Tests represent your Ranger’s interactions with their environment. They appear on cards as an aspectAspects are four values that represent where your inherent strengths lie. All of them are listed on a single card. During Phase 4: Refresh, add energy tokens to your energy pool until you... Read more, plus an approach icon, followed by both a thematic and mechanical description of what your Ranger does if the test is successful.
You always have access to four common tests which you can reference on the common test reference card. Additionally, 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 will provide other tests from which you can choose. On your turn, you can choose one test to perform on any card 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 except for cards in other Rangers’ player areas (such as their equipped 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).
Most tests require that you interactWhen you perform a test on a card within reach, along the way, or in the surroundings, you count as interacting with that card. When you perform a test on a card in... Read more with a card 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. When you interactWhen you perform a test on a card within reach, along the way, or in the surroundings, you count as interacting with that card. When you perform a test on a card in... Read more with a card 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, other cards between you and the card with which you’re interacting can cause you to suffer fatigueYour Ranger can only accomplish so much in one day before they become too tired to go on. Your deck represents your Ranger’s stamina, and if it runs out, you will have to... Read more.
Rangers perform tests on their turn. To perform a test, you do the following steps in order:
1. Choose test
Choose the test you are going to perform from a card 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 that is not in another Ranger’s 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 choose any other cards the test will interactWhen you perform a test on a card within reach, along the way, or in the surroundings, you count as interacting with that card. When you perform a test on a card in... Read more with.
Then each 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... card between you and the card with which you are interacting fatigues you (see fatigueYour Ranger can only accomplish so much in one day before they become too tired to go on. Your deck represents your Ranger’s stamina, and if it runs out, you will have to... Read more).
2. Commit effort
Tests can succeed or fail. The more effort you commit to a test, the more likely it is to succeed. Effort can be committed from several sources (listed below). It can be helpful to place all of your committed tokens and cards in the play areaThe play area is broken up into four distinct areas:
• Surroundings
• Along the Way
• Within Reach
• Player Area
Read more next to the test you are performing to more easily track your total committed effort, then 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 them after the test is resolved.
Commit Energy: To initiate a test, you must first commit one or more energy tokens of the specified aspectAspects are four values that represent where your inherent strengths lie. All of them are listed on a single card. During Phase 4: Refresh, add energy tokens to your energy pool until you... Read more by removing them from your energy pool. Each energy committed adds one effort. If you don’t have at least one energy of the appropriate aspectAspects are four values that represent where your inherent strengths lie. All of them are listed on a single card. During Phase 4: Refresh, add energy tokens to your energy pool until you... Read more to commit, you cannot perform that test.
Commit Approach IconsApproach icons represents the way in which you are approaching a test and the methods you are employing. There are four approaches: • Conflict • Reason • Exploration • Connection When performing a... Read more: You may 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 any number of cards from your hand with an approach icon matching the specified type on the left-hand side of the card to add effort equal to the number of that icon on the card. When you 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 a card for its approach iconsApproach icons represents the way in which you are approaching a test and the methods you are employing. There are four approaches: • Conflict • Reason • Exploration • Connection When performing a... Read more, you ignore all information on the card that doesn’t explicitly refer to committing that card. There is no limit to the number of approach iconsApproach icons represents the way in which you are approaching a test and the methods you are employing. There are four approaches: • Conflict • Reason • Exploration • Connection When performing a... Read more you can 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 to commit to a test.
Commit Effort from Other Sources: Other game effects such as 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, helpful beingsCards that represent creatures, people, and other sentient things in the environment. These are usually path cards, though may also be Ranger cards. Path Beings • Set Reminder: An icon showing which set... Read more, or other Rangers’ Ranger tokens may commit effort when you perform a test. You add this effort to your committed energy and approach iconsApproach icons represents the way in which you are approaching a test and the methods you are employing. There are four approaches: • Conflict • Reason • Exploration • Connection When performing a... Read more during this step to determine your total committed effort.
3. Apply Modifiers
Once you determine your Ranger’s total committed effort, draw and reveal the top card of the challenge deck. The face of a challenge card shows each of the four aspects along with a 0, +1, –1, or –2. Look for the aspectAspects are four values that represent where your inherent strengths lie. All of them are listed on a single card. During Phase 4: Refresh, add energy tokens to your energy pool until you... Read more specified by the test and combine the value shown with your committed effort. Then apply any other modifiers from card effects 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 that affect effort to find your resulting effort.
4. Success or Failure
Each test has a difficulty—the number in brackets following the bold thematic descriptor. If there is no number listed, the difficulty is one. If your resulting effort equals or exceeds the test difficulty, you succeed. If your resulting effort is lower than the test difficulty, you fail. Note: Some tests show a difficulty of X. In these cases, the difficulty is dependent on circumstances 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 that test and will be explained elsewhere on that card.
If you succeed, resolve any effects noted in the text following the descriptor. If the effect scales off of your effort on the test, it scales off of your resulting effort.
If you fail, do not resolve the effects immediately following the descriptor. Often the only consequence for failing a test is failure itself, but if there are any effects for failing a test, they are explicitly mentioned in the text following the effects of success. For example, if you fail a Traverse test, you do not place any . Instead, you suffer 1 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.
Some tests will also include effects that occur “whether you succeed or fail,” which are always resolved regardless of the outcome.
5. Resolve challenge effects
On the revealed challenge card, you’ll find one of three 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 challenge icons on a band of color across the bottom: the Crest, the Mountain, or the Sun. These icons match with challenge effectsChallenge effects are rules effects found on cards in play that trigger at specific times during tests. On each challenge card revealed during a test, you’ll find one of three unique challenge icons... Read more on 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.
After you resolve the effects of success or failure, you must resolve the instructions of each challenge effect matching the challenge icon drawn for the test that is shown on an activeActive cards are any ready card in the surroundings, along the way, within reach, or in your player area. Cards within reach of other Rangers are not active. If you’re interacting with a... Read more card. ActiveActive cards are any ready card in the surroundings, along the way, within reach, or in your player area. Cards within reach of other Rangers are not active. If you’re interacting with a... Read more cards are any 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 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, 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, 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 of you, or 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. Ignore challenge effectsChallenge effects are rules effects found on cards in play that trigger at specific times during tests. On each challenge card revealed during a test, you’ll find one of three unique challenge icons... Read more on exhausted cards or 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 of other players. However, if you’re interacting with a card 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 of another Ranger, all 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 of that Ranger also count as activeActive cards are any ready card in the surroundings, along the way, within reach, or in your player area. Cards within reach of other Rangers are not active. If you’re interacting with a... Read more for this turn.
- After resolving a test, if any challenge cards that show the reshuffle iconAfter resolving a test, if any challenge cards that show the reshuffle icon were put into the discard, shuffle the challenge discard back into the challenge deck. Read more were put into the 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, shuffle the challenge 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 back into the challenge deck.
Note: Challenge effectsChallenge effects are rules effects found on cards in play that trigger at specific times during tests. On each challenge card revealed during a test, you’ll find one of three unique challenge icons... Read more on cards that were cleared or exhausted by the results of a test do not trigger, as they are either removed from play or rendered inactive before this step (see 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).