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Myth - Rulebook

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GAME RULES

Chapter 1

Once Upon a Time... “When I use a word,” Humpty Dumpty said in rather a scornful tone, “it means just what
I choose it to mean — neither more nor less.” - Carroll, Through the Looking Glass

Table of Contents Glossary


Act - Segment of the overall Story that can be played in one session .
Glossary . . . . . . . . . . . . . . . . . . . . . . . .02
Act Quest - A task given to players at the start of an Act . The Act Quest
Component List . . . . . . . . . . . . . . . . . . .04 icon appears in the upper right corner of Quest cards .

The Realm. . . . . . . . . . . . . . . . . . . . . . . 06 Action - A type of ability the Hero can perform only once during the Hero
Cycle . The Action icon appears on the lower left portion of all Hero cards .

Tile Placement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 08
Action Point (AP) - The cost of a Hero ability . This cost is added to the
Darkness Meter when the card is played . The AP icon appears on the lower
Quests . . . . . . . . . . . . . . . . . . . . . . . . . . 11 right portion of all Hero cards .

Game Round. . . . . . . . . . . . . . . . . . . . . . 13 Action Space - The place on the Hero Board where Hero cards are
played . There are four Action Spaces on a Hero Board .

The Heroes. . . . . . . . . . . . . . . . . . . . . . . 16
Adventure - An organization of time that groups play sessions together .

Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Aggressive movement - A type of movement gained from a Move


card . The Aggressive movement icon appears at the bottom of the
Acolyte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 movement column of the Hero card .

Apprentice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Ally - A special type of Follower that fights for the Heroes .

Archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Arcane - One of the six defining attributes that categorize Heroes .

Brigand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Available - A Hero target that the Darkness enemies can reach and attack
attack .

Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Avatar - The miniature of the Hero on the Realm Tiles .

The Darkness . . . . . . . . . . . . . . . . . . . . . 32 Boss-type - These enemies are extremely dangerous . They represent the
culmination of the current Story . They often have multiple phases and special
rules . Agents, Mini-Bosses, and Bosses fall into this category .
Activate Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Buff - An advantageous effect given to the Heroes by abilities, allies,
Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 or items .

Serendipity . . . . . . . . . . . . . . . . . . . . . . .46 Cautious movement - A type of movement that represents half of the
Hero’s normal movement rounded up . The Cautious movement icon appears
second from the top of the movement column of the Hero card .
Slaughterfield. . . . . . . . . . . . . . . . . . . .48
Chain Quest - A quest that becomes available after completing a
Story Quests . . . . . . . . . . . . . . . . . . . . .50 particular Chapter Quest . The Chain Quest icon appears in the upper right
corner of Quest cards .
traps. . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Chapter Quest - A quest taking place on a single Realm Tile . The Chapter
Quest icon appears in Realm Tile legends and also in the upper right corner
Component Reference . . . . . . . . . . . . . .59 of Quest cards .

Index . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Courage - A stat used by Heroes and enemies to pass Courage tests .
Failure to pass a Courage test results in inactivity . The Courage icon appears
on the Hero tokens and Monster cards .

2
Darkness - One of the six defining attributes that categorize Heroes . Monster-type - A family of enemy that is the same classification .
Minions and Captains fall into this category .
Darkness Cycle (DC) - The allotted time in a given game round where
the Darkness performs Actions . Movement Point (MP) - The number equal in squares that a Hero or
enemy can move .
Darkness Meter - A meter in the middle of the Darkness Board . It is
numbered 1-6 . When the Darkness Meter reaches 6, a DC begins . Nature - One of the six defining attributes that categorize Heroes .

Dice pool - The collection of dice, both a b that are rolled to


s and
determine attack successes and special abilities .
No movement - A type of movement that represents the Hero remaining
stationary . The no movement icon appears at the top of the movement
column of the Hero card .
Discard pile - Portion of the Hero Deck that has been removed from
Action Spaces during the Hero Deck Phase . The discard pile is usually Normal movement - A type of movement that represents the Hero’s
located to the right of the Hero Board . standard movement . The normal movement icon appears second from the
bottom of the movement column of the Hero card .
DoT - DoT is an abbreviation for damage-over-time . This type of effect
carries over multiple Hero Cycles and continues to damage the target beyond Optional - An ability that may link to another, creating a combination .
the initial strike .
Rage - One of the six defining attributes that categorize Heroes .
Draw pile - Portion of the Hero Deck that remains available to Heroes to
pull from during the Hero Deck Phase . The draw pile is usually located to the Reaction - A type of ability the Hero can perform during the Hero Cycle,
left of the Hero Board . as many times as the Hero has Action Spaces available . The Reaction icon
appears on the lower left portion of all Hero cards .
Equipment - Items that are currently equipped by a Hero .
Realm - The center of the table where the gameplay takes place . It is
Faith - One of the six defining attributes that categorize Heroes . made up of Realm Tiles and miniatures .

Fate dice (FD b) - Custom six-sided dice that are rolled to complete
bonus abilities or powers associated with a defining attribute .
Realm objects - An object on a Realm Tile that can be interacted with by
the Heroes or Followers .

Follower - A character who accompanies the Heroes that does not fight Realm Tile - The area where the miniatures interact .
Monsters but may interact with the Realm Tile .
Required - An ability that must link to another, creating a combination .
Guile - One of the six defining attributes that categorize Heroes .
Serendipity - Good fortune for the Heroes gained through quests and
Hero - The last hope in a darkening world . You . disarming traps .

Hero Cycle (HC) - The allotted time in a game round where Spawn - The appearance of Monster-types from Lairs or events onto the
the Heroes act . Realm Tile .

Hero Deck - A deck of 25 cards that embodies the breadth of what a Status Effect - A harmful effect applied to Heroes and enemies that
given Hero can do during a HC . negatively impacts their capabilities .

Hero hand - The cards a Hero can use during a HC . Story Quest - An overarching task that ties three Acts together .

Hit dice (d10


TN and modifiers .
a) - Ten-sided dice rolled to hit a target based off of the Target Number (TN) - A number, often modified, that represents the
necessary threshold to successfully hit a target .

Immediately - An event or effect labeled this way is resolved before Threat - A measure of the Hero’s aggressiveness as it is associated with
anything else . an enemy’s desire to select a target .

Inventory - Location on the Hero Board that players use to store excess Threat Meter - A meter at the top of the Hero Board . It is numbered 1-10 .
unequipped treasure . When the Threat Meter of a Hero reaches 10, the Heroes are susceptible to
Threat Penalty .
Interrupt - A type of ability the Hero can perform only during the Darkness
Cycle . The Interrupt icon appears on the lower left portion of Hero cards . Trap - A device placed on the Realm Tile that harms the Heroes until
disarmed or avoided .
Lair - A location on the Realm Tiles where Monsters spawn .
Treasure - A reward gained through killing enemies or completing quests .
Loitering - A penalty associated with inactivity due to the Heroes being
overly cautious and not spending AP . Vitality - The measure of a Hero’s ability to withstand damage .

LoS - LoS is an abbreviation for line-of-sight . It means that the attacker has Vitality Meter - A meter in the middle of the Hero Board . It is numbered
an unobstructed view of the target . 0-18 . When the Vitality Meter reaches zero, the Hero is defeated .

Merchant - A character that buys and sells items .

3
Chapter 2

Components But for what purpose was the earth formed? - Voltaire, Candide

This section gives a brief description of component types in the Myth board game.

5 Hero Boards 41 Miniatures


Each Hero receives a Hero Board to keep track of important gameplay The highly detailed Myth
information such as Threat, Inventory, Status, Equipment, Vitality, and miniatures represent the Heroes
Actions. and the forces of Darkness they
6 7 8 9 10 face. The Darkness manifests
3 4 5
2
THREAT 1
in various sizes and difficulties,
HERO

Remove

STATUS
reflected in the range of dynamic
miniatures.

ACCESSORY
HELM
ARMOR

15 Dice
SECONDARY
PRIMARY 14 15 16 17 18
11 12 13
8 9 10
5 6 7
2 3 4
1
VITALITY 0

INVENTORY

Action 2
Action 3
( -1 Threat if Empty)
Action 4
( -1 Threat if Empty) The 10 ten-sided Hit Dice and 5 six-
( -1 Threat if Empty)
Action 1
( -1 Threat if Empty)
9/11/13 1:46 PM
sided Fate Dice are used by the Heroes
Hero Board 8 FINAL.indd
1

and the Darkness to perform attacks


1 Darkness Board and other Actions.
Players use the Darkness Board to keep track of Darkness cards, Darkness
AP, Darkness Vitality, traps, and Realm Tile treasure. 155 Hero Cards
nee:s1
There are a total of 155 Hero cards, 31 for
BoRang
Ofdama
Harvest ge,
1

each of the five Heroes. These cards represent +1 a

the possible Actions a Hero can perform. Each +1 b


Draw Attacks
all targe
ts in a
k.
2 3 R
1 R

deck has 25 Starting Hero cards, 5 Advanced


with 1 attac
90° arc
1 additional

Discard Yes
Rage adds a maximum
square up
of 180°.
to

THE DARKNESS Hero cards, and 1 Reference card. +1TN


regu lar sized
card back
REV5.ind
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PM 9/2/13
9:50:20 2:41 PM

AP 1 2
9/4/2013

3 4 Deck FINA
L 0904 13.indd
1

5 6
Soldier
C
ughter
My Da n to perso
n
Rescue g from perso to the floor.

30 Quest Cards
cally movin pushed
Damage TRAP TABLES and CLARIF man is franti d, he is being your table,
A hysterical he isn’t ignore finally comes to for long...you
ICATION If
in the inn. down his face, he No one surviv
es
4x6 ing my Lucy!
6x6 TURN SUMMARY Tears stream kidnapped
TREASURE have
“Crawlers e her.” to the Lair
under a
Web
= Crushing Wall
= Falling Ceiling The Darkness Cycle must rescu Token next e Lucy.
Place Lucy have 5 HC to rescu
= Hurn’s Pitfall Crawler. s ved.
= Dragon’s Breath 1 Event . The Heroe are remo
= Rolling Boulder 1 Token Potion. 2 .
= Avatar of Winter 1 Vitality quest chain

Quest cards provide compelling adventures


= Poison Darts 2 Threat Penalty receives the Connor’s Toy
Each Hero or .
= Floor Spikes = Chain Lightning Lucy’s Doll quest chain
Damage = Darkness Falls 3 Activation Add the
Add A Fathe
r’s Grief
= Whirlwind of Steel removed.
= Consuming Darkness 4 Spawn 2 are
Serendipity
The Refresh Phase

and valuable rewards to work toward while


• Draw 2 Treasure Tokens
1
• Add +2
b
2
• Add +2
a to Hit
• Extend Quest Timer
3
• Heroic Events
4
• Ignore Darkness Event 1 Darkness Meter
Lucy to
him, alive.
Damage • Call to Arms a Darkness Cycle tion as you lead vacantly through
• Resurrect Hero Resolu trollably
• Add +2
a to
non-combat Actions
• Manipulate Darkness 2 Allies Activate sobs uncon
Her father shock from the
Lucy, still
in
ordeal, stares embrace. Lucy
ching
heart-wren single word: “ereb
us.”
3 Quest Results her in a

battling the forces of Darkness.


Deck a s, as
envelopes she utters only g with mucu way
• Talek Three Dunes 4 Status Effects him as he feel it; tears mixin
seem to trollably, Sadness
gives
doesn’t gh
5 Trap Results father sobs uncon s body at his feet.complete. Throu
Her
Lucy’s lifeles is quick
and words, “May
6 Cleanup you place e; the change quietly ominous
ured malic speaks only five
to meas he
questteeth,
clenched bury card you.”
back REV3
d
my hatre FINAL.ind
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Darkness Board 4.indd
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9/2/2
2:56 AM 013 10:04:20
9/9/13 PM

3
9/11/13 2:07 PM L.indd
ts FINA
e Ques
Base Gam

10 Realm Tiles 7 Monster Cards 7


3

The ten Realm Tiles are The 7 Monster cards are used for reference 3
MType kealrs
uc: Trib
Intellect,
in
Armored,
Capta
6

Priority

used to construct the when the Darkness activates.


2 5
1 Threat
2
Attack ring: 2 attack
s on 1 Proximity
s of Suffe per hit
Instrument damage Rage
: 1(M), 1
target. Range

Special
physical world of Myth
5
.
target Prone
Knocks

where you play out your darkness


card back
ber spaw
ned
Buff
Lesser:
Call of the g Normal Spaw
durin
REV2.indd
n.

