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Subject: Mystic Vale - Ultimate Variant rss

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Gal Gregor
Austria
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Mystic Vale v.3 ultimate variante

Hi Folks! I'm working on the best way to play mystic vale since quite some time, and we did a lot of play testing at home and this is the current version and hopefully last version. it incorporates all expansions up to vale of the wild.

You should give it a try, if:
- you like the game material/design but, are not so impressed by the basic game mechanics.
- the basic game rules, don't provide enough decision-making for you (except for push/pass or which cards to buy).
- you like to have possibly more different strategies to be able to play.
- you generally like to have less "offstage time" (when others play their turn), since it isn't that easy to plant your whole deck in a turn in this variant.
- you are curious about a (hopefully) more balanced game experience.

********************

Setup
• Determine the starting player at random and remember who it was.
• Every player shuffles a deck consisting of: 9 cursed land, 3 fertile soil and 8 blanks, draws 4 and reveals the on-deck card.
• Setup VP-Pool: Choose any amount of VP-Tokens, the larger the pool the longer the game will last. Recommended for an 60 min game are: 5+20/player. Therefore: 2 players: 45 VP, 3 players: 65 VP, 4 players: 85 VP
• Every time you score VP by advancement or vale card, you immediately take the amount of VP-Tokens from the pool.
• When the VP Pool runs out, it’s the last round of the game. Finish that round, so that every player has the same number of turns (you can still gain VP-tokens).
• End game scoring: VP-Tokens + points for advancement-cards in deck.
• Amount of Level1-Advancements: like in basic game: 1, 2, 3 players 12, 15, 18 cards.

Turn order
Push/Pass-Phase
Take your on-deck card (the 5th card) into your hand and decide to either pass or push. If you pass skip to Planting Phase, if you push flip the top card of your draw deck, then check if spoiled.
• if the on-deck card shows one or more Decay-Symbols  spoiled: –2 purchases in Harvest phase (see later), put the on-deck card into your field, flip your mana token to the active side and proceed to the planting phase. You may use card effects to avoid spoiling now.
• if there is no Decay-Symbol on the on-deck card nothing happens and you may push again or choose to pass.
You can push even if your mana token is already flipped to active side. All the pushed cards in your field count in respect of all symbols (also decay) in the planting phase, but “when played” abilities are not activated.

Planting Phase
Every planting phase you have 3 purchases minus the number of Decay-Symbols on cards in your field (played or pushed). If you have spoiled in the Push/Pass phase before, you also have 2 purchases less.
• Count how much purchases you have that round.
• Choose which card to play from your hand into your field in any order and play them one after the other.
• You must “pay” one purchase for every Decay-Symbol on the card you want to play. If you have no purchases left, you cannot play a card with one or more Decay-Symbols on it.
• If the played card shows a growth symbol you immediately gain 1 purchase, which you can use for playing other cards.
• Any “when played-effects” are resolved immediately. You don’t have to play any card at all.

Harvest Phase
Only cards in your field (not the cards in your hand) are resolved.
• Score VP for cards in your field.
• Calculate the total amount of mana (+ active mana token, vale cards) and spirit symbols in your field.
• Harvest abilities and purchases are resolved in any order you choose. After that rotate used cards to 90° to mark them used.
• Abilities on bought cards may not be used in that round, except for: “when bought” abilities.

Discard Phase
Bought advancements are sleeved in an empty space of any card in your hand or field. Discard all cards from the field and your hand. Replenish bought vale and advancement cards. Rotate used vale cards back so they are ready to use next turn.

Card Draw Phase
Draw only 4 cards to your hand and reveal the 5th card and put it on your deck. This is the on-deck card until you start your next turn.

General card abilities and rulings:
• Card you push into your field or play from your hand have to be placed as the most right card in your field.
• “ongoing” abilities continue to affect the card wherever it is. It’s always active.
• “When played” abilities are resolved only in planting phase and when you play the card from your hand into your field.
• “Harvest” abilities are resolved when in your field during your harvest phase. They are not resolved when in your deck, hand or discard pile. To indicate that the card is used turn it for 90° after playing the ability. Vale Cards are considered “always in your field”.
• You may not look in any draw deck but into your discard pile. VP-Tokens are open information to all players.

