MYSTIC VALE

Reviewed by Herb Levy

MYSTIC VALE (Alderac Entertainment Group, 2 to 4 players, ages 14 and up, 45 minutes; $44.95)

 

mysticvaleboxOver 20 years ago, a game called Magic, the Gathering appeared (Winter 1994 Gamers Alliance Report) which introduced the idea of “trading and collectible card games”. Years later, that basic idea was taken to a new place with a game called Dominion (featured in the Winter 2009 Gamers Alliance Report) creating a genre of play called “deck building”.

With deck building, players, starting with a basic hand of cards, proceed to play them to buy more cards to increase the size of their deck (i.e. “building” their deck) making the deck more powerful which, in turn, is used to buy more cards, increasing size and strength and earning victory points. This game play mechanism has spawned a legion of offspring, some good, some indifferent and some bad.  But designer John D. Clair has added a very intriguing wrinkle to the standard deck building game. In the fantasy land that makes up Mystic Vale, players head druid clans and seek to restore the cursed lands of their domain to vitality by “card crafting”. In Mystic Vale, you do not exactly build your deck. Rather, you build the CARDS that make up your deck
mysticvale1

Everyone starts with an identical deck of 20 cards: 9 Cursed Land, 3 Fertile Land and 8 blanks.  These are not your typical cards. ALL of them are sleeved (the game comes with 100 sleeves – 80 for immediate use and 20 extra as “back ups” is needed) and all are divided into segments: top, middle and bottom. At the start of play, only one segment (if any) will be filled on each card.

As seen on the card on the right, each Cursed Land has two symbols on it: a blue circle (representing mana, the currency of the game) and an orange tree (symbolizing decay). Fertile Land cards have only the one blue circle.  Players also receive a round mana token randomly used to determine starting player which can also serve as an extra mana if needed. A Victory Point pool (of from 23 to 33 points depending on the number of players) is placed on the side.

To amass the most Victory Points to win, the primary goal is to craft a powerful engine of cards, done by buying advancements with your mana. Cards representing advancements come in three levels (1, 2 and 3) and, generally, the higher the level the more expensive it is. Vales, another set of cards, may be bought with “spirit symbols”. These cards give added power and/or Victory Points to the players able to claim them.

All player turns consist of four phases: Planting, Harvest, Discard and Prep.

Unlike other deck builders, your deck of 20 cards remains constant; the number of cards in your deck never changes. But a player’s starting hand is not consistent. With the deck shuffled, a player will begin to draw cards, moving them from the top of his deck (his “on deck” card) to the play area in front of him (his “field”). Cards may continue to be drawn until you have drawn three orange trees. Now you have a choice.

If you decide to stop, your on deck card will be the first card in your field NEXT turn. (Nothing on it, save for the decay, will count towards what you can do this turn.) If you choose to move the on deck card with a third orange tree to your field, you MUST then draw another card. If a fourth orange tree is then drawn, you have “spoiled” and your turn is completely over. If, however, you draw another card and no orange tree is on it, you are safe. (Of course, you may continue to draw and press your luck but that is completely up to you.) If you haven’t spoiled, you may harvest (gain advancements and/or vales) and then discard (the phase where you will “craft your cards”).

There are always 9 advancements available for purchase in exchange for mana, three for each of the three levels. You will always have at least two mana to spend and possibly three as your mana token may be used as 1 mana. (If you do that, the token gets flipped over and may not be used again until and unless you spoil. In that case, the token is placed face up for reuse as a sort of “consolation prize”.) If you find yourself short on mana, there is also a separate stack of Fertile Land advancements that may be bought at a price of 2.mysticvale2

Advancements will grant the players who buy them more symbols including “spirit symbols” (the starburst one is seen on the card at the left) which can be used to buy Vale cards. There are level 1 and level 2 Vale cards, four of each, always available for purchase. Vale cards do not add to your deck (they are placed aside) but, as mentioned,  grant you extra abilities (on the turn AFTER purchase) and/or Victory Points when final scoring occurs.

