
- BGG rank
- BGG #2,293
- BGG rating
- 7.1
Great Western Trail: El Paso
- 1–4 players
- 60–90 min
- Complexity 2.8/5
- 2025

Rules assistance for Spirits of Valenor
Plain-language explanations of turns, card effects and disputed situations, with saved question history.

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Answers come from the official rulebook, with the page to check.
Spirits of Valenor is a board game released in 2026 for 2–4 players, 30–40 minutes per game, and ages 10 and up. It was designed by Alexander Pfister and Johannes Krenner and its main mechanics are Hand Management, Cooperative Game, and Scenario / Mission / Campaign Game.
As nature spirits, you have lived a peaceful life in harmony with nature for centuries. But now your valley is under threat: Overnight, intruders came over the mountains and left a trail of destruction in their wake. Spirits of Valenor is a cooperative card game featuring 15, replayable chapters, that tell a connected story. As Nature Spirits, you face an unknown enemy threatening your peaceful world. You hold both Invader Cards and Defense Cards in hand, and you may not change their order. On your turn, you must first play the frontmost card in your hand, whether it is an Invader or a Defense Card, which means you’ll constantly have to add new Invaders to the five locations that make up your valley. To defeat an Invader, the Defense at the Location where it is attacking must be at least as high as the Invader’s value. If your Defense exactly matches the Invader’s value, you also receive a bonus in the form of a Support Card. Defeat all Invaders before they completely devastate a Location to win the current chapter and unlock the next one. —description from the publisher
Spirits of Valenor supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Spirits of Valenor is 30–40 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Spirits of Valenor for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Spirits of Valenor has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Spirits of Valenor belongs to these categories: Card Game, Fantasy, and Number. Its main mechanics are Hand Management, Cooperative Game, and Scenario / Mission / Campaign Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Spirits of Valenor are: Alexander Pfister and Johannes Krenner. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Spirits of Valenor as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.