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Myth Unofficial Manual v1 0

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    UNOFFICIAL M ANUAL R EWRITE V 1.0

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    CHAPTER 1

    O NCE UPON A TIME ...B u t f o r w h a t p u r p o s e w a s t h e e a r t h f o r m e d ? - V o l t a i r e , C a n d i d e

    P u r e e v i l . A f o r c e , c o n t r o l l i n g b o t h m a n a n d b e a s t , s t e a l i n g t h e s o u l a n d l e a v i n g m o n s t r o s i t y . T h e D a r k n e s s .

    F r o m w h e n c e i t c o m e s i s n o t f u l l y c e r t a i n . T h e b r e a t h o f t h e u n d e r w o r l d , t h e c h i l d r e n o f d a r k s p i r i t s , t h e e v i l s o f a l l h u m a n i t y s t r u n g

    t o g e t h e r . T h e s e a r e a l l o n l y t h e o r i e s . F o r n o w , i t i s o n l y k n o w n t h a t t h e D a r k n e s s r i s e s f r o m t h e e a r t h a n d s p r e a d s .

    B u t w h i l e t h e s o u r c e i s u n k n o w n , w e d o k n o w t h e s e . I t s g a t e s c a n b e c r u s h e d , i t s m i n i o n s m a y b l e e d , i t c a n f e e l f e a r . A n d s o , f o r n o w , w e

    c h o o s e t o n o t g i v e i n t o D a r k n e s s . N o t w i t h o u t a f i g h t .

    SUMMARY Myth is a co-operative game in which the players travel and fight

    together as heroes, choosing one of many adventuring paths,

    facing the forces of the Darkness, and sharing the rewards.

    Each player begins the adventure by choosing one of five hero

    classes. Each hero has its own unique deck of hero cards, which

    represent the hero's attacks and abilities.

    Myth's stories occur in quests, which describe the setup,

    challenges, and rewards of an adventure. Quests may describe

    single skirmishes or extended campaigns.

    Action takes place in the Realm, on tiles that represent settings

    like forests, caves, and castles. Heroes set up and remove tiles

    while moving through the Realm. Heroes do battle by playing attack

    cards from their hero decks and rolling dice to determine success

    or failure.

    T ABLE OF CONTENTSI. O NCE UPON A TIME ... 24II. T HE H EROES 519III. Q UESTS 2022IV. T HE R EALM 2327 V. T HE G AME R OUND 2830 VI. M OVEMENT AND COMBAT 3139 VII. T HE D ARKNESS C YCLE 4050 VIII. R EWARDS 5156IX. T HE SLAUGHTERFIELD 5758 X. T RAPS 5963 XI. S TORY QUESTS 6468 XII. R EFERENCE 6972

    5 HERO AVATARS, 8 HERO TOKENS,5 HERO BOARDS, 150 HERO CARDS(30 CARDS PER HERO), 15 BROWNITEM CARDS

    30 QUEST CARDS, 54 QUEST TOKENS,10 HIT DICE, 5 FATE DICE, 4 HEROABILITY TOKENS, 10 VITALITY COUNTERS, 7 THREAT COUNTERS

    10 REALM TILES, 53 REALM OBJECTOKENS, 6 LAIR TOKENS

    - 2 -

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    1 DARKNESS BOARD, 7 MONSTERCARDS, 10 DARKNESS CARDS,36 MONSTER MINIATURES, 32 STATUSEFFECT TOKENS

    50 TREASURE TOKENS (35 WHITE,15 GREEN, 5 BLUE), 72 ITEMTREASURE CARDS (30 WHITE,29 GREEN, 23 BLUE)

    18 POTION TOKENS, 24 GOLD COIN10 MERCHANT CARDS, 30 STORY TTOKENS, 8 SERENDIPITY TOKENS

    However, when a hero plays a hero card, that card may increase the Darkness Meter. In Myth, the Darkness does not simply act once per

    round, alternating with the heroes. Instead, the monsters fight back when the Darkness Meter fills up. In this way, the Darkness acts as

    often as the heroes act, becoming more aggressive when the heroes fight at full force.

    When the heroes slay a strong monster or group of minions, treasure drops in the Realm. Treasures include better equipment, single-use

    potions, and gold coins. Merchants trade gold for other items. Other quest rewards include serendipity, which the heroes can trade for

    fortunate events, and titles, which represent the experience gained from a long campaign.

    R OLLING DICEMyth uses two types of dice.

    Hi t Di ce : Ten-sided dice are used for most actionswith a chance of failure, including attacks. A hit die

    succeeds when it meets or exceeds a target number (TN),

    such as a monster's Defense or a trap's disarm TN.

    Fa t e Dice : These six-sided dice have a fate symbol oneach face, which determine the results of many special

    events. Heroes use these dice to activate the special

    powers of their weapons.

    G AME SETUPBegin each adventure with these steps.

    I. CHOOSE HEROESEach player chooses a hero class. Players may choose the same

    hero for multiple adventures, keeping some of the abilities and

    items that they gained in previous adventures.

    Players also begin with starting equipment cards and a hero deckwith their heroes' abilities (see Chapter II, p.5) .

    II. CHOOSE ADVENTUREChoose whether to play a free-form, story, or slaughterfield

    adventure (see Chapter III, p.20) .

    F ATE S YMBOLS

    A RCANE

    F AITH

    GUILE

    N ATURE

    R AGE

    D ARKNESS

    - 3 -

    III. SET UP FIRST TILEPlace a tile in the Realm. Set up the tile using the tile's legend and

    the quest's rules (see Chapter IV, p.23) .

    IV. THE TREASURE BAG

    At the start of the heroes' first adventure, place 30 white treasuretokens and 15 green treasure tokens into a bag. When a quest

    alters the bag's contents, keep that bag for future adventures (see

    Chapter VIII, p.51) .

    V. SET UP DARKNESS BOARDSet up the Darkness Board as shown on the next page.

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    R ULE NUMBER ONE OF M YTH :IT' S Y OUR G AME , P LAY HOW Y OU LIKEMyth is a storytelling and adventuring game with many variations and interactions. The quests provided with the game provide specific paths

    for adventure, but players may also design their own quests or wander haphazardly through the Realm.

    If players are ever unsure of how to set up a quest, interact with an element, or otherwise proceed with the game, play as you feel would

    best benefit the players and the game.

    Visit MythBoardGame.com to find updated rules, new adventures, and the game's online community, including player-created content.

    - 4 -

    THE DARKNESS BOARDThe Darkness Board tracks various elements of play while fighting off the Darkness. The most important of these is the Darkness Meter,

    which shows when monsters will attack.

    1. DARKNESS DECK

    Choose a Darkness deck, a set of Darkness cards with a single

    boss's name at the top of each. Shuffle the deck and place it on

    this spot (see Chapter VII, p.40) .

    2. DARKNESS DECK DISCARD

    When the Darkness deck empties, shuffle the discards to form a

    new deck.

    3. DARKNESS METER

    This meter increases when heroes spend action points

    (AP) for hero cards. Place a Threat counter on this meter

    at zero, just off of the meter.

    4. DAMAGE METER

    Place Vitality counters on this meter when tracking monsters with

    more than one Vitality.

    5. TRAP TABLES, SERENDIPITY, AND TURN SUMMARY

    These tables summarize the traps that spawn in small tiles (seeChapter X, p.59) , serendipity rewards (see Serendipity, p.56) , the

    steps of the Darkness Cycle, and the steps of the Refresh Phase.

    6. TREASURE

    Place treasure tokens here when placing a new tile in the Realm

    (see Tile Legend / Treasure, p.24) .

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    CHAPTER II

    THE HEROESA h e r o i s n o b r a v e r t h a n a n o r d i n a r y m a n , b u t h e i s b r a v e f i v e m i n u t e s l o n g e r . - E m e r s o n

    A h e r o b e c o m e s m o r e . W i t h o u t e q u i v o c a t i o n , a h e r o r i s e s t o t h e o c c a s i o n , e n c o u n t e r s t h e e n e m y , a n d d e m a n d s t h a t f a t e p r o v i d e v i c t o r y .

    T h o s e w h o s t a n d w i t h t h e h e r o m a y e a r n t h e r i g h t t o b e c a l l e d e q u a l s .

    H ERO SETUPEach player chooses a hero at the beginning of an adventure, taking a hero board, hero deck, hero token, and hero avatar (hero miniature).

    Each hero also begins with starting equipment, three brown item cards listed in the hero's individual section.

    THE HERO BOARDThe Hero Board tracks the hero's inventory, combat status, and abilities.

    1. HERO TOKEN SLOT

    Place a hero token here, which shows the hero's base statistics.

    2. STATUS

    Place status effect tokens here. Monsters inflict status effects on

    heroes during combat.

    3. INVENTORY

    Place gold, quest tokens, potions, and unequipped items here.

    4. THREAT METER

    Place a Threat counter on this meter, beginning at zero.

    Threat represents the danger that the hero poses to the

    Darkness, rising when the hero damages a target (see

    Threat, p.37) .

    5. EQUIPMENT

    These five slots are the primary, secondary, armor, helm, and

    accessory slots. One item may be equipped in each slot, allowing

    the hero to gain the item's bonuses. New heroes begin an

    adventure with three brown item cards, the hero's starting

    equipment. Better items appear during the game as treasure.

    6. VITALITY METER

    Place a Vitality counter on this meter, beginning at the

    hero's maximum Vitality. Reduce this meter after taking

    damage.

    7. ACTION SPACES

    Play hero cards to these spaces, one card per space. At the end of

    a round, each hero loses Threat for their empty action spaces (see

    Hero Deck Phase, p.29) .

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    THE HERO DECKThe hero deck contains most of a hero's abilities, including attacks,

    dodges and parries, enhancement spells, and bonus movement.

    New heroes have a deck of 25 hero cards.

    1. CARD RANK

    The 25 hero cards with a white flame on the border create the

    hero's starting deck. The 5 hero cards with a green flame are

    novice abilities, which must be earned as deck manipulation

    rewards (see Titles and Deck Manipulation, p.55) .

    2. CLASS ICON

    This icon matches a hero class.

    3. HERO ABILITY

    The name of this card.

    4. DAMAGE AND RANGE

    The card's damage and range, if any (see Playing Hero Cards,

    p.33) . For attacks with Range:Weapon, use the range printed on

    the hero's weapon card (primary slot item).

    5. MOVEMENT TYPES

    These symbols are the four movement types. When the heroes

    choose a movement type, it affects how far they can move during

    that hero cycle. Hero cards gain the bonus or penalty listed for the

    chosen movement type. For example, Smite gains a -2 TN bonus to

    the attack roll when played with no movement (see Movement

    Types, p.32) .

    6. ABILITY DESCRIPTIONThis text explains the card's attack or ability.

    7. ABILITY TYPE

    This symbol shows when to play the card.

    Ac ti on : Each hero may play one action per Hero Cycle. Reac t ion: Each hero may play any number of reactions per

    Hero Cycle.