Purchased advancements must be slipped into cards in a player’s field. However, a placed advancement must fit into its allotted spot when sleeved. (A “middle” advancement, for example, cannot be placed in a card where the middle spot is already filled. No covering up of spaces allowed.) Some advancements also have powers in addition to (or instead of) symbols that will generate extra mana or allow you to discard a card already in your field (which can help you avoid spoiling) or take Victory Points from the pool. As the game progresses, you may be able to play a lot of cards in one turn but, no matter how many mana or symbols you may accrue, only two advancement and two Vale purchases are allowed in any one turn.

Play continues until the pool of Victory Points is drained. At that point, the round if finished with everyone getting an equal number of turns. (If players are entitled to VPs but the pool is empty, VPs are taken from the box. No one gets shortchanged.)

With the final round concluded, players score points for all the VPs gathered from the pool plus all VPs listed on advancements on their crafted cards AND any VPs on any Vale cards in their possession (such as the six found on “Shimmering Brook”). The player with the highest final total wins!

When a game enters a genre that has been explored for so long, it’s hard to find something new. Remarkably, John D. Clair has managed to do just that. This is not the first time clear sleeves have been used (Richard Garfield used this to good effect in his Filthy Rich game featured in the Fall 1998 GA Report) but it is the first time this has been applied to the card game genre in this way. And this is what makes the game stand out.

You cannot just buy a powerful card. In Mystic Vale, you have to craft the card you want based on advancements available and the available space you have on your cards. It is a challenge that is fun but not overwhelming. Sometimes, you just can’t get to use the advancement you want because you don’t have room for it and must, regretfully, leave it to another player – which is about all the player interaction you will find here.

As with Dominion, the focus is on what YOU can do make your deck grow in power. It is true that the variety of advancements is limited and there is very little (virtually nothing) that you can do that will impact on the play of your opposition. But, as with Dominion, this doesn’t prevent you from having a terrific time in constructing your deck.  The “variety” and/or “interaction” problems (if they are problems in your view; they didn’t concern us) can be easily solved by AEG creating an expansion or two including suitable advancements with appropriate powers to inflict havoc on opponents and, with expansions (should they appear) generally being optional, players can add these extras into play or not according to taste.

It is sometimes very tempting to keep drawing cards to maximize the amount of mana to spend or symbols to use, particularly if your on deck card is rich in those icons. But your ambition (or possibly, greed) must be tempered with the understanding that should you draw that fourth decay, you have lost all ability to gather more advancements or Vales that turn. The risk is sometimes worth it however and it’s fun to try to gauge just how lucky you feel. (As mentioned, you get your mana token back if you spoil but its value lessens as one mana means more at the beginning and less when you have managed to create your mana motherload from advancements added on your cards.)

The fantasy world of Mystic Vale is enhanced by the spectacular artwork (art direction credited to Todd Rowland and artwork by a very talented crew). Because the cards take on different layouts from game to game, the “look” of  the cards and the game dynamics (shaped by the powers of specific cards in varied combinations) change, keeping the game fresh and appealing. The only graphic quibbles are that, although the different levels of advancements have small squares and different borders to help in their separation, they still can be a little hard. This also applies to the prices of the advancements which might have stood out better with a black type on white background rather than being caught up in the beautiful graphics of the cards. This might account for our games taking a bit longer than the stated 45 minutes. A big plus is the rule book, often the bane of game players, which is extraordinarily clear and filled with additional information to erase any possible confusion over the cards and what they can and cannot do.

It is always hard to come up with something new and, when something new does come around, it is good to take notice. Mystic Vale, with its “card crafting” technique, adds art to the craft of deck building which makes for something special in the deck building design universe with the potential to do even more. – – – – – – – – – – Herb Levy


Have feedback? We’d love to hear from you.


