Ross McKinley

“Books I finished and games that stayed on the table.”

Earthborne Rangers

Rating: 5 / 5

Box art for Earthborne Rangers showing a ranger walking through a wooded valley toward distant mountains

I’ll admit I bought this expecting something closer to a nature-flavored dungeon crawl and got something stranger and better. Earthborne Rangers uses the LCG chassis, deckbuilding from a fixed card pool, no random boosters, that games like Arkham Horror popularized, but points it at exploration and stewardship rather than combat. You play a ranger moving through a wilderness location deck, foraging, tracking wildlife, building relationships with recurring NPCs and locations that persist and change across the campaign, and while there is conflict, it’s rarely the point.

The seasonal calendar is the design choice I keep thinking about. The game tracks real in-fiction time across a campaign, and certain cards, locations, and events are only available during specific seasons, which means the world genuinely shifts under you as you play rather than sitting static waiting for your next visit. A location you explored in spring reads differently in winter, sometimes mechanically, sometimes just in flavor text, and that persistence gives the campaign a texture I haven’t felt from a card game before. It’s slow to reveal itself, and I don’t think you feel the full weight of it until four or five sessions in.

The solo and two-player experience, which is how our group has mostly played it since not everyone was sold on the pitch right away, holds up well, and the game genuinely doesn’t feel diminished at lower player counts the way some co-ops do. Where I have a real reservation is pacing for players expecting mechanical tension: sessions can run long on exploration and card-reading without a lot happening in terms of dramatic stakes, and a player looking for the kind of pressure Spirit Island or Frosthaven applies might find long stretches of this too gentle.

The rulebook is clean, well-organized, and includes a genuinely useful reference card summarizing icon meanings, which I was grateful for given how much of the game’s texture lives in small card-text distinctions. Not a game for every group or every mood. For the right mood, unhurried, curious, willing to let a campaign breathe, it’s one of the most distinctive things I’ve played all year.

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