After all Rangers have rested, you may decide as a group if you’d like to travel. Traveling is how you moveThe card is moved to a different area than the one in which it currently sits. If an area isn’t specified, you can choose to move it either along the way or within... Read more around the Valley, visit new locations, discover people and places uniqueA Ranger cannot have two cards with the unique keyword and with the same name from their deck in play at the same time. If you play a second copy of the same... Read more to certain areas.
Each location card has a progress thresholdMost path cards have a progress threshold in the upper-right of their text box. When a card has progress on it equal to or exceeding its progress threshold, clear it. • Some path... Read more on the right-hand side of the card. If the card has a number of 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 tokens equal to or greater than that threshold, you can choose to travel.
Note: ReadyTo exhaust a card, turn it ninety degrees. To ready a card, turn it upright. • Exhausted cards do not fatigue you. • Exhausted cards are not active, so you do not resolve... cards with the obstacleYou cannot interact with a card if a ready card with the obstacle keyword is between you and that card. • For example, an obstacle within reach prevents you from interacting with cards... Read more keyword prevent you from traveling. You must either clearYou’ll often be instructed to place two different kinds of tokens on cards: progress () and harm (). Most cards have thresholds matching one or both of these token types on the upper-right... Read more these cards, exhaustTo exhaust a card, turn it ninety degrees. To ready a card, turn it upright. • Exhausted cards do not fatigue you. • Exhausted cards are not active, so you do not resolve... Read more them, or deal with them some other way before you can travel.
If you decide to travel, perform the following steps:
1. Clear Play Area
DiscardPlace discarded cards in their corresponding discard pile and discarded tokens in the supply. Effects that trigger when a card clears do not trigger when a card is discarded. Read more all path cards in playAny card or token that is in the surroundings, along the way, within reach, in a player area, or on a component in one of these areas is in play. Cards in discard... Read more and all Ranger cards within reachWithin Reach is part of the play area. There is a separate within reach area in front of each player. This area represents things that are in the Ranger’s immediate vicinity. When an... Read more, along the wayAlong the way is part of the play area. It is a common area accessible to all Rangers at the center of the table that represents things in the environment that aren't near... Read more, or in the surroundingsThe surroundings are part of the play area. They sets the stage for the game. They contains the cards representing the current location, the weather, and any missions the Rangers are trying to... Read more (but not in your player areaPlayer areas are part of the overall play area. Each player has their own area in front of them that contains all of the cards specific to their Ranger: their role card, aspects,... Read more). Then sort all cards from the path deck and path discardPlace discarded cards in their corresponding discard pile and discarded tokens in the supply. Effects that trigger when a card clears do not trigger when a card is discarded. Read more into their setsAll cards are organized into sets. Which set a given card belongs to is noted along either the bottom edge, or the bottom left, of each card.Additionally, path card sets have an icon... Read more, and return them to your collection.
Note: Cards with the persistentCards with the persistent keyword (ready or exhausted) and all cards attached to them remain in play when you travel. Read more keyword are not discarded.
MissionsMission cards provide you with objectives you must complete in order to advance the story. You will gain new missions when instructed by the campaign guide. When this happens, record its name on... Read more that instruct you to “travel away” from a location resolve at this time.
2. Travel to a new location
As a group, choose a new location to travel to by consulting 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 map You must choose a location that is connected directly to your current location by one of the paths marked on the map. The chosen destination must be the next location on the chosen path (you cannot “skip” over a location).
Once the group has chosen a destination, find its location card, and place it into the surroundingsThe surroundings are part of the play area. They sets the stage for the game. They contains the cards representing the current location, the weather, and any missions the Rangers are trying to... Read more, replacing the current location.
Note: You cannot travel along river paths until a certain game component allows you to do so.
3. Decide to Camp
After choosing your new location, as a group, you can decide 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 and set up camp for the night before venturing into the new landscape. Ending the day in this way is safer than ending it in the middle of navigating through a location and allows you an opportunity to prepare yourselves for the next day.
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 in this way, you are allowed to swap reward cards into your Ranger decks between sessions (see Customizing Decks on page <OV>). If you chose not 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, continue to step 4.
4. Build the Path Deck
To build the path deck for your new location, combine several setsAll cards are organized into sets. Which set a given card belongs to is noted along either the bottom edge, or the bottom left, of each card.Additionally, path card sets have an icon... Read more of path cards:
- Terrain Set: The locations in the Valley can be vast areas, and the path you take can dramatically change your experience of them. The terrain you travel across determines what kinds of featuresCards that represent structures, terrain, and other inanimate parts of the environment. These are usually path cards, though may also be Ranger cards. Path Features • Set Reminder: An icon showing which set... Read more and wildlife you will encounter. Each path on the Valley map has an associated type of terrain based on its color and an icon that appears along the line.
To form the base of the path deck, find all path cards from the set matching the type of terrain of the path you took to the new location.
- Location Set: Certain locations have notable people and places to seek out or discover on your journey. These locations are pivotal. This is listed on their card and is marked on the Valley map with a gold and brown eight-pointed star. These locations have setsAll cards are organized into sets. Which set a given card belongs to is noted along either the bottom edge, or the bottom left, of each card.Additionally, path card sets have an icon... Read more of path cards uniqueA Ranger cannot have two cards with the unique keyword and with the same name from their deck in play at the same time. If you play a second copy of the same... Read more to them. Add each of these cards to the path deck.
If your new location is not pivotal, you are never quite sure who or what you’ll encounter. You might find one of the Valley’s other wanderers, other featuresCards that represent structures, terrain, and other inanimate parts of the environment. These are usually path cards, though may also be Ranger cards. Path Features • Set Reminder: An icon showing which set... Read more of the Valley, or an exceptionally dangerous predator. Shuffle all the path cards in The Valley set, and add three random cards from this set to the path deck.
- Other Path Cards: Other game effects may add additional cards to the path deck.
Check the weatherWeather cards represent the weather or other strange atmospheric conditions that may affect you on your travels. Much like mission cards, weather cards are placed in the surroundings and work like path cards,... Read more, location, and missionsMission cards provide you with objectives you must complete in order to advance the story. You will gain new missions when instructed by the campaign guide. When this happens, record its name on... Read more for any instructions labeled “Path Deck Assembly.” When you finish building the path deck, shuffle it.
5. Arrival Setup
Read the campaign guideThe campaign guide is a book containing numerically ordered entries that you read as you play the game. These contain story text that can be read out to the group, as well as... Read more entry noted on the back of the location card.
MissionsMission cards provide you with objectives you must complete in order to advance the story. You will gain new missions when instructed by the campaign guide. When this happens, record its name on... Read more to “arrive at” a location resolve now. These may override reading the normal campaign guideThe campaign guide is a book containing numerically ordered entries that you read as you play the game. These contain story text that can be read out to the group, as well as... Read more entry.
To finish setting up your destination, resolve each instruction under the “Arrival SetupTo set up the game, perform the following steps in order. If you are starting a brand new campaign, go to Getting Started and choose one of the options listed there. 1. Set... Read more” header. Most cards instruct the lead Ranger to resolve an effect then have some number of “next Rangers” resolve effects. If an effect calls for the “next Ranger,” but each Ranger has already resolved an effect, ignore those additional effects.