Summer 2016 GA Report Articles

 

Reviewed by Herb Levy BETWEEN TWO CITIES (Stonemaier Games, 3 to 7 with 1 and 2  player variants], ages 8 and up, about 25 minutes; $35) Ever since Antoine Bauza rediscovered and re-implemented the game mechanism of card drafting (and made a monster hit by using it in his game 7 Wonders), card drafting has become more and more popular in recent game designs. But ...
Read More
Reviewed by Andrea "Liga" Ligabue BLOOD RAGE (Cool Mini or Not, 2 to 4 players, ages 13 and up, 60-90 minutes; $79.99) I really like most of Eric M. Lang's designs and of those Blood Rage is the game I prefer. Tense, deep, with different paths to victory in an outstanding presentation. It is a typical "American" game, with intense interaction but a really low ...
Read More
Reviewed by Herb Levy CASTLES OF BURGUNDY: THE CARD GAME (Ravensburger/Alea, 1 to 4 players, ages 12 and up, 30-60 minutes; $13.50) If you've been paying attention to a lot of the successful board games published over recent years, you might have noticed a trend. It seems that profitable board games will give rise to card game versions of themselves. Castles of Burgundy is such a ...
Read More
Reviewed by Pevans CVLizations (Granna, 2 to 5 players, ages 10 and up, 45 minutes; $35) The title of the latest game from Granna is a play on their earlier game, CV, from a couple of years ago. CVLizations, designed by Jan Zalewski, comes in the same size box as the earlier game and has similar artwork and design. There the similarities cease. The game’s ...
Read More
Reviewed by Greg J. Schloesser DOMUS DOMINI (Franjos, 2 to 6 players, ages 12 and up, 90-120 minutes; $54.99)   In Domus Domini, designed by Heinz-Georg Tiemann, the monastery in Cluny is in trouble. It has been neglected for decades and is currently in dire straits. The new abbot has called upon surrounding monasteries to come to the aid of this venerable institution. Failing to heed ...
Read More
(UN) CONVENTION (AL) I don't know about you but, for me, United States presidential elections are fascinating. This year, the race to capture the highest office in the land has taken on some strange and bizarre twists and turns. All of it coalesces at the Republican and Democratic conventions held in the summer to anoint each party's standard bearer for the election this November. We've ...
Read More
Reviewed by Herb Levy ESCAPE THE ROOM: MYSTERY AT STARGAZER'S MANOR (ThinkFun, 3 to 8 players, ages 10 and up, 90-120 minutes; $21.99) Suppose you found yourself trapped in a room with no apparent way out, armed only with your intellect? This is the situation that has become something of a phenomenon in the "real world" as these sorts of situations have evolved from digital ...
Read More
Reviewed by Herb Levy KILL DOCTOR LUCKY: DELUXE 19.5tH ANNIVERSARY EDITION (Cheapass Games, 2 to 8 players, ages 12 and up, 20-40 minutes; $40) In the world we live in, the craving for something new is a powerful and often irresistible force. This applies to games as well as many gamers virtually salivate over the promise of the next new game to appear on the ...
Read More
[Note: Nick Sauer, designer of Looting Atlantis, has been a contributor to Gamers Alliance Report, including content for our Sid Sackson Tribute issue as well as reviews, the last appearing in the Fall 2010 issue.] Reviewed by Herb Levy LOOTING ATLANTIS (Shoot Again Games, 2 to 4 players, ages 13 and up, 30 minutes; $40) The legendary land of Atlantis has been the subject of ...
Read More
Reviewed by Herb Levy MYSTIC VALE (Alderac Entertainment Group, 2 to 4 players, ages 14 and up, 45 minutes; $44.95) Over 20 years ago, a game called Magic, the Gathering appeared (Winter 1994 Gamers Alliance Report) which introduced the idea of "trading and collectible card games". Years later, that basic idea was taken to a new place with a game called Dominion (featured in the Winter ...
Read More
Reviewed by Chris Kovac NIPPON (What's Your Game?, 2 to 4 players, ages 12 and up, 120 minutes; $60) Nippon is a two to four player point engine building game with worker placement and tile laying elements designed by Nuno Sentiero and Paulo Soledado. The game has a very light them of industrialization in Japan during the early 1900’s ...
Read More
Reviewed by Herb Levy OH MY GOODS! (Mayfair Games/Lookout Games, 2 to 4 players, ages 10 and up, 30 minutes; $15) Originally published as Royal Goods, the game has hit American shores with all of the 110 cards intact but the name changed to othe more whimsical Oh My Goods!. In addition, the original rules for the game have been revised by the designer, Alexander ...
Read More
Reviewed by Pevans PELOPENNES CARD GAME (Irongames, 2 to 5 players, ages 10 and up, 45-60 minutes; €17.99) I really enjoyed Bernd Eisenstein’s Peloponnes (Winter 2010 Gamers Alliance Report) when it first appeared from his imprint, Irongames, in 2009. It’s a clever, entertaining game of developing an Ancient Greek city-state. I was thus intrigued by the arrival of his Peloponnes Card Game last year, essentially a card ...
Read More
Reviewed by Herb Levy SUSHI-GO PARTY! (Gamewright, 2 to 8 players, ages 8 and up, about 30 minutes; $21.99) It seems like only yesterday (actually it was last year in the Spring 2015 issue of Gamers Alliance Report) that we reviewed a very cute card drafting game designed by Phil Walker-Harding called Sushi-Go!. But nothing makes for good times like getting more and more people ...
Read More
Reviewed by Kevin Whitmore TIN GOOSE (Rio Grande Games, 3 to 5 players, ages 10 and up, 120 minutes; $59.99) Tin Goose, designed by Matt Calkins (Sekigahara: The Unification of Japan) is about building an airline business at the dawn of commercial aviation in the USA.   It is a handsome game, coming in a large square box. Opening the box, you will find a ...
Read More
Reviewed by Joe Huber WINGS FOR THE BARON (Victory Point Games, 3 to 5 players [with a solitaire variant], ages 13 and up, 45 minutes; $49.99) As with many gamers, I very much enjoy attending game conventions. But my criteria for attending conventions isn’t based upon locality, or cost but on who I’ll get to see there. This might naturally push me towards large conventions ...
Read More
Reviewed by Herb Levy WORLD'S FAIR 1893 (Renegade Games/Foxtrot, 2 to 4 players, ages 10 and up, 40 minutes; $40) As the Industrial Revolution began to change life on this planet, science and its promise of wondrous things to come captured the imagination of the world. That excitement encouraged people around the globe to exhibit tomorrow's wonders. These conclaves of future possibilities were known as ...
Read More

