Upload
akinoyor
View
12
Download
1
Tags:
Embed Size (px)
Citation preview
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their respective owner. All rights reserved.
regular sized card back REV5.indd 1 9/2/13 2:41 PMregular sized card back REV5.indd 1 9/2/13 2:41 PMregular sized card back REV5.indd 1 9/2/13 2:41 PM
regular sized card back REV5.indd 1 9/2/13 2:41 PM
regular sized card back REV5.indd 1 9/2/13 2:41 PM
regular sized card back REV5.indd 1 9/2/13 2:41 PM
regular sized card back REV5.indd 1 9/2/13 2:41 PM
regular sized card back REV5.indd 1 9/2/13 2:41 PM
regular sized card back REV5.indd 1 9/2/13 2:41 PM
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
MegaCon Games, LLC grants permission to photocopy the PDF files found in this ZIP file for personal use only. The filenames are:
Hero Cards Acolyte.pdf Hero Cards Apprentice.pdf
Hero Cards Archer.pdf Hero Cards Brigand.pdf Hero Cards Soldier.pdf
Myth Game Rules v1.1.pdf Fury of the Fireborne Quest.pdf
Quest-Template-v1.0.psd 8.5x11 Cards Backs.pdf
No other files of MegaCon Games, LLC may be copied without written permission from MegaCon Games, LLC.
Yes
Yes
Yes
Shuffl e your discard pile and draw 3 cards. Place each Faith card drawn on this card facedown and discard the rest. Each facedown card is considered 1 Faith.
Pray
Yes
Yes
Yes
Pray
Shuffl e your discard pile and draw 3 cards. Place each Faith card drawn on this card facedown and discard the rest. Each facedown card is considered 1 Faith.
Yes
Yes
Yes
Pray
Shuffl e your discard pile and draw 3 cards. Place each Faith card drawn on this card facedown and discard the rest. Each facedown card is considered 1 Faith.
Range: 5
Yes
Yes
Faith, HealRestore Vitality equal to twice your Faith to 1 target within range. You gain 3 Threat.
Attend The Weak
Range: Tile
Yes
Yes
Yes
FaithEach Hero within range reduces the AP cost of Attack Actions by 1.
Feet of the Saints
Range: 5
Yes
Yes
Attend The Weak
Faith, HealRestore Vitality equal to twice your Faith to 1 target within range. You gain 3 Threat.
Range: Tile
Yes
Yes
Yes
FaithEach Hero within range gains a number of b to Attack Actions equal to your Faith.
Blessings Of The Dawn
Range: Tile
Yes
Faith, HealRestore 3 Vitality to a Hero within range. This affects a number of additional Heroes equal to your Faith. Each affected Hero gains +1 a to all rolls. You gain 4 Threat.
Hand Of The Father
Range: Tile
Yes
Yes
Yes
FaithEach enemy within range has its attack’s TN increased by a number equal to your Faith.
Armor of Faith
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
Arcane Lance
Damage: 2, Range: 4
+1TN
Yes
Arcane, Attack, FocusAttack 1 target within range.
-1TN
Arcane Lance
Damage: 2, Range: 4
+1TN
Yes
-1TN
Arcane, Attack, FocusAttack 1 target within range.
Winter’s Bite
Damage: 1, Range: 2
Yes
Attack, Focus, IceAttack 1 target within range. If hit, the target is Prone.
Hero’s Edge
Range: Tile
Yes
Yes
Yes
OngoingChoose 1 Hero within range to gain the Hero’s Edge token. You may choose another Hero next Hero Cycle. A Hero with the token gains +1 a and +1 b to Attack Actions.
The Mountain Crumbles
Damage: 1, Range: 3
Yes
+1 b
+2 b
+3 b
Attack, Earth, FocusAttack 1 target within range. This attack also affects 1 additional target adjacent to the initial target. Any Captains hit are Prone.
Reservoir Of The Ancients
Yes
Yes
Yes
OngoingYou gain +2 a and +2 b to each Arcane Attack.
