Mythicals
Mythicals Rulebook
Table of Contents
Table of Contents
Contents
- 1 board (in 3 pieces)
- 20 Mastery tiles
- 16 Bonus markers
- 48 Creature cards
- 1 Day card
Each color in the game has a corresponding symbol: purple, green, red, blue, grey, black.
Setup
Place the 3 pieces of the board in the center of the table, as shown in the diagram.
Mastery Tiles
Each Mastery tile shows a color symbol, a space for a Bonus marker, victory points, an open side, and a locked side.
Sort the Mastery tiles by color and place them, open side up, in ascending order from bottom to top, on the corresponding columns of the board.
Place the Bonus markers on the dedicated zone of the board.
Creature Cards
Each Creature card, with two copies of each, has a color and a value (1, 2, 3, 4, 5, or the joker symbol). The joker symbol is a wild card that can replace any value from 1 to 5.
Shuffle the Creature cards and deal 2 to each player. If the second card is the same color as the first, set it aside and deal a new one until you have 2 cards of different colors.
Place your 2 cards, faceup, in front of you to make your collection. Shuffle any cards set aside with the remaining cards.
Draw 8 Creature cards and add the Day card to them. Shuffle them facedown, then place them under the remaining cards to make the deck.
Leave a space below the board for the reserve.
Leave a space above the board for the discard.
Gameplay Overview
Randomly choose one player to start. Then the game plays over a series of turns until someone draws the Day card.
On your turn, you must first collect cards and then, using these cards, you can take a Mastery tile which earns you victory points.
1. Collect Cards (Required)
You must collect cards from the deck or from the reserve.
Collect Cards from the Deck
Reveal, in the center of the table, the top 3 cards from the deck. Among these 3 cards, take all the cards of one color, and add them to your collection. Then place the remaining cards in the reserve, under the corresponding columns of the board.
Collect Cards from the Reserve
(This action is not possible if the reserve is empty, like on the first turn.)
Take all the cards of one color from the reserve and add them to your collection.
Then check your collection: if you have 2 identical cards (same color and same value), immediately give one of these 2 cards to your opponent, who adds it to their own collection.
Placing Cards
When placing cards in your collection or in the reserve, place them faceup, sorting them by color and stacking them so their value is visible. The order of cards does not matter, and you may reorganize them at any time.
Example: I choose to collect cards from the deck and reveal the top 3 in the center of the table. Among these 3 cards, I add the 2 red cards to my collection, then place the remaining card in the reserve. Since I have both copies of the red card, I give one to my opponent who adds it to their collection.
2. Take a Mastery Tile (Optional)
You may take one single Mastery tile per turn.
Taking a Mastery tile requires a certain number of cards (shown on the board next to each tile). The larger this number, the more points it is worth (from 2 to 13 points).
- Requires a suite of 2, 3, 4, or 5 cards respectively of the color of the chosen tile.
- Requires a suite of 5 cards and the joker of the same color.
- Requires 2, 3, or 4 cards respectively with the same value, and of different colors.
A suite is made up of cards with sequential values.
Discard the required cards facedown from your collection. Place the corresponding tile in front of you, plus any Bonus markers on it (see below). Stack your tiles and set your Bonus markers next to them. You may never look at the discard or stacks of tiles.
Reinforce or Lock
After taking a tile, you may reinforce or lock another tile on the board.
Reinforce a Mastery Tile
Choose a tile, open side up, and place 1 or 2 Bonus markers on it to increase its value (1 point per marker). Each tile can have up to 2 markers.
Lock a Mastery Tile
Choose a tile without any Bonus markers and flip it to its locked side. This tile may still be taken, but it cannot be reinforced for the rest of the game.
Your turn is now over, and your opponent begins their turn.
Example: I discard a suite of 3 purple cards from my collection to take this purple tile. I then place the tile and its Bonus marker in front of me. Finally, I choose to place 2 markers on a green tile that I want to take on a future turn.
End of the Game
The end of the game is triggered when the Day card appears among the 3 drawn cards. Set it aside, then the player whose turn it is collects 1 or 2 cards of the same color from the 2 remaining cards. If they have the required cards, they can also take a Mastery tile. The game is now over.
Count your score by adding up the value of your Mastery tiles and Bonus markers. The player with the highest score wins the game.
In case of a tie, play again to determine the winner!
Example: 2 + 4 + 4 + 12 + 5 = 27 points
Credits
Designers: Alexis Allard, Joan Dufour Illustrator: Marina Coudray
© Repos Production 2025. All rights reserved. Repos Production SA, Rue des Comédiens, 22, 1000 Brussels, Belgium, www.rprod.com