Mystic Vale
4

Players in Game

259 😀     31 😒
82,19%

Rating

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$12.99

Mystic Vale Reviews

Are you ready to lead your druidic clan and cleanse the Valley of Life? Mystic Vale is a stunning digital version of the Origins award-winning AEG card game. Debuting the unique Card Crafting System, players take turns building powerful combos in order to stop the curse. Play online or local hotseat.
App ID908070
App TypeGAME
Developers
Publishers Nomad Games
Categories Single-player, Steam Achievements, Multi-player, PvP, Online PvP, Remote Play Together, Cross-Platform Multiplayer, Shared/Split Screen PvP, Steam Leaderboards
Genres Indie, Strategy
Release Date31 Jan, 2019
Platforms Windows, Mac
Supported Languages English

Mystic Vale
290 Total Reviews
259 Positive Reviews
31 Negative Reviews
Very Positive Score

Mystic Vale has garnered a total of 290 reviews, with 259 positive reviews and 31 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Mystic Vale over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1148 minutes
great adaptation of the board game. AI is quite challenging
👍 : 0 | 😃 : 0
Positive
Playtime: 13715 minutes
It took me a while to get all the nuances but I am totally addicted now. I recommend getting the expansions, but maybe only use them once you have the base game sorted
👍 : 0 | 😃 : 0
Positive
Playtime: 579 minutes
Oh, this game is a keeper, alright. Very well done. Get all the DLCs to maximize it; you will be glad that you did.
👍 : 0 | 😃 : 0
Positive
Playtime: 924 minutes
Mystic Vale on Steam is a PC port of a board game designed by [url=https://www.alderac.com/mystic-vale/]Alderac Entertainment Group[/url]. Players take the role of druids competing to restore life to the vale. It is essentially a deck-builder but instead of adding cards to your deck, you add effects to your cards. It can be played solo against computer opponents or online with friends. The graphics are good - the UI looks nice and the card art approaches par with Magic the Gathering. The sound effects are adequate and the UI is pretty good once you understand how the game works. It does have a number of unconventional rules, though, so be prepared to be puzzled for a while before it starts to make sense. Rather than explain it here, I'll simply link you to [url=https://www.alderac.com/wp-content/uploads/2016/03/mystic-vale-rulebook.pdf]the official rulebook[/url] - it's not long and it's a good idea to read it before you get started. The core conceit of the game is the idea of building your cards rather than (or in addition to) building your deck. Instead of choosing or buying a card, you choose a top, bottom or middle section to add to a card. Your deck of twenty cards will be mostly blank to start with but you'll add effects that generate resources or do other things and, ideally, add sections that coordinate with other sections to produce more powerful effects. The problem is that there's no strategy around which section (top, middle or bottom) to pick and this makes choosing a feel-bad mechanic. If you have played Gloomhaven, you'll know that normally attack actions are found on the top half of a card and move actions are on the bottom. This means that when you choose a card that has a bottom attack or top move, you unlock new tactical possibilities in combat. In Mystic Vale, you can be trying to build a strong card but be blocked by a previous choice that you had to make at random because you had no idea what choices you'd have in the future. You can finally afford to buy the combo section you want? Too bad you already filled that section on the card where it would matter! Part of the problem is that a Mystic Vale match is set up by taking a selection of the card sections from the available pool. Unlike Dominion where you have a known selection from the possible card pool, Mystic Vale's selection is random. In Dominion you can strategise from your knowledge of the cards that are available but in Mystic Vale you won't know whether a given section is available until it shows up. This means that players will sometimes invest in potential combinations that turn out to be ineffective, wasteful or even impossible. Unfortunately, since scoring points directly leads to the end of the match, players will often find the match is decided by the time they've found their footing in terms of what sections are available and how they should be playing. You can increase the number of points it takes to end the match but having good or bad luck in the early rounds still seems to have more impact than game plans requiring longevity. As far as mechanics are concerned, the creators have done their best to explore the available design space. While there are a lot of different discard effects that boil down to the same thing, there are other kinds of effects that make different game plans possible. While the base game doesn't take a lot of decision-making power to play, the expansions greatly increase the number of potential options and interactions. Unfortunately, even the breadth of new mechanics in the expansions don't help Mystic Vale overcome its basic limitations as a game and this brings me to the worst problem of all: Mystic Vale is not a game. You see, while individual players can approach a match with a variety of game plans, there's essentially no interplay or counterplay between players. You all buy from the same selection of sections and you all take from the same pool of victory points but nothing in your deck will ever interact with anything in another deck. While you can see what sections other players choose and you can hope to snag something before an opponent does, you can't actually do anything to interrupt or alter another player's game plan or decision-making process. Instead of being a game, Mystic Vale is a race against ghosts and by the time you know you're losing, it will almost certainly be too late to catch up. It turned out, after I looked into it, that Mystic Vale was developed as another use of the card-building technology originally developed for one of AEG's other games; [url=https://www.alderac.com/edge-of-darkness/]Edge of Darkness[/url] which is, apparently, a lot more involved. Mystic Vale only exists because the manufacturer didn't want to be printing out these parts for only a single game. All that being said, Mystic Vale is still an interesting experiment. It tries a lot of things that other deck-builders haven't tried and it explores a lot of options within those constraints. Mystic Vale is not itself a good game but I think there are lessons to be taken from it that could inform future games in the genre. Overall, I'm glad that it exists but most people just plain don't need to play it. Maybe go and try that other game or just wait for someone to build something good on this foundation.
👍 : 1 | 😃 : 0
Negative
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