+1 Grub 1

Heroes’ Stories. Realm 8/27/13


9/5/2
3:41 PM 013 8:33:5
7 PM

Tiles are double-sided 10 Darkness Cards Monster


Cards
REV2.ind

ARKNES
d 1

S
THE D
and come in three sizes: The Darkness deck contains 10 cards that The Ter
ror wi
th 1000
Legs

Event a Captain. n

12x12, 6x6, and 4x6. dictate how the Darkness acts when it
ons, Spaw
than 6 Mini
are more
If there
Penalty
Threat the rest
of the Act.
Spawn for
have x2

activates.
All Lairs
on
Activati
Minions
Captain
s
Mini-bos
Boss

Spawn
Normalon card.
darkness See Mini
card back
REV2.indd
1

9/5/2
3:46 PM 013 8:33:57
9/4/13 PM

10 Merchant Cards
dd 1
Deck R3.in
ness Arachnid
The Dark

The merchant Deck contains 10 unique


Jonas M Alchemist
alorn

merchants who sell a variety of goods to Vitality Potion


2

the Heroes.
2
Focus Potion

Potion 3
Anti-Venom

merchant
card back
REV1.indd
1

9/5/2
5:52 PM 013 8:38:4
9/10/13

4
4 PM

1
.indd
Merchant
97 Item Cards 32 Status Effect Tokens
Myth contains 97 Stick &
Twine
3 Gold
Status effect tokens are placed on the Hero Board to show ill effects a
treasure cards divided Hero is currently suffering from.
into brown, white, r
ord ption ing Spea
a Longsw Descri Horrify
green, and blue items.
+1
L Currency
SPECIA

-1 Threat.

item card - -
back REV
5 final.ind
- - d 4
8/30/201
4 3 9:10:11
Range
+2 a b , +1
+3 a, +3 b
PM

L L
SPECIA SPECIA re away.
line 1 squa
target in PM
3 10:15:20
Hit next
an
-1 AP. 8/21/201 Does 2 damage to e 4.
3:33 PM Impale: to rang
3 10:0 .indd 1 target up
9/4/201 082113 additional
FINAL
s Deck

30 Story Title Tokens


.indd 2 White Item
090413
k FINAL 4 1 12 4
Items Dec
Brown
1 2
Range Range

Heroes earn Titles, represented by these tokens, by successfully finishing


8 Hero Tokens 9/4/201
3 10:04:41
PM
9/4/201
3 10:02:06
PM

FINAL
090413
.indd 1
FINAL
090413
.indd 1 a Story Quest. Each Story has a unique title associated with it that grants
Each Hero in Myth is represented
s Deck s Deck

IDE A
Green Item Blue Item

by a Hero token which fits S


ger
Harbinpowerful boons
LB to Heroes in subsequent adventures.
o Her
o attack this
Soldier Minions wh
must pass
a Courage
test.

+1 b
into a Hero Board. The Dice Pool:
+1 a,

6
Hero token lists that Hero’s 7
Brigand
2

stats, base dice pool, defining Dice Pool:


+1 a, b +1

6
attribute, and a slot for earned 2 6

Story Titles.

8 Serendipity Tokens
6 Lair Tokens Heroes earn Serendipity tokens by completing quests
Lair tokens represent and disarming traps. These tokens are spent by
a location on the Heroes to alter the game in their favor.
Realm Tile from which
Monsters spawn. Each
18 Potion Tokens
Lair token is specific to .indd 1
Punchbo
ard FINAL Potion tokens are given to Heroes
its Monster-type.
to keep in their inventory when
they purchase a potion or receive
one as a quest reward.

50 Treasure Tokens
Treasure tokens are used to
randomize treasure rewards. Each
54 Quest Tokens
colored token represents a treasure
Quest tokens represent the
card from the corresponding
various physical objects that
Item Deck.
quests require.

24 Gold Coins
Gold coins represent the
currency the Heroes gain Brigand
Dice Pool:
+1 a, b +1

during a Story from quests 6


2 6
and selling equipment.

4 Hero Ability Tokens


These tokens represent the effect of a Hero’s ability on the Realm Tile.
53 Realm Object Tokens
The 53 Realm object tokens allow you to customize the
Realm Tiles with various environmental accoutrements.

.indd 1
ard FINAL
Punchbo

17 Counters
There are two types of counters: Threat and Vitality.
Threat counters are used to track a Hero’s Threat on
the Hero Board, and the Darkness AP on the Darkness
Board. Vitality counters are used to track the Heroes’ and
Darkness’s Vitality.

5
Chapter 3

The Realm Toto, I have a feeling we’re not in Kansas anymore. - Baum, The Wonderful Wizard of Oz

The Realm refers to the tiles that make up the area in the center of the table where the game takes place. It is ever-changing. The entirety of the Act isn’t
set up at the beginning. It is placed as Heroes move towards the next tile from an edge. As Heroes leave tiles, they are removed.

Realm Setup
The play area is set up with the Realm Tiles in the center of the table and the Hero Boards on the periphery .

The following is an example of Myth setup for four players .

2
5

1. HeRo aRea 5. tokenS


The Hero play area is made up of the Hero Board and the Hero Deck . The Any tokens being used in a particular Story or Act should be
draw pile is placed on the left side of the Hero Board near the Action Spaces . placed within reach .
The discard pile is placed on the right side of the Hero Board near
6. Realm Rescue My Daughter C

the Action Spaces . A hysterical man is frantically moving from person to person
in the inn. If he isn’t ignored, he is being pushed to the floor.
Tears streaming down his face, he finally comes to your table,
“Crawlers have kidnapped my Lucy! No one survives for long...you

The Realm Tiles are placed in the center of the table .


must rescue her.”
Crawler. Place Lucy Token next to the Lair under a Web
1 Token.. The Heroes have 5 HC to rescue Lucy.

2. DaRkneSS aRea
Each Hero receives 1 Vitality Potion. 2 are removed.
Add the Lucy’s Doll or the Connor’s Toy quest chain.

The tactical portion of the game takes place here .


2 are removed. Add A Father’s Grief quest chain.

This area is made up of the Darkness Board and the Monster cards .
Resolution
Her father sobs uncontrollably as you lead Lucy to him, alive.
Lucy, still in shock from the ordeal, stares vacantly through

To create a quest deck (Chapter or Act), players should


him as he envelopes her in a heart-wrenching embrace. Lucy
doesn’t seem to feel it; she utters only a single word: “erebus.”
Her father sobs uncontrollably, tears mixing with mucus, as
you place Lucy’s lifeless body at his feet. Sadness gives way
to measured malice; the change is quick and complete. Through

3. monSteRS
clenched teeth, he speaks only five quietly ominous words, “May

add any quests that are stand alone (as shown by a


my hatred bury you.”

Any monsters not yet spawned in the Realm wait off to the side . quest icon with no chain) or start a Base Game Quests FINAL.indd 3 9/9/13 2:56 AM

quest card back REV3 FINAL.indd 1 9/2/2013 10:04:20 PM

chain quest (as shown by a single leftmost chain C C


4. ItemS link not attached to the quest icon) .
The Treasure bag and treasure draw piles should be set up opposite
to the Darkness . To create the treasure bag, add all the White and Green
Treasure Tokens . Do not add the Blue Treasure Tokens to the
bag unless instructed by a quest or trap reward .
6
Tiles
Every Realm Tile in Myth is double-sided. They represent generalized areas in very distinct environments where adventures take place. Unless otherwise
communicated by a quest or rule, every tile edge is considered to be open and traversable.

There are three sizes of Realm Tile: 4x6, 6x6, and 12x12. They can be used to make six Realm areas:

4x6 6x6
The smallest of the base game Realm Tiles, this This square tile seems bigger than it is. Players should be careful when populating these Realm
section represents a hallway or narrow wooded path. Tiles as they can quickly become overcrowded. However, if players need gold or are seeking out
It is dangerous, because it limits Hero movement a merchant, then visiting a 6x6 tile is a must.
so much. A dozen Minions can cause a great deal of
This tile allows the players to choose to confront a Chapter Quest or a trap. It always has one
trouble in a 4x6.
Hunting Pack with a mximum of two. If the players choose, they can include a Lair. It is not
It always has a trap. It also can have a Hunting Pack, mandatory, and should be decided after the quest is revealed. The real value of this Realm Tile
if the players wish. The 4x6 Realm Tile, because it is the presence of extra gold (not counted towards the treasure limit), and the merchant that
always has a trap, is a good place to gain Serendipity. appears after the tile is cleared. It also has a Treasure limit of five. Gold is added to the Heroes
It also has the lowest Treasure threshold at four. coffers after the tile is clear, but before the merchant arrives.

12x12 6x12
This large Realm Tile is fairly dangerous. It tends Two 6x6 tiles back-to-back, this larger playable area provides a bit more maneuverability but
to be heavily populated and always has at least one also has more mandatory features. Heroes no longer select between a Chapter Quest and a trap,
Lair. However, if players are looking to acquire a they both happen. There is also a Lair and a Hunting Pack.
Chapter Quest, this is the place to go. When players The rewards are even greater, as is the case with many of these
enter a 12x12 Realm Tile, they immediately pull a combined Realm Tiles. Instead of just a bit more gold, there is
Chapter Quest card (unless stated otherwise by a a Gold Hoard. And once again, a merchant appears. For more
previous quest). Then after the quest is set up, the information on the Gold Hoard, refer to page 10.
rest of the tile requirements are laid out.

As mentioned, it always has a Chapter Quest. It also,


always has one Lair, though it can have up to 2 Lairs. It
also has the highest Treasure limit at six.

4x12 24x12
This long stretch of Realm is made up of two 4x6 tiles The largest available play area
placed end-to-end. The Falling Ceiling trap requires in the base game is made by
a 4x12. Players can choose to place a 4x12 following combining two 12x12 Realm
the Realm Tile placement rules on page 9. Tiles. This is an enormous area
and extremely dangerous. It
Like the 4x6, this Realm Tile always has a trap, but
ALWAYS has two Lairs, with a
only one trap. Unlike the 4x6, this setup MUST have
maximum of four. It also has a
one Hunting Pack with a maximum of two. After
Mini-Boss, guarding a Treasure
clearing the tile, two bonus Serendipity is added to
Hoard. For more information on
the Heroes total.
the Treasure Hoard, refer to page 10.

7
Tile Placement
Heroes have freedom in how they approach each Act in Myth. This begins with Realm Tile placement. They can choose to leave Realm Tiles from any
of the three edges they didn’t enter from. They can even split the company and leave in two separate directions.

Myth quests create a framework so players have a goal. Quests supply clearly defined parameters that cannot be superseded by player choices. However,
the direction Heroes move through an Act, and what Monster-types are populated in any given Realm Tile is often left up to the players.

Placement Guidelines:
• Heroes cannot enter the same size tile that they are exiting from. Combined Realm Tiles (tiles of the same size) must be placed together, at the same time.

• Heroes cannot exit the tile the way they entered unless otherwise stated on the quest card.

• Tiles must be aligned correctly using the placement arrows.

• Tile squares must align between tiles.

Using these three basic principles, players can place Realm Tiles in any progression they wish.

plaCement aRRow SyStem


Each tile edge has a set of arrows . When placing Realm Tiles, these arrows
can be offset (one arrow remains within the other two) or they can be aligned .

Correct Correct

Placed tiles can never be aligned in such a way that both arrows
fall outside the adjoined tile arrows . Basically, Realm Tiles can be
aligned in any way as long as there are four squares over-lapping .

Incorrect

The short side of the 4x6 only has one arrow,


but it functions the same way .

Correct Incorrect

8
Combining Realm Tiles
Combined Realm Tiles must be placed together. It is the only way to use two of the same tile size back-to-back. Combined tiles tend to be a bit more
difficult, because they allow a lot more things to happen. Nevertheless, players should not be intimidated. It is normal to place one combined tile
in an Act.

Combined tiles are the only place to experience reward hordes. There are three unique combined tile icons: the Gold Hoard, Treasure Hoard,
and Mini-Boss icons.

Tile Icons
In the corner of each Realm Tile is a legend. This legend presents the rules for each tile through icons. The icons and numbers quickly communicate
how to populate any tile placed with hazards the Hero must overcome. These icons are also used on the quests, so understanding what these icons
represent also helps with quest setup.

Basically, any image represents the presence of an element on a Realm Tile. Often these elements are limited to one. If there is a circle on the lower right
portion of the icon, it means this element is variable. The number inside is the maximum allowed on a tile. The actual number shows the maximum
number of that type of hazard allowed on the tile.

If there is a question
mark, it means that
particular hazard
is not required to
be placed, but can
be if the players Quest Trap Lair Hunting Pack Treasure
choose. If there is a
skull symbol with a
minus sign, then a
Mini-boss is placed
on the Realm Tile. Gold Merchant Gold Hoard Treasure Hoard Mini-Boss

Realm Objects
Most of the tokens provided can be used to make the Realm more
personalized. These tokens follow the same rules as anything else on the
Realm. If they can be moved onto there are faint squares on the token. If
they obstruct miniatures, they have colored lines.

Colored Lines
As discussed in the combat sections of both the Hero and Darkness
chapters, there are colored lines on the Realm Tiles that prevent some
movement or block line-of-sight.

• Blue Realm lines - Does not block LoS. Can’t Move Through.

• Red Realm lines - Blocks LoS. Can’t Move through.

• Purple Realm lines - Realm setup location.

Lairs
Lairs are placed on tiles, either through specific quest requirements or
player choice. Unless stated otherwise through a quest, Lairs placed on
Realm Tiles should be located in the purple highlighted area of the tile.
Place Lairs away from where the Heroes entered the tile. Lair placement
ignores colored Realm lines. They can be placed over blue and red Realm Lair Spawn
lines. The only stipulation is that Heroes must be able to attack the Lair. laIR type 2 playeR 3 playeR 4 playeR 5 playeR
Crawler 7 8 9 10
Lairs placed through quests should be placed in the appropriate places as
Grubber 6 7 8 9
noted on the quest card. If there are no explicit instructions in the quest,
Shambler 5 6 7 8
then players should set up the required Lair as they would if they were Tailless 7 8 9 10
placing one normally. Iathi 2(F),1(E), 1(A) Same Same Same
Sycline 6 7 8 9

When Lairs are placed out into the Realm, they begin with a population. Lairs start with a specific number of Minions based off of Lair type and number
of Heroes. These Minions are placed as close to the Lair as possible.

