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Walkthrough
Game Overview
What is Myth?
On the surface, Myth is a miniatures game/roleplaying game/board game hybrid. However, its true nature is that of a cooperative storytelling hobby,
inspired by roleplaying but grounded in miniatures-based tactics and card-driven gameplay. While Myth can be approached as a traditional board game,
its foundation is built on the premise that players should have complete control on how they both create and play in their own fantasy worlds.
The rules for Myth are presented to players as more of suggestive guidelines on how to craft their game experiences, as opposed to concrete laws that
are rigid and unbreakable. Players are encouraged to modify and add to these rules as they see fit, to provide their gaming group with the challenge and
satisfaction that suits their specific playstyles.
That being said, it is critical that players learn the complexities of Myth’s fundamental rules before they attempt to tailor the game’s mechanics to their
group’s preferences. For that purpose, the following walkthrough is presented to give players a gradual introduction to Myth.
1
Walkthrough
Diving headfirst into Myth can be overwhelming. Each hero functions very differently and there are intricate rules that govern the Darkness. Having a
strong grasp of the basic fundamentals of the game will better equip players to learn (and sometimes tailor) the rest of the Myth rules. This walkthrough
is designed to give two players the chance to learn as they play. Many rules are either left out or not fully explained in order to keep the focus on the
basic mechanics of Myth.
Setup
This walkthrough is intended for two players: one taking on the role of
the Soldier and the other the Acolyte. Prepare for the walkthrough by Starting Gear
performing the following setup steps:
Acolyte:
1. Hero Setup Wooden Plank, Worn Prayer Book, Adventurer’s Gear
Each player places a Hero Board in front of them and collects his hero’s
Wooden Plank Worn Prayer Book Adventurer’s Gear
Hero Deck, Hero token, and Starting Gear, as well as a Threat counter
and a Vitality counter. Finally, each player should find his hero’s miniature
and keep it within reach. Return all other unused hero components to the
box (including unused Starting Gear). To prepare the Beginner Decks: +1 Vitality
+1 a +1 a
SPECIAL SPECIAL SPECIAL
a. Each player should refer to the “Beginner Decks” sidebar to find the indi- -1 Threat. -1 Threat.
cated cards in their respective Hero Decks. These nine cards will make up
the hero’s Beginner Deck for this walkthrough.
- - -
b. Shuffle all non-Beginner Deck cards and place them facedown to the left of Range 1 -
Range - -
Range - -
c. Each player takes his starting hand cards into his hand, and places the
reserve cards facedown on top of his draw pile. Soldier:
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2
Your First Tile
Place the pictured Realm Tile in the center of the
play area and place your hero miniatures on the
indicated spaces (unless playing a Story Quest,
players choose which side of the Realm Tile they
enter). Normally players would refer to the Realm
Tile legend to populate the tile based on their
collective choices. For this walkthrough, these
choices have already been made. However, to
simulate the Realm Tile setup process, refer to the
Realm Tile legend and follow these steps:
Lair: This symbol indicates that there might be one or more lairs on the tile. A means the players can choose to add a lair to the tile if they
wish, but do not have to. A number on the lair icon means players must add at least one lair to the tile, but may add any number of lairs up to the
number indicated by the icon (in the case of the 12x12 Realm Tile, two). Since “The Weaver’s Need” calls for a Crawler lair, place one as indicated
on the pictured Realm Tile. This fulfills the minimum requirement for the tile. While you could place another lair, this walkthrough does not require it.
Refer to page 9 of the rulebook for specific rules on how to place lairs.
Initial Lair Spawn: Lair spawns are based off the number of players and monster type. For two players, a Crawler lair will spawn seven
Crawlers. Players can normally choose how many melee or ranged minions are spawned. All minions used for this walkthrough are melee.
Quest Setup: Refer back to “The Weaver’s Need” Chapter Quest to complete the quest setup. Place the six web tokens adjacent to the lair as
indicated.
Hunting Pack: Similar to lairs, the variable quantity of hunting packs on a tile is dictated by the number or question mark on the icon. Since the 12x12
has a question mark, a hunting pack is not mandatory, but add one hunting pack of grubbers...just for fun! A hunting pack must contain a minimum of
three members, but can have up to eight. Place six grubbers as indicated to make up this hunting pack.
Treasure Limit: Unlike the lair and hunting pack icons, the Treasure limit icon displays a fixed value that indicates how much treasure can be
found on a particular tile. Place six treasure tracking tokens on the Darkness Board. Any popped treasure on this tile will be pulled from this
Treasure limit supply.
So Many Paths...
