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FroGames — Moments You'll Remember
Some build breathing forests. Some conjure impossible beasts. Some get lost in endless pilgrimages. And in the end, the world you've created is different from every other game.
WHAT IT IS ABOUT
The Age of Creation, when Druids shaped the world
John D. Clair returns to the Mystic Vale universe with a prequel that tells the story of the era before the Corruption. You are immortal Druids who shape lands, summon creatures, and weave magic by drawing on primordial mana. Each game is a pilgrimage to the sacred places — the Vales — to enrich your spirit and discover the mysteries of Creation. Illustrations by Bad Moon Art Studio, Joan Belda, and Viktoriya Fajardo bring back the stained-glass style that made its predecessor iconic.
Your deck is your domain: cards representing lands, fauna, and magic. During your turn, you buy Advancements to power up the cards in your Grove, enchant Vales to gain permanent effects, and accumulate victory points. Your deck grows in power as you cycle it, but the first to reach 25 points or place 10 Vale tokens triggers the end. Everyone plays one last Day and Twilight phase, then points are counted: board, Vale cards, Advancements.
What they say abroad
An ambitious prequel that renews card crafting with deeper tactical choices.
— FroGames
Each game tells a different creation story, thanks to the variable setup.
— FroGames
Mystic Lands
Your primordial domain
What you shape during Creation
The Grove
The area where you play cards from your deck. Each turn, your power manifests here: lands that generate mana, beasts that provide resources, spells that alter the flow of the game.
Advancements
Cards you buy to permanently power up your Grove cards. Add layers of effects, bonus mana, victory icons. The heart of card crafting: each Advancement changes your deck forever.
Sacred Vales
Pilgrimage sites that you will enchant to gain permanent effects and victory points. Placing 10 Vale tokens triggers the end of the game: they are your legacy in Creation.
Day and Twilight Phases
The rhythm of the game: during the Day you accumulate resources and play cards, at Twilight you buy Advancements and enchant Vales. You cycle the deck when it runs out, shuffling discards into a new, more powerful deck.
In a few hours, you'll look at the board and realize that you created that world together, but each left a different mark.
Come si gioca
Video dimostrativo di gameplay.
A five-act game
What happens at the table
Not the rules. The experience.
The Dawn of Creation
Variable setup: arrange the Vales, choose the Advancements available for this game. Everyone starts with the same base deck, but the initial draft choices already differentiate you. Some aim for quick mana, others for sure points. The first cards played are timid; dominance is still embryonic.
The first pilgrimages
You begin to enchant the Vales: each cube placed is a step towards the end of the game, but also a permanent boost to your engine. The dilemma is immediate: do I cycle the deck immediately to replay the upgraded cards, or do I accumulate more resources? The push-your-luck element is palpable: drawing an extra card might give you the mana you need or make you bust.
Dominance takes shape
Mid-game, decks are very diverse. Some have focused on synergistic Advancement combos, some on expensive but profitable Vales. Tension rises: who is closer to 25 points? Who already has 7-8 Vale cubes placed? The board tells divergent stories: lush forests versus magical deserts.
The last pilgrimage
Someone triggers the end: 25 points or the tenth Vale cube. The table pauses for a moment, then resumes frantically: everyone still has one Day and one Dusk turn. It's time to squeeze everything out of your engine: accelerated cycles, desperate combos, last-minute Vales. Nobody knows yet who has won.
The final count
Points from the board, from enchanted Vales, from Advancements with victory icons. Often, the person you underestimated wins: that silent player accumulated hidden points in cards. The world you created together remains on the table, beautiful and unrepeatable. Someone immediately suggests another game with a different setup.
How to play
The flow of each round
Each round is divided into two phases: Day (collect resources and play cards) and Dusk (upgrade your deck and enchant Vales).
Draw cards from the top of your deck and play them into the Wilderness. Each card generates mana, resources, or special effects. You can choose to draw an extra card (push your luck), but if you exceed certain limits, you lose your turn. Accumulate what you need for Dusk.
Use the collected mana to buy Advancements from the common market (open drafting). You immediately attach the Advancement to a card in your Wilderness, permanently upgrading it. Each Advancement adds layers of effects: more mana, more icons, special abilities.
Spend resources to place cubes on sacred Vales. Each Vale gives you permanent effects (e.g., bonus mana each turn, fixed victory points, unique abilities). Placing the tenth cube triggers the end of the game. It's a long-term investment but also a race against others.
Put all played cards and attached Advancements into the discard pile. When the deck runs out, shuffle the discards to form a new deck. Each cycle, your deck is more powerful: base cards now have layered Advancements that change everything.
