
.. Avanços de Nível 2:
Use todos os avanços de nível 2, em seguida, vire os 3 primeiros avanços do baralho.
... Avanços de Nível 3:
Use todos os avanços de nível 3, em seguida, vire os 3 primeiros avanços do baralho.
Player Deck
Player Deck
Level 3 Advancements
Level 2 Advancements
Level 1 Advancements
The Commons
Fertile Soil
Deck
---
5
II Fungal Forest
3
I Ley Line Nexus
2
II Wellspring Glade
7
I Azure Lake
Harvest:
Gain 1.
II Verdant Valley
6
I World Tree
2
II Feral Grove
3
I Talonthorn Den
1
Harvest:
Gain 1.
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.
Player Deck
Player 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.
Level 2 Vale Cards Level 1 Vale Cards
Pool of VP Tokens
The Commons
---
6
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 deck and place it face
down in front of you.
B. Take 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 the top two cards of your deck face up,
creating the start of your field, then turn over
a new on-deck card.
D. Repeat step C until you have three cards
in your field and a third one on-deck.
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.
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!
Starting Player
Symbol
Used Side
Active Side
Example Starting Field
Deck On-deck
Card
---
Card Anatomy
Title
Talonthorn Den
Harvest: Gain 1.
Victory Points (during end of game)
Vale Card
Victory Points (during end of game)
Cost
Ability
Level
Level
Cost
Title
Spirit Symbol
Guardian Symbol
Ability
Advancement
Level Symbols
Victory Points (during end of game)
Victory Points (during Harvest)
Level
Cost
Decay Symbol
Title
Advancement
Ability
. 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.
---
How 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. Purchase Phase
1) Planting Phase
You resolve your Planting Phase using the following steps:
A. You must either pass or push. If you pass, skip immediately to your Harvest Phase.
B. If you 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. Do not Spoil (see “Spoiling” on page 9).
D. If you did not Spoil, you may either pass or push and repeat.
In 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.
---
9
Spoiling
Some cards have (decay) symbols on the left side of the card.
If at any time during your Planting Phase 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 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.
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 page 13).
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 and spirit symbols.
2. Resolve “Harvest” abilities on cards in your field.
3. Score VP.
4. Buy vale cards.
5. Buy advancements.
---
10
Comprar Cartas de Vale
Você não poderá comprar cartas de vale nas suas primeiras
poucas rodadas, pois você precisa ter símbolos de espírito
e nenhuma das suas cartas iniciais tem nenhum.
Existem 4 símbolos de espírito no jogo:
Espírito Animal
Espírito da Floresta
Espírito do Céu
Espírito Selvagem
Você colocará esses símbolos em suas cartas
adicionando avanços. Se você tiver os símbolos de espírito
corretos nas cartas em seu campo (não conte
sua carta no baralho) para corresponder a uma das oito
cartas de vale reveladas, então você pode comprar essa carta.
Você pode comprar até duas cartas de vale por turno.
Quando você compra uma carta de vale, coloque-a virada para cima em
sua área de jogo.
Um símbolo usado para comprar uma carta de vale não pode ser
usado para comprar outra. Por exemplo, se você quiser
comprar duas cartas de vale diferentes e cada uma delas tiver
um em seu custo, então você deve ter dois
símbolos diferentes em seu campo.
Algumas cartas de vale apresentam uma habilidade que você pode usar
durante os turnos após você comprar a carta. Cartas de vale
com um símbolo cinza no lado direito da
carta adicionam ao seu total no final do jogo.
Se uma carta de vale mostra um em seu custo, você pode usar
qualquer símbolo de espírito para pagar esse custo.
Importante: Habilidades em cartas de vale não podem ser
usadas durante o turno em que você as compra.
Dica: Para ajudar a rastrear quais cartas de vale
você usou durante seu turno, você pode simplesmente
girar elas 90 graus. Quando você compra uma carta de vale,
imediatamente gire-a para indicar que você
não pode usar a carta durante este turno. No final
do seu turno, gire todas as suas cartas de vale usadas no sentido anti-horário para que estejam prontas para usar
no próximo turno.
Comprar Avanços
Com o que você tem em seu campo (não conte
sua carta no baralho) você pode comprar até dois
avanços por turno, o que inclui Solo Fértil e qualquer um dos 9 avanços disponíveis nos
comuns. O custo de cada avanço é mostrado
no canto superior direito de cada avanço. Ao comprar
um Solo Fértil, você pode comprar qualquer um que quiser.
Se seu token estiver no lado ativo, você pode
gastá-lo virando o token para o lado gasto.
Você então ganha 1 adicional para gastar durante
essa Fase de Colheita.