Story Quests indicate which Realm Tiles players set up and play through. However, when not playing a Story Quest, players may freely choose which
Realm Tiles they wish to journey through. Realm Tiles can even be combined. However, when combining Realm Tiles, the printed legends on each
combined tile is ignored and players should instead reference the “Combing Realm Tiles” section on page 7 in the rulebook to populate the combined
tiles as if they were one Realm Tile.
3
Cycle Phase
In Myth, players are not confined to acting in a specific order. The Hero Cycle (which takes place in the Cycle Phase) is where the players get to act, and
they can do so in any order they choose. Typically, the main things a hero can do during the Hero Cycle is:
• Play up to 1 action card and/or any number of action cards
(if you have available Action Spaces on your Hero Board)
Figure 2
Hero Cycle
Soldier (refer to Figure 2)
Ready for a fight, the Soldier plays a The Grubber’s defense is 3 (base 5 - 2 for moving aggressively), so this
“Hustle” card to gain 2 movement points. b
attack easily hits. The Soldier’s result of did not match any of
Adding that to his base movement of 2, he runs up 4 his items’ Fate recipes, so it is ignored. This attack knocks the Grubber
spaces to stand below the column of Grubbers. This prone—tip the miniature over on his side or place a prone token next to
advances the Darkness Meter by one, so he moves it to indicate it is prone, meaning he will only stand up and remove the
The “Hustle” card
the tracking token to the “1” space on the Darkness has a cost of 1 AP
prone status on its next activation.
Board.
This attack did no damage, so it does not generate Threat and the Soldier
Next, play “This Yoke is Heavy” on the next free Action does not advance his Threat Meter. It also does not generate any AP and
Space on the Soldier’s Hero Board. This card is a reaction the Darkness Meter is not advanced either.
and gains a bonus if a Shield Item card is equipped. On a
successful attack, this card will not do damage but instead
knock Captains and Minions prone. Since the Soldier Movement Restrictions and Modifiers
moved aggressively (by playing the “Hustle” card), the Due to the movement modifiers on Hero cards, moving before playing
movement modifiers grant this reaction -2TN and +2 a . cards can sometimes limit your choices during the Hero Cycle. Make
Target the adjacent Grubber for this attack. sure you know your hand and plan on the order in which you will play
your cards. Additionally, moving a certain way will often provide a card
To build the dice pool for “This Yoke is Heavy,” gather 1 a with additional bonuses (or penalties), and once you apply the bonuses
b
and 1 (gained by default from the Soldier’s Hero token),
of a particular movement type you will be locked into that movement
a
as well as 1 for his “Pot Lid” shield (because “This Yoke
type for the rest of the Hero Cycle.
is Heavy” indicates Shield) and 2 additional a because he
moved aggressively this Hero Cycle. Roll these dice for fun
(wee!) and then arrange them to show the following results:
2, 3, 5, and 9 on the a , and a on the fate die.
4
Figure 3
Acolyte (refer to Figure 3) Remove the Grubbers from the Realm Tile in the order they were defeated. After
“I can’t do much right now, make some room!” The removing the third Grubber, move a treasure tracker from the Darkness Board
Acolyte waits for a clearing. to that Grubber’s square (every time a third Minion is defeated during a single
attack, a treasure pops in its square).
Soldier
“You got it.” To clear some room for the Acolyte, play Finally, advance the Darkness Meter by 2 for playing “Riding the Edge,” bringing
“Riding the Edge” on the next available Action Space. the Darkness Meter to the “3” space.
This is an attack action that allows the Soldier to run through
Acolyte (refer to Figure 4)
enemies, attacking them in the process. To get the most out of
Play “Hustle” onto the first empty Action Space on the Acolyte’s Hero
this movement, the Soldier can make use of his Rage mechanic.
Board. Move the Acolyte forward 4 spaces (2 base movement + 2 for
Normally, the Soldier would play the top card of his draw deck “Hustle”). The red line will help protect him from getting surrounded during the
(without revealing it) facedown onto the next available Action Darkness Cycle.
Space on his Hero Board. For this walkthrough, draw this card
After fully resolving the “Hustle” card, advance the Darkness Meter by 1. This will
from the bottom of his deck and play it facedown (without
move the tracking token on the Darkness Meter to the “4” space.
revealing it) onto the next available Action Space. This counts
as a Rage, bringing the Soldier’s Rage total up to 2 (1 for the Since he moved aggressively already this Hero Cycle (by playing the
previously played “This Yoke is Heavy” card). Rage increases “Hustle” card), the Acolyte now only has 2 cards in his hand that
the Soldier’s movement when resolving “Riding the Edge” by 1 are playable (“Smite” and “Last Rites”). Play “Smite” into the next
square for each Rage played. available Action Space and target the Grubber diagonally adjacent
to him. Notice that since the Acolyte moved aggressively this turn,
a
For this attack, the Soldier receives a total of 3 (1 base + 1
“Smite” adds a +1TN to the attack (raising the Grubber’s defense).
