©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. ©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 Shuffle your discard pile and draw 3 cards. Place each Faithcard drawn on this card facedown and discard the rest. Each facedown card is considered 1 Faith. Pray . . Range: 5 Yes Yes Faith, Heal Restore Vitality equal to twice your Faithto 1 target within range. You gain 3 Threat. Attend The Weak Range: Tile Yes Yes Feet of the Saints . . . ©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, Focus Attack 1 target within range. -1TN Hero’s Edge Range: Tile Yes Yes Yes Ongoing Choose 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 AttackActions. The Mountain Crumbles Damage: 1, Range: 3 +3 b Attack, Earth, Focus Attack 1 target within range. This attack also affects 1 additional target adjacent to the initial target. Any Captains ©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 Ammo If this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammocards is listed on your equipped items (to a minimum of 1). Arrow Yes Yes Yes Yes Ammo If this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammocards is listed on your equipped items (to a minimum of 1). Arrow Yes Yes Yes Yes Ammo If this card is in an Action Space during the Hero Deck Phase, immediately ready it. The limit of ready Ammocards is listed on your equipped items (to a minimum of 1). ©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 6 You gain Shadows. If you successfully hit during an attack, you lose Shadows after resolving the entire Combo. Yes . . Shadow’s Reach Damage: 2, Range: 1 Yes Yes -1TN -2TN Attack, Combo, Melee Choose 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, Melee Requires Shadows. Attack 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. Damage: 1, Range: 1 Harvest Of Bones +1 b +1TN Yes +1 a Attack, Melee Attack 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 Ragecard played. 2 1 3 R R Harvest Of Bones +1 b +1TN Yes +1 a Attack, Melee Attack 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 2 1 3 R R Damage: 1, Range: Weapon The Hidden Blade Yes Yes Attack, Melee Attack 1 target within range. If targeting an Armoredenemy, this attack gains -2TN. Damage: 1, Range: 1 Riding The Edge +1 a Attack, Move, Shield Attack all targets in a 3 square straight orthogonal line. You may add 1 additional square for each Rage card played. Cannot Moveagain this Hero Cycle. The Hidden Blade Damage: 1, Range: Weapon Yes Yes Attack, Melee Attack 1 target within range. If targeting an attack gains -2TN. Damage: 1, Range: 1 Riding The Edge +1 a Attack, Move, Shield Attack all targets in a 3 square straight orthogonal line. You may add 1 additional square for each Rage card played. Cannot Moveagain this Hero Cycle. ©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. Version 1.1 Myth Game Rules Introduction Welcome to the world of Myth. [add some more flavorful info about the game] Overview Myth 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. ey 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 Book Myth is a complex game and it can be easy for new players to feel overwhelmed. is 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. is makes it easy for players to reference quickly while playing. Setup To 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 “e 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 “e Terror with 1000 Legs” deck. b. Place the monster cards and corresponding miniatures near the darkness ©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