Mystic Vale Rules

Mystic Vale Rules

You`ll often have at least a few different map sections that you can buy. Choosing a path to victory can be important, but you have to adapt. Want to buy sections of cards that will bring you VPs whenever they are in play? These usually come with a loot symbol. You could try to acquire a lot of ghost symbols to buy Vale cards for VP? Create maps that limit the risk of deterioration? Or play a mix of all that? Movement mechanics: On each turn, you plant your square by flipping cards until 3 disintegrations (red tree) are revealed. At this point, you can push your luck and draw more cards to get more resources (mana and spirit), risk drawing a 4th disintegration card and spoiling it! If you spoil, you lose your turn, but you can set a mana that you can spend later with your mana token. If you haven`t corrupted, after planting your field, you can harvest your mana, spirit, and other abilities (which can earn you victory points) to buy progress cards (with mana) or val cards (with spirit). Here`s my attempt at a rule explanation for Mystic Vale. Feel free to comment on how I can improve it. Please note that this is not intended to be exhaustive in terms of rules, but rather a way for someone to introduce a new player into the game. Some technical details may not exactly match the rules, as technical details can get in the way of explanations: I tend to think that the theme of a game should only be part of the explanation of the rule if it corresponds well to the actions that a player can perform or the steps of a game.

Sure, others may have their favorites, but I think these two usually have the best format for teaching/learning rules. I use PDFs when I already know the game, and I usually watch the videos when I sit down to learn a new game. The components of this game are excellent. The art is good and the cards also super cool. The cards are transparent, except for the section with symbols and abilities. You place them in the transparent starter deck with 20 cards. You get extra innings, which is a good idea. The rules are well written and easy to follow. Vales can be used in any tower, but you don`t start with a ghost, so you`ll have to do everything you can to get some wit if you want to buy vales.

I`ve only played this game once. Do the cards talk a lot about “planting/harvesting the field”? Otherwise, I`d probably use this terminology briefly at first, then move on to something more intuitive like “reveal/activate your cards.” It`s a game where I don`t think the theme is that useful for explaining the rules. Ways to get VPs and how the game ends: The game ends when the stack of victory chips runs out (23 chips in a 2-player game and 5 extra chips for each additional player in games with more players). The different ways to earn VPs are: Vale cards (you don`t get chips for these, but they count as VP) and progression. You will receive tokens with a green VP icon on the left side of the card (or in the map text) each time you play a progression. You will receive VPs at the end of the game for progression with gray VP symbols on the right side of the map. Players launch Mystic Vale with the same deck of 20 cards. It has 3 cards that bring you mana, 9 cards with loot and 8 blank cards. There are 9 promotional cards and 6 Vale cards available on the market. Card purchase details: Progress consists of upgrades that integrate with your existing maps. Vale cards do not go into your deck, but are bonuses that can be used every turn or give you victory points at the end of the game.

You can buy up to 2 Vale cards and 2 advancements per turn (4 is the maximum you can buy, apart from special abilities). If you don`t spoil, you can buy map sections and Vale cards. Progress cards cost mana and Vale cards cost spiritual symbols. The ascension charts are divided into three sections, the upper, central and lower sections. When purchasing, the progress must be placed in an empty slot in one of the cards you played. Progress cards provide you with spiritual symbols, more mana, VP or additional special effects when they are in game. Vale cards grant you VPs or special abilities that can be used once or activated in turn for the rest of the game. Vale cards will not be added to your deck. First, I wanted to check if anyone knows of a website that has a collection of board game explanations that are well written and explain most of the rules in a reasonable way, with the goal of helping someone who knows the rules explain the game to someone who doesn`t. Discarded Vale cards are removed from the game (Blooming Amber) VP links are broken by #lvl 3 Advancements + #lvl 2 Vale cards. If you are still undecided, rejoice in your joint victory! All of this is easier to remember than rough rules, because there`s a story.

I`ve probably played 30 games of Mystic Vale and I couldn`t tell you anything about it. Your email address will not be published. Required fields are marked with * This site uses Akismet to reduce spam. Find out how your comment data is handled. “. If you like the tabletop version, get this game. » Overview: You have a deck of 20 cards that contain both cursed and fertile land. You`ll add upgrades to your cards to strengthen your deck so you can get the most victory points when the victory chip pile runs out. If you like deck building games and want to try a different mechanic, get Mystic Vale.

The map construction adds a fun fold to the genre that creates interesting choices during the game. To take a random example, the theme of Forge War is easy to explain. As you bring the overseers through the mines, they will move new workers to empty places to make them work, they will whip your own workers to the point where they will work for someone else, and they will bribe the works of other guilds to work for you. If too many workers gather, they will strike and stop working. Many advances have the symbol of the guardian. This symbol only has effect if there is text on the map that refers to it. The preparation phase can be done out of sequence and can be considered different from planting, but it`s not really necessary: That being said, I think completeness is crucial for some people. Different people have different learning styles, so being able to accommodate different people is the most important part. We could go into the weeds with education theory and communication theory, but all this teaching/learning is a huge rabbit hole and so we have entire populations whose life`s job is to share an understanding of something.

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