Mythsgate
Mythsgate Rulebook
Table of Contents
Table of Contents
Components
- 1 Board
- 6 Player boards
- 5 Hero tokens + stand
- 12 Monster tokens + stand
- 5 Armour sets
- 4 Great Invoker ability tokens
- 52 Resource tokens
- 5 tokens of -1 Boots
- 10 Gems
- 15 Life tokens
- 48 Power cards
- 20 Great Invoker cards
- 14 Forest cards
- 14 Town cards
- 14 Mine cards
Before the First Game
- Carefully remove all components from the cardboard sheets.
- Place the character and monster tokens on the plastic stands.
Setup
A) Place the board in the centre of the table.
B) Shuffle the cards of each location deck (Town, Mine and Forest) and place them in their corresponding location on the board, designated by the back of the cards.
C) Separate the resource tokens by type. Place on the market space one token of each type of the tokens with a yellow border (basic).
D) Place the 10 Power gems in the Treasure Chamber, in the castle region of the board.
E) Each Atari League player takes a character token of their choice, the corresponding armour pieces, one life token, 3 Power 2 cards and 2 Power 3 cards. Shuffle the remaining Power cards into a draw deck in its place on the board. Return the remaining player materials that the player does not use to the box.
F) The Great Invoker takes his character token, his 4 ability tokens (placed black-and-white side up), and his specific deck of cards (take the cards with the dimmed-portal back and set aside those with 0, 3 and 6 runes).
G) Each Atari League player places their character token in one of the two inns.
Map and Locations
Atari is made up of four regions, or quadrants, divided into different locations. Town, Mine and Forest can be explored by the Atari League players. The Great Invoker's monsters cannot cross the walls of the Castle.
Location and Icon Reference
- Inns: if you have fewer than 2 life tokens, you may take one and place it on your character board. There are two inns, one in the Town region and one in the Forest.
- Market: place one material on the market and take one of those available. Remember that the market starts with one material of each type with a yellow border.
- Forges: discard the materials needed to forge one of your armour pieces. Place the piece in its corresponding slot and return the materials to the supply. The player must now take into account the improvements to Strength/Power/Boots/Hand.
- Power Centres: draw 3 Power cards.
Turn Sequence
The game is played in rounds. In each round, the Great Invoker plays and then the Atari League plays, agreeing beforehand on the turn order of its players.
Combat
- The Atari League player plays face up as many Power cards from their hand as they wish (between one and the maximum indicated on their character board).
- The Great Invoker then draws from the Power deck as many cards as the minion's Power allows it to summon at random from the Power deck.
- Compare the base Strength of each opponent plus the values of the Power cards used. The higher value wins; in case of a tie, the player who started the combat wins.
If the Great Invoker loses: he may advance one space on one of the markers of his character board. If he reaches a space with a bonus, the minions gain it until the end of the game. Bonuses are cumulative.
The Atari League player gains the materials indicated on the encounter or minion, and the minion loses one life. If that was its last life counter, the minion is removed from the game.
If the Great Invoker wins: he may flip one of his ability tokens, leaving it available to use at any time.
The combat icons on the sheet mean:
- +2F: +2 Strength in all combats until the end of the round.
- +1P: +1 Power in all combats until the end of the round.
- Chains: choose one point of Power that cannot be used this round.
- Draw: draw three cards from the Great Invoker's deck corresponding to the runes on the portal 0/3/6.
If an Ally has no life counters, it moves to the inn and ends its turn. It must use its next action to gain a life.
The winner of the combat moves the loser to an adjacent space on the board, expelling it from the location where the combat took place, at the winner's choice.
Great Invoker's Turn
At the start of the turn, the Great Invoker may remove 1 life from one or more minions that are in a location adjacent to the Castle, in order to steal one Power gem from the Treasure Chamber for each minion that loses life. Return the sacrificed minions to the portal space. If he steals the tenth gem, he wins the game.
The Great Invoker performs as many actions as there are players in the game, including himself (he may repeat the same action):
- Move: move all minions in play to an adjacent location. Minions cannot enter the Castle region.
- Combat: a minion may start a combat against an Atari League character if it is in the same location.
- Play a card's ability: discard one of your cards and apply its effects. The card effects are:
- (+3 F): this monster gains this Strength bonus until the end of the game.
- (+1 P): this monster gains this Power bonus until the end of the game.
- (X 3): until the Great Invoker's next turn, the Atari League cannot play Power cards with the number 3.
- (X 4): until the Great Invoker's next turn, the Atari League cannot play Power cards with the number 4.
- (Teleport): move a minion to any space (except those of the Castle).
- Invoke a minion: place the minion card on the table and put on it as many life counters as indicated. Also place this minion's token on the portal space.
- Play a minion's ability: use the ability of a minion in play (see the Annex).
When the Great Invoker has no more actions available, or decides to pass, play passes to the Atari League.
Atari League's Turn
Each Atari League player may take as many actions as its level [action-level icon; the name of this icon is not legible in the scan].
- Move: move your character to an adjacent region (one that can be reached by crossing a path at a right angle). To change quadrant you must cross a bridge. The four spaces touching each bridge are considered adjacent.
- Explore: draw a card from the location deck of the location you are in (Town, Mine or Forest). In the Castle you do not draw cards. Show the card drawn:
- If it is a basic material, take a counter of the indicated material and place it near your character board, then discard the card.
- If it is a knowledge book, leave it next to your character board. You may discard it to use its effect.
- Yellow: increases Strength during a combat; it must be played before the combat begins.
- Red: increases Power during a combat; it must be played before the combat begins.
- Green: increases the level of boots for one turn; it must be played before the actions of the turn begin.
- If it is a minion threatening the safety of the realm, the player who drew the card starts a combat against it, to defend the space.
- Note: if you have drawn the last card of any deck, shuffle its discard pile and place it in its zone.
- Then discard the encounter card and all Power cards used.
- Trade: a player on the same space as another Atari League player may exchange or donate materials, as many times as they wish.
- Combat: start a combat against a minion on your space.
When a player has no more actions available, or decides to pass, the turn of another Atari League player begins. When all Atari League players have finished their turns, they discard the excess Power cards down to their maximum hand, and a new round begins.
End of the Game
The Atari League wins the game immediately if the Great Invoker has no minions in play, dismantling his plot against Atari and restoring peace to the realm.
The Great Invoker wins the game if he manages to hold all 10 Power gems in order to activate the Portal, unleashing all his Power and plunging the realm into darkness.
Annex
- Hood: may look at the top card of the Power deck.
- Pwyll: may take two encounter cards and choose one to play as an encounter with its next action; discard the other.
- Beowulf: recovers the last Power card played.
- Circe: may heal one of its own lives or one character in its location.
- Tiy: may forge one of its own weapons in any location, or the Allies' in the same location, as if standing in a Forge.
- Phoenix: once per game, may take the phoenix card from the discard pile.
- Hippogriff: may teleport to any region of the map outside the Castle.
- Balrog: after winning a combat, gives +1F to the rest of the minions until the end of the round.
- Cyclops: discard a basic material from a character in the same location.
- Dragon: moves a hero in its same region to an adjacent space.
- Hydra: after winning a combat, sends the hero to an inn.
- Manticore: look at 5 cards of the Power deck and may discard one.
- Kraken: look at 5 cards of the Power deck and choose 3 for the combat; discard the rest.