9
Attacking a Lair
Lairs are considered to be Realm objects. However, they can be attacked, so have
Vitality and defense. Lairs are easy to hit, having only a defensive target number of 3.
Once a Lair has sustained five damage, it is destroyed. When a Lair is destroyed, it pops 5
a Treasure, if the Treasure limit has not been met. The treasure can be placed in any of
the four squares the Lair occupied.
3
Hunting Packs
Roving bands of a particular Monster-type are called Hunting Packs. Hunting Packs
are not associated with the Lair on the tile. They activate during the Darkness Cycle,
but do not grow or Spawn.

A Hunting Pack must have a minimum of three members. Hunting Packs have a maximum of eight.

Hunting Packs are placed in the Realm Tile so that at least one of the pack members is in a purple designated area.

Treasure
Each Realm Tile size has a Treasure limit. This represents the maximum number of Treasures the Heroes can gain from the tile. During tile setup,
place counters on the Darkness Board equal to the number of Treasure available. When a Treasure appears, move one of the Treasure counters from the
Darkness Board into the Realm. For more on Loitering, refer to page 21.

If the Heroes are penalized for Loitering, remove a Treasure counter from the Darkness Board.

Hoards
These are unique to combined tiles. Hoards do not count against the treasure limit of a tile. They are
tappeD out
standalone rewards. Hoard tiles are not like regular treasure, they are only picked up after a tile is cleared. If a particular item in an Item deck
is depleted, the Heroes do not gain
The rewards for Gold Hoard and Treasure Hoard are different, but the mechanic is the same: roll one Fate
that Treasure and do not roll again .
Die for each living Hero. Results reward the party based off the respective table. Heroes earn multiple
rewards for results that are the same.

Gold Hoard Treasure Hoard

+ + 1 Treasure Token Select 1 Secondary item from the


Green Item Deck
3 1

Select 1 Armor item from the


+ + 1 Treasure Token Green Item Deck
3 1

Draw 1 card off the top of the


+ 1 Treasure Token Blue Item Deck
7

Select 1 Accessory item from the


+ + 1 Treasure Draw Green Item Deck
5 1

Select 1 Primary item from the


2 Treasure Token Green Item Deck

For every Select 1 Helm item from the Green Item Deck and
+ 1 Treasure Token + Spawn 4 Minions from the nearest tile edge.
hero
5

Merchants
A random merchant appears after a 6x6 Realm Tile is cleared. Players should draw the top card off
the merchant Deck. Heroes can buy anything and everything the merchant has available if they have
the Currency. Merchants only have one of each item on the card. If the merchant sells a random item,
draw that item from the top of the designated item Deck.

If a quest involves a merchant, a new merchant is not drawn when the tile is cleared.

10
Chapter 4

Quests It is good to have an end to journey toward; but it is the journey that matters, in the end. - Hemingway

Myth is broken down into several units of play. The first and largest is the Story. The Story is the overarching tale the group of Heroes is playing.
Though a Story can be played all at once, each Story is broken up into three smaller segments, called Acts, which usually represent a single session of
gameplay. Each Act takes roughly two hours to complete.

Quests are the lifeblood of Myth. Myth quests attempt to tell a story and give the Heroes purpose and motivation. They often link together so that the
choices a company of Heroes make affects the overall tale being told.

Adventures
tHe QueSt CaRD The term Adventure is mostly unofficial. It is a measurement of time for
the players, not the Heroes. It is a series of gaming sessions that are linked
1 Rescue My Daughter C 2 by a quest or quests. It can be connected through a series of free-form
A hysterical man is frantically moving from person to person
quest sessions, or a standalone Story Quest.
4
in the inn. If he isn’t ignored, he is being pushed to the floor.
Tears streaming down his face, he finally comes to your table,
“Crawlers have kidnapped my Lucy! No one survives for long...you 3
Chapter Quests
must rescue her.”

5 Crawler. Place Lucy Token next to the Lair under a Web


1 Token. The Heroes have 5 HC to rescue Lucy.

Each Hero receives 1 Vitality Potion. 2 are removed.


Add the Lucy’s Doll or the Connor’s Toy quest chain.
2 are removed. Add A Father’s Grief quest chain.
6 Chapter Quests are the smallest type of quest. They involve setting up
one tile. They often chain into other quests. They present a problem the
Heroes must overcome and in so doing shape the world around them.
Resolution
Her father sobs uncontrollably as you lead Lucy to him, alive. Chapter Quests can be failed, but that doesn’t necessarily mean the end
7 Lucy, still in shock from the ordeal, stares vacantly through
him as he envelopes her in a heart-wrenching embrace. Lucy
doesn’t seem to feel it; she utters only a single word: “erebus.”
of the quest chain. Many chain quests split and offer multiple quest paths
Her father sobs uncontrollably, tears mixing with mucus, as
you place Lucy’s lifeless body at his feet. Sadness gives way
and resolutions based off of success and failure.
1. QueSt tItle to measured malice; the change is quick and complete. Through
clenched teeth, he speaks only five quietly ominous words, “May
my hatred bury you.” Free-form questing
2. IDentIfIeR There is nothing in Myth that requires the Heroes to do Act and Story
In the upper right of the card is a quest designation . Quests. The only mandatory quest is when Heroes enter a tile and MUST
Base Game Quests FINAL.indd 3 9/9/13 2:56 AM
draw a Chapter Quest card.
C Chapter a Act S Story
If the players choose to, they can simply game the entirety of a Chapter
Identifiers with a chain attached are quests associated with quest chain .
Quest chain and forego accomplishing any Act or Story Quests. Even
A single highlighted chain link marks the start of a quest chain . If multiple
if those quests have already been drawn, players can choose to pursue a
chain links are highlighted, then the quest is a continuation of a previous
Chapter Quest chain instead.
quest . In both cases, the reward section directs you to the quest needed
by name .

3. CHaIn
mISmatCHeD
If the Heroes have entered a tile, and the quest setup calls for a
If the quest is part of a chain, there will be chain links attached to the Identifier .
different size of tile than the one entered, simply set up the quest tile
4. IntRoDuCtIon next to the one entered and populate it as per the quest requirements .
This text informs the players what is happening at the start of the quest .
After they finish the tile they are in, the Heroes MUST go to the quest tile .
5. Setup If the quest instructions ask for the same tile size of a particular place,
This section instructs the players on how to set up this quest . It uses the just replace the one entered with the one called for from the quest .
same icons as the Realm Tiles . Icons and numbers have identical meaning .

6. RewaRD Quest Deck Rescue My Daughter


A hysterical man is frantically moving from person to person
C

in the inn. If he isn’t ignored, he is being pushed to the floor.


Tears streaming down his face, he finally comes to your table,
“Crawlers have kidnapped my Lucy! No one survives for long...you
must rescue her.”

To create a quest deck (Chapter or Act),


Crawler. Place Lucy Token next to the Lair under a Web

There are two icons in the rewards section: the Serendipity icon and the
1 Token. The Heroes have 5 HC to rescue Lucy.

Each Hero receives 1 Vitality Potion. 2 are removed.


Add the Lucy’s Doll or the Connor’s Toy quest chain.
2 are removed. Add A Father’s Grief quest chain.

Darkness icon . They have a direct association with the success or failure players should add any quests that are stand
Resolution

alone (as shown by a quest icon with no


Her father sobs uncontrollably as you lead Lucy to him, alive.

of the quest .
Lucy, still in shock from the ordeal, stares vacantly through
him as he envelopes her in a heart-wrenching embrace. Lucy
doesn’t seem to feel it; she utters only a single word: “erebus.”
Her father sobs uncontrollably, tears mixing with mucus, as
you place Lucy’s lifeless body at his feet. Sadness gives way
to measured malice; the change is quick and complete. Through

chain) or start a chain quest (as shown by


clenched teeth, he speaks only five quietly ominous words, “May
my hatred bury you.”

7. ReSolutIon a single leftmost chain link not attached to Base Game Quests FINAL.indd 3 quest card back REV3 9/9/13 2:56 1AM
FINAL.indd 9/2/2013 10:04:20 PM

Whether the Heroes succeeded or failed, the resolution text explains what the quest icon). C C
has happened as a result of how the Heroes performed .

11
Act Quests Before
Encompassing an entire play session, Act Quests are larger in scope than When quests are drawn, select a player to read the Introduction. This text
Chapter Quests, often gaining favor with important people, and earning presents the Heroes with a problem they must solve or a task they
better rewards. They are drawn at the beginning of a play session. must perform.

Act Quests can sometime chain or be chained into. If it is a Chapter Quest, after the Introduction is read, the tile should be
setup. Act Quests and Story Quests are setup when the Heroes reach the
The biggest change in Act Quests is the Realm setup. Act Quests sometimes
end of the Act or Story.
dictate to players what tiles are going to be traveled through. Sometimes
there is a precise order; sometimes there are general guidelines. Each quest is Quest setup text use a combination of icons and instructional text. The icons
unique so players should pay special attention to the setup instructions. used are identical to those used on the Realm Tiles and function the same.

Story Quests If a quest has specific placement instructions in the setup text, follow it. If
there are no instructions, then it should be placed in an area marked out by
purple lines.
Story Quests are large quests that take place over multiple play sessions.
They have pre-designated Act Quests. If Heroes are attempting to do a The Heroes have entered a 6x6, and choose to do a quest . They draw a
Story Quest, they do not draw Act Quest cards. Chapter Quest, A Song to Sing . One of the players reads the intro text .
Afterward, they set up the tile . They need to place 1 Lair . It doesn’t designate
Though rare, there are some Chapter and Act Quests that chain to Story
what type of Lair it is, so they can choose . They decide to make it a
Quests. There are even some linked elements within some Story Quests.
Grubber Lair .
Story Quests can be found in the Story Quest chapter on page 50.
It also doesn’t have specific instructions for where the Lair is placed . They
Story Quests always deal with some form of major enemy. There are often
place it in a purple designated area away from the Heroes and Spawn 10
Bosses at the end of a Story Quest. Story Quests are also the only place
Grubbers around it: 7 for the initial population (there are 3 players), and 3
Heroes can earn a Title or the right to manipulate their Hero decks.
more for the quest instructions .
Titles Now that the quest setup is done, they can decide how to approach the rest
Titles are earned by finishing Story Quests alive. Heroes can earn many
of the 6x6 Realm requirements . They must place at least 1 Hunting Pack:
Titles, but are only allowed to have one active at a time. Each Title
they place 3 Crawlers, the minimum required .
provides the Hero with a passive benefit for only that Hero. Titles are not
party buffs. If the quest calls for specific tokens, find and place those tokens according
to the directions. A token reference section can be found on page 59. If
Before each play session (unless the players stopped in the middle of a
there is a quest timer associated with the quest, it should be tracked using
session), the player can decide which Title is active. Place the Title token
the Darkness Board.
out for reference and place the equivalent Title Token on the
Hero token.
But wHat Do we Do
Life-bringer: The Hero has +1 base Vitality and receives +1 Vitality
The goal for each quest is in the Setup area of the quest card .
when the target of Heals .
However, if there is both success and failure options on the card, the
Harbinger: Minions who attack this Hero must pass a Courage test . players should take a look at the rewards section to understand the
ramifications of their actions .
The Kingslayer: The Hero gains +1 a and -1TN when
attacking Boss-type enemies . Also, if there are tiered rewards for accomplishing tasks, they should be
communicated to the players .
Light of Freedom: The Hero cannot be knocked Prone or Captured .

King of the Impossible: The Hero ignores 1 Darkness Cycle’s Finally, the Heroes need to understand what is at stake and how to
worth of attacks per Act . succeed, both of which are found in the Rewards section. If the quests
can continue if the Heroes fail, make sure all the players are aware of this
There is a secondary benefit to earning multiple Titles. They allow the before starting. Likewise, being familiar with the reward if the Heroes can
Hero to keep one item per Title. make a choice on how the quest is resolved is very important.

Deck Manipulation
The other reward for finishing a Story Quest is the ability to add a new After
card into the Hero Deck. The reward only allows the replacement of
Before the Resolution text is read, Heroes should receive their rewards. If
one card.
it is a chain quest, the rewards section names the next step. Furthermore,
There are five advanced Hero cards, as designated by the colored flame at if the term “immediately” is used, then that event happens instantly after
the top of the card. They can be placed, one at a time, through the deck the Resolution text is read.
reward, into the existing Hero Deck.
Once all Heroes have received their rewards, have a player read the
The deck manipulation reward can also be used to revert back to a Resolution text. If the quest branches, read only the Resolution text by
previous deck build, removing an advanced card or placing back in a the appropriate icon.
standard Hero card.

12
Chapter 5

The Game Round For nothing matters except life; and, of course, order. - Woolf, The Common Reader

The game round is broken down into three phases: the Cycle Phase, the Hero Deck Phase, and the Refresh Phase.