Alternate card texts

Advancement Cards
Aurora: Harvest: 1 VP for every card in your field.
Beastbrother Hunter: Harvest: Gain 1 VP per card less than 6 cards in your field.
Burrow Worm: Discard: Instead of discarding, you may place the card on the bottom of the deck. If the deck is empty, shuffle the discard pile; it becomes the new deck; and put burrow worm on top of it. Then proceed to draw phase.
Call of the Hunt: Harvest: When-played-effects on those cards do not activate and Decay-Symbols also reduce your number of purchases for this round.
Calm Weather: Planting: When played: In your next prep phase, after you have drawn your five cards, you may reveal the top card of your deck, then either discard it or put it back on your deck.
Canopy Explorer: Planting: When played: For each helmet on this card, draw 1 card from the deck and put it on the right side in your field. When-played-effects on those cards do not activate and Decay-Symbols also reduce your number of purchases for this round.
Deadwood Harvester: Planting: When played: You may discard any other card in your hand and draw a new card for it. If you can’t discard another card from your hand this effect does nothing.
Golden Wing Gryphon: Planting: When played: You may turn your mana token to the active side. If it is already active, then this effect does nothing.
Hatchery: Discard: If not the first card in your field, leave it in play as the first card in your field for your next turn. Since the card was already played “when played-effects” will not trigger in the next round.
Mindful Owl: same like Deadwood Harvester
Peacekeeper Druid: Push/Pass: Once if you were to spoil, you may show the peacekeeper Druid in your hand to discard the spoiled card and reveal the next one in your deck. If this card also shows a Decay-Symbol you spoil anyway.
Wolf Rider: Harvest: 1 Mana per card less than 6 cards in field.

Vale Cards
I Aether Tree: Push/Pass: If you were to spoil, you may discard this card to cancel all decay-symbols on the card (except on cursed lands).
I Blooming Arbor: Push/Pass: If you were to spoil, you may discard this card to cancel one decay-symbol on the card.
I Verdant Path: Push/Pass: If you were to spoil, you may discard this card to discard cancel all decay-symbols on your on-deck card (the spoiled card). You lose 2 purchases for spoiling and have to pass.
I Bramble Spire: Push/Pass: If you were to spoil You may discard this card to cancel all Decay-Symbols of one card in your field.
II Ancients Liferoots: Ongoing: Gain 1 additional purchase.” You may have more than one “ancient liferoots”.
II Conclave of Ents: Harvest: Once per turn choose a card in your field. That card gains 1 helmet until end of turn.
II Stream of Vigor: “Harvest: Gain 2 mana.” You get one extra purchase (for advancements only).
II Wood Sprite Hoard: Harvest: When bought look at top 3 cards of your deck, and discard any of your choice. Then put the others back in the same order.

Leaders
VP from leader cards at the beginning or when upgraded are not taken from the VP-Pool, but are added at end game scoring. Upgrade a Leader like Harvest-ability: Pay upgrade-cost and 1 purchase then flip the card. The Leader must be in your field.
Cyrilla: Harvest: Choose a card in your field or the on-deck card of the left or right player to copy “harvest” or “ongoing” ability.
Nepeto: Harvest: You may buy one advancement for 2 less without using a “purchase”, but can’t use it to buy a vale card. (but the growth still gives you 1 more purchase)
GinGan: Harvest: You may look on the top card of your deck, and choose to discard it. Level 2: same.

Optional rules
• 1 Card Reserve
In Harvest phase: When buying an advancement card you may place it into “Reserve” instead of inserting it into a card. The reserved card is placed next to your deck and you may have at most one card in the reserve at any time. It costs one purchase as well as the necessary mana to buy the advancement into reserve. It also costs one purchase to call it out of reserve, to place it into a card. You cannot discard your reserved card.
• Advancement/Vale Card stacking
The same cards are stacked above each other, with an option to buy either one if desired. If there are 3 copies of the same card stacked, remove them from play and replenish the free space.