Qualquer que você não gastou é perdido no final
da sua Fase de Colheita. No entanto, se você escolher não
gastar seu token ativo, ele permanecerá ativo
para o seu próximo turno.
Avanços que você compra não são envelopados até
sua Fase de Descarte. Habilidades e símbolos em
avanços que não são envelopados não podem
ser usados.
Nota: Você não tem permissão para comprar um avanço
se você não tiver um lugar legal para envelopá-lo em uma carta
em seu campo.
---
Example Buying Advancements
Example Buying Vale Cards
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).
The 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.
The player has the following spirit symbols from cards in her field: , , , , , .
She spends , , , 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.
Feral Grove
3
Ley Line Nexus
2
---
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 such 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.
Example Play Area
Deck
On-deck Card
Vale Cards
Mana Token (used)
VP Tokens
Discard Pile
Field
II
Fungal Forest
3
II
Verdant Valley
6
---
13
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.
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.
I
Cascading Falls
1
Harvest: Gain 1 .
I
Talonthorn Den
1
Harvest:
Gain 1
.
II
Heartwood
Sanctuary
3
---
14
Additional 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 symbol). These symbols have
no effect unless an ability on a card
references them.
Wild Spirit Symbol
The (wild spirit symbol) is considered any of
the spirit symbols: , , , .
If 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.
“When 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.
---
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.
When 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.
Card Clarifications
This section covers additional explanations for advancements and vale cards that may be referenced during play.
Advancements
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.
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.
---
16
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.
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 [sun icon] on the card, including the [sun icon] on Dawnsinger plus any other [sun icon] on advancements also in the same sleeve, you get 1 additional [seed icon] to spend this turn. For example, if Dawnsinger and Stag were sleeved together on the same card, Dawnsinger would give you 3 [seed icon] 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 [seed icon] 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.
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 [paw icon] on the card, including the [paw icon] on Feral Chieftain plus any other [paw icon] on advancements also in the same sleeve, you get 1 [seed icon]. For example, if Feral Chieftain and Stag were sleeved together on the same card, Feral Chieftain would give you 3 [seed icon] 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 [star icon] end of the game as normal, but it also gives you an additional 1 [star icon] for every [sun icon], [paw icon], [leaf icon], [water drop icon], [moon icon], [mushroom icon], [mountain icon], and [seed icon] 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 [leaf], 2 for the [stag] and [leaf], and 1 for the [stag], 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 [leaf], 1 for the [stag], and 1 for the [leaf]. Even though Lifebringer Seed has an “Ongoing” ability that cancels the [leaf], Gaia’s Chosen specifically says to ignore text effects, so the [leaf] is still worth 1 [leaf]).
Grassland
While Grassland is in your field during your Harvest Phase, when you count up the [leaf] you get from symbols on cards and abilities, you must subtract 1 from the total. If you do not have any [leaf] 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 [stag] on the card ([stag] on advancements in the same sleeve), Grovetender is considered to have +1 [stag]. For example, if Grovetender and Stag were sleeved together on the same card, Grovetender would be considered to have 2 [stag]. You still, of course, only get these [stag] while Grovetender is in your field or on-deck.
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 [leaf] on it.
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 [leaf] to spend this turn.
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.
---
18
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.
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 [leaf icon] 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 [leaf icon] on it on the same card, like Hulking Thornhide, then Seedling’s ability cancels the second [leaf icon] so the card is considered to have only 1 [leaf icon] on it.
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 [leaf icon] on the card, including the [leaf icon] on Woodland Warden plus any other [leaf icon] on advancements also in the same sleeve, you get 2 [seed icon]. For example, if Woodland Warden and Stag were sleeved together on the same card, Woodland Warden would give you 6 [seed icon] during your Harvest Phase.
---
Vales
Ancient Liferoots II
Ancient Liferoots
Gain 1 permanent .
You may not have more than one copy of this card.
You always are considered to have +1 . If you already have an Ancient Liferoots vale card, you may not gain a second.
Azure Lake I
Azure Lake
Harvest: Gain 1 .
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 I
Blooming Arbor
If you were to Spoil, you may discard this card to gain 1 .
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.
Cascading Falls I
Cascading Falls
Harvest: Gain 1 .
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 II
Conclave of Ents
Once per turn, choose a card in your field or on-deck. That card gains 1 until the end of turn.
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. For 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.
Pool of Light II
Pool of Light
Harvest: Gain 1 .
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.
---
20
Radiant Pinnacle
I
Radiant Pinnacle
Harvest: Gain 1.
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.
Sunstone Aerie
I
Sunstone Aerie
Harvest: Once per turn,
you may spend 2 to use
any , , or as 1.