1. Cycle Phase
The Cycle Phase is where the Heroes pummel, maim, gouge, burn, skewer,
heal, and perform any number of heroic deeds. Players play cards from
1. Cycle Phase
their Hero hands. These cards represent Actions, Reactions, and Interrupts
the Hero is attempting to carry out. Each card has a cost in the form of Hero Cycle
Action Points (AP) that is added to the Darkness Meter when played. Use Normal Movement to: Move, and/or Pick objects up
More information on the Cycle Phase can be found on page 14.
Play cards to: Move, and/or Pick objects up,
Hero Cycle and/or Perform Actions
The Hero Cycle begins with conversation amongst the players on what Play cards to: Perform Reactions and Interrupts.
they can do and how they intend to do it. Heroes move, act, and react.
Action Points (AP) associated with the cards played raise the Darkness Darkness Cycle
Meter. When it reaches six, the Darkness activates. If Darkness Meter 6+, then
Darkness Cycle 1 Event
Draw a Darkness event card and follow the steps in order. The Darkness 2 Threat Penalty
can activate as many times as the Heroes allow in a given Hero Cycle.
3 Activation
Hero Cycle, cont. 4 Spawn
If the Heroes have not yet finished with their cycle, defined by each Hero
having filled all their Action Spaces or passed, then they continue until 2. Hero Deck Phase
the Darkness activates again or they finish.
3. Refresh Phase
2. Hero Deck Phase
1 Darkness Meter
During the Hero Deck Phase, players may keep one card. They discard
all other cards, including those in Action Spaces, and replace cards up to A Darkness Cycle
their hand size (usually five). More information on the Hero Deck Phase 2 Allies Activate
can be found on page 14.
3 Quest Results
3. Refresh Phase 4 Status Effects
The Refresh Phase is when the Realm Tiles and Hero Board are reset and
5 Trap Results
prepared for the next round. It is also when the various status effects are
resolved, quest rewards or penalties are factored, traps trigger, any AP 6 Cleanup
requirement penalties are applied based off the Heroes inactivity, and AP
is added to the Darkness Meter for active Monster-type groups. More
information on the Refresh Phase can be found on page 15.

Hustle

Yes

Yes

Move
+2MP.
Yes

Yes

Example 1: The Brigand could use The Brigand uses 1MP to move onto Example 2: The Brigand can’t pickup The Move card Hustle grants the Brigand Deck FINAL 090513.indd 25 9/6/13 11:10 AM

Normal Movment to move on top of the treasure . He then spends his 2nd the Treasure using Normal Movement . Brigand an additional 2MP . He can now
and pick up the Treasure . MP to pick it up the treasure . He must also use a Move card . pick up the Treasure .

13
Movement and Hero card play is explained in detail in the Hero chapter

The Cycle Phase on page 17. Each deck is very different, however, so any players wishing
to explore particular Actions in a Hero Deck should refer to the Hero
sections that begin on page 22.
The Cycle Phase is where the bulk of the game takes place. In this phase,
Heroes take Actions and the Darkness reacts. There is no time limit within
The Darkness Cycle
the Cycle Phase unless otherwise noted by a quest or Darkness effect.
The Darkness is driven by the actions of the Heroes. The greater the
There are two cycles at work during this phase: the Hero Cycle and the threat the Heroes pose, the more the Darkness seeks their death. Located
Darkness Cycle. in the middle of the Darkness Board, the Darkness Meter ranges from
one to six and tracks how close the Darkness is to activating. Heroes
During the Hero Cycle (HC), the Heroes perform Actions and Reactions
trigger the Darkness Cycle by tracking the AP required to play their cards.
based off the cards played. The Darkness may or may not activate in a
given Hero Cycle. Darkness activation is based solely off the Darkness Once activated, each Darkness Cycle is guided
Darkness Cycle
Meter filling. If a Hero spends one AP, move the Darkness Meter up one. by a card drawn from the present Darkness
If the Heroes spend the Action Points required to max out the Darkness Deck. While each Darkness Deck offers its own 1 Event
Meter, then the Darkness Cycle begins. Afterwards, the Darkness Meter is challenges and danger, the Darkness Cycle stays 2 Threat Penalty
reset to zero and any AP remaining carries over. the same. 3 Activation
4 Spawn
Unlike the Hero Cycle, all Actions in a

2 3 Darkness Cycle happen in the order as presented on the card from top to
bottom. Heroes are allowed to play Interrupt cards during the Darkness
Cycle at any time if they have open Action Spaces on their Hero Board.

The Darkness Cycle (DC) occurs within any given Hero Cycle (perhaps More information on the Darkness Cycle can be found on page 33.
multiple times), and may also activate once during the Refresh Phase.

The Hero Deck Phase


The Darkness Cycle isn’t a defined period of time as much as an answer to
what the Heroes are doing.

Once the Darkness Cycle is initiated, it interrupts the present Hero After each Hero has completed his turn, the Hero Deck Phase begins.
Cycle immediately after the triggering Hero’s played card is complete. Heroes reduce Threat based off of open Action Spaces on the Hero Board,
The Darkness Cycle follows specific instructions as communicated on the then move non-Ongoing cards to the discard. Heroes may also keep one
drawn Darkness event card. When the Darkness Cycle is finished, the card from their present hand, then draw up to their maximum hand size.
Hero Cycle resumes. The standard Hero hand size is five cards.

The Hero Cycle


During the Hero Cycle, Heroes play Action, Reaction, and Interrupt tHReat ReDuCtIon
cards. While the specifics are detailed within each Hero’s specific deck,
It is very important for Heroes to reduce Threat at the start of the Hero
the Hero Cycle follows a basic pattern:
Deck Phase . It is a very quick phase, and reducing Threat can easily
be forgotten .
Use normal movement to: Move, and/or Pick up objects
Play cards to: Move, and/or Pick up objects, and/or Perform Actions Heroes reduce one Threat for each open Action Space on their Hero
Play cards to: Perform Reactions and Interrupts Board before cards are moved to discard .

The Brigand has Threat 5. At the beginning of the Hero Deck Phase, he
Myth is completely cooperative. While the Darkness Cycle has a definite has two open Action Spaces. Before he moves any cards to discard or
order and flow, the Heroes are more flexible. A Hero can move and pick draws up to his hand size, he reduces his Threat from 5 to 3.
up treasure, then wait to play an Action or Reaction until later in the
HC. Conversely, a Hero can complete the entirety of his HC at one time,
then wait for other players to finish. There is no hard and fast rule.

Hero Cycle (Action, Reaction, and Interrupt) (Interrupt only)

Smite
Acolyte plays Harvest Of Bones
Soldier plays Retrieve
Archer Fingers of Ia
Apprentice
Smite for 1 AP Harvest of plays plays
Darkness Cycle
1 damage, Range: Weapon 1 damage, Range: 1 1 damage, Range: 3

Bones for Retrieve Fingers of Ia


-2TN Yes -1TN
+1 a

2 AP for 1 AP for 2 AP
-1TN Yes Yes
+1 b

(Optional - Guided by the Light): Attacks all targets in a 2 3 R Search the Archer’s discard pile, Air
Deals damage to 1 target within 90° arc with 1 attack. 1 R pull out 1 Ammo card and place it Attacks 1 target, then

Event Threat Penalty


Yes weapon range. Smite is an Interrupt Yes Rage adds 1 additional Yes in the quiver. +1TN jumps 2 squares away
card if played after Guided By the square up to a maximum hitting up to 1 target per
Light. of 180°. Ongoing effect cleared.

+1TN +1TN Yes No

Acolyte Deck FINAL 090513.indd 17 9/6/13 11:13 AM Soldier Deck FINAL 090413.indd 1 9/4/2013 9:50:20 PM Archer Deck FINAL 090413.indd 12 9/4/2013 9:51:54 PM Apprentice Deck FINAL 090513.indd 10 9/6/13 11:11 AM

1 2 3 4 5 6

Archer adds Shadowslip


Brigand plays
Arrow

1 Arrow to Reaction
Combo: +2 b

quiver for Shadowslip for


Yes Yes

0 AP 0 AP
Yes Yes

Ammo Shadows
Play Arrow in an Action Space. Ongoing
Yes In the Hero Deck Phase, it moves Yes Can only be noticed and attacked
into the quiver. by adjacent enemies. TN5 to notice.
Successful attacks break Shadows.

14 Yes Yes

Archer Deck FINAL 090413.indd 1 9/4/2013 9:51:48 PM Brigand Deck FINAL 090513.indd 3 9/6/13 11:10 AM
If a Hero (or

The Refresh Phase Monster) is afflicted


with a status effect,
Damage-oveR-tIme
A DoT is a damage-over-time ability .
The Refresh Phase has numerous steps that take place then they are
These abilities do initial damage
in a specific order. During these steps, if a Darkness 1 Darkness Meter reconciled during this
when played, and continue to
Cycle is activated, then that cycle interrupts the a Darkness Cycle second step of the
damage the target in the
Refresh Phase. Afterward, the Refresh Phase resumes 2 Allies Activate Refresh Phase. If the
Refresh Phase .
and is completed. 3 Quest Results result kills the Hero
Status Effects or Monster, then that The damage-over-time begins in the
1. Darkness Meter 4
5 Trap Results miniature is left on Refresh Phase after the Hero Cycle in
In the Refresh Phase, the Darkness Meter is added
6 Cleanup the Realm Tiles until which the DoT ability was first used .
to based off the number of activated enemies
step six, Cleanup.
(Minions and Captains of the same Monster-
type are counted as one). If this activates the Darkness by reaching “6” on If this represents the last phase for a particular status effect, then it
the Darkness Meter, then players should proceed to a Darkness Cycle before is removed at this time.
advancing to step two. More information on Active versus Inactive Monsters can
be found on page 33. 5. Trap Results
Any trap that is disarmed is removed from play immediately. If a trap
2. Allies Activate fails to be disarmed (or can’t be), it activates and affects all targets, Hero
If there is an Ally with the Heroes, via Serendipity or through a quest, the Ally
or Darkness, now.
performs his Actions now. The players can decide where the Ally moves, and who
he attacks. The stats for Allies are located in the Serendipity section on page 47. There are traps that summon Monsters or are the embodiment
of a Monster. In cases such as these, the summoned Monster
3. Quest Results activates at this time, not during the Darkness Cycle (unless stated
Myth is about creating stories. This is mainly done through quests and objectives.
otherwise in the trap). For more information on traps please refer
Sometimes these quests require something to be acquired; other times they
to page 55.
involve securing a person or item in a specified time. If a quest objective is active,
then results are calculated during this step of the Refresh Phase. 6. Cleanup
This step is where dead Heroes are removed from the Realm Tiles.
• Control is determined. • Kills and pickup are calculated.
Dead Monsters are removed as they are killed. In addition, if the
• Escort, or deliveries, happen. • Hero Cycle timers are reduced.
Heroes have failed a quest, which is resolved in the previous step,
If the quest was successfully achieved on the same turn the timer ran out, the then the quest objective is removed during the Cleanup step.
quest is considered to have been completed.
The Cleanup step is also when Heroes can alter their equipped gear
4. Status Results with items in their inventory. Heroes may swap any item in their
Effects that linger on Heroes and enemies are marked with a status token. These inventory. It can be done as many times as the Hero wishes.
tokens stay with the target until they are resolved and represent changes that
happen to the target beyond the initial attack.
SeRenDIpIty
There are many status effects that can afflict Heroes:
Though not a phase in the game round, Serendipity is important .
StatuS effeCt This resource is used to “purchase” fortunate effects for the
Curse Reduces hand size by -1 . Heroes . These events run the gamut from a fairly innocuous boon
The target cannot perform Actions, Reactions, or Interrupts . He must spend the entire to Hero-saving grace .
Prone
activation getting up .
Any attack that continues to damage beyond the initial hit is considered to be a DoT .
Damage-over-Time Hero DoTs are limited in scope based off the Hero’s power . The Darkness’s DoTs Serendipity can be spent by the Heroes AT ANY TIME . There is
continue until they are cleansed .
no restriction whatsoever . It can even be used in the Refresh
Frozen Reduce usable Action Spaces by -1 .
Possession Possessed Heroes act for the Darkness using the Possessor’s priorities . Phase to save a dead Hero . For more information on Serendipity,
Capture
This represents an attack that the Hero must sacrifice cards from their see page 46 .
hand to escape .

Hero Cycle Continues Hero Deck Refresh (Interrupt only)


Shadow’s Reach
Brigand plays Shadow’s Touch
Brigand plays
Shadows Reach Shadows Touch
Darkness Cycle
2 damage, Range: 1 3 damage, Range: 1

for 1 AP for 2 AP
-2TN -2TN

-1TN -1TN

(Optional - Shadows): Appears next


to target within 3 squares. 1 attack
Requires - Shadows
(Optional - Shadow’s Reach): 1 AP for 1 AP for
Activation Spawn
Yes on 1 target. Not considered a Move. No 1 massive attack on 1 target.