********************

I hope somebody will enjoy my variant of mystic vale. Feel free to ask questions. Any comments are very much appreciated..
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Justin Rizzo
United States
Hershey
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Gambrius wrote:

Push/Pass-Phase
Take your on-deck card (the 5th card) into your hand and decide to either pass or push. If you pass skip to Planting Phase, if you push flip the top card of your draw deck, then check if spoiled.
• if the on-deck card shows one or more Decay-Symbols  spoiled: –2 purchases in Harvest phase (see later), put the on-deck card into your field, flip your mana token to the active side and proceed to the planting phase. You may use card effects to avoid spoiling now.
• if there is no Decay-Symbol on the on-deck card nothing happens and you may push again or choose to pass.


So draw 5, and you only spoil if the thew newly revealed card has spoil on it? Doesn't this kind of completely remove one of the primary aspects of the game (trying to avoid reaching 4 spoil symbols)?
 
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Gal Gregor
Austria
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Exactly, you only check the on-deck card for a decay-symbol. that's it. no counting needed.

We didn't like the aspect of the basic game, that you have to repeatedly check the whole field + on-deck card. In large fields, together with Deadwood Harvester/Owl's discard effect, and sometimes negated decay symbols (Vale cards, Peacekeeper, lifebringer seeds and such), and growth symbols, it felt very confusing and most notably time consuming.

BUT: the rule of maximum 3 allowed decay symbols, is in a way incorporated in the next phase (our planting phase), where you can play your hand cards, but for every decaysymbol an a card you'd have to pay a purchase also. so the mana curve of the starting deck is very much the same in both versions, and growths gives both: the ability to by more cards and/or put more cards in your field.

Besides: the basic game rules are very limited of player choices..and IMHO kind of featherbrained). The complexity of MV is on principle ok for a "casual" style of playing, but quite boring for advanced boardgamers IMHO.

In the end it's just push or pass and the decision, what cards to buy and where to put it. And if you spoil you lose the round completely, which is.. mehh After 2 games we figured out, that all was depending on growth-advancements, to cycle your deck quicker than your opponents - the rest was less important, and mostly a matter of luck.


 
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Gal Gregor
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Hi again. We play-tested our variant quite a lot and came up with some changes regarding growth and spoiling mechanics. I'm not sure, if anybody here is interested in it, but I'll share it just in case. Feel free to add some comments please.

Mystic Vale v.7 ultimate
Setup
• Determine the starting player at random and remember who it was.
• Setup VP-Pool: Choose any amount of VP-Tokens, the larger the pool the longer the game will last. Recommended for an 90 min game are: 5+20/player. Therefore: 2 players: 45 VP, 3 players: 65 VP, 4 players: 85 VP
• (optional) Draft level 1 advancements and sleeve them into your deck. Draft a Leader-Card out of 2/player.
• Amount of Level1-Advancements: like in basic game: 2, 3, 4 players 12, 15, 18 cards.
• Every player shuffles his deck consisting of: 9 cursed land, 3 fertile soil and 8 blanks, draws 3 and reveals the on-deck card.
General card abilities and rulings
• Every time you score VP by playing an advancement or buying a vale card, you immediately take the amount of VP-Tokens from the pool. When the VP Pool runs out, it’s the last round of the game. Finish that round, so that every player has the same number of turns (you can still gain VP-tokens).
• End game scoring: VP-Tokens + points for advancement-cards in deck.
• “ongoing” abilities continue to affect the card wherever it is. They’re always active.
• Cards you push into your field or play from your hand have to be placed as the most right card in your field.
• “When played” abilities are resolved when the card was pushed (push-phase) or played (planting phase) from your hand.
• A Growth-Symbol: has a “When played” ability: draw a card to your hand and gain 1 purchase.
• “Harvest” abilities are only resolved when in your field during your harvest phase. To indicate that the card is used turn it for 90° after resolving the ability. Vale Cards are considered “always in your field”.
• You may not look in any draw deck but into your own discard pile. VP-Tokens are open information to all players.
• If you gain mana or spirit magic through a “When bought”-effect, you gain it as a token which can be spent in the same or in a later turn.
• If a card texts says “you take VP from the box instead of the pool”, you can choose from where (box or pool) to take them.