    Action/ Reaction: Some bonuses, such as the Acolyte's Feet of the Saints card, improve hero actions. To gain these bonuses,

    heroes must play action/reaction cards as the one action of the cycle. Otherwise, play these cards as reactions.

    I nt e rrup t : Heroes may only play these cards during theDarkness Cycle (see p.37) .

    8. ACTION POINT COST

    Each red segment in this icon is an action point (AP). Pay the AP

    cost of a card by increasing the Darkness Meter on the Darkness

    Board. At AP 6, the Darkness activates (see The Game Round,

    p.28) .

    C ARD R ANKS W HITE : B ASE A BILITIESGREEN : NOVICE A BILITIESBLUE: JOURNEYMAN A BILITIESORANGE : M ASTER A BILITIESR ED : A GENT A BILITIES

    COSTS 1 AP COSTS 2 AP

    A CTION R EACTION A CTION / R EACTION

    INTERRUPT

    NOM OVEMENT C AUTIOUS

    M OVEMENT NORMAL

    M OVEMENT A GGRESSIVE

    M OVEMENT

    When a hero deck empties, immediately shuffle its discards

    to form a new deck.

    - 6 -

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    TARGET NUMBER (TN)

    To succeed with an attack or other ability, a hit die must meet or exceed a TN, such as a monster's Defense. For example, grubbers

    have Defense 5. If the Apprentice has a -1 TN bonus to attacks, he must roll a 4 or more with a to hit and damage a grubber.

    HERO CARD EXAMPLE: FINGERS OF IA

    Fingers of Ia initially deals 1 damage to one target within 3 squares of the

    Apprentice.

    The card's text explains that the Apprentice may clear Ongoing cards tomake this spell jump to additional targets. Those targets may be outside of

    the spell's range. The card shows an example on a grid.

    If the Apprentice chooses to not move this Hero Cycle, then the attack is

    more accurate (-1 TN). With normal movement, the attack is more

    inaccurate (+1 TN).

    This card cannot be played with aggressive movement. The Apprentice

    could not play a Move card this cycle. This attack is an action. The Apprentice could not play two of these cards.

    This attack costs 2 AP.

    This attack has the Ai r keyword.

    LIMITS

    Inventories may hold any number of items.

    Heroes cannot heal more than their maximum Vitality.

    Heroes cannot have less than zero Threat or more than 10 Threat.

    Players can hold up to five hero cards in hand.

    HERO TOKENSHero tokens show the hero's base statistics. Items, cards, and other

    effects may change these statistics.

    1. CLASS

    The hero's class.

    2. DICE POOL

    The hero's starting hit dice and fate dice. These dice apply to all hero

    abilities.

    3. TITLE

    Place the hero's active title token here. Heroes earn titles by

    completing story quests (see Titles and Deck Manipulation, p.55) .

    4. FATE SYMBOL

    The fate symbol associated with the hero. This symbol is sometimes

    used to determine which heroes are affected by enemy attacks. This

    symbol does not directly affect fate recipes or other fate die rolls.

    5. MOVEMENT

    The hero's movement points (MP) per round (see Movement, p.31) .

    - 7 -

    6. VITALITY

    The damage required to kill the hero.

    7. COURAGE

    The TN for Courage tests made by the hero, which allow the hero to

    attack certain frightening creatures (see Courage Tests, p.37) .

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    H ERO CLASS

    A COLYTE

    n t h e c e n t e r o f t h e g r e a t , d a r k r o o m , t h e A c o l y t e

    s t o p s . H e s p i e s a b o d y i n t h e a u r a o f t h i n ,

    g l i m m e r i n g l i g h t . A y o u n g g i r l , l i m p , c o l d , b u t

    n o t y e t g o n e t o t h e D a r k n e s s . H e k n e e l s a t t h e

    b o d y , p l a c i n g o n e k n e e o n t o t h e h e w n s t o n e

    f l o o r . H e t h e n u n h o o k s t h e h a m m e r f r o m h i s b e l t , p l a c i n g h a f t

    u p o n t h e f l o o r a n d i r o n a g a i n s t h i s f o r e h e a d . H e p r a y s .

    " T o t h e L o r d o f m o r n i n g . . . , " h e w h i s p e r s , a s t h e b l a c k n e s s a l i g h t s

    w i t h t h e e e r i n e s s o f a h u n d r e d c r a w l e r e y e s . " M y p r o t e c t o r a n d

    s h i e l d . . . , " h e c o n t i n u e s , a s t h e e y e s f e a r f u l l y a p p r o a c h t h e i n t r u d e r .

    " G u i d e m y h a n d s , a n d f o c u s m y t h o u g h t s . . . , " a s h e s l o w l y r i s e s ,

    l i f t i n g h i s c h i n t o f a c e t h e c r e e p i n g d e a t h . " A l l t h a t I a m , I g i v e

    o v e r t o Y o u r g l o r y . . . "

    A m a s s o f m a n d i b l e s s u r g e s t o w a r d t h e A c o l y t e , a w a v e o f h i s s i n g

    a n d s c r a t c h i n g . I n a f l i c k e r , t h e h a m m e r r i s e s f r o m t h e g r o u n d ,

    b e g g i n g t h e l i g h t t o p e r s i s t .

    " Y o u h a v e b r o u g h t m e h e r e ! " A c r u s h o f c h i t i n a n d c a r a p a c e . " A t

    t h i s t i m e ! F o r t h i s p u r p o s e ! " A c l a w a n d s p i n e s e n t t h r o u g h t h e a i r .

    " T h e v i c t o r y i s y o u r s ! " A m e t a l l i c r i n g i n g a m i d s t a d o z e n

    m o n s t r o u s s h r i e k s .

    T h e r e m a i n i n g c r a w l e r s h e s i t a t e , r e a r i n g o n t h e i r h i n d l e g s ,

    g r a p p l i n g w i t h t h e c o n c e p t o f a p r e y t h a t r e f u s e s t o b e c o n s u m e d .

    I n t h a t h e s i t a t i o n , t h e A c o l y t e ' s p r a y e r s s h i f t i n t o a n u n f a m i l i a r

    l a n g u a g e . T h e h a m m e r c e a s e s t o s w i n g a n d p o i n t s t o w a r d t h e

    c e i l i n g .

    " I a m y o u r s e r v a n t ! " W h i t e l i g h t c o n s u m e s t h e b l a c k n e s s o f t h e

    s t o n e r o o m . T h e c r a w l e r p a c k s c r e a m s w i t h d e s p e r a t i o n a n d f e a r .

    A l m o s t a s s u d d e n l y , t h e s c r e a m s h a l t .

    T h e b u r n i n g l i g h t f a d e s , s a v e f o r t h e p a l e a u r a a t t h e c e n t e r o f t h e

    r o o m . T h e A c o l y t e s t e p s o v e r t h e b l o o d y m e s s o f c a r c a s s e s a n d

    l e a n s d o w n t o t o u c h t h e d y i n g g i r l ' s f a c e . H e f e e l s a w e a k p u l s e

    a n d a l i g h t b r e a t h . S a t i s f i e d , h e l a y s h i s l e f t h a n d o v e r t h e g i r l ' s

    f o r e h e a d a n d l i f t s h i s r i g h t h a n d t o w a r d h e a v e n .

    " . . . Y o u r w i l l b e d o n e . "

    FATE SYMBOL

    Faith

    MOVEMENT VITALITY COURAGE DICE POOL

    +1 , +1

    Starting Faith: 1

    The Acolyte is a balanced hero. He possesses a ranged area

    attack, healing prayers, and spells that protect and improve his

    allies. However, the Acolyte lacks defensive movement and Threat

    reduction, so he must take care when committing to a skirmish.

    UNIQUE K EYWORD : F AITHIt's not enough to know the words of a prayer. You must believe in

    the words and the source behind them. And you would be amazed

    at the strength of belief during times of crisis.

    Faith affects many of the Acolyte's hero cards, such as a Heal cardthat restores Vitality equal to twice the Acolyte's Faith, or a Holyattack that grows larger with additional Faith.

    The Acolyte has 1 Faith printed on his hero token. Many relicsprovide additional Faith (though the Worn Prayer Book does not). Ahero card with the Faith keyword provides 1 Faith while on an

    action space, which also applies to that card's own abilities.

    Faith is a statistic, not a spendable resource. The Acolyte's Faithcan improve any number of different cards or abilities during a

    round.

    FAITH EXAMPLE

    The Acolyte has 1 Faith on his hero token. He first playsFeet of the Saints , a reaction with Faith. Next, he plays

    Armor of Faith , another reaction with Faith, which

    increases all monster attack TNs by the Acolyte's Faith(currently at 3).

    Finally, the Acolyte plays Attend the Weak , an action with

    Faith, which instantly restores 8 Vitality to one hero, anamount equal to twice his 4 Faith. This also provides moreFaith to Armor of Faith , which now increases all monsterattack TNs by 4.

    STARTING GEAR

    Wooden Plank, Worn Prayer Book,

    Adventurer's Gear

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    UNIQUE K EYWORD : H OLY The Acolyte's power is the bane of the walking dead. When a Holyattack hits an Undead monster, that monster cannot use Resurrect

    abilities. This persists while the Holy card is on an action space.

    UNIQUE ITEM : R ELICSRelics are secondary slot items with the icon shownhere. Relics provide bonus hit dice or fate dice to the

    Acolyte's ranged attacks. A relic with bonus Faithprovides Faith to all of the Acolyte's abilities.

    Relics do not improve the Acolyte's weapon attacks (attacks with

    Range:Weapon), or the ranged attacks of other heroes.

    H ERO TIPS Playing Righteous Fury and Feet of the Saints in the same

    round may allow the party to burn through an entire wave of

    monsters without activating the Darkness Cycle.

    Pray is most useful when the Acolyte has discarded several

    Faith cards. A successful prayer may allow the Acolyte to cleara large path with Last Rites or bless his entire team with Hand

    of the Father. Most Faith cards, such as Blood of an Overcomer , may be

    played to increase the Acolyte's Faith even if there is no needfor the card's benefits.

    While it's tempting to fill the Acolyte's hero board with

    enhancement spells every round, strong spells may drown the

    Acolyte in Threat. Keeping control of the Acolyte's Threat leaves

    room for explosive abilities in time of need.

    See additional Acolyte notes on p.18.

    F o r w e l i v e b y f a i t h , a n d n o t b y s i g h t . - 2 C o r i n t h i a n s 5 : 7

    HERO CARDS

    AttacksAngelic Word: Holy. Strong ranged attack that adds hit dice per Faith.Consuming Fire: Fire. Ranged attack that places a DoT on one target (see Status Effects, p.37) . DoT durationincreases per Faith.Last Rites: Holy. Ranged attack. Targets a number of additional squares equal to Faith, expanding to anyorthogonal square, and then expanding clockwise to other squares adjacent to the attack's center, as shownin the card's diagram.Smite: Melee attack.