Facebook Feed

2 weeks ago

Gamers Alliance
With great sadness, we regret to inform you that our founder, Herbert Levy, passed away this morningHerb was an incredible leader of the gaming community, founding Gamers Alliance in 1986, and even winning a Bradley-Parker award in 2011 - this is a shattering loss to his family, friends, and loved ones. We apologize to the Gamers Alliance community members, as all current orders have been canceled - thank you for your understanding and condolences ... See MoreSee Less
View on Facebook

3 weeks ago

Gamers Alliance
Dungeons & Dragons created a whole genre of gaming and I love the bits of history that relate to it. www.chaosium.com/blogfrom-the-qa-did-chaosium-founder-greg-stafford-own-the-firstever-copy-of-dd-... ... See MoreSee Less
View on Facebook

3 weeks ago

Gamers Alliance
The joy of gaming (as defined by the inimitable Gahan Wilson)! (Click on it to see the entire caption!) ... See MoreSee Less
View on Facebook

3 weeks ago

Gamers Alliance
For those who LOVE a challenge! ... See MoreSee Less
View on Facebook

4 weeks ago

Gamers Alliance
Once again, there are over 180 (!) Gamers Alliance auctions on eBay right now, featuring lots of games – from 7 Wonders to Zombicide – and more including lots of Cthulhu items, Lord of the Rings items, Magic, the Gathering items, Spellfire and other CCGs, Endless Quest books and more! Anybody can bid but if you join Gamers Alliance – full details on site – you get $$$ to spend on your winning bids!!!Enjoy your visit!www.ebay.com/sch/i.html?item=132900256458&rt=nc&_trksid=p2047675.l2562&_ssn=gamersalliance ... See MoreSee Less
View on Facebook