Turn order
First round: Draw only 5 cards to your hand.
Push/Pass-Phase
Take your on-deck card (the 5th card) into your hand and decide to push, play a card from hand or pass. If you pass proceed to Planting Phase. If you push flip the top card of your draw deck (the new on-deck-card), then check if it is spoiled.
• Count Decay-Symbols – Growth Symbols on the on-deck card. If it is one or more --> spoiled: –2 purchases in Harvest phase (see later) then put the on-deck card into your field and activate it’s when-played abilities (also growth), flip your mana token to the active side and proceed to the planting phase. You may use (vale) card effects to avoid spoiling now.
• If it is 0 or less on the on-deck card --> put the on-deck card into your field and activate it’s when-played abilities, you may push again or choose to pass.

You can push even if your mana token is already flipped to active side. All the pushed cards in your field count in respect of all symbols (also decay) in the planting phase.

Planting Phase
• Every planting phase you have 3 purchases minus the number of Decay-Symbols on cards in your field (played or pushed). If you have spoiled in the Push/Pass phase before, you also have 2 purchases less.
• Count how much purchases you have that round. You don’t have to play any card at all.
• Choose which card to play from your hand into your field in any order and play them one after the other. Any “when played-effects” are resolved immediately.
• You must “pay” one purchase for every Decay-Symbol on the card you want to play. If you have no purchases left, you cannot play a card with one or more Decay-Symbols on it.
• For every growth symbol on the played card you draw a card and immediately gain 1 purchase, which you can use for playing other cards (with decay-symbols).

Harvest Phase
Only cards in your field (not the cards in your hand) are resolved.
• Score VP for cards in your field.
• Calculate the total amount of mana (+ active mana token, vale cards) and spirit symbols in your field.
• With each remaining purchase you can buy 1 advancement or vale card.
• Harvest abilities and purchases are resolved in any order you choose. Rotate used cards to 90° to mark them used.
• Abilities on bought cards (incl. discard effects) may not be used in that round, except for: “when bought” abilities.

Discard Phase
Bought advancements are sleeved in an empty space of any card in your hand or field. Discard all cards from the field and your hand. Replenish bought vale and advancement cards. Rotate used vale cards back so they are ready to use next turn.

Card Draw Phase
• Draw only 4 cards to your hand and reveal the 5th card and put it on your deck. This is the on-deck card until you start your next turn.

Alternate card texts
Advancement Cards
Aurora: Harvest: 1 VP for every card in your field.
Beastbrother Hunter: Harvest: Gain 1 VP per card less than 6 cards in your field.
Burrow Worm: Discard: Instead of discarding, you may place the card on the bottom of the deck. If the deck is empty, shuffle the discard pile; it becomes the new deck; and put burrow worm on top of it. Then proceed to card draw phase. You can’t use burrow worm the turn you bought it, because you sleeve it after discard abilities can be resolved.
Call of the Hunt: Harvest: When-played-effects on those cards do not activate and Decay-Symbols also reduce your number of purchases for this round.
Calm Weather: Planting: When played: In your next prep phase, after you have drawn your 5 cards, you may reveal the top card of your deck, then either discard it or put it back on your deck.
Canopy Explorer: Harvest: When played: For each guardian on this card, draw 1 card from the deck and put it on the right side in your field. When-played-effects on those cards do not activate and Decay-Symbols reduce the number purchases.
Centaur: Push/Pass: When you spoil, you flip mana token and gain 2VP then you discard your field and hand, draw new cards and take another turn. If you spoil with another centaur, you can take another extra turn, that way.
Deadwood Harvester: Push/Pass or Planting: When played: You may discard any other card in your field or discard a card from your hand to draw a new card for it. If you can’t discard another card from your hand this effect does nothing.
Golden Wing Gryphon: Planting: When played: You may turn your mana token to the active side. If it is already active, then this effect does nothing.
Hatchery: Discard: If not the first card in your field, leave it in play as the first card in your field for your next turn. Since the card was already played “when played-effects” will not trigger in the next round.
Mindful Owl: same like Deadwood Harvester
Peacekeeper Druid: Push/Pass: Once if you were to spoil, you may show the peacekeeper Druid in your hand to discard the spoiled card and reveal the next one in your deck. If this card also shows a Decay-Symbol you spoil anyway.
Primal Power: same like Centaur.
Wolf Rider: Harvest: 1 Mana per card less than 6 cards in field.

