Mystic Vale: Vale of the Wild
Mystic Vale: Vale of the Wild Rulebook
Table of Contents
Table of Contents
Components
Your game of Vale of the Wild should include the following. If it does not, contact [email protected] for assistance.
- 54 Advancements consisting of:
- 24 Level 1
- 18 Level 2
- 12 Level 3
- 18 Vale cards consisting of:
- 10 Level 1
- 8 Level 2
- 8 Leader cards
- Rulebook
Expansion Setup
Simply shuffle the new advancements and vale cards into their corresponding decks. Then follow the standard setup rules for the base game. Setup rules for the new leader cards are explained in "Leader Setup" below.
Note: The advancement sets Nymph, Pack Leader, and Totem Chief do not have a full set for each of the top, middle, and bottom slots. One slot from each set is excluded from this expansion in order to maintain greater game balance and variety.
Eclipse 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.
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.
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 eclipse symbol on the covered eclipse advancement is not worth any points at the end of the game.
Leader 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
- Ability
- Victory Points (during end of game)
- Upgrade Cost
Leader Setup
An additional "Leaders" step is added to the base game setup, after setting up vale cards is finished.
Randomly deal two leaders to each player. Each player chooses one of the two leaders, then puts the other one back in the box.
Each player sleeves their leader into one of their eight 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 with their other 19 cards.
Using Your Leader
Abilities and symbols on your leader work the same as all other effects.
Important: 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 to be 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).
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.
Card Clarifications
This section covers additional explanations for advancements, vale, and leader cards that may be referenced during play.
Advancements
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 VP 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 VP. If you instead have 5 cards in your field, you gain 2 VP. Finally, if you have 7 or more cards in your field, you gain 0 VP. This 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 decay, you don't Spoil; just continue your Harvest Phase as normal. Likewise, "When Played" effects and growth 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.
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 VP 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 mana 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 VP from their abilities but you cannot take a second additional turn.
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 decay in their decks; if you have more than any other player you gain an additional 6 end-of-game VP. 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 decay, so include in this count decay that is "canceled."
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, the Nymph ability is in effect. For each guardian on the card (guardian on advancements in the same sleeve), Nymph is considered to have +1 forest.
For example, if Nymph and Beastbrother Champion were sleeved together, Nymph would be considered to have 2 forest. You still, of course, only get these forest 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 guardian on the card (guardian on advancements in the same sleeve), Pack Leader is considered to have +1 animal.
For example, if Pack Leader and Beastbrother Champion were sleeved together, Pack Leader would be considered to have 2 animal. You still, of course, only get these animal while Pack Leader is in your field.
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 mana as you want. You may spend 0 mana if you wish. Mana spent this way may not be spent on anything else, such as buying advancements. For each 2 mana you spend this way you gain 1 VP.
For example, during your Harvest phase you have 14 mana. You buy an advancement for 7 and have 7 mana leftover. With Seed Sower's ability, you can spend 6 of that mana instead and gain 3 VP.
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 VP 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 mana 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 VP from their abilities but you cannot take a second additional turn.
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 VP, you take twice as many VP instead.
For example, if Stag Champion and Forest Song were sleeved on the same card, the 1 VP on Forest Song would now give you 2 VP instead. As another example, Centaur gives you 2 VP if it is on-deck when you Spoil. If Centaur and Stag Champion are sleeved on the same card, Centaur would give you 4 VP instead. Note that Stag Champion does not double end-of-game VP.
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 decay 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 guardian on the card (guardian on advancements in the same sleeve), Totem Chief is considered to have +1 wild.
For example, if Totem Chief and Beastbrother Champion were sleeved together, Totem Chief would be considered to have 2 wild. You still, of course, only get these wild 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 mana 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 decay in your field, you Spoil as normal.
Unicorn only gives you 1 mana during your Harvest Phase, not while it is on-deck.
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 animal, forest, and wild on the card that Wind Whisperer is sleeved on (including spirit symbols gained with text abilities like Totem Chief) are instead considered to be sky.
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 mana 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 mana. If you instead have 5 cards in your field, you gain 2 mana. Finally, if you have 7 or more cards in your field, you gain 0 mana. This ability works best when it is in a field with few cards. Hint: Sleeve Wolf Rider with a Cursed Land.
Vales
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 your on-deck card and cancel all decay 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 decay on any one card until your next Discard Phase.
The 1 end-of-game VP on Bramble Spire is lost if you choose to discard the card.
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 mana cost of a level 2 advancement to zero mana.
Note, Harvest abilities are mandatory unless otherwise stated. This Harvest ability is optional as indicated by the word "may."
The 1 end-of-game VP 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.
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 decay in their decks; if you have more than any other player you gain an additional 7 end-of-game VP. 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 decay, so include in this count decay that is "canceled."
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 mana 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 end-of-game VP 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 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.
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 animal, forest, or wild as a sky 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 end-of-game VP on Stormcaller is lost if you choose to discard the card. You cannot use this ability the turn you buy this card.
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."
If you use the ability, gain 1 VP for every 2 mana you have available to spend when you bought Talon Gorge. The mana may still be spent during your Harvest Phase as normal, after Talon Gorge's ability has been resolved.
The 4 end-of-game VP on Talon Gorge is lost if you choose to discard the card. You cannot use this ability the turn you buy this card.
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 end-of-game VP 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.
Leaders
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 VP tokens from the game box (do not take this VP token from the pool of VP tokens 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 decay symbols on cards in your field. Note that you are counting symbols, not net decay, so include in this count decay that is "canceled." For each decay symbol that you count, gain 1 VP token from the game box (do not take this VP token from the pool of VP tokens set as the game clock at the start of the game).
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 guardian 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 guardian to that card. That card is now considered to have 2 guardian on it until end of turn, meaning Totem Chief's ability gives you 2 wild.
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 guardian 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 guardian, giving you 2 wild and 2 animal.
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 mana or 1 sky.
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 decay, you don't Spoil; just continue your Harvest Phase as normal. Likewise, "When Played" effects and growth 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 decay, 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 VP token from the game box (do not take this VP token from the pool of VP tokens 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 VP 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.
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 mana depicted on his card.
Source note: the source rulebook prints only the upgraded side of Guilduin; no starting-side ability text appears in it, so none is transcribed here.
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.
Source note: the source rulebook prints only the upgraded side of Hempero; no starting-side ability text appears in it, so none is transcribed here.
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 mana 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 mana less. This 2 mana discount can only be used on a third advancement purchase; if you only buy 1 or 2 advancements this discount does not apply.
Source note: the source rulebook does not include a clarification entry for the leader Taeda; no Taeda ability text appears in it, so none is transcribed here.
Card List
- 54 Advancements consisting of:
- 3 Beastbrother Champion
- 3 Beastbrother Hunter
- 3 Bonecaster
- 3 Burrow Wyrm
- 3 Call of the Hunt
- 3 Centaur
- 3 Forest Song
- 3 Gaia's Outcast
- 2 Nymph
- 2 Pack Leader
- 3 Primal Power
- 3 Seed Sowers
- 3 Stag Champion
- 3 Storm Elemental
- 3 Sundered Land
- 2 Totem Chief
- 3 Unicorn
- 3 Wind Whisperer
- 3 Wolf Rider
- 18 Vale cards consisting of:
- 1 Bramble Spire
- 1 Eagle's Cry Peak
- 2 Haunted Hollow
- 2 Nectar Colony
- 1 Pool of Visions
- 2 Rune River
- 2 Shimmering Waterfall
- 2 Stormcaller
- 1 Talon Gorge