    DefensesArmor of Faith: Faith. Increases the TNs for monster attacks per Faith.Attend the Weak: Faith, Heal. Restores 2 Vitality per Faith to one target.Guardian Angel: Faith, Interrupt. Rerolls all successful hits against one hero.Hand of the Father: Faith, Heal. Restores 3 Vitality and adds one hit die to all dice rolls, including non-combatactions, but prevents the Acolyte from moving this cycle. Targets 1 hero per Faith.Soothe Wounds: Heal, Interrupt. Restores 2 Vitality to one target.

    UtilitiesBlessings of the Dawn: Faith. Adds fate dice to hero actions per Faith.Blood of an Overcomer: Faith. Clears all status effects from one or two heroes.Feet of the Saints: Faith. Reduces the AP cost of hero attack actions.Intercession: Faith. Adds hit dice to one hero's non-combat actions.Pray: Draw three random cards from the Acolyte's discard pile. Place any drawn cards with Faith on top of Pray , and discard the other drawn cards. The drawn cards add to the Acolyte's Faith.Righteous Fury: Faith. Increases the damage of hero actions, targeting one hero per Faith.Stand Fast: Faith. Adds hit dice to hero actions and reduces the TN of Courage tests, but prevents the Acolytefrom moving this round.Sprint and Hustle: Move. Aggressive movement.

    Novice Abilit iesChant of the Morning: Faith, Heal. Removes status effects from heroes on the tile.Dirge of Twilight: Strong melee attack that stuns captain monsters (forces the monster to skip its nextactivation).

    Guided by the Light: Interrupt. Melee attack with bonus hit dice and fate dice. Allows the Acolyte to play Smiteas an additional interrupt.Angelic Word, Attend the Weak: An additional copy of these cards exists as a novice ability.

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    H ERO CLASS

    A PPRENTICE

    w a r m s p r i n g d a y , t h e s u n h a n g s u p o n a b l u e

    s k y . L o o s e b o u l d e r s a n d r o t t i n g b o n e s c o v e r t h e

    e n t r a n c e t o a s t o n e c a v e r n . T h e s m e l l o f b u r n t

    f l e s h m i x e s w i t h t h e h o w l i n g g a l e r i s i n g f r o m t h e

    o p e n i n g i n t h e e a r t h .

    T h e A p p r e n t i c e p l a n t s h i s f e e t a t t h e b o r d e r b e t w e e n t h e t w o

    d o m a i n s , s e e m i n g t o b l e n d i n w i t h b o t h t h e e n e r g y o f t h e d a y

    b e h i n d h i m a n d t h e f u r y o f t h e s h a d o w b e f o r e h i m .

    " U s u r p e r s ! " h e s h o u t s , w i t h a v o i c e b e a r i n g h i n t s o f a l i g h t n i n g ' s

    c r a c k l e a n d a t h u n d e r ' s r u m b l e . " Y o u h a v e e n c r o a c h e d o n t h a t

    w h i c h i s m i n e , a n d y o u h a v e e a r n e d m y d i s d a i n ! I c a l l y o u f o r t h

    t o f a c e y o u r j u d g m e n t ! "

    T h e c a v e s t i r s , a n d t h e A p p r e n t i c e c o n t i n u e s h i s o r d e r . " T h e

    c o s m o s h a s c h o s e n y o u r f a t e , c r a v e n b e a s t s ! T h e r e i s n o p l a n e l e f t

    t h a t w i l l c o n c e a l y o u ! N o w , c r a w l t o m e ! "

    A n d s o , t h e I a t h i c o m e s h u f f l i n g f r o m t h e c a v e , j o i n t s c r e a k i n g

    w i t h g r i n d i n g r o c k a n d m e t a l . T h e y t r u d g e t h r o u g h t h e e n t r a n c e

    a n d c r a s h t o a h a l t , e y e i n g t h e i r s u m m o n e r u p a n d d o w n ,

    p o n d e r i n g h i s s t r e n g t h . T h e e l e m e n t a l s e x c h a n g e g l a n c e s , q u i e t l y

    s h a r i n g t h e i r t h o u g h t s .

    W i t h o u t w a r n i n g , t h e a i r r o a r s , a n d t h e I a t h i c h a r g e f o r w a r d

    w i t h a s p l i n t e r i n g s c r e a m . T h e e v i l d e c i d e s t o b l i t z t h e s u m m o n e r

    w i t h a l l o f t h e p o w e r a t i t s d i s p o s a l . F o o l i s h n e s s .

    T h e A p p r e n t i c e r a i s e s a h a n d , a n d t h e g r o u n d s p l i t s . S e v e r a l I a t h i

    t r i p i n t o a p i t o f m a g m a a n d v i o l e n t l y m e l t . T h e A p p r e n t i c e

    p o i n t s , a n d t h e o n c e - c a l m b o u l d e r s j u t f r o m t h e g r o u n d ,

    l a u n c h i n g e l e m e n t a l s f a r i n t o t h e a i r , o u t o f s i g h t .

    A f e w I a t h i r e m a i n , c h a r g i n g t o w a r d t h e s u m m o n e r . H i s e y e s

    g l o w w i t h w h i t e , s e a r i n g e n e r g y , a n d t h e a i r a r o u n d h i m w a v e r s .

    A t c l o s e d i s t a n c e , h e r e s e m b l e s a c l a y p o t t r y i n g t o c o n t a i n a

    c o m e t w i t h i n i t s e l f . A n d t h e n , t h e c o m e t e s c a p e s .

    FATE SYMBOL

    Arcane

    MOVEMENT VITALITY COURAGE

    T h e A p p r e n t i c e w a v e s a h a n d , a n d t h e e n e r g y e x p l o d e s a w a y a s a

    b o l t o f l i g h t n i n g . I t a r c s i n t o o n e I a t h i , t h e n c u r v e s t o t h e n e x t ,

    a n d t h e n e x t , a n d t h e n e x t , i n t h e b l i n k o f a n e y e . T h e e l e m e n t a l s

    e x p l o d e i n a b l a s t o f s p l i n t e r s .

    T h e m i s t o f d e a t h c l e a r s a w a y . T h e A p p r e n t i c e s t a n d s s t o i c a g a i n s t

    t h e b l u e s k y a n d h a n g i n g s u n . H e a l l o w s h i m s e l f a m o m e n t t o

    i n h a l e d e e p l y , r e g a i n i n g h i s b r e a t h . H e t h e n c l a s p s h i s h a n d s a n d

    v a n i s h e s , l e a v i n g t h e m o u n t a i n s i d e t o i t s e l f .

    The Apprentice excels at destroying multiple weak targets with a

    single strike, while his single-target spells topple and disrupt larger

    enemies. He can also sustain auras that bolster his allies, allowing

    him to contribute to a battle while standing down. The Apprentice's

    survival depends on unleashing his aggressive spells from a safe

    distance.

    UNIQUE K EYWORD : O NGOINGIt's a basic feat of magic to throw it at your enemies and watch it

    explode. The next step toward mastery is learning to hold magic in

    reserve. Such magic may sustain the user for an entire battle, or it

    may be consumed to fuel a truly powerful spell.

    Most hero cards are cleared from action spaces during the end of

    the round, but the Apprentice may choose to leave Ongoing cardsin their action spaces. These abilities persist for as many rounds as

    the Apprentice allows.

    Some of the Apprentice's spells clear Ongoing abilities, siphoning their powers into a larger spell. Turn a cleared Ongoing cardupside-down in its action space. That Ongoing card's abilities stillaffect the spell that cleared it, but the Ongoing effect then ceasesto function, and the card is discarded at the end of the round (see

    Hero Deck Phase, p.29) .

    STARTING GEAR

    Enchanted Twig, Lucky Cup,

    Adventurer's Gear

    DICE POOL

    +1 , +1

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    UNIQUE ITEM : FOCUSESFocuses are secondary slot items with the icon shown

    here. Focuses provide bonus hit dice or fate dice to

    the Acolyte's ranged attacks.

    Focuses do not improve the Apprentice's weapon attacks (attacks

    with Range:Weapon), or the ranged attacks of other heroes.

    UNIQUE K EYWORD : A RCANECards with the Arcane keyword receive bonuses from Reservoir of the Ancients and some other abilities.

    H ERO TIPS With Reservoir of the Ancients and Hero's Edge in play, the

    Apprentice has little trouble scoring multiple hits with a single

    Chaotic Overflow .

    Heroes may keep one card when discarding their hands at the

    end of the round. Since the Apprentice has many strong attack

    cards, consider discarding attacks and saving Meditate

    or Blink for a dangerous situation.

    Every empty action space on the hero board reduces Threat

    during the Hero Deck Phase. Sustaining multiple Ongoingspells may prevent the Apprentice from controlling his Threat.

    Playing Leech and Aura of the Elements together can save an

    Apprentice from the brink of death. Add the novice card Life

    Sieve , and the Apprentice can often fight toe-to-toe with the

    Darkness.

    See additional Apprentice notes on p.18.

    U n t i l a t l a s t I t h r e w d o w n m y e n e m y a n d s m o t e h i s r u i n

    u p o n t h e m o u n t a i n s i d e . . . D a r k n e s s t o o k m e , a n d I s t r a y e d

    o u t o f t h o u g h t a n d t i m e . . . - T o l k i e n , T h e T w o T o w e r s

    HERO CARDS

    AttacksArcane Lance: Arcane. Strong ranged attack.

    Attack: Arcane. Basic attack using a primary weapon's range.Blood of Gaia: Fire. Ranged attack that strikes four squares. Choose any three squares orthogonal to the initial squareas the attack's area.Chaotic Overflow: Arcane. Ranged attack that deals 1 damage per Ongoing effect cleared. This may instead attackmultiple targets, dividing the damage in any way amongst the targets (see Multiple Attacks, p.38) .Fingers of Ia: Air. Ranged attack that creates a path through targets, hitting one additional target per Ongoing cleared.Additional hits must choose the target closest to the previous target. This cannot hit the same target more than onceunless there are no new targets in range of the previous target (see Move-Through Attacks, p.38) .Leech: Arcane. Strong adjacent attack (using a focus) that restores 2 Vitality to the Apprentice on a successful hit.The Mountain Crumbles: Earth. Ranged attack that hits two squares, knocking captains prone.Winter's Bite: Ice, Interrupt. Short-range attack that temporarily stuns one target.

    DefensesAura of the Elements: Ongoing. The Apprentice ignores the first point of damage dealt to him in a Hero Cycle.Illuminate: Ongoing. Increases attack TNs for all monsters with the Instinct class.Meditate: Clears all Ongoing effects to restore the Apprentice's Vitality and reduce his Threat.Sphere of Deflection: Ongoing. Increases the TNs of monster ranged attacks.