Vale Cards
I Aether Tree: Push/Pass: If you were to spoil, you may discard this card to cancel all decay-symbols on your on-deck card (except of cursed lands) until end of turn and avoid spoiling.
I Blooming Arbor: Push/Pass: If you were to spoil, you may discard this card to cancel one decay-symbol on your on-deck card until end of turn and possibly avoid spoiling.
I Verdant Path: Push/Pass: If you were to spoil, you may discard this card to discard your current on-deck card (the spoiled card) and avoid spoiling.
II Bramble Spire: Push/Pass: If you were to spoil you may discard this card to cancel all Decay-Symbols of your current on-deck card until end of turn and avoid spoiling.
II Ancients Liferoots: Push/Pass/Planting: Once in a turn while you are pushing or playing a card from hand, you can add one growth to a card. The added growth can reduce any decay symbol on the on-deck card, and also counts as a “when played” ability (like regular growth). You may draw one card into your hand and gain 1 additional purchase that round.” You may have more than one “ancient liferoots”.
II Conclave of Ents: Harvest: Once per turn choose a card in your field. That card gains 1 guardian until end of turn.
II Stream of Vigor: “Harvest: Gain 2 mana. You may buy one extra advancement without “using” a purchase.
II Wood Sprite Hoard: Harvest: When bought look at top 3 cards of your deck, and discard any of your choice. Then put the others back in the same order.

Leaders
VP from leader cards at the beginning or when upgraded are not taken from the VP-Pool, but are added at end game scoring. Upgrade a Leader like Harvest-ability: Pay upgrade-cost and 1 purchase then flip the card. The Leader must be in your field.

Cyrilla: Harvest: Choose one card in your field to add 1 guardian and copy a “harvest” or “ongoing” ability of another card in your field or of the on-deck card of the left or right player.
Nepeto: Harvest: You may buy one advancement for 2 less without using a “purchase”, but can’t use it to buy a vale card. (but the growth still gives you 1 more purchase)
GinGan: Harvest: You may look on the top card of your deck, and choose to discard it. Level 2: same.

Optional rules
• 1 Card Reserve: In Harvest phase: When buying an advancement card you may place it into “Reserve” instead of inserting it into a card. The reserved card (maximum one card) is placed next to your deck. It costs one purchase as well as the necessary mana to buy the advancement into reserve and one purchase to place it into a card. You cannot discard your reserved card.
• Advancement/Vale Card stacking: The same cards are stacked above each other, with an option to buy either one if desired. If there are 3 copies of the same card stacked, remove them from play and replenish the free space.
• Level 1 Advancement-Draft: When setting up the game, deal (number of players +1) cards to each player. Each draws one card and passes the remaining cards clockwise to the next player. Proceed drafting cards until there is only 1 card left and put the remaining cards back into the level 1 advancements-stack. Now every player sleeves the drafted advancements into his deck (on a blank, cursed or fertile card), but not more than 1 on each card.
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Gal Gregor
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Mystic Vale v.11 ultimate
The latest version including Mana Storm Expansion.

