Mystic Vale: Vale of the Wild
Expansion of: Mystic ValeAs the struggle to restore the Valley of Life intensifies, the ranks of those combating the curse continues to swell. Some druids, in particular, are rising to the forefront as potent leaders.
45m
2 - 4 Players
Ages 14+
Arkeas
Largely another "more of the same" expansion where some of the cards have really neat effects or combos. Was a little worried that the introduction of the heroes would upset the flow of the game but they end up working quite well since they're really just a special card in your deck that replaces one of the empty cards. The heroes provide a nice way of making each starting deck be a little different as each has a fairly interesting power.
ampoliros
Adds more variety to he base game, as well as a couple new mechanics. With each expansion, Mystic Vale is getting better.
Fulminata
Neither of the two added mechanics really quite work for me. The Eclipse cards aren't bad, but don't really add anything that interesting, and do add a little more unnecessary complexity. The leaders simply aren't worth the cost in victory points. The lower point leaders may be more powerful than the higher point ones, but they don't come out often enough to be worth the point differential. Will probably be pulling both the Leader cards and the Eclipse cards in future plays.