    UtilitiesArcane Sigil: Removes a curse status effect from one hero.Blink: Teleports the Apprentice three squares (not a Move). May travel through monsters and obstacles.Breath of Heroes: Provides heroes with automatic success on all Courage tests.Glacier's Grip: Ice, Ongoing. Place the glacier's grip token on a square in range. That square and all adjacent squaresare iced, reducing move speed and ranged defense for all targets on those squares.Hero's Edge: Ongoing. Give one hero the hero's edge token, providing a bonus hit die and fate die. The Apprentice maygive this token to a different hero at the beginning of each Hero Cycle.Research: Ongoing. Allows heroes to reroll one hit die per Hero Cycle.Reservoir of the Ancients: Ongoing. Grants bonus hit dice and fate dice to the Apprentice's Arcane attacks.Sprint and Hustle: Move. Aggressive movement.

    Novice Abilit iesDiminish: Reduces the Apprentice's Threat by twice the number of Ongoing effects cleared.Life Sieve: Arcane, Ongoing. Play after using the Leech spell to place a DoT on the target, which heals the Apprenticewhenever it deals damage (see Status Effects, p.37) .Riftwalk: Interrupt. Teleports the Apprentice 2 squares (not a Move). May travel through monsters and obstacles.Chaotic Overflow, Fingers of Ia: An additional copy of these base cards exists as a novice ability.

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    H ERO CLASS

    A RCHER

    a r d o w n t h e r i v e r b a n k , t h e s y c l i n e s p o t t h e

    A r c h e r s t r o l l i n g t h r o u g h t h e t h i c k m u d , m a k i n g

    a h e a v y s p l o s h w i t h e a c h s t e p , m i n d l e s s l y t e s t i n g

    t h e t w i n e o f h e r b o w .

    T o a c a s u a l o b s e r v e r , t h i s w o u l d s e e m l i k e i d i o c y , a n e a s y p r e y f o r

    t h e f o r c e s o f t h e D a r k n e s s . I n d e e d , t h e b u l b - e y e d , b r a w n y c r e a t u r e s

    w a s t e n o b r e a t h i n d i s c u s s i n g t a c t i c s . T h e s m a l l e r b e a s t s g r a b

    m a k e s h i f t c l u b s a n d c h a r g e , w h i l e t h e i r p a t r i a r c h g a t h e r s i t s b u l k y

    m u s c l e s t o s t a n d . T h e e v e n i n g q u i e t b r e a k s w i t h i m p a t i e n t r o a r s

    a n d a c o m m o t i o n o f f e e t .

    T h e A r c h e r s i g h s a n d r e a c h e s i n t o h e r q u i v e r , r e c o g n i z i n g h e r

    f a v o r i t e t o o l s b y t o u c h . S h e p u l l s a y e l l o w - p i n e a r r o w , f e e l i n g i t s

    s t i f f s h a f t a n d f r i l l e d f e t c h i n g . T h e a r r o w r e s t s o n h e r b o w s t r i n g

    f o r o n l y a m o m e n t b e f o r e f l y i n g , s a i l i n g o v e r t h e h e a d s o f t h e

    c h a r g i n g s y c l i n e . I t l a n d s h a r m l e s s l y i n t h e m u d .

    A n o t h e r d a f t g e s t u r e . B u t t h e s y c l i n e f l i n c h , b r e a k i n g t h e i r a s s a u l t

    t o s t a r e a t t h e s t r a n g e b u r s t o f c o l o r p a s s i n g o v e r h e a d . I s i t a

    s i g n a l ? A f l a m e ? A b u r s t o f m a g i c ? O r i s i t

    T h e f i r s t s y c l i n e l o o k s b a c k t o t h e w a n d e r e r . A m o m e n t a g o , s h e

    w a s t w e n t y p a c e s a w a y . B e f o r e t h e b e a s t c a n r o a r a w a r n i n g , t h e r e

    i s a h u n t i n g k n i f e i n s i d e i t s t h r o a t .

    T h e s o u n d o f m e t a l a g a i n s t f l e s h s t a r t l e s t h e o t h e r s y c l i n e , b u t t h e y

    a r e t o o l a t e . T h e A r c h e r b e n d s t o o n e k n e e , h o l d i n g a n a r r o w

    b e t w e e n e a c h p a i r o f f i n g e r s o n h e r r i g h t h a n d . F o u r l i g h t p u l l s o n

    t h e t w i n e , f o u r s o f t t w a n g s , a n d f o u r a s h - b l a c k s h a f t s i n t h e g u t s o f

    t h e s y c l i n e . T h e b e a s t s f a l l t o t h e m u d .

    T h e A r c h e r s t a n d s a n d c a l m l y a d v a n c e s , o n e a r m h o l d i n g a b o w

    s t a b l e a t h e r e y e s , t h e o t h e r l o o p i n g t h r o u g h t h e a i r t o p u l l a n d

    r e l e a s e h e r t o o l s . S h e s t e p s o v e r h e r f i r s t v i c t i m s , p l u c k i n g a r r o w s

    f r o m t h e d e a d w i t h o u t l o o k i n g d o w n , h e r a r m s s e e m i n g l y a c t i n g

    b y t h e i r o w n w i l l .

    FATE SYMBOL

    Nature

    MOVEMENT VITALITY COURAGE DICE POOL

    +1 , +1

    T h e s y c l i n e c a p t a i n p u s h e s p a s t i t s

    u n d e r l i n g s , i t s h u l k i n g w e i g h t

    s i n k i n g i n t o t h e m u d a s i t r u n s ,

    h o w l i n g w i t h r a g e a n d m u r d e r .

    T h e A r c h e r t a r r i e s a m o m e n t ,

    l e t t i n g a n i r o n - t i p p e d a r r o w r e s t o n h e r b o w s t r i n g f o r n e a r l y t w o

    s e c o n d s .

    A h e a v y t w a n g , a n d t h e i r o n f a l l s i n t o t h e c a p t a i n ' s m a s s i v e e y e .

    A n i n t e l l i g e n t c r e a t u r e m a y h a v e f l e d t o s e e k m e d i c a l a i d . B u t t h e

    c a p t a i n c o n t i n u e s t o c h a r g e , b l e e d i n g t o d e a t h , s c r e a m i n g e v e n a s

    i t c o l l a p s e s i n t o t h e m u d .

    T h e A r c h e r , c o n c e n t r a t i n g o n t h e f l e e i n g s t r a g g l e r s , o n l y n o t e s t h e

    c a p t a i n ' s d e a t h b y i t s d i s s i p a t i n g s c r e a m . T h e r e i s n o r e a s o n t o l e t

    i t s d e a t h d i s t r a c t h e r . S h e a l r e a d y k n o w s t h a t s o m e f o o l s c a n o n l y

    l e a r n t h i n g s t h e h a r d w a y .

    The Archer's long-range attacks are excellent for destroying lairs

    and strong monsters, even when firing through a crowd, while her

    mobile abilities keep her safe from retaliation. However, the Archer

    is uniquely restricted by her ammunition supply, so she must

    choose targets wisely and recognize when to hold back.

    UNIQUE ITEM AND K EYWORD :Q UIVER AND A MMOThe bow is a small wonder in the Realm. It is Smerely a stick

    attached to a rope, and yet it possesses the same power of a

    magical crystal or holy relic. Then again, the Archer has yet to see

    her Acolyte ally pray for extra arrows.

    Quivers are equipped in the Archer's secondary slot. During the

    Hero Deck Phase, the Archer takes any Ammo cards in her actionspaces and places them on her quiver. The Archer's starting quiver

    holds up to four Ammo cards. Without a quiver, the Archer can onlyhold one Ammo in her off-hand.

    The Archer must discard one Ammo in a quiver to make any attackwith the Requires Amm o keyword.

    STARTING GEAR

    Stick & Twine, Arrow Bag,

    Adventurer's Gear

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    T h e n h e d r e w h i s t r u s t y y e w , h o l d i n g i t d r a w n b u t a m o m e n t

    t h e n l o o s e d t h e s t r i n g . S t r a i g h t f l e w t h e A r r o w . . .

    - P y l e , T h e M e r r y A d v e n t u r e s o f R o b i n H o o d

    O PTIONAL A MMOSome Archer attacks, such as Tumble and To the Knee , have the

    Optional Ammo keyword. These attacks have two options.

    If the Archer discards an Ammo from her quiver, she attackswith her bow's range and bonus dice.

    If the Archer does not discard an Ammo, she attacks anadjacent target with her knife, using only her base dice, plus

    any bonus dice from other abilities.

    UNIQUE A BILITY : A RCING LOSUnlike other heroes, the Archer can draw line-of-sight (LoS) through

    monsters and attack the targets behind them (see Playing Hero

    Cards, p.33) .

    H ERO TIPS The Archer can deal a lot of damage to one target in a short

    period of time. For example, she could Tumble to a lair and

    slice it with the bonus for an adjacent target, follow it with

    Vision of the Mark to enhance her next attack, then shoot Gift

    of the Underworld into the lair. With a point of DoT damage at

    the end of the round, this combo deals enough damage to

    destroy a lair.

    Playing an Ammo card uses an action space, which reducesthe amount of Threat that the Archer loses during the Hero

    Deck Phase. Consider filling up the Archer's quiver before she

    begins dealing damage.

    Don't underestimate Fool's Errand , which can group enemies

    together for an area attack and give the heroes time to

    reposition.

    See additional Archer notes on p.18.

    HERO CARDS

    AttacksGift of the Underworld: Requires Ammo. Places a bleeding DoT on the target (see Status Effects, p.37) . The

    DoT lasts additional Hero Cycles with no movement or cautious movement.Kharon's Payment: Requires Ammo. Massive ranged attack.Orion's Tears: Requires Ammo. Deals 1 damage per Ammo card discarded from the quiver. This may insteadattack multiple targets, dividing damage in any way amongst the targets (see Multiple Attacks, p.38) .Through a Needle's Eye: Requires Ammo. Attack with reduced TN against targets with the Armored class (seeMonster Cards, p.41) .Tumble: Optional Ammo. Shift the Archer 3 squares (not a Move) and attack. Deals +1 damage to adjacenttargets. May shift through monsters and obstacles.Wayfarer's Ruse: Requires Ammo, Interrupt. Play after a target attacks the Archer (receiving the attack'sdamage if hit). Attack any target in range afterward. May use an Ammo card in an action space instead of thequiver. Turn that Ammo card upside-down, and discard it during the Hero Deck Phase.

    DefensesCircumvent: Optional Ammo, Interrupt. Choose one adjacent monster (Range:1) attacking the Archer. Attackthat monster, then shift the Archer 2 squares (not a Move).Fool's Errand: Requires Ammo. Reduces the Darkness Meter by 2 AP. Place the fool's errand token on asquare in range, which persists until the card is cleared from the action space. Monsters move toward andattack this token as though it were a hero with 5 Threat (see Activate Monsters, p.43) .Now You See Me: Interrupt. Dodges (ignores) one successful hit against the Archer.To the Knee: Optional Ammo, Interrupt. Knocks one minion or captain prone (see Status Effects, p.37) .

    UtilitiesArrow: Ammo. Moves to the quiver in the Hero Deck Phase.Find Weakness: Choose a target. While this card is in an action space, the heroes gain a hit die and fate dieagainst the chosen target. Also reduces the TN of the heroes' non-combat actions.Retrieve: Place 1 Ammo card from the Archer's discard pile into her quiver.Vision of the Mark: The Archer's next action using Ammo gains 1 damage, a hit die, and a fate die.Sprint and Hustle: Move. Aggressive movement.