Setup
•Determine the starting player at random and remember who it was.
•Setup VP-Pool: Choose any amount of VP-Tokens, the larger the pool the longer the game will last. Recommended for an 90 min game are: 5+20/player. Therefore: 2 players: 45 VP, 3 players: 65 VP, 4 players: 85 VP
•(optional) Draft level 1 advancements and sleeve them into your deck. Then draw the number of players +1 Leader cards and also a number of players +1 tokens (amulets). Beginning with the starting player in clockwise order every player chooses one leader card or token, then in counter clockwise order every player chooses again a leader card or token, so that every player has 1 leader card and 1 token. You may also take the basic “token” instead of the drafted one.
•Amount of Level1-Advancements: like in basic game: 2, 3, 4 players 12, 15, 18 cards.
•Every player shuffles his deck consisting of: 9 cursed land, 3 fertile soil and 8 blanks, draws 4 and reveals the on-deck card.
General card abilities and rulings
•Every time you score VP by playing an advancement or buying a vale card, you immediately take the amount of VP-Tokens from the pool. When the VP Pool runs out, it’s the last round of the game. Finish that round, so that every player has the same number of turns (you can still gain VP-tokens).
•End game scoring: VP-Tokens + points for advancement-cards in deck + points for your token (amulet).
• “ongoing” abilities continue to affect the card wherever it is. They’re always active.
•Cards you push into your field or play from your hand have to be placed as the most right card in your field.
• “When played” abilities are resolved when the card was pushed (push-phase) or played (planting phase) from your hand.
•Any Growth-Symbol has a “When played” ability: draw a card to your hand.
•“Harvest” abilities are only resolved when in your field during your harvest phase. To indicate that the card is used turn it for 90° after resolving the ability. Vale Cards are considered “always in your field”.
•You may not look in any draw deck but into your own discard pile. VP-Tokens are open information to all players.
•If you gain mana or spirit magic by a “When bought”-effect, you gain it as a “token”, which can be spent any time later.
•If a card texts says “you take VP from the box instead of the pool”, you can choose from where (box or pool) to take them.

Turn order
Push/Pass-Phase
Take your on-deck card (the 5th card) into your hand and decide to push, play a card from hand or pass. If you pass proceed to Planting Phase. If you push flip the top card of your draw deck (the new on-deck-card), then check if it is spoiled.
•If Decay-Symbols minus Growth-Symbols on the on-deck card is one or more then you have spoiled: –2 purchases in Harvest phase (see later) then put the on-deck card into your field without activating its when-played abilities, flip your Token to the active side and proceed to the planting phase. You may use (vale) card effects to avoid spoiling now.
•If Decay-Symbols minus Growth-Symbols on the on-deck card is 0 or less you put the on-deck card into your field and activate its when-played abilities (also growth), you may push again or choose to pass.
You can push even if your token is already flipped to active side. All the pushed cards in your field count in respect of all symbols (also growth/decay) in the planting phase.

Planting Phase
Every planting phase you have 3 purchases + the number of growth symbols – the number of Decay-Symbols on cards in your field (played or pushed). If you have spoiled in the Push/Pass phase before, you also have 2 purchases less.
•Count how much purchases you have that round. You don’t have to play any card at all.
•Choose which card to play from your hand into your field in any order and play them one after the other. Any “when played-effects” are resolved immediately.
•You must “pay” one purchase for every Decay-Symbol on the card you want to play. If you have no purchases left, you cannot play a card with one or more Decay-Symbols on it.
•For every growth symbol on the played card you draw a card and immediately gain 1 purchase, which you can use for playing other cards (with decay-symbols).

Harvest Phase
Only cards in your field (not the cards in your hand) are resolved.
•Score VP for cards in your field.
•Calculate the total amount of mana (+ active token, vale cards) and spirit symbols in your field.
•With each remaining purchase you can buy 1 advancement/vale card or upgrade your leader.
•Harvest abilities and purchases are resolved in any order you choose. Rotate used cards to 90° to mark them used.
•Abilities on bought cards (incl. discard effects) may not be used in that round, except for: “when bought” abilities.

