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Mythwind: Winds of Magic

Expansion for Mythwind

Mythwind: Winds of Magic Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setup
    • Event and Adventure Cards
    • New Buildings
  • Goal Cards
  • Season Tile
  • Unique Gameplay Mechanics
    • Trigger Building Effect
  • Building Appendix
    • Apothecary (General Store)
    • Aqueduct (Fishing Ground)
    • Newspaper (Printing Press)
    • Pottery (Clay Pool)
    • Tea House (Inn)

Overview

The Winds of Magic expansion adds more ways to interact with the weather deck in Mythwind. You will find that element in buildings, event cards, and adventure cards. The self-contained stories in the event and adventure cards seamlessly integrate with their respective decks. In addition, five new buildings can now be constructed, some of them providing a new type of action not included in the core box.

Components

  • Goal Cards (7)
  • Event Cards (10)
  • Adventure Cards (10)
  • Building Cards (5)
  • Season Tiles (2)

Setup

Winds of Magic has been created to seamlessly integrate into the Mythwind core box. Follow the instructions below to setup Winds of Magic.

Event and Adventure Cards

After opening secret envelope #2, take event cards W1-9 and adventure cards W1-9 and shuffle the cards into their respective decks. Do not open the secret envelope until prompted.

New Buildings

There are several new buildings in the Winds of Magic expansion. Follow all prerequisite rules from the Town Charter.

Goal Cards

After successfully completing the following goals, shuffle in a new goal card from Winds of Magic.

When Completed >>> Add new Goal Card:

  • Goal Card 22 >>> W1
  • Goal Card 23 >>> W2
  • Goal Card 24 >>> W3
  • Goal Card 25 >>> W4
  • Goal Card 26 >>> W5
  • Goal Card 27 >>> W6
  • Goal Card 28 >>> W7

Season Tile

Winds of Magic includes an alternative season tile which increases the frequency of the weather effects triggering. Players can choose to use this season tile instead of the one included in the core box. Season tiles can be changed at the end of the season.

Note: the sheet says "an alternative season tile" (singular), while its components line reads "Season Tiles (2)". Both are transcribed as printed.

Unique Gameplay Mechanics

Trigger Building Effect

Winds of Magic introduces the new lightning-bolt building effect, the trigger building effect. These buildings activate after a specific action has been taken.

Example: Pottery

The Pottery has a trigger building effect. When there has been a weather pattern of 2 consecutive sunny days, you may lose a resource to add a production or income resource.

Building Appendix

Each entry lists the building name, its prerequisite in parentheses, then the building tree level and the description.

Apothecary (General Store)

  • Level II: Spend 2 coins in order to perform 1 additional character action and boost a villager or sprite at the tower.

Aqueduct (Fishing Ground)

  • Level II: Spend 10 coins to look at the top 3 weather cards and re-arrange.

Newspaper (Printing Press)

  • Level III: When a role skill is gained, it may be used as an action immediately.

Pottery (Clay Pool)

  • Level II: When there has been a weather pattern of 2 consecutive sunny days, you may, you may lose a resource to add a production or income resource.

Note: the printed Pottery entry reads "you may, you may" as shown; transcribed as printed.

Tea House (Inn)

  • Level II: When there has been a weather pattern of 2 consecutive cloudy days, you may lose a resource to add a culture or food resource.