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The Vale of Eternity · Reference sheet

The Vale of Eternity reference sheet

Overview

  • 2–4 players, 8–10 rounds, ~45–60 min [p.6 — How to Play]
  • You are a tamer drafting and summoning creatures from global myths [p.2 — Introduction]
  • Each round: draft 2 cards → take actions → resolve Active effects [p.6 — How to Play]
  • Goal: score the most points by summoning powerful creatures [p.11 — End of Game]
  • 70 cards across 5 families: Fire, Water, Earth, Wind, Dragon [p.4 — The Cards]
  • Game ends when any player hits 60+ points or round 10 ends [p.11 — End of Game]

Setup

  1. Each player takes 2 player markers and 1 player tile of their color [p.3 — Setup]
  2. Player who most recently saw a reptile is first player; they take the first player marker [p.3 — Setup]
  3. Place game board and score board in the center [p.3 — Setup]
  4. Shuffle all 70 cards into a draw pile [p.3 — Setup]
  5. Place round marker on space 1 of the round track [p.3 — Setup]
  6. Each player scores points equal to their turn-order rank (1st player = 1 pt, 2nd = 2 pts, etc.) [p.3 — Setup]
  7. Place magic stones next to the score board as supply [p.3 — Setup]

Turn structure

Each round has 3 phases in order:

  1. Hunting Phase — Reveal 2× player-count cards; each player drafts 1 card clockwise, then 1 card counterclockwise (last player picks twice in a row) [p.6 — Hunting Phase]
  2. Action Phase — In clockwise order, each player takes any number of actions (Sell, Tame, Summon, Remove) until done; must retrieve all player markers before ending turn [p.7 — Action Phase]
  3. Resolution Phase — In clockwise order, each player activates every Active effect in their area once, in any order [p.10 — Resolution Phase]

After Resolution: check end condition; pass first player marker left [p.10 — End of Round]

Actions

Action Cost Effect Notes
Sell a Card Retrieve marker; discard card; gain magic stones per family shown on board Max 4 stones; no change [p.7 — Sell]
Tame a Card Retrieve marker; add card to hand No hand limit [p.8 — Tame]
Summon a Card Card's cost in stones Pay cost; place card face-up in area; resolve Instant effect Areas = current round number; can't exceed area count [p.8 — Summon]
Remove a Card Stones = current round # Discard one of your own summoned cards; frees an area No change given [p.9 — Remove]
  • Same action may be taken multiple times per turn [p.7 — Action Phase]
  • Card effects can reduce summon cost but never below 0 [p.8 — Summon]

Scoring

  • Advance score marker when card effects grant points [p.5 — Points]
  • Score cannot drop below 0 [p.5 — Points]
  • Starting scores: 1st player = 1 pt, 2nd = 2 pts, 3rd = 3 pts, 4th = 4 pts [p.3 — Setup]
  • Most points at game end wins; tiebreak = most summoned cards; still tied = shared victory [p.11 — Victory]

End of game

  • Game ends at the end of a round when either condition is met [p.11 — End of Game]
  • Any player has 60+ points at end of round, OR
  • The 10th round ends
  • Player with most points wins [p.11 — Victory]
  • Tiebreak: most summoned cards; still tied = shared victory [p.11 — Victory]

Glossary

  • Hand: cards a player has tamed; secret, no limit [p.4 — Hands]
  • Magic Stones: currency for summoning; max 4 at any time; Red = 1, Blue = 3, Purple = 6 [p.4–5 — Magic Stones]
  • Area: zone where summoned cards are displayed; count = current round number [p.5 — Area]
  • Instant effect: triggers once when the card is summoned [p.4 — The Cards]
  • Permanent effect: always active after summoning [p.4 — The Cards]
  • Active effect: used once per round during Resolution Phase [p.4 — The Cards]
  • Remove: paying stones equal to current round number to discard a card from your own area [p.9 — Remove]
  • Recover: keyword that returns a summoned card to its owner's hand; defaults to the card itself if no target specified [p.12 — Effect of Cards]

FAQ

  • Q: Does a card with a Permanent effect that reduces summon cost apply to itself? — A: No, the card itself is not affected by its own Permanent summon effect [p.12 — Effect of Cards]
  • Q: Can I summon a card if I can't fully resolve its Instant effect? — A: No, the card cannot be summoned if any part of its Instant effect cannot be resolved [p.12 — Effect of Cards]
  • Q: Must I use every Active effect, even harmful ones? — A: Yes, every effect must be used if it can be triggered [p.12 — Effect of Cards]
  • Q: What if the triggering condition of an effect isn't met? — A: If the triggering effect cannot be resolved, the triggered effect does not activate [p.12 — Effect of Cards]
  • Q: When resolving an Instant effect, is the card considered in the area or in hand? — A: It is considered already in the area (not in hand) when its Instant effect resolves [p.12 — Effect of Cards]

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