    Novice Abilit iesPacify: Nature. Reduces the Darkness Meter by 1 AP.Pincushion: All ranged attacks against the Archer are redirected to an adjacent minion, killing the minion if theattacks deal damage.Scavenge: Place 2 Ammo cards from the Archer's discard pile into her quiver. These Ammo cards must beadjacent in the discard pile. This cannot be used to place a single Ammo card.Orion's Tears, Wayfarer's Ruse: An additional copy of these base cards exists as a novice ability.

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    H ERO CLASS

    BRIGAND

    n t h e m a k e s h i f t c a m p , t h r e e t a i l l e s s s c u r r y b a c k

    a n d f o r t h , o c c a s i o n a l l y s n i f f i n g t h e a i r , t w i s t i n g

    t h e i r w h i s k e r s , p o i n t i n g e a r s u p w a r d a t a n y s t i f f

    b r e e z e . I t i s n o t t h a t t h e y e x p e c t d a n g e r , b u t t h a t

    t h e y l o s t t h e i r a b i l i t y t o r e m a i n c a l m a f t e r

    b e c o m i n g s l a v e s o f t h e D a r k n e s s .

    O n e s l a v e h e a r s r u s t l i n g i n t h e b u s h e s . I t t u r n s i t s a t t e n t i o n a w a y

    f r o m t h e c a m p , b u t i t f i n d s n o t h i n g , a n d i t a g a i n o n l y h e a r s t h e

    o t h e r s l a v e s ' s h u f f l i n g f e e t . B u t t h e n , t h e s h u f f l i n g s t o p s . T h e s l a v e

    t u r n s b a c k t o c a m p a n d f i n d s t h e o t h e r s l a v e s f a c e - d o w n o n t h e

    g r o u n d , w i t h r i p p e d t h r o a t s a n d s p i l t b l o o d .

    T h e s l a v e d o e s n o t s e e t h e s h r o u d e d B r i g a n d , a m e r e d a g g e r ' s

    l e n g t h a w a y , n o r d o e s i t r e a l i z e t h a t i t w a s i n t e n t i o n a l l y l e f t a l i v e

    a n d a l l o w e d t o s c r a m b l e a w a y , c h i t t e r i n g f o r h e l p . B a i t .

    S e v e r a l o t h e r t a i l l e s s a r r i v e t o s n i f f t h e b o d i e s . W o r d s a r e

    w h i s p e r e d , e y e s d a r t b a c k a n d f o r t h , b r e a t h i n g i s t e n s e . F e a r i s o n e

    o f t h e D a r k n e s s ' s f a v o r i t e w e a p o n s . I t i s n ' t a c c u s t o m e d t o b e i n g

    a f r a i d i t s e l f .

    S o o n , t h e y b r i n g t h e b e a s t , a l u m b e r i n g r o d e n t t h a t s t a g g e r s u n d e r

    i t s o w n w e i g h t , s m e l l i n g o f d i s e a s e a n d r o t , c l u m p s o f f u r f a l l i n g

    w i t h e a c h f o o t s t e p . T h e s l a v e s l e a d t h e b e a s t a r o u n d t h e c o r p s e s ,

    l e t t i n g i t s n i f f t h e g r u e s o m e d i s p l a y , t h e n p o i n t i n g i t d o w n t h e

    t r a i l l e a d i n g f r o m c a m p . T h e r e i s o n l y o n e p r o p e r c o u r s e o f a c t i o n

    n o w : h u n t t h e m u r d e r e r .

    T h e B r i g a n d f e e l s e x a c t l y t h e s a m e w a y . S h e d a r t s f r o m t h e c a m p

    i t s e l f , t o t h e s l a v e s ' t u r n e d b a c k s , u s i n g s p e e d t o b u r y h e r d a g g e r i n

    t h e b e a s t ' s t a i l b o n e . H e r o t h e r h a n d g r a b s a c l u m p o f f u r , a n d s h e

    v a u l t s a i r b o r n e . T h e d a g g e r s l i c e s s t r a i g h t d o w n , s p l i t t i n g t h e

    b e a s t ' s s p i n e i n t w a i n . A n y l i f e t h a t r e m a i n e d i n t h e h u l k i s g o n e .

    T h e o t h e r t a i l l e s s s e e t h e b e a s t t o p p l e , b u t t h e y h a v e n o t i m e t o

    c o m p r e h e n d t h e e v e n t . T h e B r i g a n d e m e r g e s , f l a i l i n g a s s h e

    b o u n d s f r o m r a t t o r a t , s l a y i n g f o u r b e f o r e t h e o t h e r s e v e n t h i n k

    t o p u l l t h e i r o w n w e a p o n s . A n d t h e n , t h e t r e s p a s s e r v a n i s h e s .

    FATE SYMBOL

    Guile

    MOVEMENT VITALITY COURAGE DICE POOL

    +1 , +1

    T h e r e m a i n i n g s l a v e s c a n s c a r c e l y b e l i e v e w h a t t h e y ' v e s e e n , m u c h

    l e s s b e l i e v e t h a t t h e y d i d n o t s e e t h e a s s a s s i n e s c a p e . T h e y t r a c e t h e

    s h a d o w s , e a r s a t t e n t i v e , e y e s d a r t i n g , s c a r c e l y b r e a t h i n g . T h e y

    s e a r c h t h e w r o n g s h a d o w s . A n o t h e r s c a t t e r o f f o o t s t e p s , a n d m o r e

    c o r p s e s j o i n t h e p i l e .

    T h e b o d i e s r e m a i n t o b e f o u n d b y t h e n e x t c h a r g e o f t a i l l e s s , t h a t

    t h e y m a y w o r r y o v e r t h e o n e w h o d w e l l s w i t h i n t h e s h a d o w s ,

    w i t h o u t t h e s h a d o w s d w e l l i n g w i t h i n h e r .

    The Brigand can approach enemies without threatening them,

    sneaking in from behind to slay powerful targets. She also excels at

    critical strikes that activate the special powers of her weapons. The

    Brigand is weaker against groups of small enemies, but she always

    has a few tricks at her disposal.

    UNIQUE K EYWORD : SHADOWSThere are many ways to survive a monster attack, such as dodging,wearing armor, or running out of range. Survival increases, though,

    if the monster doesn't even know where to attack.

    The Brigand is in Shadows while she has a card in an action spacewith the Shadows keyword ( One with the Dark or Shadowslip ).Monsters cannot attack a Brigand in Shadows unless they firstpass a Notice test (see Activate Monsters / Shadows, p.46) .

    The Brigand's Shadows cards are Ongoing abilities. As with theApprentice's Ongoing abilities, the Brigand may choose to not clear

    these cards from action spaces at the end of the round, allowing her to stay hidden until she is ready to strike.

    Shadows breaks (no longer functions) when: A monster notices the Brigand.

    The Brigand uses normal movement or aggressive movement

    (see Movement Types, p.32) .

    The Brigand successfully hits with any attack.

    To show that Shadows is broken, turn the Shadows card upside-down, and discard it during the next Hero Deck Phase (see p.29) .

    STARTING GEAR

    Sharpened Butter Knife,

    Dirty Blanket, Adventurer's Gear

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    . . . y o u h a v e b u t a b r i e f t i m e t o l i v e , a n d t h e s h a d o w s o f

    D e a t h a n d r e m o r s e l e s s F a t e a r e a l r e a d y c l o s e u p o n y o u .

    - H o m e r , T h e I l i a d , B o o k X X I V

    SHADOWS COMBOS"Combo: +2FD" appears on the Brigand's

    Shadows cards. This combo improves some of the attacks that she makes while hidden.

    Attacks with Optional Shadows gain +2if played while the Brigand is in Shadows .

    Attacks with Required Shadows must be played while theBrigand is in Shadows . These attacks also gain +2 .

    If the Brigand attacks with Shadow's Reach while in Shadows,which gains +2 , she can then play an attack with OptionalShadow's Reach , and that attack also gains +2 .

    H ERO TIPS The wicked combo of Shadows, Shadow's Reach , and

    Shadow's Touch deals enough damage to destroy a lair.

    Monsters only make Notice checks when the Brigand is

    adjacent. The Brigand could slay a monster, step away from

    other monsters, then use Shadowslip to return to Shadows ,

    protecting her from retaliation. Suicide Run is a versatile attack, especially in a combo with

    Hustle . With 4 squares of movement, the Brigand could slice

    down a brigade of minions, ending in the safest spot, or deal

    the last point of damage to a wounded captain, then spend the

    rest of her movement running as far away as possible.

    Dark Reaver doesn't always deal damage, but it can prevent

    multiple minions from attacking by taking away their hit dice.

    See additional Brigand notes on p.19.

    COMBO EXAMPLE

    With Shadowslip in play, the Brigand plays Shadow's

    Reach, Suicide Run, and Hustle .

    Shadow's Reach gains +2 for a Shadows combo. Suicide Run combos with both Shadows and Shadows

    Touch , so it also gains +2 .

    Suicide Run also combos with Hustle , so it adds that

    card's +2 MP to the length of the attack.

    HERO CARDS

    AttacksAttack: Melee attack.Dirty Tactics: Melee attack that reduces the target's movement to half (rounded down).Fool's Gambit: Interrupt. Play after an adjacent target attacks the Brigand (receiving the attack's damage if hit). Attacks that target.Shadow's Reach: Optional Shadows. Teleports the Brigand up to 3 squares (not a Move), ending adjacent toany target. Attacks that target. May travel through monsters and obstacles.Shadow's Touch: Requires Shadows, Optional Shadow's Reach. Massive melee attack from Shadows.Suicide Run: Optional Shadows / Shadow's Reach, Optional Hustle. Moves two squares (not a Move), andmay move through targets. Attacks each target moved through (see Move-Through Attacks, p.38) . May playHustle to increase the move distance of the attack (which requires aggressive movement).

    DefensesI'll Take That: Interrupt. Parries (ignores) one successful hit against the Brigand.Like a Reed in the Wind: Interrupt. Before rolling monster attacks, redirect one attack targeting the Brigand toan adjacent target. This may kill the adjacent target before it attacks.Now You See Me: Interrupt. Dodges (ignores) one successful hit against the Brigand.

    UtilitiesBlood Letting: Removes the poison status effect from one hero.Cunning: Adds a hit die to the Brigand's next non-combat action.Dark Reaver: Optional Shadows / Shadow's Reach. Reduces hit dice of up to three monsters in an arc. Dealsdamage when played after Shadow's Reach with Shadows (requires both optional cards for the combo).One with the Dark: Shadows, Ongoing. Monsters must succeed at a Notice check (TN 6) to target the Brigand.Shadowslip: Shadows, Ongoing. Monsters must succeed at a Notice check (TN 5) to target the Brigand.Unravel: When picking up treasure this Hero Cycle, draw 2 treasure tokens instead of 1, and draw a treasurecard for both. When played after Cunning , add an additional hit die to the Brigand's next non-combat action.Unseen Ally: Requires Shadows, Optional Shadow's Reach. Adds a hit die, a fate die, and 1 damage to anally's attack. Does not break Shadows , except after a successful Shadow's Reach attack.Sprint and Hustle: Move. Aggressive movement.