Yes No
Crawlers Grubbers

Brigand Deck FINAL 090513.indd 4 9/6/13 11:10 AM Brigand Deck FINAL 090513.indd 6 9/6/13 11:10 AM

1 2 3 4 5 6 1

Archer plays Interrupt: Wayfarer’s Ruse


Archer plays
Circumvent

Circumvent for 1 AP Interrupt: Wayfarer’s


1 damage, Range: Weapon

Ruse for 1 AP
Yes Yes

No No

(Optional - Ammo): Strike target Requires - Ammo


before attack then disengage Fires 1 attack at 1 target after
No 2 squares. Not considered a Move. No receiving an attack. Ammo can
Attack misses. be played from quiver or an Action
Space. Archer receives the attack.

No No

15
Archer Deck FINAL 090413.indd 16 9/4/2013 9:51:58 PM Archer Deck FINAL 090413.indd 10 9/4/2013 9:51:51 PM
Chapter 6

The Heroes A hero is no braver than an ordinary man, but he is brave five minutes longer. - Emerson

A Hero becomes more. Without equivocation, a Hero is someone who rises to the occasion, encounters extraordinary enemies, wins vital victory, then
shares success with the people, his equals.

Heroes in Myth have three basic elements: the Hero Board, the Hero Deck, and the avatar.

tHe HeRo BoaRD


Each player in Myth receives a Hero Board to keep track of base stats, Threat, inventory, status, equipment, Vitality, and Actions .

THREAT 1 2 3 4 5 6 7 8 9 10 2
HERO

1 Remove

STATUS
4

PRIMARY SECONDARY ARMOR HELM ACCESSORY


5
VITALITY 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 6
3 INVENTORY

Action 1 Action 2 Action 3 Action 4


7 ( -1 Threat if Empty) ( -1 Threat if Empty) ( -1 Threat if Empty) ( -1 Threat if Empty)

1. HeRo token Slot


Hero Board 8 FINAL.indd 1
5. eQuIpment 9/11/13 1:46 PM

This area of the Hero Board is reserved for your character’s Hero token . The equipment area is where the Heroes track their currently
equipped gear . Any item received and equipped is placed here .
2. tHReat meteR
The Threat Meter has numbers ranging from 1 to 10 . Wherever the 6. vItalIty meteR
Threat marker rests is how threatening the Hero is to the Darkness . The Vitality meter has values ranging from 0 to 18 . Wherever the
3. InventoRy Vitality marker rests represents how much health the Hero has . If
the Hero is reduced below 1 the Hero is considered dead . Maximum
The Inventory slot holds gold, quest tokens, potions, and excess
Vitality values for Heroes are modified by equipment .
equipment . There is no storage limit .
4. StatuS 7. aCtIon SpaCeS
Every time a Hero receives a status effect from an enemy, the There are four Action Spaces at the bottom of the board . Heroes play
corresponding token is placed on one of the small circles cards from their Hero Deck into these open spaces . Empty spaces
located here . on the Action Space area also represent -1 Threat for every empty
space at the end of each Hero Cycle .

Hero Token
Slotted into the Hero Board, each Hero token provides various information for your selected Hero.

16
Hero Play
It is very simple: players need to communicate. In situations where more
leavIng ComBat
There is no penalty for leaving combat . Heroes can enter and exit
combat at will during the Hero Cycle . The Darkness only activates and
than one Hero can act, planning ensures the Heroes maximize their
performs Actions during the Darkness Cycle .
efforts. How the group tackles each Realm Tile is vitally important for
survival and success.
Heroes, unless permitted by a card, are not allowed to move through
Order allies or enemies.
The first thing a group of players needs to figure out is the order of
Actions. Who is doing what and in what order to best support the team? Cautious Movement
There is no set structure within the Hero Cycle, though there are some This represents a Hero moving more carefully. In certain cases, like the
guidelines that must be followed: Brigand’s Shadows cards, it is the maximum movement type allowed.
• Players cannot use Movement Points (MPs) after playing cards if they didn’t
calculate the movement into the card in the first place.

• A card must be completed before any other cards can be played.


Normal MPs ÷ 2 (rounded Up) =
• If a Hero can provide a bonus, or buff, to an Action, it must be played
before the Action is put in play. If a Hero’s normal movement is reduced to 1 MP, then that Hero cannot
• Heroes (as a party) must spend at least one Action Point (AP) per Hero use cautious movement.
Cycle. If they do not, they are considered to be Loitering.
Normal Movement
Players are not required to finish their turn before proceeding to the Normal movement is calculated by taking the class’s base MPs and adding
next player, but they are required to finish the effect on the card played. bonuses (or penalties) for armor and status effects.
Anytime the Darkness Meter fills, then the Darkness Cycle interrupts the
ongoing Hero Cycle immediately after the triggering card is complete.
Players are encouraged to table talk and play the best Hero Cycle available Class MP ± Armor ± Status =
to them as a group. However, once a player has filled his Hero Board, he
cannot play any other cards.

While choices are myriad, basically two things happen: Movement and wall of monSteRS, paRt 1
Playing Cards.
Heroes cannot move through Monsters . However, Heroes can move into

Movement an open space through diagonally adjacent Monsters .

Heroes need to move. Any miniature on the Realm Tiles can move to any
adjacent unoccupied square (diagonally or orthogonally) at a rate of one
MP per square. All Heroes begin with two base Movement Points. This is
modified by any equipment, or status effects to get to the Hero’s Normal
Movement. This means a Hero with two Normal Movement can move
two squares without playing additional Move cards.

Movement also influences what a Hero can do and what bonuses are
applied to cards played.

There are four types of Hero movement:


• No Movement - The Hero is stationary. Aggressive Movement
• Cautious Movement - If a Hero moves half his Normal Movement If a Hero plays a Move card, then that Hero is considered to have moved
(rounded up), then he is considered to be in Cautious Movement. aggressively. This includes when MPs are used to pick up treasure or
• Normal Movement - This is the farthest a Hero can move without interact with Realm objects.
playing a Move card.

• Aggressive Movement - Any movement using Move cards


is considered aggressive. Normal MPs + Move Card =

move CaRDS
Heroes can use Move cards after an attack, but only if they use the
bonus/penalty associated with aggressive movement (this is covered
more in the Playing Cards section) .

If the attack cannot be combined with an aggressive movement, then


the Move cannot be played .
Normal Move Cautious Move

17
Picking up Treasure Interacting with Objects
For a Hero to pick up a Treasure from the Realm Tile, he must be on top Heroes can interact with objects on the Realm Tiles at any time during
of the Treasure token and spend a Movement Point. Multiple treasures their movement, both with normal movement and with played Move cards.
may be picked up, but only if an equal number of MPs are spent.
Interactive objects on a tile may be manipulated (including being picked
After the Treasure is picked up, the Hero pulls from the Treasure bag and up) at a cost of one movement point per object per attempt.
draws the top card from the equivalent Item Deck.

Playing Cards
Each Hero has a hand of five cards, drawn from a deck of 25. These cards represent the breadth of abilities and attacks the Heroes have at their disposal.

tHe HeRo CaRD 1


1. aDvanCeD HeRo CaRD 2 Smite 3
1 damage, Range: Weapon
If the flame is colored, then this card is not available to base Heroes . Advanced Hero
cards must be earned by completing Story Quests and selecting the Deck Manipulation 4
reward, or by defeating Agents .
-2TN
Base Abilities Master Abilities 5
Novice Abilities Agent Abilities

Journeyman Abilities -1TN

2. ClaSS ICon
(Optional - Guided by the Light): 6
Each Hero in Myth has a specific class icon that is located in the upper left corner of Deals damage to 1 target within
each Hero card . Yes weapon range. Smite is an Interrupt
card if played after Guided By the
3. HeRo aBIlIty Light.

Located in the upper right corner of the Hero card is the ability name .
+1TN 8
4. Damage anD Range
Below the ability name, set apart in italics, is a quick reference for the damage and 7
range associated with the ability . (This only appears on cards that are attacks .)
1
5. movement moDIfIeRS
On the left side of the Hero card is the movement modifier column . This column Acolyte Deck FINAL 090513.indd 17 9/6/13 11:13 AM
illustrates what type of movement is allowed with the ability being played, and if there
are any bonuses or penalties associated with it .
Dirge Of Twilight
2 damage, Range: Weapon

6. aBIlIty DeSCRIptIon
All abilities in the Hero Deck have descriptions, located just below the Hero art, detailing exactly how the ability performs .
7. aCtIon, ReaCtIon, anD InteRRupt +2 b
Every ability in a Hero Deck is classified as an Action, Reaction, or Interrupt . These icons are located in the bottom-middle of the card .

8. aCtIon poInt CoSt


b to the Darkness Meter .
+1 added
In the lower right corner of the Hero card is the AP icon . Each segment of the icon filled red is equal to 1 AP

Deals damage to 1 target within


weapon range. Stuns Captains
Cards are played in open Action Spaces on the Hero Board. If the Hero has no available spaces, then he Yesor she Cards labeled Action and
1 Activation.
cannot play a card. In addition to available slots, Heroes are limited to one Action card per Hero Cycle. They may Reaction may be played as
play as many Reactions or Interrupts as they have available slots. either an Action or a Reaction.
Cards labeled Interrupt may
No only be played during the
Darkness Cycle.

Action Reaction Action or Reaction Interrupt

Acolyte Deck FINAL 090513.indd 29 9/6/13 11:13 AM


18
Combat
Heroes MUST play cards to attack. There are no abilities Heroes can take
Hero combat is divided into six steps:
not associated with a card. The majority of the cards in a Hero Deck are
1. Line of Sight and Range
combat Actions or assist combat in some way.
2. Play Card(s)
3. Form Dice Pool
4. Target Numbers and Rolling
1. Line of Sight and Range 5. Remove Casualties and Place Treasure
As with any miniatures game, players need to understand the concept of 6. Threat
line-of-sight (LoS).

Line-of-sight is the understanding that the attacker, from his or her perspective, can “see” the target. Players have a bird’s eye view of the Realm Tiles, so
they can see everything going on. However, in terms of the avatar performing the attack, Heroes need an unblocked view of the target.

Heroes need to be able to draw an unblocked line from any corner of the square where the miniature stands to any corner of the square where the target
stands. The rules for the Darkness and the Heroes differ. Please refer to the Darkness combat section on page 39 for a greater understanding of how LoS
affects Monsters.

Not everything is considered to block LoS, however.

Blocks LoS Does Not Block LoS


tHe aRCHeR
Monsters (except for the Archer) Heroes
Lairs Allies The Archer doesn’t
Red Realm Tile Lines Blue Realm Tile Lines follow the standard
Traps Treasure line-of-sight rules . She
Walls Interactive Realm Objects can fire over Monsters .
Diagonally Adjacent Monsters Success

Success Success Failure Failure

Indirectly related to line-of-sight, determining the


range of an attack and if the Hero needs to close the wall of monSteRS, paRt 2
distance is performed here. Basically, if the target
Heroes can draw LoS through diagonally adjacent Monsters . However, LoS cannot be drawn
is in range, usually determined by the attack card,
through a square created by a Monster killed during the same attack unless otherwise stated
then the attack can be played. If the attack is not in
on the card . Monsters are considered to inhabit the square until they are removed in step five .
range, then the Hero needs to move into range and
check LoS again.

2. Play Card THREAT 1 2 3 4 5 6 7 8 9 10


HERO

Remove

Cards are played in Action Spaces on the bottom of the Hero


STATUS
Board. If all the spaces are filled with cards, then the Hero
cannot play anymore cards. For this reason alone, it is often
wise not to completely fill all the Action Spaces early in the
round if a Hero is in a precarious position. PRIMARY SECONDARY ARMOR HELM ACCESSORY

VITALITY 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
INVENTORY

Also remember, Heroes are limited to one Action card Action 1 Action 2 Action 3 Action 4
( -1 Threat if Empty) ( -1 Threat if Empty) ( -1 Threat if Empty) ( -1 Threat if Empty)

per Hero Cycle. Smite


1 damage, Range: Weapon

Hero Board 8 FINAL.indd 1 9/11/13 1:46 PM

Action Points should be added to the Darkness Meter -2TN

immediately when a card is played. If this initiates a Darkness -1TN

Cycle, the card played is finished before the Darkness begins. Yes
(Optional - Guided by the Light):
Deals damage to 1 target within
weapon range. Smite is an Interrupt
card if played after Guided By the
Light.

+1TN

19
Acolyte Deck FINAL 090513.indd 17 9/6/13 11:13 AM
3. Form Dice Pool 4. Target Numbers and Rolling Hit Dice (as):
This is a quick but integral step in a successful attack. The target number (TN) appears in the shield in
The collection of all the dice being rolled for the attack, the upper left hand corner of the Monster card. It
Hero Token (usually 1 a)
Weapon
both a Hit dice and b Fate Dice, is called a dice pool. represents the number necessary to successfully hit
Hero buffs
The dice pool is what players roll to determine success. the target.
Status effects
Though not guaranteed, the more dice a player rolls, the (usually a penalty)
greater chance of success. a results on the Hit dice are compared to the TN. • Curse
Any result equal to or higher than the TN is considered • Frozen
Hit Dice (a) a success. • Poison
Hit dice are ten-sided dice, commonly referred to as a s.
Area-of-effect attacks (and difficult foes) require • Prone
All base-level Heroes have a base 1 a to hit in combat.
multiple successes, so don’t pick up the dice until the • Web
The number of Hit Dice can be modified by weapons, Fate Dice (bs):
roll is checked against all TNs for all Monster-types
buffs (positive spells), status effects, and Monster abilities.
present. Attacks across multiple Monster-types with Hero Token (usually 1 b)
Fate Dice (b) the same TNs need only be check one time. Attacks Weapon
These custom six-sided dice have six symbols that reflect encompassing multiple Monster-types with different Hero buffs

the defining attribute of each Hero and the Darkness. TNs need to be checked against each type specifically.
These dice are rolled and their results are used to achieve Regardless, the dice pool is only rolled once. If a
“recipes” for items. Once spent on a recipe, the Fate die is specific result is used for one target number it cannot
considered used. be used again for another.

aSSIgnIng HIt DICe


The dice pool is only rolled once . All successes for all target numbers are derived from this one roll .

