Earthborne Rangers
BGG rank · #450
Publisher · Earthborne Games
Achievements
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First Play
Available · AutomaticLog your first play of this game.
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Getting the Hang of It
Available · AutomaticLog 5 plays of this game.
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Regular at the Table
Available · AutomaticLog 10 plays of this game.
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Dedicated Player
Available · AutomaticLog 25 plays of this game.
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First Victory
Available · AutomaticWin a play of this game.
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Table Champion
Available · AutomaticWin 5 plays of this game.
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Trailwise
LockedLog 15 plays of Earthborne Rangers.
Requires: Regular at the Table
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Warden of the Valley
LockedLog 50 plays of Earthborne Rangers.
Requires: Trailwise
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Mission Specialist
LockedComplete 10 successful sessions.
Requires: Table Champion
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Legend of the Valley
LockedComplete 25 successful sessions.
Requires: Mission Specialist
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Lone Ranger
LockedSoloComplete a solo (1-Ranger) session.
Requires: First Play
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Trail Companions
LockedComplete a 2-Ranger session.
Requires: First Victory
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Ranger Trio
LockedComplete a 3-Ranger session.
Requires: First Victory
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Full Patrol
LockedComplete a 4-Ranger session.
Requires: First Victory
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On the Trail
LockedComplete 3 successful sessions in a row.
Requires: First Victory
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Unbroken Patrol
LockedComplete 5 successful sessions in a row.
Requires: On the Trail
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The First Step
LockedComplete a mission. Pin before play and confirm in the debrief.
Requires: First Play
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Busy Day
LockedComplete 2 missions in a single day. Pin before play and confirm in the debrief.
Requires: The First Step
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Gentle Hand
Available · Pin to activateClear a being from the path by reaching its soothe threshold rather than harming it. Pin before play and confirm in the debrief.
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Stand Your Ground
Available · Pin to activateClear a being from the path by reaching its harm/injury threshold. Pin before play and confirm in the debrief.
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Trailblazer
LockedClear every being and obstacle from the surrounding path in one day. Pin before play and confirm in the debrief.
Requires: The First Step
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Into the Wild
Available · Pin to activateTravel to a location two or more paths away from where you started the day. Pin before play and confirm in the debrief.
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Cartographer
LockedExplore and set out at least 3 new location cards in one day. Pin before play and confirm in the debrief.
Requires: Into the Wild
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Kindred Spirit
Available · Pin to activateForm a Connection with a valley being or person. Pin before play and confirm in the debrief.
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Well Earned
LockedAdd a reward card to your Ranger deck. Pin before play and confirm in the debrief.
Requires: The First Step
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Field Kit
Available · Pin to activateHave at least 3 gear cards in play at once. Pin before play and confirm in the debrief.
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Well-Rounded
LockedPass a test using each of the four aspects — Awareness, Fitness, Spirit, and Focus — across a single day. Pin before play and confirm in the debrief.
Requires: Keen Awareness
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Keen Awareness
Available · Pin to activatePass a test at an aspect value of 3 or higher. Pin before play and confirm in the debrief.
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True to Your Roots
Available · Pin to activatePlay your background's signature card. Pin before play and confirm in the debrief.
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Master of Craft
Available · Pin to activatePlay your specialty's signature card. Pin before play and confirm in the debrief.
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Steady Pace
Available · Pin to activateEnd the day before the path deck runs out and without any aspect fully depleted. Pin before play and confirm in the debrief.
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Rest and Recover
Available · Pin to activateRest at camp and remove all fatigue and injury cards from your deck. Pin before play and confirm in the debrief.
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HiddenHidden achievement — keep playing to discover it.
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HiddenHidden achievement — keep playing to discover it.
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HiddenHidden achievement — keep playing to discover it.
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HiddenHidden achievement — keep playing to discover it.
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Alone in the Valley
LockedSoloComplete a mission in a solo (1-Ranger) game. Pin before play and confirm in the debrief.
Requires: Lone Ranger
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Solitary Trailblazer
LockedSoloClear the surrounding path in one day of a solo game. Pin before play and confirm in the debrief.
Requires: Alone in the Valley
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One Ranger, Two Roles
LockedSoloPlay a solo game controlling two Ranger decks at once. Pin before play and confirm in the debrief.
Requires: Lone Ranger
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Peaceful Wanderer
LockedSoloFinish a day of a solo game without harming a single being. Pin before play and confirm in the debrief.
Requires: Alone in the Valley
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Echoes of the Ancestors
LockedBegin the Legacy of the Ancestors campaign, combining the core map with the new expansion maps. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Legacy of the Ancestors to your collection to unlock.
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New Horizons
LockedAdd a card from the Legacy of the Ancestors set to your deck. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Legacy of the Ancestors to your collection to unlock.
Requires: Echoes of the Ancestors
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HiddenHidden achievement — keep playing to discover it.
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A New Calling
LockedBuild a Ranger using a background set introduced in Stewards of the Valley. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Stewards of the Valley to your collection to unlock.
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Newfound Expertise
LockedBuild a Ranger using a specialty set introduced in Stewards of the Valley. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Stewards of the Valley to your collection to unlock.
Requires: A New Calling
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Bloom of the Spire
LockedExplore a new location added by the Spire in Bloom Valley Expansion. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Spire in Bloom Valley Expansion to your collection to unlock.
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Spire's Gift
LockedUnlock a reward introduced by Spire in Bloom. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Spire in Bloom Valley Expansion to your collection to unlock.
Requires: Bloom of the Spire
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Into the Storm
LockedExplore a new location added by the Shadow of the Storm Valley Expansion. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Shadow of the Storm Expansion to your collection to unlock.
???
HiddenHidden achievement — keep playing to discover it.
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A Moment in Time
LockedResolve a Moment card from the Moments on the Path expansion. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Moments on the Path to your collection to unlock.
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The Road Taken
LockedMake a narrative choice offered by a Moments on the Path card. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Moments on the Path to your collection to unlock.
Requires: A Moment in Time
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Texture of the Land
LockedResolve a hazardous event or opportunity from Moments in the Valley. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Moments in the Valley to your collection to unlock.
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Valley Crossroads
LockedMake a narrative choice offered by a Moments in the Valley card. Pin before play and confirm in the debrief.
Add Earthborne Rangers: Moments in the Valley to your collection to unlock.
Requires: Texture of the Land
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Game images courtesy of Earthborne Rangers on BoardGameGeek and respective publishers/uploaders.
Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago. The story of Earthborne Rangers is presented as a branching narrative campaign consisting of a main storyline and a multitude of side stories. In it, you can choose to follow the critical path or to strike off on your own to discover the Valley's many engaging characters, mysterious ruins, and beings both familiar and strange. You begin by building a deck that reflects your Ranger's interests, personal history, and personality. Then, as you explore the open world and your story takes shape, you augment your deck with improved equipment, refined skills, and the memories of your journey. Each game session represents one day in the Valley, and you'll pick up in the same location on the map where you rested the night before. Your goal is to either complete one of your available missions or to explore the open world. The session ends when you're either forced to rest (through either fatigue or injury), or you choose to rest for the night. An individual game session is played in rounds, and those rounds consist of turns. On your turn, you perform one action: either play a card from your hand, or choose an action from a card on the table. Each action allows you to interact thematically and narratively with the world, and each time you take an action, the world comes to life around you. Predators stalk their prey, rain pours from the sky, rocks tumble down the mountain to block your path, and much more. —description from the publisher
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