Mystic Vale
A curse has been placed on the Valley of Life. Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits.
45m
2 - 4 Players
Ages 14+
A curse has been placed on the Valley of Life. Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits.
21tirules
Excellent game with great mechanic. Card crafting is becoming my favorite deck builder. Rules are simple and game can be taught inside 15 minutes. Can't wait to try some expansions.
Alan Stern
A great, novel game! My only complaint is that growth symbols dominate EVERYTHING. House rules help address this, though the power curve is still ridiculously on the geometric side (as in it just keeps getting steeper). ADDENDUM: Yeah, if it weren't for the ridiculous imbalance between tree symbols and spoil symbols, I would rate this one higher. As it is, my house rules are to add a few additional cards to the tier 1 advancements (6 cards, I think? maybe 4? anything in that range is fine) and to remove all tree symbols from the tier 1 advancement selection. The reason for these is that running out of T1 advancements early is really annoying (hampers players' growth curves) and a player getting an early tree symbol (which would be from the T1 selection) means they win the game. All that aside, I love this game! The expansions (leaders) improve it quite a bit (yay for asymmetry), but it's a fantastic system! On par with Dominion, but better. I particularly like how you start with n cards (20?) and the number of cards never changes, just their relative strength and/or abilities. This means that purchases do not dilute your purchasing power but rather increase it quite linearly. The choices are great. I like the press-your-luck part because the reward is almost always worth the risk. It plays fast enough. Just an overall excellent experience!
amiller01
Hits the table quite often. Consider getting at least Vale of the Wild, if not other expansions, as the card supply can get repetitive. Can feel like it ends a turn or two too early; consider upping the victory point supply by a few if you feel the game is ending right when the "engine" has been built.