Why it's different from others
Six mechanics that make a difference
Permanent Card Crafting
You don't buy new cards: you improve the ones you have. Each Advancement you attach to a base card transforms it forever. It's the legacy of Mystic Vale taken to a higher level: you don't build a deck, you evolve it organically. Your cards grow game after game (if you play with the same saved deck).
Integrated Push Your Luck
Drawing an extra card might give you decisive mana or make you bust, losing your turn. Every turn is a calibrated gamble: how much risk do I take to maximize resources? The system rewards those who can read their deck and calculate probabilities, not those who blindly guess.
Vales as engine and timer
Vales are not just points: they are permanent effects that modify your engine. But placing the tenth cube triggers the end. You must balance investment and timing: go fast on Vales and risk ending before you've optimized your deck, go slow and someone else beats you to it.
Asymmetrical deck cycles
Each player cycles their deck at a different speed, based on their choices. Those who focus on draw cards cycle quickly and replay combos immediately; those who accumulate slow resources have longer but more explosive cycles. There's no single right rhythm: everyone finds their own.
Competitive open drafting
Available Advancements are visible to all and limited. If someone buys the Advancement you wanted, it's gone forever this game. Interaction is indirect but constant: read others' strategies, block key pieces, adapt your plan to the market that changes every turn.
Radically variable setup
Each game uses a different subset of Advancements and Vales. Possible combos change entirely: strategies dominant in one game are useless in the next. High replayability: even with the same group, each setup tells a different story of Creation.
How it ends
How to win and how to lose
The game ends when someone reaches 25 victory points or places the tenth Vale cube. Everyone plays one final complete turn, then total points are counted.
Victory
- Reach or exceed 25 victory points on the track during the game
- Place the tenth Vale cube on sacred sites
- At the end of the game, have the highest total by summing: track points + points from enchanted Vales + victory icons on Advancements
Falling behind
- You invested too much in engine building without converting to victory points in time
- Someone else triggered the end before your deck was optimized
- You underestimated the hidden points in Advancements: at the final count, you discover you lost by 2-3 points
A deck-builder that rewards long-term vision and the courage to take risks at the right moment. Each game leaves a unique world on the table.
Frequently asked questions
Mystic Lands FAQ
Do I need to know Mystic Vale to play Mystic Lands?
No, it's a completely standalone game. Mystic Lands is a prequel set in the Era of Creation, before the events of Mystic Vale. It shares the universe and stained-glass art style, but the mechanics are different: Mystic Lands is a more traditional deck-builder with card crafting, while Mystic Vale uses the overlapping transparent card system. If you love one, you'll probably love the other, but you can start here without problems.
Does card crafting damage the cards? Can I play multiple games?
Advancements attach to cards with transparent sleeves or protective inserts (the exact system depends on AEG's final production). You don't permanently glue anything. You can disassemble everything at the end of the game and start fresh with clean base decks, or save evolved decks for asymmetrical challenges. Card crafting here is reversible, not legacy.
How does push your luck work? Is it too random?
Each turn you decide whether to draw extra cards from the top of your deck to get more mana and resources. But if you exceed certain limits (specified by the rules and cards in play), you lose your turn. It's calculated, not blind: you know your deck's composition, you know what you've already drawn, you assess the risk. Those who optimize their deck reduce variance and can push harder. It's not a die roll: it's probability management.
How long does a game last? Is 75 minutes realistic?
The first game can approach 90 minutes with rule explanation and setup. From the second game onwards, with players familiar with the mechanics, 60-75 minutes is the norm for 3-4 players. With two players, it can go down to 40-50 minutes. The flow is quite fast: clear phases, few complex calculations, limited downtime because everyone plans while others play.
Is this edition in Italian?
No, this is the English language edition published by Alderac Entertainment Group. The game includes cards with text (Advancements and Vales have described abilities), so knowledge of English is necessary to play. An official Italian edition has not been announced at this time. If you are looking for games with Italian localization, please check the filters in our catalog.
Mystic Lands is a strategic deck-building game for 2-4 players designed by John D. Clair and set in the Mystic Vale universe. Each game lasts 40-75 minutes and combines permanent card crafting, calibrated push-your-luck, and competitive open drafting. Players embody Druids in the Era of Creation, evolve their deck with layered Advancements, and enchant sacred Vales to gain permanent effects and victory points. Variable setup and asymmetrical deck cycles ensure high replayability. Suitable for players aged 12 and up looking for a strategic experience with tactical depth and a sustained pace. Published by Alderac Entertainment Group, with stained-glass style illustrations by Bad Moon Art Studio, Joan Belda, and Viktoriya Fajardo. Available on FroGames.it.

Mystic Lands
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