Discard Phase
Bought advancements are sleeved in an empty space of any card in your hand or field. Discard all cards from the field and your hand. Replenish bought vale and advancement cards. Rotate used vale cards back so they are ready to use next turn.

Card Draw Phase
•Draw only 4 cards to your hand and reveal the 5th card and put it on your deck. This is the on-deck card until you start your next turn.

Alternate card texts & rulings

Advancement Cards
Aurora: Harvest: 1 VP for every card in your field.
Beastbrother Hunter: Harvest: Gain 1 VP per card less than 6 cards in your field.
Burrow Worm: Discard: Instead of discarding, you may place the card on the bottom of the deck. If the deck is empty, shuffle the discard pile; it becomes the new deck; and put burrow worm on top of it. Then proceed to card draw phase. You can’t use burrow worm the turn you bought it, because you sleeve it after discard abilities can be resolved.
Call of the Hunt: Harvest: Draw cards from the deck and put them on the right side in your field until you have 6 in your field. When-played-effects on those cards do not activate and Decay & Growth-Symbols don’t change the number purchases. You can use any mana, spirit magic, harvest ability on or score VP with any of those cards.
Calm Weather: Planting: When played: In your next card draw phase, after you have drawn your 4 cards, you may reveal the top card of your deck, then either discard it or put it back on your deck.
Canopy Explorer: Harvest: When played: For each guardian on this card, draw 1 card from the deck and put it on the right side in your field. When-played-effects on those cards do not activate but Decay & Growth-Symbols can change the number purchases.
Centaur: Push/Pass: When you spoil, you flip token and gain 2VP then you discard your field and hand, draw new cards and take another turn. If you spoil with another centaur, you can take another extra turn, that way.
Deadwood Harvester: Push/Pass or Planting: When played: You may discard any other card in your field or discard a card from your hand to draw a new card for it. If you can’t discard another card from your hand this effect does nothing.
Golden Wing Gryphon: Planting: When played: You may turn your token to the active side. If it is already active, then this effect does nothing.
Hatchery: Discard: If not the first card in your field, leave it in play as the first card in your field for your next turn. Since the card was already played “when played-effects” will not trigger in the next round.
Mindful Owl: same like Deadwood Harvester
Peacekeeper Druid: Push/Pass: Once if you were to spoil, you may show the peacekeeper Druid in your hand to discard the spoiled card and reveal the next one in your deck. If this card also shows a Decay-Symbol you spoil anyway.
Primal Power: same like Centaur.
Wolf Rider: Harvest: 1 Mana per card less than 6 cards in field.

Vale Cards
I Aether Tree: Push/Pass: If you were to spoil, you may discard this card to ignore all decay-symbols on your on-deck card (except of cursed lands) until end of turn and avoid spoiling.
I Blooming Arbor: Push/Pass: If you were to spoil, you may discard this card to ignore one decay-symbol on your on-deck card until end of turn and possibly avoid spoiling.
I Verdant Path: Push/Pass: If you were to spoil, you may discard this card to discard your current on-deck card (the spoiled card) and avoid spoiling.
I Silver Tree: Whenever you “Evoke” your token in addition to the other effects, you may choose a card in your field or reveal your on-deck card (the top card of your deck). You may discard that card.
II Bramble Spire: Push/Pass: If you were to spoil you may discard this card to ignore all Decay-Symbols of your current on-deck card until end of turn and avoid spoiling.
II Ancients Liferoots: Push/Pass/Planting: Once in a turn while you are pushing or playing a card from hand, you can add one growth to a card. The added growth can reduce any decay symbol on the on-deck card, and also counts as a “when played” ability (like regular growth). You may draw one card into your hand and gain 1 additional purchase that round.” You may have more than one “ancient liferoots”.
II Conclave of Ents: Harvest: Once per turn choose a card in your field. That card gains 1 guardian until end of turn.
II Stream of Vigor: Harvest: Gain 2 mana. You may buy one extra advancement without “using” a purchase.
II Wood Sprite Hoard: Harvest: When bought look at top 3 cards of your deck, and discard any of your choice. Then put the others back in the same order.
II Harpy Canyon: Push/ Pass or Planting: Once in a turn you may use one “when played” ability a second time. That also works with the growths symbol’s card drawing effect, but it doesn’t double the other effects of growth.
II Borderwatch Bog: End of game: Before you count your final VPs, start one more Push/Pass phase (without drawing 5 cards before) and push cards until you spoil. Borderwatch Bog is worth the number of cards you could push into your field without counting the card that made you spoil. You may use vale cards (blooming arbor), your token or “when-played” abilities (peacekeeper druid) in your field to avoid spoiling, but you cannot score any VP or gain extra turns, advancement or vale cards. The maximum VP points you can gain is 20 (for the whole deck).
II Sundial Savanna: If you evoke your token before your harvest phase you can still use the wild spirit later this turn.

