As you progressProgress is a type of token that is added to cards by tests and other effects. It is a measure of time spent. For example, progress placed on a feature or a... Read more through the campaignThe story of Earthborne Rangers unfolds over a campaign across multiple play sessions, with each session representing one day. What you do each day is up to you. You can complete missions to... Read more, your Ranger’s deck will change as you unlock new cards and replace the cards with which you began the campaignThe story of Earthborne Rangers unfolds over a campaign across multiple play sessions, with each session representing one day. What you do each day is up to you. You can complete missions to... Read more. This represents your Ranger learning from experience and gaining access to new and better gearGear are Ranger cards that have ongoing effects or abilities that you can trigger during your turn (or at other times specified on the card). When they are played, gear cards are equipped... Read more.
There are three ways you can alter your deck during a campaignThe story of Earthborne Rangers unfolds over a campaign across multiple play sessions, with each session representing one day. What you do each day is up to you. You can complete missions to... Read more:
Permanent Alterations
Some effects during gameplay may make permanent changes to your deck. These effects usually allow you to trade one card from your deck for one other card from the starting Ranger cardCards that make up your Ranger deck. On your turn, you can spend an amount of energy matching the card’s cost to play that card. The card then has an effect based on... Read more list. You can never go over two copies of the same card with these changes. These alterations to your deck are permanent and cannot be reversed except by other similar effects found during play.
Swapping Rewards in and out
If you end the dayThe day can end in several ways: • Choose to Camp: When you successfully travel, the group can decide to camp for the night. • Ranger too Fatigued: If a Ranger needs to... Read more by camping (see Travel on page <OV>), you can use the downtime to reorganize your gearGear are Ranger cards that have ongoing effects or abilities that you can trigger during your turn (or at other times specified on the card). When they are played, gear cards are equipped... Read more and think on your experiences.
If you ended the day by camping, before you start the next day, you may choose up to two copies of each reward card that you’ve unlocked and add them to your deck. For each reward card you add, you must choose a non-malady card to remove from your deck.
If the removed card is another reward, return it to the collection. But if the removed card is a starting Ranger cardCards that make up your Ranger deck. On your turn, you can spend an amount of energy matching the card’s cost to play that card. The card then has an effect based on... Read more, set it aside. These displaced cards can be swapped back into your deck any time you camp in the same way as rewards, and are not part of the collection.
Maladies
MaladiesMaladies represent the lingering negative effects of the trials your Ranger has endured. The primary malady that can be added to your deck is Lingering Injury, which is added to your deck if... Read more represent the lingering negative effects of the trials your Ranger has endured. The primary malady that can be added to your deck is Lingering InjuryInjuries represent a significant danger to your Ranger. If your Ranger accumulates too many injuries during a day, they will be forced to camp for the night. If a game effect injures your... Read more, which is added to your deck if you are forced to end the dayThe day can end in several ways: • Choose to Camp: When you successfully travel, the group can decide to camp for the night. • Ranger too Fatigued: If a Ranger needs to... Read more after suffering three injuries.
MaladiesMaladies represent the lingering negative effects of the trials your Ranger has endured. The primary malady that can be added to your deck is Lingering Injury, which is added to your deck if... Read more are always in addition to the thirty cards normally in your Ranger deck and cannot be swapped out for reward cards, traded away to merchants, or removed by any other method apart from what is described on the malady card itself.