The Soldier uses Harvest of Bones on two Minions and one Captain . The target number for the Minions is TN4 . The target number for the Captain is TN5 .
a
The Soldier rolls 4 . He needs one die result of 4 or more, and one die result of 5 or more to kill both Minions and hit the Captain .
Captain

5 6 Choose 6

4 4

2 6 1 2 3 1 2 3
In the first example, he rolls a 2, 4, 5, and 6 . In the second example, he rolls 1, 2, 3, and 4 . In the third example, he rolls 1, 2, 3, and 6 .
With the 4, he can kill both Minions . With the With the 4, he can kill both Minions . He doesn’t With the 6, he may choose to kill either the two
5, he can hit the Captain . These die results are have a success equal to or higher than the TN5 Minions or hit the Captain, but not both .
considered used for these TNs . He also has an needed to hit the Captain, so the Captain lives .
extra roll of 6 if he needed two successes for
a target .

Fate Dice Success


Horrifying Spear Dagger
Fate Dice represent the six defining attributes in Myth. Once
rolled, these results are compared to the equipped weapon(s).

Each weapon in Myth has a Fate recipe that, if met, allows


the Hero to carry out the additional heroic deed associated
with the weapon. Simple weapons have a single recipe.
Advanced weapons have more recipes and more
+3 a, +3 b +1 a, +2 b
SPECIAL SPECIAL
Hit next target in line 1 square away.
devastating deeds. Stays in Shadows.
Impale: Does 2 damage to an
additional target up to range 4.
Fate Recipe
When checking for success with Fate dice on multiple
weapons or with multiple recipes, treat the Fate dice like a
12 4 3
resource. If a specific result is used on one recipe, it cannot Range 2 Range 1 1

be used again.

20
5. Remove
Casualties and
Place Treasure
Remove any Monsters killed. One
treasure token is placed in a spot
an enemy died for:
• Every three Minions killed.

• Every one Captain killed.

• Every one Mini-Boss killed.

• Every one Lair destroyed.

Placing treasure tokens is Soldier uses Harvest of Bones Correct Treasure pop Incorrect Treasure pop
sometimes referred to as “popping”
treasure. Treasure pops up in the
spaces of the deceased Monsters
in the order they were killed. For
Minions, the treasure token is
placed in the space of the third
target killed. For Captains, Lairs,
and Mini-Bosses, the treasure is
placed in any of the squares the
now-dead target occupied.

Apprentice uses Fingers of Ia Correct Treasure pop Incorrect Treasure pop

Captain killed Correct Treasure pop Lair destroyed Correct Treasure pop

In most cases, the treasure token is placed in a logical progression in


terms of the attack. For example, if a Soldier uses Harvest of Bones, then wall of monSteRS, paRt 3
the treasure token pops in the square directly in front of the Soldier. If the
Allowing walls of Monsters can be detrimental to movement and LoS,
Apprentice uses Fingers of Ia, then the treasure token pops in the square
but it is absolutely necessary for the acquiring of treasure . Heroes must
of the third target killed.
gain treasure to succeed .
Remember to lower the treasure counter on the Darkness Board. Any
Knowing when and how to break up a mass of Minions is a learned
treasure added to the Realm Tile should come from those placed on the
skill . Gaining treasure is important early to succeed later .
Darkness Board during the setup of each tile.

6. Threat
The last step in Hero combat is to adjust the attacking Hero’s Threat. The Threat Meter, located at the top of the Hero Board, is raised one per point of
damage received by the Darkness. It has nothing to do with kills or even how much damage could have been done.

If a Hero kills a Minion with 1 Vitality, that Hero gains 1 Threat, even
though he could have done four damage. If a Hero does four damage to a
Damage Received by Enemies = Increase in Threat
Lair with 5 Vitality, he would gain four Threat.

Loitering
If the Heroes do not spend at least one AP in a Hero Cycle, they are considered to be Loitering. The maximum amount of
treasure allowed by all tiles in an Act is reduced by one. Loitering prevents Heroes from avoiding the game and farming Lairs.

Loitering penalties can stack if the Heroes are inactive multiple times in an Act.

21
Hero Class

Acolyte
Fate Symbol Vitality Courage diCe Pool Starting gear adVanCed hero CardS
Starting Faith: 1
Wooden Plank, Worn Prayer Book, Attend the Weak, Angelic Word, Chant of the
6 6 +1
a, +1 b Adventurer’s Gear Morning, Dirge of Twilight, Guided by the Light

n the darkness, the Acolyte shines, his feet guided by Within the swell, like a candle in a cave, he begins to shine. His light absolute
something beyond himself. He stops in the center of the and all the greater because of the surrounding shadow...you
...you have brought me
dark great room near the limp, near-lifeless body of a young at this time...again
here...an aimed avatar of vengeance and light...at again and again
girl. He unhooks his battle-hammer from his belt. Kneeling his hammer finds home...for this purpose...crushing
...crushing chitin and carapace...
down, the Acolyte places the haft on the ground, then his the victory is yours… Fear ripples through the enemy as they begin to realize
forehead on top of the cold iron, and begins to pray. this is no mere traveler, but one sent from above to speed them toward their
destruction.
To the Lord of morning… The eerie luminescence of a hundred Crawlers’ eyes
stare from the darkness at the hunched figure… My protector and shield… Strange and holy words erupt from the Acolyte accompanied by flashes of
Fearfully they encroach, moving ever-slowly toward their target… Guide my light and absolute devastation. Too late they listen to the instinct to flee. There
hands and focus my thoughts… The solitary figure surrounded by an army of is no escape or refuge from his righteous fury and cleansing fire… I am your
skittering arachnids begins to rise… All that I am, I give over to Your glory… servant…
Suddenly and completely, a mass of mandibles, whole and hissing, gives way
The Acolyte returns, wading through an ocean of carcasses, covered in grime
and surges toward the Acolyte, a wave of black death. Driven by an unknown
and ash, to the little girl dying in the center of the room. He places one hand
evil, they crawl onto and over each other to extinguish the one who dares
on her head and lifts his other to heaven.
bring light to dark.
...Your will be done.

For we live by faith, and not by sight.


- 2 Corinthians 5:7

Playing the Acolyte


The Acolyte is versatile and offers something few other party members can: healing. He
is the only method of healing among the Heroes in the base game. The Acolyte must keep Prayer and Faith
an eye on his Threat so that he can utilize much-needed heals in massive battles.
Acolyte powers are fueled by Faith. Cards available as
However, the Acolyte doesn’t have a lot of abilities that are movement friendly. He must Faith are noted by the word Faith near their Action/
commit himself to the middle of the battle, then act. Reaction icon.

The Acolyte doesn’t just heal, however. He also has powerful spells that assist the party, When playing an Action or Reaction that requires Faith,
called buffs. If the Acolyte is going to be buffing the party in a given Hero Cycle, he should the Acolyte counts all the Faith available through himself,
always go first. His buffs make it easier for other Heroes to succeed. items and Faith cards played to establish his total Faith.

Finally, the Acolyte has significant attacks, both physical and Faith-based. Capable of both However, there is one additional deck mechanic that is
direct single-target damage and area-of-effect, a completely powered-up Last Rites is important: the Pray card. Pray cards allow the Acolyte to
devastatingly destructive. shuffle his discard pile and draw three cards per Pray
card played. If any of these cards has the Faith moniker,

Relics that Faith is added to the total. These cards are place on
top of the Pray card and returned to the discard pile after
The Acolyte uses Relics to power his Faith based abilities. Relics provide the Hero Cycle.
extra Hit Dice and often more base Faith. Relics can be easily identified by
the Relic icon over the lower-left portion of the item picture.

22
When there is nothing left to do but stand,
may you find me standing.

Tricky Cards
laSt riteS
In Last Rites, the Acolyte blasts the targets with Holy power. The initial Faith allows the
9
ability to be used and is spent to target the center square. The next Faith extends the ability
5
out, starting with the square marked 1. Every additional Faith extends the area-of-effect out 1
one square; it doesn’t stop at four, but continues to grow the 8 4 2 6
cross clockwise. 3
7
This is a truly devastating ability. The diagram provided helps players understand how it is
used but can also limit the full scope of the Acolyte’s best AoE.

guardian angel
Guardian Angel forces all successful attacks on a target to be rerolled. It is an Interrupt, but it lasts a complete
Hero Cycle. It is not limited to a single Darkness Cycle. If used in one Darkness Cycle to save a Hero, that Hero
still receives the boon if the Darkness activates again in the same Hero Cycle.

ConSuming Fire
Consuming Fire is a damage-over-time ability. These often cause confusion in Consuming Fire
1 damage, Range: 3
regards to initial damage and when the extra damage associated with the DoT
happens. Firstly, Consuming Fire causes one damage when the ability happens +2 b
during the Hero Cycle. This is communicated through the “1 damage” in italics
under the name. Secondly, it does one damage in the Refresh Phase per Faith +1 b
beginning with the Refresh Phase at the end of the Hero Cycle Consuming Fire Fire

was used. Yes


Creates a pillar of fire dealing damage
to 1 target causing a fire DoT.
Fire DoT: 1 damage per Refresh
Phase per Faith.

No

Acolyte Deck FINAL 090513.indd 14 9/6/13 11:13 AM

Faith Cards Holy Cards


Without Faith the Acolyte can do very little. He always has one Faith based in his stats. However, Cards marked as Holy nullify the Undead’s ability to
his versatility and power reside in his belief in something other than himself. This is made manifest Resurrect. If the party wants an Undead Monster to
through his discard pile mechanic. stay down, have the Acolyte hit them with a Holy ability.

Cards with Faith, like Blood Of An Overcomer, may be played for the Faith even though there are
no status effects to cleanse. In cases such as this, any Threat from the card is still added Heal Cards
to the Acolyte.
Heals return some Vitality to the target. They are simple
When the Acolyte uses a Pray card, he is fishing his discard for Faith cards. It is very simple; Pray to use, often benefiting greatly from added Faith. If an
cards are best used when the discard pile is smaller and heavily populated with Faith. item or title assists Heals, it would help a Heal card.

Card Synergy
guided by the light + Smite
Guided by the Light Smite
Guided By The Light is one of the upgrade cards in the novice Acolyte deck. It isn’t a card a player needs to worry about 1 damage, Range: Weapon 1 damage, Range: Weapon

unless it is added to the deck. However, if it is added, it can be used in combination with Smite to change the scope of the
+1 a, -2TN
Acolyte’s Interrupt abilities. +1 b

If Guided By The Light is used in the Darkness Cycle, Smite can be used immediately afterward as an Interrupt. This No
-1TN

broadens his ability to deal with being swarmed. 1 Attack on 1 target within (Optional - Guided by the Light):
weapon range. Deals damage to 1 target within

Guardian Angel, Guided By The Light, and Smite is a formidable combination of Interrupts that can neutralize a Darkness No Yes weapon range. Smite is an Interrupt
card if played after Guided By the
Light.

Cycle quickly.
No +1TN

23
Acolyte Deck FINAL 090513.indd 30 Acolyte
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FINALAM
090513.indd 17 9/6/13 11:13 AM
Hero Class

Apprentice
Fate Symbol Vitality Courage diCe Pool Starting gear
gear aadVanCed
dVan
anCCed hero
hero CardS
CardS

Enchanted Twig, Lucky Cup, Fingers of Ia, Chaotic Overflow,


5 6 +1
a, +1 b Adventurer’s Gear Riftwalk, Life Sieve, Diminish

man, not frail but fit, stands before a foreboding The roar of thunder from an open sky, rolling with fury, signals the beginning. The
cave carved from rock and stone. Bone and boulders chorus of doom is suddenly split by the soul-splintering screech of Elementals, their
are strewn all around the entrance, burnt flesh and anima returning. Not too late, this earliest of evil finds their fight. They will not fade
the howl of an unnatural wind belie the beautiful or falter, but fight fiercely, hoping for Fate’s fortune.
day, bright sun hanging in blue sky. His dark
Foolishness.
countenance would make the very rocks flee if they weren’t anchored by
ancient promises. The Apprentice raises one hand and the craven are cast into chaos. All at once,
lightning arches from his fingers, crashing into the nearest creature, directed to his
“Usurpers!” His voice crackles with power, splitting the crisp, clean
neighbor, then another. Only mist remains, Iathi sundered, scattered like dust amid
air, echoing through the cave and into the ears of Iathi who hear the
the wind.
Apprentice’s crystal-clear commands. He continues, “I hold thee in
disdain for you have encroached on that which is mine. I call you For the Apprentice is an avatar of an older power, a conduit of creation channeling
forth to face judgment, your fate chosen by the cosmos before time the power of a thousand suns. Power immeasurable. White light radiates from his
immemorial. I call thee craven. Now crawl to me!” eyes; he need only reach out to break the world...so he does.