Leaders
VP from leader cards at the beginning or when upgraded are not taken from the VP-Pool, but are added at end game scoring. Upgrade a Leader like a Harvest-ability: Pay upgrade-cost and 1 purchase then flip the card. The Leader must be in your field.

Cyrilla: Harvest: Choose one card in your field to add 1 guardian and copy a “harvest” or “ongoing” ability of another card in your field or of the on-deck card of the left or right player.
Nepeto: Harvest: You may buy one advancement for 2 less without using a “purchase”, but can’t use it to buy a vale card. (but the growth still gives you 1 more purchase)
GinGan: Harvest: You may look on the top card of your deck, and choose to discard it. Level 2: same.
Yaquei: Harvest: Gain 1 mana per less than 6 cards in your field. Upgrade: Then draw cards from the deck and put them on the right side in your field until you have 7 in your field. When-played-effects on those cards do not activate and Decay & Growth-Symbols don’t change the number purchases. You can use any mana, spirit magic, harvest ability on or score VP with any of those cards.
Morlok: Harvest: Gain 1 mana per blank card in your field, but not from blank cards in your hand.
Old Barkarb: Harvest: Choose any one advancement in the commons (incl. Fertile Soils), and place it face up in a separate pile (Barkarbs Workshop) in front of you. This does not trigger “When Bought” effects and does not count towards your purchase limit. Upgrade: Harvest: Choose one or more advancements from Barkarbs Workshop and sleeve it/them on one card in your field or hand. Put that card at the bottom of your deck. You may also pay 1 mana to turn Barkarb back to his starting side.
Algeni: Push/Pass: same like Peacekeeper Druid. Upgrade: Planting: When played: Gain 1VP for each blank card in the field.

Tokens
Rootwood Charm: Push/Pass: If you were to spoil, you may evoke your token to add one growth to your on-deck card until end of turn and draw 1 card to your hand. This extra growth symbol also counts regarding other effects until end of turn.
Darksoul Ember: Push/Pass: You must push at least once each round.

Optional rules
• 1 Card Reserve: In Harvest phase: When buying an advancement card you may place it into “Reserve” instead of inserting it into a card. The reserved card (maximum one card) is placed next to your deck. It costs one purchase as well as the necessary mana to buy the advancement into reserve and one purchase to place it into a card. You cannot discard your reserved card.
•Advancement/Vale Card stacking: The same cards are stacked above each other, with an option to buy either one if desired. If there are 3 copies of the same card stacked, remove them from play and replenish the free space.
•Level 1 Advancement-Draft: When setting up the game, deal (number of players +1) level 1-advancement cards to each player. Each draws one card and passes the remaining cards clockwise to the next player. Proceed drafting cards until there is only 1 card left. Put the remaining cards back and prepare the level 1 advancements stack with the remaining cards. Now every player sleeves the drafted advancements into his deck (on a blank, cursed or fertile card), but not more than 1 on each card.
•Swapping cards: In Harvest phase: You may choose to remove any (stacked) advancement in the commons with a new one of the same level, by paying its cost. If you play with this rule, the game is much more competitive, since it is possible to remove cards which are important to other players. Also play with a bigger or full stack of level 1 advancements.
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