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.
Stream of Vigor
II
Stream of Vigor
Harvest: Gain 2
and you may buy a third
advancement this turn.
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.
Talonthorn Den
I
Talonthorn Den
Harvest: Gain 1.
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.
---
21
Credits
Game Design: John D Clair
Project Lead: John Goodenough
Development: Bryan Reese, Mark Wootton
Art Direction: Todd Rowland
Cover Art: Kiki Moch Rizky
Card Art: Jess Alphonso, Jack Baker, Storn Cook,
Amber Debelak, Martin de Diego, Andrew Gaia,
Krzysztof Hain, Yogesh Joshi, Heather Kreiter, Jeff
Porter, Kezrek Laczin, Kiri Leonard, Matt Paquette,
Kiki Moch Rizky
Graphic Design: Kali Fitzgerald
Packaging Design: Sean Glenn
Story Text: Ross Watson
Editing: Nicolas Bongiu, Bryan Reese, Todd
Rowland, Mark Wootton
Production: Dave Lepore
Playtesters: Csilla Balogh, Eva Balogh, Katalin
Balogh, Steve Behnke, Maryne Blanchetière,
Nicolas Bongiu, Chris Buckley, Chris Buskirk,
Vincent Carassus, Alex Daar, Ryan Dancy, Kali
Fitzgerald, John Goodenough, Sean Growley, Sean
Heaney, Chris Johnson, Matt Joyce, Kyle Huibers,
Jason Krause, Jean Le Bail, Ben Lesel, Tobias Loc,
Stan Lovelace, Eric Martinez, Mike McDonald,
David Mines, Tim Moore, Chris Mroz, Sam
Nazarian, Josh Nichols, Will Pell, Bryan Reese, Todd
Rowland, Brandon Snyder, Richard Stewart, Zak
Stoltz, Chris Swales, Eric Swanson, Richard Tatge,
Thorin Tatge, Christie Thompson, Mark Wootton,
Erik Yaple, Leo Porter-Zasada, Pace Porter-Zasada,
John Zinser
Designer Special Thanks:
I want to specifically thank the awesome people
who volunteered their time to help me playtest
and develop Mystic Vale. If it’s not 100% true to say
that a game is only as good as its playtesters, it’s at least 90% true, and the thanks owed to these
great contributors should not be understated.
The first on the list has to be Csilla Balogh for all
the wonderful support, input, help, and playtests.
This game would not be what it is without her.
Katalin and Eva Balogh have to be next for their excitement and willingness to play over and
over nearly every iteration of the game. Other
fantastic contributors who cannot go unmentioned include, in no particular order, Sam Nazarian,
Chris Buckley, Steve Behnke, Chris Buskirk, Alex
Daar, Sean Growley, Chris Johnson, Pace and Leo
Porter-Zasada, David Mines, Ben Lesel, Zak Stoltz,
and Eric Martinez. Many others also offered their
time to playtest. You know who you are and you
have my thanks! Finally, much credit and thanks should be given to the great team at AEG for the
professionalism, talent, and friendship of each and
every person I worked with. Working with them
has been rewarding, inspiring, and fun.
Copyright & Contact
© 2016 Alderac Entertainment Group. Mystic Vale,
Card Crafting System, and all related marks are ™
and © Alderac Entertainment Group, Inc. 4045 E.
Guasti Road #210, Ontario, CA 91761 USA
All rights reserved. Printed in China.
Warning: Choking hazard!
Not for use by children under 3 years of age.
Visit our website at www.alderac.com/mystic_vale
Questions? Email CustomerService@alderac.com
---
22
Druidic Clans
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.
---
The evil forces which curse the Vale have laid waste
to most of the world. Only one city stands against the
foul tide – a last beacon of hope in a world gone Dark.
Edge of Darkness™ is a revolutionary new game from
AEG that combines aspects of worker placement,
deck building, and fast-paced combat with the
Card Crafting System™ that debuts in Mystic Vale™.
Exciting industry newcomer John D Clair is the
designer of both games.
Edge of Darkness is AEG’s most ambitious,
deluxe, tabletop gaming experience ever. Up to
4 players lead factions in the City on the Edge
of Darkness as they struggle against the odds
to survive in the face of monstrous evil and
civil strife to light a beacon of hope for the
whole world – a promise that Light shall not
be extinguished and that hope remains.
Mystic Vale is just the beginning!
---
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 level 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 players: 33
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.
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 pass or push.
If you pass, skip immediately to your Harvest Phase.
B. If you 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. Do not Spoil.
D. If you did not Spoil, you may choose to end your Planting Phase 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.
The 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 Reference
---