b
for the “Pot Lid” + 1 for aggressive movement) and 1 . Roll
the dice pool and arrange the results as: 1, 5, and 7 and a Build the dice pool for “Smite” by gathering 1 a b
and 1 (gained
b
result for the . a
by default from the Acolyte’s Hero token), as well as 1 for his
“Wooden Plank” weapon. Roll these dice for fun (wee!) and then
The Grubbers’ defense is 5. The Soldier scored 2 hits, of which
he only needs 1 to hit the Grubbers. Also, he rolled a result a
arrange them to show the following results: 5 and 7 on the , and
a on the fate die.
on the b which increases the attack’s Threat by 1 due to the
“Pot Lid” Fate recipe. Each Grubber takes 1 damage, which Since the Grubber’s defense is 6 (a base of 5 +1 from the movement
defeats all 4 of them. Then, move the Soldier 5 squares, through modifier on “Smite”), the 7 result will hit, dealing damage as
the line of defeated Grubbers and the Soldier raises his Threat by indicated by “Smite” (which is 1). This is enough to defeat the Crawler, whose
5 (1 per damage done to the Darkness + 1 for the Fate recipe). vitality is 1 as well. The Acolyte also rolled a b
on his , which can be used to
complete the Fate recipe on the “Wooden Plank,” reducing “Smite” by 1 Threat.
5
Figure 4
Remove the Grubber from the Realm Tile. Since the Acolyte dealt 1 damage to the Darkness this turn, his Threat would usually advance, but his
THREAT 1 2 3 4 5 6 7 8 9 10
“Smite” gained -1 Threat through his Fate recipe, so do notRemove
advance his Threat.
HERO
Now, both the Acolyte and the Soldier will pass. Once all heroes have passed—either because they have filled their Action Spaces or because they want
to draw new cards—the current Cycle Phase ends and the Hero Deck Phase begins.
VITALITY 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Remove
INVENTORY
During the Hero Deck Phase, each
player will have a chance to reduce Action 1
( -1 Threat if Empty)
STATUS Action 2
( -1 Threat if Empty)
Action 3
( -1 Threat if Empty)
Action 4
( -1 Threat if Empty)
Spaces, but he has yet to generate any Hero Board 8 FINAL.indd 1 9/11/13 1:46 PM
Threat. If he did have Threat, it would regular sized card back REV6 final.indd 1 12/17/13 10:39 AM
now be reduced by 2.
6
4 4
Figure 5 Figure 6
Crawlers
The Darkness Cycle 1 Type: Insect
Instinct, Minion
4
Now that all the Crawlers have activated, the Grubber will also attack the Soldier. Before the Grubber attacks, play the “Disengage” interrupt card on
the next available Action Space on the Soldier’s Hero Board. This card allows the Soldier to move and avoid the Grubber’s attack. Move the Soldier as
indicated and ignore the attack. (Figure 7)
Now, all the Monsters that could attack have been activated. The final step to perform in the Darkness Cycle is the Spawn step. Our Darkness Card
indicates that a Normal Spawn occurs at each active lair on the current Realm Tile. Since our lair is a Crawler lair, refer to the bottom of the Crawler’s
Monster Card to see what minions spawn (in this case, 2 melee and 2 ranged Crawlers). Place the spawned monsters as indicated (melee minions spawn
first, then ranged). (Figure 8)
The Darkness Cycle has now ended, and the Refresh Phase resumes at step 2.
Acolyte’s Vitality by 1 since he currently has Poison (a Damage-over-Time status). Move his
1 must collect the webs by spending 1 MP on a web. Roll 4
when on a web. Each Darkness rolled Spawns 1 Crawler.
b
Vitality tracker down from “6” to “5.” 1
Remove 2 . Add the Clear the Road quest chain.
There are no traps on the current Realm Tile, so the Trap Results step is skipped.
The Cleanup Step—when dead Heroes would be removed from the Realm Tile—is also
skipped, as the Acolyte and Soldier are still standing. This is also the time when Heroes could
exchange their equipped Items with Items in their Inventory.
Resolution
The Refresh Phase now ends and play proceeds to the next Cycle Phase, starting with the Areva is overjoyed. “Oh, thank you! I am off to finish the
dress. Come find me at the princess’s wedding; everyone
Hero Cycle. is said to be invited. If I have any extra silk, I will make you
something worthy of this deed you have done for me.”