And so the elementals come. Not willing are they driven from the depths, Geysers of earth erupt beneath those remaining, flinging the fell-creatures from his
somehow sure of a secret knowledge that this will be the last time they sight, soaring off the mountain to dreadful destiny.
pass that way. So stand they, towering over their tormentor. Unable to
The rest, those elementals that remain, are lost in rivers of molten rock, flowing
extricate themselves from his control, they wait. They are ancient beings
through a rift in the earth, turning flesh and bone to liquid.
beyond the imagination of most, yet the one before them is more than a
man, something greater, a strange mystery they needed to see. The wait Finally, the Apprentice’s power abates. Stoic, he stands, the power in his eyes still
is not long. smoldering. Surveying the devastation, satisfied, he vanishes.

Until at last I threw down my enemy and smote his ruin upon the mountain side...
Darkness took me, and I strayed out of thought and time...
- Tolkien, The Two Towers

Playing the Apprentice SPellS VS. threat


The economy of the Apprentice is easily manipulated, but can quickly get out of hand. The
Apprentice often has a wealth of Actions that directly shape Darkness encounters. However, the The power of the Apprentice to protect himself,
Apprentice can easily take himself out of the action by not minding his Threat, or worse, drawing inflict damage, and control his Threat resides in
too much attention to himself and dying. his ability to balance Arcane and Ongoing spells.

A master of area-of-effect damage, spells like Chain Lightning, Arcane Nova, and Molten Flare are The Apprentice can do a lot of damage, often to
extremely valuable. On the other hand, the Apprentice has so many damaging options he doesn’t a lot of targets. Therefore, it stands to reason,
have to worry about what card he is keeping for later. the Apprentice tends to have Threat spikes that
can easily get out-of-hand.
Understanding how the Apprentice’s Ongoing spells work is vital to smart play. There are a few very
important Ongoing effects that all players should know about. Sometimes keeping an important defensive
Ongoing ability is more important than killing one
Breath of Heroes is vital to the party when dealing with Captain or Boss Monsters with a Fear effect. more Minion. The Apprentice can select which
The capacity for all Heroes to pass Courage checks is priceless. Ongoing to consume and need not consume them
Arcane Shield is the Apprentice’s main form of defense. Most of the larger Vitality armor will go to all to power a spell. Choose wisely: an Apprentice
front-line defenders, being able to nullify the first blood of damage is often the difference between with high Threat and no defensive spells Ongoing
life and death. Used in conjunction with Meditate, the Apprentice can easily stay alive in the most is not long for this world.
dire circumstance without being a burden on the Acolyte’s healing.
24
My claim to power is absolute;
challenge me and find yourself wanting.

Tricky Cards Fingers of Ia


1 damage, Range: 3

FingerS oF ia -1TN

This Air spell hits the primary target, then jumps to another target up to two
squares away per Ongoing card consumed. It doesn’t require the Apprentice
Yes

to consume an Ongoing for the initial attack, only those extra targets along the Air
Attacks 1 target, then
+1TN jumps 2 squares away
lightning’s path. hitting up to 1 target per
Ongoing effect cleared.

Fingers of Ia follows a path; it doesn’t hit and radiate to others from the central No

target. It chains from target to target, so the Apprentice needs to select his initial
target wisely.
Apprentice Deck FINAL 090513.indd 10 9/6/13 11:11 AM

It is also worth noting, that the diagram on the card illustrates the nature of the
spell, not the initial range of 3.

hero’S edge
Hero’s Edge
Hero’s Edge is a very powerful party buff. It provides one Hero with extra dice. Range: Tile

However, this Ongoing spell’s target can be reselected by the Apprentice each
Yes

Hero Cycle.
Simply pass the Hero’s Edge token to the newly buffed Hero. When this spell is Yes

cleared the buff goes away immediately. Ongoing


Enhances 1 Hero for 1 Hero Cycle.
Yes Can be transferred to another Hero

Focus liFe SieVe in the next Hero Cycle. Grants


+1
a b
to attack Actions, +1 .

A damage-over-time, Life Sieve causes one damage when the spell is cast (see No

Card Synergy), and one damage in the Refresh Phase at the end of the Hero
The Apprentice uses Focus items to power his
Cycle Life Sieve was used.
spells. Focus provide extra Hit Dice and often a Apprentice Deck FINAL 090513.indd 4 9/6/13 11:11 AM

bonus power. Focus items have the Focus icon in the lower-left
portion of the item picture.

Ongoing Cards Arcane Cards


Ongoing abilities are placed into the Apprentice’s Action Spaces and stay in place over Any card labeled Arcane does non-elemental, magic damage.
multiple Hero Cycles. Ongoing abilities enhance the Apprentice with protection and The importance of the label is in the Apprentice’s specialty gear
attack buffs. They power his abilities and limit his capacity to mitigate Threat at the and his own buffs, particularly Reservoir Of The Ancients, which
same time. Ongoing spells stay in play until removed by the Apprentice or consumed by provide large bonuses to Arcane attacks.
other spells.

The Apprentice’s ability to deal multiple-target damage is rivaled by none. Many of the Elemental Cards
Apprentice’s most damaging AoE spells are extended to other targets by consuming
There are no cards with the “Elemental” moniker. Elemental
Ongoing effects. When an Ongoing spell is consumed to power another ability, the
refers to those spells labeled as one of the four elements: Earth,
Ongoing card does not benefit the Apprentice afterward but does provide the Apprentice
Air, Fire, and Water. These become more important as the
with bonuses for that attack. Ongoing cards in Action Spaces are not removed until the
Apprentice moves from Novice to Journeyman.
Hero Deck Phase and do not count as “open spaces” when calculating Threat reduction.

Conversely, players can remove any Ongoing effect during the Hero Deck Phase to
reduce Threat.

Card Synergy
reSerVoir oF the anCientS + ChaotiC oVerFlow + ongoing leeCh + liFe SieVe + Shield oF the anCientS
This combination of cards gives the Apprentice his largest dice pool to attack with, These three cards can save the Apprentice’s life if he has been targeted by a heavy
and the flexibility to decide how damage is dealt. Against a large number of different hitter. The combination of life-stealing and damage mitigation means the Apprentice
Monster-types, or a formidable Boss-type that requires multiple successes to do can all but ignore two points of damage a Darkness Cycle because he is stealing one
damage, the combination of Reservoir and Chaotic Overflow shines. damage back and ignoring the other.

25
Hero Class

Archer
Fate Symbol Vitality Courage diCe Pool Starting gear adVanCed hero CardS

Stick & Twine, Arrow Bag, Wayfarer’s Ruse, Orion’s Tears,


5 6 +1
a, +1 b Adventurer’s Gear Scavenge, Pincushion, Pacify

ar afield they emerge. For fury they have come, still Effortless, the Archer tumbles toward the foolhardy forerunner, reckless
distant, but following fast drawn to this Archer. and rash going before the host, an easy target. The first to fall, a blur of cedar and
Forever it seems she has killed the Sycline, a bane to white fletching flies true, through throat, shot from bended knee.
their kind.
The next three arrows, ash and raven feather, are drawn and driven before the Archer
She strolls forward, against the current, a raging river has risen to stand. The tears of Orion fall into the irises of fools who dare draw the
of revenge. Cocksure she clutches her bow, a hidden smile beneath her ire and indignation of an Archer who has become one with the arrow.
cowl, for on this day she knows, the loss of life will be great and the
Two score times, over and again, arrows fly from quiver or are retrieved while
Sycline fewer.
walking, the same movement burned into muscle, memorized until only the
Fell-creatures cry aloud, roar, and run, trying to rip through the motion remains.
Archer’s quiet calm, her confidence a terrible taunt to those who feed
The many give way to a fleeing few, save one captain who continues to charge with
upon fear.
confidence, closing quickly. The Archer stops, brazen and bold, flings back her hood.
Slow and measured, she reaches back to pluck forth an arrow of yellow Slowly, she draws forth a solitary shaft saved for one such as this: hollowed bone
pine used for a specific purpose. She knows its measure, stiff shaft, and with clean bright-brown fletching. With drawn breath, it is set against string, her
colorful fletching. Light in hand, it rests on the bowstring less than an blackwood bow fully bent. She doesn’t even realize the arrow is gone until it is buried
instant before it is sent flying, the arch of this arrow a secret to all but deep into the fiend’s heart. Stopped and staggered, the massive monster slumps,
one. The Sycline flinch, take pause, and track the flight, distracted by clutching his chest. It takes but a moment for the blood to begin to flow through the
the failed attempt. Late is the moment they realize its true function. shaft. Death quickly takes the one not long for life.

Then he drew his trusty yew, holding it drawn but a moment, then loosed the string.
Straight flew the Arrow...
- Pyle, The Merry Adventures of Robin Hood

Playing the Archer arrowS


The Archer is a highly flexible Hero. The Ammo resource mechanic allows the Archer
For the Archer, arrows in her quiver represent the ability to
to always have the ability to attack in any given round. Depleting all the Ammo at her
perform Actions. They are a direct resource that is both easy
disposal without having an Arrow card in an Action Space or a Retrieve card handy is
in concept and execution. Players play Ammo cards into
a mistake.
Action Spaces on the Hero Board which, in turn, are placed in
This is especially easy to do with Orion’s Tears. This extremely powerful ability can do the quiver in the Hero Deck Phase. This is a limitation in the
as much damage as a player has arrows, which makes this the only ability among the first couple of Hero Cycles and a boon later in the adventure.
Heroes that scales with relative ease.
The Archer is the only Hero in the game that has direct
Any Ammo cards that are drawn should be placed onto Action Spaces, unless the control over the amount of damage done in relation to Threat.
Archer has reached maximum capacity on her quiver. Without Ammo, the Archer is Her flexibility is a fundamental strength and allows her to
very weak. To send an Ammo card from hand to discard is a travesty. remain active at some level even with mid to high Threat.

Do not underestimate the power of Fool’s Errand. This is an extremely valuable card in In some cases, the Archer doesn’t need to wait for a Refresh
terms of preventing Darkness activation and drawing a massive amount of enemies Phase to cycle an Ammo card into her quiver. With Wayfarer’s
away from the Heroes. This ability buys the party time and creates a situation where Ruse for instance, she can use an Arrow primed in an Action
the Heroes can generate a lot of Action Points at less of a cost. Space to attack. In addition, Ammo can be rescued from the
discard pile and placed directly into the quiver through the
LinE-OF-SigHT
The Archer doesn’t follow the standard line-of-sight rules.
use of Retrieve.
She can fire over Monsters, but must obey all other LOS rules.

26
Every arrow is sent with purpose and skill;
every shaft carries with it a piece of me.

Tricky Cards Orion’s Tears


1 damage, Range: Weapon

orion’S tearS +2 b

The most powerful AoE in the Archer deck, Orion’s Tears is a very powerful attack +1 b
ability. It is limited only by the size of the Archer’s quiver and her Threat. She can Requires - Ammo

attack a new enemy in range, regardless of location, for every Ammo card already Yes
Fires a volley of attacks at targets
in weapon range. 1 attack per
Ammo card.

loaded into her quiver.


No
Other Heroes need enemies to line up just right to reach maximum effectiveness
with an area-of-effect attack, not the Archer.

Fool’S errand
Archer Deck FINAL 090413.indd 14 9/4/2013 9:51:55 PM

It is easy for the Archer to overlook Fool’s Errand, but she does so at the detriment of the group. If no Hero is
carrying a lot of Threat, this ability draws ALL enemies (Minions to Bosses) to the selected location.
In addition, this ability lowers the Darkness Meter by two. The Archer’s Fool’s Errand when used with the
Acolyte’s Feet of the Saints is a tile clearer.

giFt oF the underworld


Gift of the Underworld is a high value card. This DoT lasts until the target is dead, Gift of the Underworld
1 damage, Range: Weapon

but only uses one Ammo. It causes one damage when the Arrow is used, and one
damage in the Refresh Phase at the end of the Hero Cycle Gift of the Underworld +2 HC

was used.
+1 HC
When used in conjunction with Vision Of The Mark, only the initial damage is
increased. Requires - Ammo
1 attack on 1 target. Does 1 damage
Yes and causes bleeding DoT.
Bleeding DoT: 1 damage for 1 Hero
Cycle.

SCaVenge No

Scavenge is one of the Archer’s advanced Hero cards. It is similar to Retrieve. It


allows the Archer to pull out two Ammo cards instead of just one, but only if the two
Ammo cards are next to each other in the discard pile. Archer Deck FINAL 090413.indd 20 9/4/2013 9:51:59 PM

Ammo Ideally, Scavenge is played after Orion’s Tears.

Ammo is a general term. In the case of the Novice Archer, it


represents arrows. Ammo, placed into Action Spaces, ends up in
a quiver and then can be used to fuel attack abilities. Ammo is a nature
limited resource the Archer must manage in order to stay active Pacify is the Archer’s only Nature card. It is a fantastic ability. While Nature isn’t used
and relevant. However, with Retrieve, the Archer has the ability to much now, when Archers upgrade to Journeyman Heroes, the Nature label becomes
absolutely control her Ammo. much more important.