Damage: 1, Range: 3
Blood of Gaia
-1 a
Yes
+1 a
Attack, Fire, FocusAttack 1 target within range. This attack also affects the 3 squares behind and adjacent to the target as shown.
The Mountain Crumbles
Damage: 1, Range: 3
Yes
+1 b
+2 b
+3 b
Attack, Earth, FocusAttack 1 target within range. This attack also affects 1 additional target adjacent to the initial target. Any Captains hit are Prone.
Damage: 1, Range: 3
Blood of Gaia
-1 a
Yes
+1 a
Attack, Fire, FocusAttack 1 target within range. This attack also affects the 3 squares behind and adjacent to the target as shown.
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
Damage: 1, Range: Weapon
Through A Needle’s Eye
Yes
+1 a
+2 a
Attack, WeaponAttack 1 target within range. If using Ammo and targeting an Armored enemy, this attack gains -2TN.
Arrow
Yes
Yes
Yes
Yes
AmmoIf this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammo cards is listed on your equipped items (to a minimum of 1).
To the Knee
Range: Weapon
Yes
Attack, WeaponAttack 1 target within range. If the target hit is a Captain or a Minion, the target is Prone.
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
Combo: +2 b
One with the Dark
Yes
Yes
Yes
Ongoing, Shadows 6You gain Shadows. If you successfully hit during an attack, you lose Shadows after resolving the entire Combo.
Yes
One with the Dark
Yes
Yes
Yes
Yes
Combo: +2 b
Ongoing, Shadows 6You gain Shadows. If you successfully hit during an attack, you lose Shadows after resolving the entire Combo.
Shadowslip
Yes
Yes
Yes
Yes
Combo: +2 b
Ongoing, Shadows 5You gain Shadows. If you successfully hit during an attack, you lose Shadows after resolving the entire Combo.
Shadow’s Reach
Damage: 2, Range: 1
Yes
Yes
-1TN
-2TN
Attack, Combo, MeleeChoose 1 square within 3 squares. Move into the chosen square and attack 1 target within range. Not considered a Move.
Damage: 3, Range: 1
Shadow’s Touch
-1TN
-2TN
Attack, Combo, Massive, MeleeRequires Shadows. Attack 1 target within range.
Shadow’s Reach
Damage: 2, Range: 1
Yes
Yes
-1TN
-2TN
Attack, Combo, MeleeChoose 1 square within 3 squares. Move into the chosen square and attack 1 target within range. Not considered a Move.
Dirty Tactics
Damage: 1, Range: Weapon
Yes
+1 a
+2 a
Attack, MeleeAttack 1 target within range. If the target is hit, it may only spend half its MP (rounded down) during its next activation.
Shadow’s Touch
Damage: 3, Range: 1
-1TN
-2TN
Attack, Combo, Massive, MeleeRequires Shadows. Attack 1 target within range.
Damage: 1, Range: Weapon
Dirty Tactics
Yes
+1 a
+2 a
Attack, MeleeAttack 1 target within range. If the target is hit, it may only spend half its MP (rounded down) during its next activation.
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
Damage: 1, Range: 1
Harvest Of Bones
+1 b
+1TN
Yes
+1 a
Attack, MeleeAttack 3 adjacent targets in a 90° arc as shown. This attack affects up to 2 additional adjacent targets as shown, adding 1 additional target per Rage card played.
21
3 RR
Damage: 1, Range: 1
Harvest Of Bones
+1 b
+1TN
Yes
+1 a
Attack, MeleeAttack 3 adjacent targets in a 90° arc as shown. This attack affects up to 2 additional adjacent targets as shown, adding 1 additional target per Rage card played.
21
3 RR
This Yoke Is Heavy
Range: 1
-2TN,+2 a
-1TN,+1 a
+1 b
Yes
Attack, Bash, Rage, ShieldAttack 1 target within range. If the target hit is a Captain or a Minion, the target is Prone.
