Earthborne Rangers: Moments in the Valley
Earthborne Rangers: Moments in the Valley Rulebook
Table of Contents
Table of Contents
Components
- Spire in Bloom Moments (8 cards)
- Shadow of the Storm Moments (8 cards)
- Into the Maw Moments (8 cards)
- Sky and Smoke Moments (8 cards)
- General Path Cards (1 card)
- Moment Dividers (4 dividers)
Using This Expansion
This expansion adds exciting and narrative moments to your path deck and can be used in conjunction with any of the following four valley expansions: Spire in Bloom, Shadow of the Storm, Into the Maw, or Sky and Smoke.
After resolving Arrival Setup at a location (step 9 of setup or step 5 of travel), if that location is within the new territory established by a valley expansion, draw cards equal to the number of Rangers (players) from the Moments set matching that valley expansion and shuffle them into the path deck without looking at them. (See the "Expanded Valley Map" section of each valley expansion's rules for a diagram of that expansion's territory.)
Path Moment Cards
This expansion adds a new type of card to the path deck: path moments. Path moments do not enter or leave play. Instead, when a Ranger draws a path moment, they resolve the text on the card. Once that effect is resolved, the Ranger discards the path moment unless instructed otherwise by the card's effect. "You" on the card refers to just the Ranger who drew it, but many cards will affect other Rangers.
Path moments also do not have presence values. Any effects that check for a card's presence value will fail when applied to a path moment.
If a path moment would enter play for any reason, the active Ranger must resolve its effect as if they had just drawn it from the path deck.
The rules card shows a sample path moment card, "Tempting Melody," as an illustration. Its printed text is too small to read reliably in the photograph, so it is not transcribed here.
Group Tests
Some cards in this expansion call for a group test. These tests represent more daunting tasks that require the Rangers to work together. These tests typically have difficulty values that scale based on how many Rangers are in the game, noted as usual by the R symbol.
Group tests work like regular tests, except any Ranger can contribute effort to this test via energy and approach icons. At least one energy must be committed to the test, but it can be from any Ranger. If no other Ranger decides to commit energy, the active Ranger must commit one. Only one challenge card is drawn for the test.
When resolving challenge effects, the Ranger that drew the path moment resolves each effect in the surroundings and along the way. Then, each Ranger who committed effort to the test resolves challenge effects within reach. During this process, all ready cards within reach of a Ranger who committed effort are considered active.