    Novice Abilit iesLost in a Crowd: Interrupt. Increases the TN for adjacent monsters that attack the Brigand.

    Shadow's Friend: Interrupt. Ignores one successful Notice check, allowing the Brigand to stay in Shadows.Shadowstep: Optional Shadows. Adds 3 MP (aggressive movement). With Shadows, instead adds 2 MP anddoes not count as a Move.Like a Reed in the Wind, Suicide Run: An additional copy of these base cards exists as a novice ability.

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    H ERO CLASS

    SOLDIER

    h e c a r a v a n h a d b e e n s p o t t e d . G r u b b e r s c h a r g e

    d o w n t h e v a l l e y p a t h , d r i v e n b y a g r e e d y

    m u c k e r w i t h a t a s t e f o r b o t h h u m a n f o o d s t u f f s

    a n d h u m a n b l o o d . T h e c a r a v a n l e a d e r c a l l s a n

    o r d e r t o f l e e .

    " N o ! " t h e S o l d i e r s c r e a m s , c u t t i n g o f f t h e o r d e r . " H o l d y o u r

    g r o u n d ! "

    T h e l e a d e r p r o t e s t s , " W h a t g o o d c a n w e "

    " Y o u c a n ' t r u n f o r e v e r ! I c a n w a t c h y o u f r o m h e r e ! " T h e r e i s n o

    m o r e t i m e f o r p r o t e s t . T h e S o l d i e r u n h o o k s h i s s w o r d a n d s h i e l d

    a n d h o p s f r o m t h e r e a r w a g o n .

    T h e m a r a u d i n g a r m y c o n t i n u e s t o c h a r g e , t h e i r c r u d e s t o n e a x e s

    r a i s e d i n t h e a i r , t h e i r q u a r r y a l m o s t w i t h i n r e a c h . O n l y a s i n g l e

    a r m e d e s c o r t s t a n d s i n t h e i r w a y . T h i s w i l l b e a s l a u g h t e r .

    T h e g r u b b e r a t t h e f r o n t o f t h e c h a r g e g r i n s w i d e , a n t i c i p a t i n g t h e

    f i r s t b l o o d . I t s g r i n c r a s h e s i n t o t h e d i r t a n d c r a c k s a t o o t h , a s t h e

    S o l d i e r s t e a d i e s h i s s h i e l d t o o n e s i d e a n d c r u s h e s s t r a i g h t t h r o u g h

    t h e a r m y . T h e c o u n t e r - c h a r g e s t o p s r i g h t a t t h e m u c k e r ' s f e e t ,

    w h e r e t h e S o l d i e r s w i n g s h i s s h i e l d t h r o u g h t h e a i r l i k e a c l u b ,

    t o p p l i n g t h e c a p t a i n w i t h t h e h e a v y b l o w .

    T h e g r u b b e r s s e e o n l y a n o b l e , f u t i l e r e s c u e . S o m e o f t h e m r e g a i n

    t h e i r f e e t a n d r u n t o w a r d t h e c a r a v a n , b u t t h e y d o n ' t g e t f a r

    b e f o r e a m a n i c r o a r s t i f f e n s t h e i r j o i n t s . T h e y t u r n b a c k t o s e e t h e

    S o l d i e r r i s e f r o m b e n e a t h h i s s h i e l d , h i s s w o r d s w i n g i n g t h r o u g h

    g r u b b e r h e a d s l i k e a f u r i o u s g u i l l o t i n e .

    T h e a r m y n o l o n g e r s e e s a n o b l e h u m a n s a c r i f i c e . W i t h b l o o d s h o t

    e y e s a n d a d e m o n i c t r e m o r , t h e S o l d i e r s c r e a m s , " B a c k h e r e ,

    m a g g o t s ! " a n d r o c k e t s b a c k t o w a r d s t h e c a r a v a n .

    T h e s c r e a m i n g a n d c r a s h i n g c o n t i n u e s . B y t h e t i m e t h e m u c k e r

    h a s r e g a i n s i t s f o o t i n g , h a l f o f i t s a r m y i s d e s t r o y e d . I t r o a r s a

    c h a l l e n g e f r o m a c r o s s t h e c l e a r i n g .

    FATE SYMBOL

    Rage

    MOVEMENT VITALITY COURAGE DICE POOL

    +1 , +1

    T h i s u n w i s e d e c i s i o n o n l y r e m i n d s t h e S o l d i e r o f t h e

    m u c k e r ' s p r e s e n c e . T h e S o l d i e r b r e a k s f r o m t h e p a c k a n d

    c h a r g e s b a c k t o w a r d t h e c a p t a i n , b o u n d i n g t h r o u g h t h e a i r

    w i t h u n n a t u r a l s t r e n g t h . T h e m u c k e r ' s a x e f a l l s m i d s w i n g

    a s a s w o r d s m a s h e s t h r o u g h i t s s k u l l .

    T h e c a r a v a n l e a d e r w a t c h e s t h e c a r n a g e a n d c o n s i d e r s f l e e i n g .

    C o u l d h e t r u s t t h e s a f e t y o f h i s w a g o n s t o s u c h a b l o o d t h i r s t y

    m a d m a n ? B u t t h e n h e h e a r s t h e s o u n d o f t h e s e c o n d a r m y , r i s i n g

    f r o m t h e o p p o s i t e s i d e o f t h e c l e a r i n g , i n t h e c a r a v a n ' s o n l y e s c a p e

    r o u t e . I n t h e e n d , t h e l e a d e r t h i n k s , p e r h a p s i t ' s b e t t e r t o s t i c k

    w i t h t h e d a n g e r t h a t ' s o n y o u r s i d e .

    The Soldier excels at direct melee combat. He can slay several

    small monsters with a single strike, then play strong defensive

    abilities to withstand the monsters' attacks. What's more, the

    Soldier can lend his defenses to his allies and act as the

    capstone of the party. However, the Soldier needs to be closer to

    his foes than his allies do, so he must always expect to be the

    target of an attack.

    UNIQUE A BILITY : R AGEThe Archer strings up a diversion, the Brigand slips into a corner,

    and the Acolyte kneels to pray. The Soldier thinks, "I hope I don't

    disturb them," then charges in, screaming like a mad hyena.

    At any time, including during a Darkness Cycle, the Soldier may

    draw the top card of his hero deck, without looking at it, and place

    the card face-down in an empty action space. This card is a point of Rage . Many Soldier abilities gain bonuses for each point of Ragein play, such as additional hit dice or attack range.

    Clear Rage cards when clearing other cards in action spaces (seeHero Deck Phase, p.29) .

    STARTING GEAR

    Fireplace Poker, Pot Lid,

    Adventurer's Gear

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    UNIQUE K EYWORD : SHIELDShields like Pot Lid, Buckler, and Bulwark are equipped in the

    secondary slot. Any hero may hold a shield, but the shield's bonus

    hit dice and fate dice only apply to hero cards with the Shieldkeyword. Other shield bonuses always apply, including TN penalties

    to attacks against the hero.

    Hero cards with the Shield keyword do not gain any bonus dicefrom the Soldier's primary weapon, and the Soldier must hold a

    shield to play these cards.

    H ERO TIPS Your Mother Is a Crawler is a fine way to group monsters

    together for Harvest of Bones , daring minions to group up for a

    killing blow.

    Riding the Edge does not require a target. If the Soldier needs

    a breather, he may play this card to move away.

    Rage fills a Soldier's action spaces, preventing him from losing Threat each round (see Hero Deck Phase, p.29) . The Soldier

    may use Rage this way to draw fire from the enemy and protecthis frailer allies. Just be careful that the Soldier doesn't gain

    too much Threat and activate the Threat penalty (see p.43) .

    With Impenetrable and 3 Rage , the Soldier is nighinvulnerable. The Soldier may want to hold this card for when

    his allies activate the Darkness Cycle twice in a single round.

    See additional Soldier notes on p.19.

    L e t w h o e v e r c a n , w i n g l o r y b e f o r e d e a t h .

    - B e o w u l f , l i n e s 1 3 8 7 - 1 3 8 8

    HERO CARDS

    AttacksAttack: Melee attack that gains fate dice per Rage .

    Blade Dance: Interrupt. Counterattack that deals 1 damage per Rage . Thismay instead attack multiple targets, dividing damage in any way amongstthe targets (see Multiple Attacks, p.38) .Devastate: Massive melee attack. Gains fate dice if the Soldier movesbefore the attack.Harvest of Bones: Attacks all targets in a 3-square arc (using a weapon). 1Rage or 2 Rage adds a 4th or 5th square to the attack.The Hidden Blade: Melee attack with a reduced TN against targets with theArmored class.Riding the Edge: M ove, Shield. Move 3 squares, plus 1 square per Rage .May move through targets. Attacks each target moved through (Move-Through Attacks, p.38) .

    DefensesDisengage: Interrupt. The Soldier may spend 2 MP (not a Move) beforebeing attacked.I'll Take That: Interrupt. Parries (ignores) one successful hit against theSoldier.Impenetrable: Shield, Interrupt. Raises the TN of attacks against theSoldier by 1, plus an additional +1 TN per per Rage .

    UtilitiesBattle Rage: Batt le, Interrupt. Each card in an action space counts asRage . Soldier attacks gain one hit die per Rage .Battle Roar: Battle. Reduce all hero attack TNs by 1.Drawing the Ire: Interrupt. Choose a hero within three squares. Reduce thathero's Threat by 1 per Rage . All attacks against that hero instead attack theSoldier, even if the Soldier is out of the attacker's range.The Easy Way: Search the Soldier's deck for 1 card and draw it, then shufflethe deck. Add 2 hit dice to the Soldier's next non-combat action.This Yoke is Heavy: Shield. Knocks one captain or minion prone. Counts asRage . Your Mother is a Crawler: Monsters in Threat range of the Soldier must

    move toward the Soldier this Darkness Cycle. Those monsters cannot attackany target other than the Soldier. Range of this card increases per Rage .Sprint and Hustle: Move. Aggressive movement.

    Novice Abilit iesBattle Joy: Battle. Monsters cannot move or attack unless they first pass aCourage test. Rage raises the Courage test's TN.Everyone Behind Me: Shield, Interrupt, Optional Impenetrable. Heroesadjacent to the Soldier gain the TN bonus of the Soldier's shield. If playedafter Impenetrable , those heroes also gain the bonuses of Impenetrable .Follow Through: Requires This Yoke is Heavy. Attack the prone target of This Yoke is Heavy.There Can Be Only One: Affects all other heroes in range (as determined bythe Soldier's movement). Reduce those heroes' TNs for attacks by theSoldier's Rage . You Can Have This: Shield, Interrupt, Requires I'll Take That. Attack thetarget parried by I'll Take That.