Damage: 1, Range: Weapon
The Hidden Blade
Yes
Yes
Attack, MeleeAttack 1 target within range. If targeting an Armored enemy, this attack gains -2TN.
Damage: 1, Range: 1
Riding The Edge
+1 a
Attack, Move, ShieldAttack all targets in a 3 square straight orthogonal line. You may add 1 additional square for each Rage card played. Cannot Move again this Hero Cycle.
The Hidden Blade
Damage: 1, Range: Weapon
Yes
Yes
Attack, MeleeAttack 1 target within range. If targeting an Armored enemy, this attack gains -2TN.
Damage: 1, Range: 1
Riding The Edge
+1 a
Attack, Move, ShieldAttack all targets in a 3 square straight orthogonal line. You may add 1 additional square for each Rage card played. Cannot Move again this Hero Cycle.
Damage: 1, Range: 1
Blade Dance
+2TN
Counterattack, MeleeAfter resolving an enemy attack targeting you, attack 1 target within range for each Rage card played.
Devastate
Damage: 3, Range: Weapon
+2 b
+1 b
-1TN
Attack, Massive, MeleeAttack 1 target within range.
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
1
Version 1.1
Myth Game Rules
IntroductionWelcome to the world of Myth. [add some more flavorful info about the game]
OverviewMyth is a cooperative tabletop game for 2 to 5 players. Each player takes on the role of a hero and must work together to overcome the darkness. Using a deck of cards unique to each hero, players explore the realm, battle evil monsters, and overcome dangerous traps in order to complete quests and acquire powerful new items and abilities.
Players are in full control of how they wish to play a game of Myth. They are creating stories with their heroes that can be told over the course of one play session, or their stories can span multiple game sessions in which they shape the realm through the quests they undertake. Unlike many other games, players make choices to determine the dangers they face throughout the game. Quests provide the structure for the game and present the players with their objectives, but even if the heroes fail a particular quest, their story can still continue.
Components[Graphics of all components, with names and quantities]
Reading this BookMyth is a complex game and it can be easy for new players to feel overwhelmed. This book is organized in a way to introduce players to the basic mechanics needed to start playing as quickly as possible. Most of the structured elements of gameplay are presented first, while many of the advanced concepts are detailed later in the book. In addition, there is a rules reference at the back of the book with important rules summarized in an easy to read format. This makes it easy for players to reference quickly while playing.
SetupTo begin a game of Myth, players should perform the following setup steps:
1. Prepare the Darkness: Lay the darkness board off to the side of the play area, but within view and reach of the players. Place a threat token on the “0” space of the darkness meter.
a. Shuffle “The Terror with 1000 Legs” darkness deck and place it on the draw space on the darkness board. Future Myth releases will include new Darkness decks, which can be used in place of or in addition to “The Terror with 1000 Legs” deck.
b. Place the monster cards and corresponding miniatures near the darkness board, within reach, along with the lair tokens. Gather the treasure counters and place them next to the darkness board, near the treasure section (lower right of the board).
2. Create the Token Supplies: Create individual token supplies for each of the following: status effect tokens, gold coins, potion tokens, and serendipity tokens.
3. Separate and Shuffle the Decks: Search through the item cards, remove each card with a quest icon in the top right corner, and set them aside. Separate the item cards by color (brown, white, green, and blue). Shuffle each of the white, green, and blue decks separately and place them facedown off to the side of the play area. Shuffle the merchant cards and place this deck facedown near the item decks.
4. Choose and Prepare Heroes: Each player chooses one hero to play as, then collects the corresponding hero token, hero cards, and any hero ability tokens that correspond to the chosen hero. Then, each player takes one hero board and places his hero token in the top left punched out opening of the hero board.
a. Each player removes each advanced hero card from his deck (there are 5 advanced hero cards in each hero deck in the core set). Advanced hero cards are designated by the green flame icon at the top of the card. Players will be able to earn these cards by completing story quests (see page XX).
b. Each player searches through the brown starting Item cards and collects one “Adventurer’s Gear” and each starting item that has his hero’s icon on the top right-hand corner of the card. Place each starting item on the appropriate equipment space of the hero board (primary, secondary, armor, helm, or accessory).
c. Each player places a threat counter on the “0” space of the threat meter at the top of his hero board. Then, each player places a vitality counter on a space of the vitality meter according to his hero’s starting vitality, found his hero token, (plus 1 from the “Adventurer’s Gear”).