8
Figure 9
“Last Rites” is a tempting 2nd choice for the Acolyte, since the enemies
to add 1 a to the attack.
are in a great position for it. He spends 1 MP to move back one space This attack will target the Grubber (since Heroes do not block line of
to prepare for the attack. However, before “Last Rites,” play the “Pray” sight for each other), and expand in a cross shape as indicated on the
card to gain additional Faith. Shuffle the Acolyte’s discard pile and Hero card to hit the adjacent Crawlers. Roll the Acolyte’s dice pool for
reveal the following cards: “Stand Fast,” “Smite,” and “Blessings of the a
this attack (3 b
and 1 ) and arrange the dice to show the following
Dawn.” Since “Stand Fast” and “Blessings of the Dawn” are Faith cards, results: 1, 4, and 5 and a b
result on the .
they are placed on top of the “Pray” card, and “Smite” is returned to the
The 4 result is sufficient to hit the Grubber (base TN of 5 - 1 for “Battle
discard pile.
Roar”) for 2 damage (1 base damage + 1 damage for “Righteous Fury”).
Next, play “Righteous Fury” (another Faith card) on the next available This defeats the Grubber. Since the Crawlers are a different Monster type,
Action Space on the Acolyte’s Hero Board. This brings his total Faith to a differenta result is needed to hit them (since the 4 was spent on
5. This costs 1 AP, so advance the Darkness Meter by 1 (moving it to the the Grubber). The 5 is enough to hit the Crawlers (base TN of 4 - 1 for
“2” space). “Battle Roar”) for 2 damage each. The Acolyte did not complete a Fate
Soldier b
recipe with his , so it is discarded without effect.
Before the Acolyte unleashes his Faith, play “Battle Roar” on Remove all defeated Minions. After removing the third and sixth
the next available Action Space on the Soldier’s Hero Board. Minions, move a treasure tracker from the Darkness Board to each of
This reaction lowers the TN for the Acolyte’s “Last Rites,” giving him a those Minions’ squares, because every third minion defeated in a single
better chance to hit. attack pops treasure. Raise the Acolyte’s Threat by 6 (moving it from the
“1” space to the “7” space). Finally, advance the Darkness Meter by 2 AP
(ending on the “4” space).
9
Soldier (refer to Figure 10)
Move the Soldier 2 squares toward the lair (normal
movement). Play “Harvest of Bones” on the last available
Action Space of the Soldier’s Hero Board. This action will let him attack
in a 90 degree arc, starting at the Crawler and ending at the lair. Roll his
dice pool of 2 a b
and 1 and arrange the dice to display the following
results: 2 and 8, with a result on the . b
Since “Battle Roar” reduces the TN for all attack actions, the 2 is
sufficient to hit the lair (base TN of 3 - 1 TN for “Battle Roar”) and the
8 is more than enough to hit the Crawlers (base TN of 4 - 1 for “Battle
Roar”). This attack will do 2 damage to all targets hit (base damage of 1
+ 1 for “Righteous Fury”), defeating the Crawlers and reducing the lair’s
vitality to 3 (base of 5).
This attack raises the Soldier’s Threat by 4 (1 damage to each Crawler and
2 to the lair). Advance his Threat tracker to the “9” space. Finally, advance
the Darkness Meter by 2 AP for “Harvest of Bones.” The Darkness Meter
is now at 6, meaning the Darkness Cycle will now trigger.
• The First Web Token is Picked Up: A Hero may spend 1 MP to pick up a
web token in his square. Place a picked up web token on the Quest Card as a
reminder. Then, roll 4
b . If at least 1 is rolled, spawn 1 Crawler adjacent to
the Hero that picked up the web. Normally, monsters cannot spawn without an
active lair on the Realm Tile, but Quest effects can supercede this rule.
• The Final Web Token is Picked Up: After the sixth web token is picked up, the
Quest will be resolved during the next Refresh Phase. Completing this Quest
awards the Heroes 1 serendipity. Additionally, they can remove 2 white treasure
tokens from the treasure bag and shuffle the “Clear the Road” Quest Card into
the Quest Deck.
• The Lair and all Monsters Have Been Defeated: The Realm Tile is now clear.
Immediately reduce each Hero’s Threat to 0 and discard all treasure trackers
from the Darkness board. If there are any treasure trackers on the Realm Tile,
they are immediately discarded and the Heroes gain 1 gold for each tracker
discarded from the Realm Tile (the Heroes share this gold in a common pool).
When a Hero begins a round on a cleared tile, his base movement value is
doubled. If players wish, they can travel to a new tile and continue playing by
moving off the opposite edge of the current Realm Tile from which they entered.
• A Hero Dies: If during the Cleanup step of the Refresh Phase a Hero dies,
players may resurrect that Hero following the same rules as the “Resurrect”
Serendipity event (described on page 47 of the rulebook).
Figure 11
10