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    H ERO AND HERO C ARD NOTESThese notes provide additional explanation for hero cards and abilities.

    A LL HEROES Buffs: Hero cards do not change anything that occurred before

    the card was played. A card that improves other abilities only

    affects the abilities played after that card.

    Courage Bonuses: Any card that improves non-combat actionscan also be used to improve Courage tests (see Courage Tests,

    p.37) .

    Non-Move Cards: If a card shifts a hero to another square butdoes not count as a Move, then it does not cause aggressivemovement. These cards may be used with any movement type,

    even no movement if the hero does not spend any MP (see

    Movement Types, p.32) .

    Passive Bonuses: Bonuses provided by hero cards, such as thereroll bonus of the Acolyte's Guardian Angel or the increased

    TN of the Brigand's Lost in a Crowd , persist for as long as those

    cards remain in an action space. This can be useful when theheroes plan to act aggressively and activate the Darkness

    Cycle twice in the same round.

    Secondary Items: Any class may hold a shield in the secondaryslot. The Acolyte and Apprentice may still make ranged attacks

    while holding a shield (instead of a relic or focus), but do not

    add the shield's bonus hit dice or fate dice to those attacks.

    A COLYTE Action Buffs: Some Acolyte cards, such as Stand Fast , only

    improve hero actions. An action/reaction card must be played

    as an action to gain these benefits.

    Consuming Fire: This attack deals 1 damage immediatelywhen played. It then deals 1 DoT damage in the Refresh

    Phase.

    Heal: Heroes cannot heal past their maximum Vitality. Last Rites: This attack strikes a number of

    additional squares equal to the Acolyte's

    current Faith. The Acolyte chooses a centersquare for the attack (which must be within

    range). With 1 Faith, he chooses anyorthogonal square as the second square,

    and adds squares to the attack clockwisearound the center square. With a large

    amount of Faith, this attack can growbeyond 5 squares, as shown in the diagram here.

    Smite: This card gains a -2 TN bonus for no movement whenplayed as an interrupt (as a combo with Guided by the Light ),

    since heroes do not move during the Darkness Cycle.

    A PPRENTICE Area Attac ks: The initial square of the Apprentice's area spells

    must be within his range. The other squares may stretch

    beyond the attack's range (see Determine Line-of-sight and

    Range, p.33) .

    Elemental: The Elemental keyword, which appears in Myth'sexpanded releases, refers to cards with the Earth, Ai r, Fire, orIc e keywords.

    Meditate: This card does not provide bonus dice with nomovement (this is a typo in some printings of the game).

    Ongoing: Ongoing cards in action spaces do not count towardthe hand limit for cards, but they do prevent the Apprentice

    from playing cards in those spaces. An Ongoing card thataffects another hero, such as Hero's Edge , remains on the

    Apprentice's hero board. The Apprentice may play an Ongoing

    card without choosing a target for it. Ongoing, Clearing Cards: When a spell would clear an

    Ongoing card, the Apprentice chooses which card to clear. Acleared Ongoing card still affects the card that cleared it, suchas applying the Arcane bonuses of Reservoir of the Ancients toChaotic Overflow , even if Reservoir of the Ancients is cleared to

    give that spell an additional target.

    Weapon Attac ks: Apply the bonus dice of the Apprentice'sprimary weapon (such as a Wand) to any attacks with

    Range:Weapon, not the bonus dice of a focus.

    A RCHER Ammo: Any card that requires Ammo cannot use an Ammo

    card in an action space. Wayfarer's Ruse is the exception to

    this case. If Wayfarer's Ruse spends an Ammo card in anaction space, turn that Ammo upside-down, and discard itduring the Hero Deck Phase.

    Circumvent: When a monster targets the Archer with an attack,she may use Circumvent to move out of the monster's range.

    The monster loses the attack and cannot switch targets.

    Darkness M eter Reduction: Fool's Errand and Pacify cannotreduce the Darkness Meter below zero.

    Gift of the Underworld: This attack deals 1 damageimmediately when played. It then deals 1 DoT damage in the

    Refresh Phase.

    Nature: Pacify has the Nature keyword. This keyword appearsmore often in Myth's expanded releases.

    No Quiver: If the Archer is ever without a quiver, she may holdone Ammo in an empty secondary slot. Essentially, the Archermay ready one arrow in her off-hand.

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    BRIGAND Combos: Do not activate the Darkness Cycle in the middle of a

    combo. For example, when the Darkness Meter is at AP 5, the

    Brigand could play Shadow's Reach (1 AP) and Shadow's Touch

    (2 AP) as a combo. Both attacks resolve before activating the

    Darkness Cycle. The Darkness Meter then reduces by six, from

    AP 8 to AP 2.

    Non-Combo Attac ks: Fool's Gambit, Dirty Tactics, and Attack

    are not combo cards and do not receive bonus fate dice fromShadows.

    Shadows after Attack s: Shadows cards may be played afterother cards, including successful attacks. Actions that break

    Shadows only affect Shadows cards currently in play. Shadows after Movement : Shadows cards may be played

    after spending movement points (MP), but the Brigand breaks

    Shadows when using more MP than allowed for cautiousmovement. For example, the Brigand could play Hustle , which

    gives her 4 MP for the cycle and causes aggressive movement.

    She could spend 3 MP, then play One with the Dark to enter

    Shadows , but she then breaks Shadows if she spends any

    additional MP. Shadowstep: As with other cards that do not count as a Move,

    the Brigand could play Shadowstep , use the 2 MP provided by

    that card's Shadows combo, and still choose any movementtype for the cycle.

    Unseen Ally: The bonus damage of Unseen Ally generatesThreat for another hero, not for the Brigand. If this card is

    played in a combo after Shadows and Shadow's Touch , thenthe Brigand remains in Shadows, using an ally to cover for hermovement.

    Unravel: This card does not affect the tile's treasure limit. TheBrigand plays this card to gain 2 item cards per treasure token.

    SOLDIER Blade Dance: This card is a unique counterattack. The Soldier

    plays this card when an enemy targets him with an attack. The

    card provides a +2 TN defense bonus to attacks against the

    Soldier.

    The Soldier counterattacks after the monster's attack,

    whether or not the monster successfully hits. For each point

    of Rage , the Soldier chooses one adjacent monster,

    including choosing the same target multiple times. The +2 TN bonus persists as long as this card remains in an

    action space, but the Soldier only counterattacks once.

    Battle: Battle Rage and Battle Roar have the Batt le keyword.This keyword appears more often in Myth's extended releases.

    Charging Attac ks: Devastate and This Yoke Is Heavy gainbonuses with more movement, as the Soldier uses momentum

    to plow through a target. However, the bonuses only apply for

    movement before the attack.

    For example, a Soldier with

    Movement 2 plays Devastate . If

    he moves 2 squares before the

    attack (normal movement), theattack gains a fate die. If he

    moves 3 or more squares

    (aggressive movement with

    Hustle ), the attack gains 2 fate

    dice. The attack also shows a

    -1 TN bonus if the Soldier uses

    no movement.

    Combos: Follow Through and You Can Have This must beplayed immediately after their Required cards, as with theBrigand's combo cards.

    Disengage: When a monster targets the Soldier with an attack,he may use Disengage to move out of the monster's range. Themonster loses the attack and cannot switch targets.

    Your Mother Is a Crawler: This card can force monsters tobreak melee with other targets and move toward the Soldier

    (see Activate Monsters / Priority and Movement, p.43) .

    REALM OVERVIEW

    1. HERO BOARD

    2. DARKNESS BOARD

    3. MONSTERS

    4. DARKNESS CARDS

    5. STATUS EFFECT TOKENS

    6. THE REALM (TILES)

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    CHAPTER III

    Q UESTSI t i s g o o d t o h a v e a n e n d t o j o u r n e y t o w a r d ; b u t i t i s

    t h e j o u r n e y t h a t m a t t e r s , i n t h e e n d . - H e m i n g w a y

    T o w h a t d i r e c t i o n s h a l l t h e h e r o e s t r a v e l ? T o t h e b o r d e r l a n d s o f t h e e a s t , w h e r e b a t t l e s r a g e a g a i n s t t h e e n c r o a c h i n g f o r c e s o f D a r k n e s s ? T o

    t h e o l d s e t t l e m e n t s o f t h e n o r t h , w h e r e e n e m i e s a r e s a i d t o l i e b e h i n d r u i n a n d s h a d o w ? O r p e r h a p s , m e r e l y a m i l e t o t h e e a s t , w h e r e a

    m y s t e r i o u s f i r e a p p e a r s t o b u r n i n t h e d i s t a n c e . . .

    A DVENTURINGAn adventure is a series of gaming sessions linked together by one or more quests, described on quest cards or in story quests. When

    beginning a session of Myth, the heroes may begin a new adventure or continue a previous adventure.

    QUEST CARDSQuest cards explain a challenge for the heroes to overcome.

    1. QUEST TITLE

    The name of the quest.

    2. CHAIN

    This space may have one of three icons.

    First Chain: The first quest in a chain.

    Linked Chain: A quest that chains from another quest.

    Stand-alone: A quest with no connections.

    3. IDENTIFIER

    This icon shows a chapter, act, or story.

    4. INTRODUCTION

    Read this text to the heroes when beginning the quest.

    5. SETUP

    Set up the Realm tile as explained here (see Chapter IV, p.23) .

    6. REWARD

    If this quest chains into another quest, the reward explains which

    cards to add to the quest deck.

    If the heroes successfully complete the quest, perform the

    text next to the serendipity icon. If this icon is numbered,the heroes gain serendipity equal to that number (see

    Serendipity, p.56) .

    If the heroes fail the quest, perform the text next to the

    Darkness icon. If this icon is numbered, increase the

    Darkness Meter by that much AP.

    7. RESOLUTION

    Read either the success text or the failure text at the end of the

    quest.

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    STORIES , A CTS , AND CHAPTERSMyth has three levels of quests. All quests take place on tiles in the

    Realm (see Chapter IV, p.23) .

    Chapters are the smallest type of quest. These quests involve a

    single tile on the Myth map. The heroes usually complete a chapter

    by clearing all threats from the tile.

    Acts may involve multiple tiles, or they may also cover a majorevent on one large tile. Completing a single act may take one to two

    hours.

    Stories are longer plots that unfold over three act quests.

    Completing a story may require several hours of play or multiple

    game sessions.

    Chains appear on some chapter and act quests. When

    completing one of these quests, the next quest in the

    chain may appear later in the adventure.

    FREE - FORM A DVENTURING , CHAPTERSIn a free-form adventure, the heroes wander from tile to tile, looking

    for trouble and treasure wherever it shows up. This adventure may

    be best suited to quick, casual games.

    A free-form adventure begins with the quest deck. First, shuffle the

    stand-alone and first-chain chapter quest cards into a deck. Then,

    place a tile into the Realm. Place the heroes' avatars onto that tile,

    and set up the tile as described in Chapter IV.