©2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, and the Myth logo are trademarks or registered trademarks of their respective owner. All rights reserved.
The Heroes have been dispatched to investigate the Dawn’s Light cathedral and to discover the fate of Sir Archeron. From a distance the Heroes spot an overwhelming number of unusual looking Crawlers and Grubbers in front of the cathedral. Entry from that direction is impossible without an army. Luckily the Heroes know of a secret tunnel a short distance from their current location at the base of Gris’ Bosom, leading into the catacombs. Though the catacombs have long been abandoned and the air is now poisonous, they should yet offer a path inside.
As the Heroes approach the catacombs their eyes begin to water and their breath becomes more labored. The Heroes spot the same strange Grubbers and Crawlers surrounding a sinister portal which appears to be powered by two pedestals covered in runes. The ashen skinned creatures all appear to have glowing yellow eyes as they stand at the entrance to the catacombs, still as statues. An evil aura permeates the area…
Recently all manner of creatures have begun acting strangely in the Four Kingdoms. The people, especially those few learned in the arcane arts, whisper of demonic possession. For this reason the Order of the Rose dispatched Sir Archeron, the most righteous of their knights, to the Dawn’s Light cathedral at the base of Gris’ Bosom.
Hope grows faint as weeks have passed with no word from Sir Archeron.
Act 1: The Burning Will of Teraxas
Reference
1. Portals (Fire Realm Object): Fireborne minions appear from these Portals during the Spawn section of a Darkness Cycle. Portals cannot be attacked. For each pedestal powering a Portal 3 Fireborne spawn during the Spawn section of the Darkness Cycle. Portals are removed from the Realm Tile when all of the pedestals powering it are destroyed.
2. Pedestals (Pillar token): These have 3 Vitality and a TN of 4. Once a pedestal is destroyed it generates 2 AP.
3. The Burned Bodies token can be searched once per Hero by performing a NCA with no TN. This gives the Hero performing the NCA 1 draw from the treasure bag.
4. The Bookcase token can only be searched once by a single Hero performing a NCA TN 7. If a Hero succeeds he is rewarded with the blue item, Kira’s Tear.
5. The Table token can only be searched once by a single Hero performing a NCA TN 4+. If the Hero succeeds with a roll of 4+ he is rewarded with 2 Vitality potions. If the Hero succeeds with a roll of 7+ they also receive the green item, Ornate Chalice.
6. The Fountain token can only be used once by a single Hero performing a NCA with no TN. This restores six Vitality to the Hero performing the NCA.
7. The Torture Device token holds the Ally Sir Archeron. Heroes can perform NCA’s to free Sir Archeron from the Torture Device. If Ragog is in the same section of the combined tile as Sir Archeron the NCA TN is 7. If Ragog is not in the same section, the NCA TN is 5. Once Sir Archeron is freed, place his Ally token next to the Hero that freed him. He is now active and can assist the Heroes.
8. Sir Archeron token: Once Sir Archeron is freed he can move and perform actions as any Ally normally would. His damage is not reduced by the Avatar of the Fireborne ability.
1. Ignore all Realm Tile legends.
2. Treasure limit is reduced to 3 per Realm Tile.
3. Darkness Cards are not drawn from a Darkness deck this Act. The Fury of the Fireborne is in play each Darkness Cycle.
4. Any minion miniature can be used as Fireborne as they are possessed by Demons. Refer to the Fireborne Monster card for their stats.
5. As long as the Heroes are fighting in the first combined tile they suffer -1 to all die rolls.
Special Rules
Setup