Rulings will be collected here as they are provided by the creators, as well as any FAQs and official rule materials. Keywords and rule summation provided by community member Davi.
Current Rules Reference Guide
Past Rules Reference Guides
Past Campaign Guides
Fan-made Learn to Play Guide
– The Surroundings: the area containing the Landscape (your current location), Mission and Weather cards.
– Along the way: the common player area where cards with upwards arrows on the top right come into play.
– Within reach: an area personal to each player where cards with a downwards arrow come into play.
– Presence: The purple value on the top right of cards. How much fatigue it inflicts on players. Other actions may reference this value.
– Progress: The blue value on the top left of cards. Allows for cards to be cleared.
– Damage: The red value on the top left of cards. Allows for cards to be cleared.
– R (Per ranger): Values with an R after the number multiply by the number of rangers
– You must spend energy matching the color of the item to play it.
– Items are not automatically discarded when they run out of uses.
– You have 5 gear slots and some items take 1 or more of those, as shown by filled squared next to the card name, also known as their equip value.
– Using card abilities that do not generate tests (such as an exhaust abilities) are not actions and can be used during your turn in addition to actions.
– You suffer 1 fatigue per injury when resting. Taking 3 injuries ends the day and adds an injury card to the ranger’s deck.
– Players can come in and out between each play session as the game scales values per ranger.
– You can generally have up to 2 copies of a card in your deck. For now, you must take both copies when adding a card to the deck (that may change in development)
– Your stats dictate which cards you can take in your deck, noted by the sideways block on the side of cards (e.g. FIT 2 on Balanced)
– Some cards have BASIC as their requirement. That is the same as requirement of 1 in the aspect, but it’s being experimented with during development.
– Step 1: Choose an aspect card with different distribution of values. You will be able to choose from any combination of [1, 2, 2, 3], represented by 12 different cards.
– Step 2: Choose your Background: Artisan, Shepherd, Traveler or Forager. Each has a pool of 9 cards, of which you choose 5 (Total 10 cards in your deck).
– Step 3: Choose your Specialty: Artificer, Explorer, Constable, or Shaper. Each specialization has two roles and 12 other cards. You choose a role and 5 cards from that pool (Total 10 cards in your deck).
– Step 4: Choose cards for your personality. For each aspect you choose one card, adding two copies to your deck (Total 8 cards in your deck).
– Step 5: Choose your Outside Interest: Choose one cards from anywhere in the game and add two copies into your deck.
– Total deck size: 30
1 – Setup player areas: Place reference card, player roles, tokens decks and the challenge deck.
2 – Draw starting hand of 6 cards. No mulligans (not deemed necessary, may change in testing).
3 – Choose a player to be the lead ranger. They draw the first path card at the start of the round and may be called upon by other game effects.
4 – Set up and shuffle the challenge deck.
4.5 – The demo instructs you to stop here and read the campaign guide for further set up.
5 – Setup the landscape: Generally the landscape you ended the previous day at.
6 – Set up the missions, according to the campaign guide.
7 – Set up the weather: Determined by the current day of the campaign tracker. Can be changed to adjust difficulty.
8 – Build the path deck: Choose a terrain connected to your location and add the landmarks specific to your landscape (or 3 Valley landmarks if there are no specific ones)
9 – Perform the setup on the back of the landscape card and any other cards in the Surroundings.
Core game loop:
– At the start of the round, each player draws 1 path card, starting with the lead ranger.
– Players take turns one after the other, either playing cards or taking actions. Once you’re done taking action, you can choose to rest, taking no more turns.
– You can take 2 turns in a row by exhausting your role card. This is only relevant if there are 2 or more active rangers.
– Interacting with cards beyond your “within reach” area means you take fatigue equal to the presence of all cards between you and the card you want to interact with.
– You can interact with cards within reach of another ranger, taking fatigue from active cards within range of you.
– After each player has rested, the players decide whether to travel, which can only be done if the landscape has progress equal to its threshold.
– To travel, you suffer fatigue equal from each active card, clear the play area (not Rangers’ equipped gear), choose a new landscape and build a new path deck.
– Whether or not you travel, after that is the Refresh phase, where exhausted cards are readied, energy pools are refilled and each ranger draws 1 card from their deck.
How tests work:
0 – If the test difficulty is not specified or the value you’re testing against is 0, the difficulty is 1.
1 – Spend energy from your aspect card matching the test type (AWA, SPI, FIT, FOC)
2 – Discard cards from your hand with icons that match the approach of the test (top left corner, under the card cost).
3- Draw a challenge card. Your effort (same as resulting effort) is the value of the energy your spend plus the matching icons of the approach plus the modifier from the challenge card.
4 – Apply results of the skill test
5 – Activate any abilities with the matching icon of the challenge card you drew in the following order:
Surroundings (Weather > Landscape > Mission) > Cards Along the Way > Cards within reach (active player first)
General game terms
– Clear: If a card has damage or progress on it equal to its appropriate value, it is cleared and the appropriate clear instructions are followed.
– If a card has enough progress and damage to clear, you choose by which value it is cleared.
– Ending the day: The day ends under the following circumstances:
– At the end of the round, rangers can choose to camp and end the day.
– If a rangers needs to draw a card or suffer fatigue and their deck is empty.
– If a ranger takes 3 injuries. That ranger must also add a lingering injury card to their deck, without removing any other cards.
– Certain story effects may cause the day to end, such as missions or allies becoming too injured.
– Scout: Look at the designated number of cards from the top of the path deck. Draw 1 and put the rest on the top or bottom of the Path deck in any order
– Persistent: Stays in your zone when you travel
– Fatigues: Inflicts fatigue equal to its presence (take that many cards from the top of your deck and add it to your fatigue pile)/
– Ambush: When drawn, immediately fatigues you
– Obstacle: While this is ready, you cannot travel | while this is ready you cannot interact with your surroundings |while this is ready and within reach of you, you cannot interact with cards along the way.
– Untraversable: You cannot use the universal Traverse action on it.
– Friendly: Does not inflict fatigue on a ranger who interacts past it.
– Soothing (fatigue): Draw the top X cards of your fatigue pile (the more recently added ones).