    If the tile's legend shows a quest, then draw a card from the quest

    deck and begin that quest. After completing that quest (or deciding to flee), place a new tile into the Realm, and check that tile's legend

    when the heroes enter that tile.

    FREE - FORM A DVENTURING , A CTSFree-form adventures may include act quests. The heroes may

    create a quest deck with act cards, mix acts and chapters into the

    same quest deck, or select a preferred act quest at the beginning

    of an adventure.

    An act quest's setup text may require specific tiles, or it may give

    general guidelines for tiles. The heroes decide which tiles to place if

    the act does not specify. On a tile that does not advance the act,

    the heroes may draw a chapter quest for that tile.

    A DVENTURE T YPESI. F REE - FORM A DVENTURING , C HAPTERS

    CREATE A QUEST DECK OF CHAPTER QUESTS AND ENCOUNTER A NEW QUEST ON EACH TILE

    II. F REE - FORM A DVENTURING , A CTSCREATE A QUEST DECK OF ACT QUESTS ( OR SELECT AN ACT QUEST )

    AND ENCOUNTER A NEW QUEST ON EACH TILE

    III. S TORY A DVENTURINGSELECT A STORY QUEST FROM CHAPTER XI

    IV. S LAUGHTERFIELDFIGHT WAVES OF MONSTERS AS DESCRIBED IN CHAPTER IX

    STORY A DVENTURINGFor a longer narrative, choose a story quest from Chapter XI, or

    draw a random story quest card.

    Read the first act quest of the story, then set up the first tile of that

    act, using the setup rules in Chapter IV and the quest's text. Set up

    other tiles in the act's description when the heroes enter those

    tiles. Do not draw chapter or act quest cards when entering a new

    tile.

    After completing the first act, the adventure chains into the story's

    second and third acts. Completing all three acts of a story providestitle and deck manipulation rewards, which provide growth and

    customization for heroes across multiple adventures (see Titles

    and Deck Manipulation, p.55) .

    SLAUGHTERFIELDHeroes do not quest during the Slaughterfield. Instead, they

    challenge their endurance against a horde of enemies on a 12x12

    tile. Slaughterfield rules appear in Chapter IX (see p.57) .

    The Slaughterfield also appears in some chapter and act quests, in

    which the heroes must stand their ground for a set amount of timeor defeat a certain number of monsters. Set up these quests as

    described in Chapter IX.

    - 21 -

    During a free-form adventure, the heroes draw a

    card from the quest deck when they enter a tile

    with the quest icon in its legend, as shown here.

    Tiles that don't require a card from the quest

    deck usually activate a trap. Traps have their

    own challenges and rewards (see Chapter X,

    p.59) .

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    A DVENTURE ' S ENDAt the end of a session, the heroes' items may degrade due to

    overuse, while other rewards may remain for future adventures.

    Between acts of a story quest, or when completing an act during

    a free-form adventure:

    Keep all items, potions, gold, serendipity, and other game

    elements. Shuffle hero decks and the Darkness deck.

    Reset each hero's Vitality to the hero's maximum.

    Reset each hero's Threat to zero.

    Reset the Darkness Meter to zero.

    Revive all slain heroes, but do not provide them with any

    quest rewards (see Activate Monsters / Damage and Death,

    p.47).

    At the end of a story quest, or at the end of any free-form

    adventure:

    Keep all titles and all modifications to the heroes' decks (see

    Titles and Deck Manipulation, p.55) . Keep each hero's starting equipment, plus one item per

    each of the hero's titles. Discard all other items.

    Keep the treasure bag, including added or removed tokens.

    Keep the quest deck, including added or removed quests.

    Keep any ongoing consequences of completed and failed

    quests.

    Lose all potions, gold, and serendipity.

    Reset each hero's Vitality to the hero's maximum.

    Reset each hero's Threat to zero.

    Reset the Darkness Meter to zero.

    Revive all slain heroes, but do not provide them with any

    quest rewards (see Activate Monsters / Damage and Death,

    p.47) .

    Do not reset anything after chapter quests or after clearing tiles

    within an act (see Clearing a Tile, p.38) .

    FREE-FORM EXAMPLE

    The heroes place a 6x6 tile on the table and draw The

    Weaver's Need , a chapter quest, from the quest deck. One

    hero reads the quest's introduction and explains its goal to

    the other heroes.

    The quest card states that the tile must have a crawler lair

    with 6 web tokens adjacent to it. The heroes place this lair

    using the guidelines in Chapter IV, then place web tokens

    adjacent to the lair.

    The tile's legend also requires a hunting pack, and all lairs

    begin with an initial population of minions. The heroes add

    the other elements of the tile's legend to the Realm.

    The heroes fight the crawlers, collect the six web tokens, and

    flee the tile before any remaining crawlers can catch up. One

    hero reads the quest's reward and resolution text, and the

    heroes place a new tile for their next challenge.

    ADVENTURING NOTES

    A free-form quest reward may immediately lead to another

    quest or action, rather than shuffling that quest into the

    quest deck. This action begins after reading the current

    quest's resolution text.

    Some free-form quests have rewards for both success

    and failure, while other quests have tiered rewards forsuccess based on the objectives accomplished. Be sure

    that heroes understand these goals before beginning the

    quest.

    The heroes don't always fight alone. Some quests provide

    the heroes with allies, which move and attack during the

    Refresh Phase (see Allies, p.39) .

    STORY QUESTS

    No Rest for the Weary: The heroes rest after a night of hunting, but the innkeeper isn't what he seems. Surviving this questprovides the Harbinger title, which teaches the heroes to spread fear to the Darkness.

    The Stone of Life: A frontier city calls the heroes to deal with an unseen threat, awakened by the theft of a sacred jewel.Returning the jewel provides the Life-bringer title, sharing the jewel's restorative gifts with the heroes.

    The Mad King: Has the Hermit King restored his former army? The heroes set a distraction and investigate the keep. Asuccessful infiltration provides The Kingslayer title, which provides confidence against the strongest of foes.

    Common People: The heroes make camp after a successful day of battle. They may need allies to survive another day.Outlasting the Darkness provides the Light of Freedom title, which provides freedom wherever the heroes travel.

    The Infernal Machine: A worn castle opens its doors, presenting the heroes with a queen's dangerous challenge. Solving themachine's puzzle provides the King of the Impossible title, which allows heroes to avoid the machinations of the Darkness.

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    CHAPTER IV

    THE R EALMT o t o , I h a v e a f e e l i n g w e ' r e n o t i n K a n s a s a n y m o r e . - B a u m , T h e W o n d e r f u l W i z a r d o f O z

    T h e R e a l m i s a d a n g e r o u s p l a c e . M i n i o n s o f t h e D a r k n e s s b u i l d l a i r s i n h i d d e n c o r n e r s a n d u n d e r g r o u n d p a s s a g e s . G r e a t e r t h r e a t s r e b u i l d

    r u i n e d c a s t l e s a n d r a i s e s q u a l i d a r m i e s . B u t t h e R e a l m ' s d a r k c o r n e r s a l s o h o l d i t s t r e a s u r e s , a s w e l l a s i t s g l o r y a n d h e r o i s m .

    TILE LEGENDThe Realm is constructed with tiles of various sizes. Some quests require certain tiles, while free-form adventuring allows the heroes to

    customize their path through the Realm.

    Each tile has a legend on its edge. Some of these icons represent monsters or lairs, which are placed with the tile. Other icons represent

    rewards available on that tile. Numbered icons indicate a variable number of enemies or rewards.

    I. QUESTDuring free-form adventuring, draw a card from the quest deck when the heroes

    enter this tile. Ignore this icon during story quests, since the story itself provides

    the quest.

    II. TRAPWhen the heroes enter this tile, set up all traps and lairs on the tile, then roll a

    fate die. Consult the trap table on the Darkness Board to determine which trapappears on the tile, and set up that trap as described in Chapter X (see p.59) .

    III. LAIRSPlace a lair when setting this tile. Lairs are paths from the Darkness to the

    Realm, spawning during the Darkness Cycle.

    Place a lair using these rules:

    Place on the opposite tile edge from where the heroes enter.

    Place at least one square of the lair within the tile's purple lines.

    May place over blue lines or red lines.

    Heroes must be able to reach and attack the lair.

    Q UEST TRAP L AIR HUNTING P ACK TREASURE GOLD

    M ERCHANT GOLD HOARD TREASURE HOARD MINI - BOSSSERENDIPITY

    - 23 -

    This is a 6x6 tile, 6 squares wide in each

    direction. Heroes and small monsters take up 1

    square of space. The tile's legend appears in the

    corner, showing which elements appear.

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    The heroes choose the lair's monster type, then place an initial

    population of that type of minions. Place each minion adjacent to

    the lair, as close to the heroes as possible. Lairs on a tile do not

    need to share the same monster type.

    IV. HUNTING PACKSPlace a hunting pack when setting this tile. A hunting pack is an

    additional group of minions on patrol ( see Monster Cards, p.41 ).

    Place each hunting pack using these rules. May include 3 to 8 minions. The heroes choose how many

    minions to add to a hunting pack.

    Must all be the same minion type, but may be a different type

    than any lair or any other hunting pack on the tile.

    Place all minions in the pack adjacent to at least one other

    minion in the pack.

    Place at least one minion within the tile's purple lines, at least

    4 squares away from the heroes.

    V. TREASUREWhen setting this tile, place treasure tokens on the Darkness

    Board equal to the icon's number. This is the tile's treasure limit.

    When treasure drops in the Realm, place a token from the

    Darkness Board onto the tile (see Deal Damage and Drop

    Treasure, p.36) .

    VI. GOLDWhen this tile is cleared, the heroes gain bonus gold equal to this

    icon's number.

    VII. SERENDIPITY When this tile is cleared, the heroes gain bonus serendipity equal

    to this icon's number (see Serendipity, p.56) .

    VIII. MERCHANTWhen this tile is cleared, draw a random merchant card. This

    passing merchant offers to buy and sell items for gold (see

    Merchants, p.53) .

    IX. GOLD HOARD AND TREASURE HOARDPlace a hoard anywhere within the tile's purple lines when setting

    the tile. When this tile is cleared, the heroes may loot the hoard for

    multiple rewards (see Hoards, p.54) .

    X. MINI-BOSSPlace a mini-boss monster adjacent to the treasure hoard when

    setting this tile ( see Stronger Monsters / Mini-bosses, p.50 ).

    QUESTS AND THE TILE LEGEND

    Quests may require specific lairs, hunting packs, or other tile elements. Tile setup must still fulfill the tile's legend, but quest

    requirements count towards the legend. For example, if a quest's setup text requires one crawler lair, and a tile's legend requires 1 or 2

    lairs, the quest's lair counts toward the legend's requirements, and the heroes choose whether or not to place a second lair.

    - 24 -

    LAIR INITIAL POPULATION

    Crawler: 6 + 1 per heroGrubber: 5 + 1 per heroShambler: 4 + 1 per heroTailless: 6 + 1 per heroIathi: 2(F), 1(E), 1(A)Sycli


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