Card Synergy
ViSion oF the mark + any CirCumVent + PinCuShion
Circumvent Pincushion
If the Archer uses Vision of the Mark before any attack that uses Ammo, Alternately, the Archer can specialize
she increases her damage and receives extra dice. It costs no AP, so there in using Interrupts during the Darkness
Yes Yes
is no reason this assist ability shouldn’t be used every time it enters the Cycle. The synergy of Circumvent and
player’s hand. Pincushion allows the Archer to travel
No No

When used with Orion’s Tears, Vision of the Mark increases the damage distance during a Darkness Cycle and
(Optional - Ammo): Strike target (Optional - Circumvent): If the Archer

of each Arrow by one. It is uniquely satisfying for the Archer to put two use a Minion as a meat-shield. No
before attack then disengage
2 squares. Not considered a Move. No
is adjacent to a Minion, can use the
Minion to absorb 1 Darkness Cycle’s
Attack misses. worth of ranged attacks. If hit,

damage on multiple Captains. Minion dies.

Fool’S errand + PaCiFy No No

tumble + ViSion oF the mark + kharon’S Payment Finally, this combination can buy the
This particular combination happens rarely, but it is the most powerful Heroes that extra bit of time they need
to win. When used together, Fool’s
Archer Deck FINAL 090413.indd 16 9/4/2013
Archer Deck
9:51:58
FINAL
PM 090413.indd 29 9/4/2013 9:52:05 PM

attack string in the base game. If the Archer uses Tumble with an Ammo
and ends adjacent to the target, then follows up with Vision of the Mark Errand and Pacify reduce the Darkness
and Kharon’s Payment, for three AP and two arrows she can inflict a Meter by three.
whopping six damage to a single target.

27
Hero Class

Brigand
Fate Symbol Vitality Courage diCe Pool Starting gear adVanCed hero CardS

Sharpened Butter Knife, Suicide Run, Like a Reed in the Wind,


6 6 +1
a, +1 b Dirty Blanket, Adventurer’s Gear Shadow’s Friend, Lost in a Crowd, Shadowstep

n shadows he glides slowly past the Tailless, those kin who are unable to The great, lumbering rat, staggering under its own weight,
escape their king with tail intact. Slaves, shackled to a deeper Darkness. shuffles past. The stench of fetid disease overwhelms.
Moving around the edge, in the gloaming between the dusk and dancing Clumps of fur fall from his massive frame as he limps along.
firelight, the Brigand begins.
It only takes a moment. From the safety of the shadows, the
The first two are dead in less than a breath—bait. Hope was not with them Brigand leaps, ambushing the colossal Rath from behind.
this night, for a harbinger has come, a reaper walking. Blades sink into flesh, embedded into the base of the neck,
slicing through arteries and muscle, flesh and fur.
Slipping behind a third, the Brigand sits, still as stone, watching and waiting for a witness to
spot his handiwork and bring his true target. Patient, primed for his prey, he squats silent and The Brigand scurries up the felled foe, leaping further into
unmoving until finally the moment has arrived. the fight as the Rath falls forward. A tucking roll allows him
to carry his momentum into the stunned pack of Tailless
Pulling strings, making puppets dance to a tune of his timing and design. The bodies are
loitering just out of range. Hustling, the Brigand moves
discovered. Words whispered. Tailless rise, sensing something amiss.
through the motionless minions. Like wind through reeds
There is a difference between shadow and Darkness. One can be in shadow and not have it dwell he passes, a shadow of death slaying all he touches.
inside, turning everything within to despair until finally, the Darkness is released and reflected not
As quickly as it begins, it ends. Unguarded and unworried,
only in the soul but on the surface. So it is with Rath… The call of death brings him up from the
and not looking back, the Brigand walks away.
depths of the warren. He can sense new death. He is drawn to it.

...you have but a brief time left to live, and the shadows of Death and remorseless Fate are
already close upon you.
- Homer, The Iliad, Book XXIV

Playing the Brigand Shadow ComboS


The Brigand requires precise timing. He must pick his targets
For the Brigand to achieve maximum potential, it is imperative for the player to
wisely. One misstep and the Brigand is surrounded, out of shadows,
understand how to utilize Shadows with the Brigand’s other “optional” cards.
and alone. Conversely, when the Brigand is patient, everything falls
into place. If an ability is able to link from Shadows, then the Brigand can play additional
cards to add bonuses into other abilities.
While proficient at doing moderate damage to multiple enemies,
the Brigand is able to decimate large single targets with ease. His The optimal second card after Shadows is Shadow’s Reach. These two cards
standard Shadows + Shadow’s Reach + Shadow’s Touch combo is work in conjunction to provide the Brigand with flexibility of movement and
devastating and relatively easy to pull off. truly lethal damage.

Players should not sleep on using two Shadow’s Reach abilities Don’t overlook passing Shadow combo bonuses on to another Hero with
back to back. They can be combined, allowing the Brigand to Unseen Ally. This can be an extremely potent way to help the party while
appear next to a Lair or Captain, do damage, and pop back out to keeping the Brigand’s Threat low.
safety in the same Hero Cycle.
Shadows
Though more difficult to time correctly, the Brigand’s Suicide Run
Being in Shadows, gained from playing Ongoing Shadows abilities, simply
action with Hustle is more flexible than the Soldier’s
means the Brigand is less noticeable and thus able to perform special abilities
Riding the Edge.
restricted to Shadows.
Finally, his prowess in performing non-combat actions, including
In addition, while the Brigand is in Shadows it is harder for the Darkness to
curing poison and disarming traps is invaluable to the party and, if
target him.
managed correctly, can turn lethal.

28
If one could join with the blade and fold into shadow,
then even Death would fear the dark.

Tricky Cards Suicide Run


1 damage, Range: 1

SuiCide run +1
+1
a,
b

Probably the most difficult ability for the Brigand to achieve


maximum impact with, Suicide Run can be shockingly lethal if Yes

everything aligns. Shadows and Reach can make the move too (Optional - Shadows/Shadow’s
Reach): Attacks all targets moved
through. Moves 2 squares. Hustle
difficult to pull off. However, these abilities are Optional. Suicide
Yes
cards may be played, adding +2MP.

Run with a healthy dose of Hustle does just fine on its own. Yes

Suicide Run and three Hustle cards puts the Darkness down eight
Minions and it can be used orthogonally and diagonally.
Brigand Deck FINAL 090513.indd 11 9/6/13 11:10 AM

dark reaVer
Dark Reaver can be used offensively for certain, but its prowess as a non-Interrupt defensive
attack is often overlooked. Minions hit by this ability are basically neutralized, down -1
to hit.
a
unSeen ally
Unseen Ally
The unsung hero among the Brigand deck is Unseen Ally, but only
Range: Tile

if the Brigand communicates with his party. This ability, if inserted Yes

into the Brigand’s standard combinations, allows him to pass


his bonuses to another Hero for their next attack. And it costs Yes

nothing, nor does it derail what the Brigand is doing.


Requires - Shadows
(Optional - Shadow’s Reach):

Even if it is only used to pass the Shadows +2 to a Hero


while the Brigand stays safely in Shadows, it is worth it.
b Yes Provides 1 other Hero with +1
b
a
+1 , and +1 damage for 1 attack
Action. Brigand stays in Shadows.
,

Yes

Brigand Deck FINAL 090513.indd 19 9/6/13 11:10 AM

i didn’t See you there Optional and Required


The Brigand is all about options. Most of his cards have an option of being performed from Shadows.
The Darkness can’t target the Brigand for
These cards are foundational cards for the Brigand’s attack strings.
an attack unless they start out adjacent to
him when they activate. The target number If a card is noted as being Optional, it means that the present card may be played after the Optional card
to Notice the Brigand is based off the type of if the Brigand chooses. Sometimes, if the Optional criteria is met, the ability has an added benefit.
Shadows card he has in play.
If an ability has a Required obligation, it means the criteria must be met for the ability to be played.

Card Synergy
ShadowS + Shadow’S reaCh +
Shadow’S reaCh +
Shadowslip
Combo: +2 b
Shadow’s Reach
2 damage, Range: 1
Shadow’s Touch
3 damage, Range: 1 SuiCide run + huStle
Shadow’S touCh Yes -2TN -2TN
As opposed to moving through and into the
enemy ranks, using this attack string actually
As stated previously, this is the
takes the Brigand into danger and let’s him run
Brigand’s go to combination. It has Yes -1TN -1TN

out. Being able to Reach behind enemy ranks


the potential to happen multiple Shadows (Optional - Shadows): Appears next Requires - Shadows
Ongoing to target within 3 squares. 1 attack (Optional - Shadow’s Reach):
and use Suicide Run to get back to safety casts
times in one shuffle of the deck and Yes Can only be noticed and attacked
by adjacent enemies. TN5 to notice.
Yes on 1 target. Not considered a Move. No 1 massive attack on 1 target.

Successful attacks break Shadows.


an ironic shadow on the ability’s name.
inflicts amazing damage.
Cunning + unraVel
Yes Yes No

If the party must have a trap disarmed or a


Brigand Deck FINAL 090513.indd 3 Brigand
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11:10FINAL
AM 090513.indd 4 Brigand
9/6/13Deck
11:10
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AM 090513.indd 6 9/6/13 11:10 AM quest object secured, the Brigand is by far the
i gOT THiS best choice of all the Heroes. In addition, with
The Brigand using the above combination can kill a Lair in one string, often without rolling. the right gear, the Cunning plus Unravel combo
Lairs have five Vitality and a defensive target number of three. This combination also lowers the TN to hit by one or two. can actually do damage to Lairs using non-
For three AP, the Brigand does five damage: two for the Reach, and three for the Touch. combat action dice.

29
Hero Class

Soldier
Fate Symbol Vitality Courage diCe Pool Starting gear adVanCed hero CardS

Fireplace Poker, Battle Joy, Follow Through, Everyone Behind Me,


7 6 +1
a, +1 b Pot Lid, Adventurer’s Gear You Can Have This, There Can Be Only One

he blow rattles off the banded iron of his buckler. Taking the energy from the strike, the Like a flash of lightning and with the force of
Soldier spins to his right, swinging his longsword low, hacking off the Grubber’s leg below thunder, the Soldier charges into the mass of
the knee. Continuing his momentum, the Soldier angles the sword in an upward arc, minions, splintering their morale. Those that aren’t
burying it deep into the flank of the Mucker. The ground below the Soldier’s feet begins felled by the shining Soldier’s sword, bright as the
to soften from the bodies and blood saturation. Raising his boot to the Mucker’s belly, he day, are trampled by the terror-struck horde in
pulls his weapon loose, then turns to face his next foe. full flight. They flee from a war-possessed fighter
wielding fury and judgment.
No solitary figure splits the dawn, but a seemingly endless stream of Grubbers shuffle from their lair with
sinister intent. He can see second-thoughts pass over their faces as he slowly begins to advance, banging Cleaving a wide swath through the frightened foe,
sword on shield. The Soldier can feel his ire rise from within, a rage so powerful surely it will consume the Soldier’s rage surges uncontrollably. He finds
him with bloodlust. He cracks a small smile as the Grubbers trip over themselves backing away from his himself overcome, lost in the slaughter, helpless in
terrible visage. the wrath, bellowing battle roars.

This Soldier is something more. They should not have come. I have become Death and the Darkness will flee
from me!

Let whoever can, win glory before death.

- Beowulf, lines 1387-1388


Playing the Soldier
A stalwart Hero, the Soldier’s primary method of engaging the forces of Darkness is through his use of weapons. There are very few weapons that the Soldier
can’t utilize to their fullest capacity. He has a good mix of area-of-effect and direct-damage attacks. He has little time for ranged attacks and should be at the
forefront of any assault where his strengths feed into each other.

He has two very clear tracks for players to explore.

The Soldier is a prolific offensive threat. He is able to use his attacks and Rage mechanic to kill many Minions and out-muscle even the mightiest Monsters.
However, when used in this way, the Soldier must be aware of his Threat. It can quickly get out of hand and inexperienced groups will find themselves
overwhelmed quickly.

The Soldier is also an amazing defensive target. Sometimes referred to as a “tank” or “meat-shield,” the defensive-minded Soldier builds Threat to draw
attacks to himself, leaving his allies with opportunities to kill in relative safety. Being better equipped to deal with mass enemy attacks, the Soldier makes any
engagement with the enemy easier to manage.

interrupt rage
The Soldier is the undisputed
The Soldier’s unique deck mechanic is manipulated through playing Rage cards. There are no cards that are
king of acting in a Darkness
specifically titled Rage. However, EVERY card in the Soldier’s deck can be a Rage card.
Cycle. He has more Interrupts
that can be used in combination Any defensive ability or offensive attack that draws extra cards played as Rage refers to cards played from the
than any other Hero. He can Soldier’s draw deck face-down into Action Spaces. The Soldier is not allowed to look at, or know, what cards are
both protect the party he is with being played as Rage. This is a built-in cost of playing Rage cards; the Soldier will have fewer options.
and damage the Darkness with
The Soldier can never play more Rage cards than he has Action Spaces. Cards played as Rage cannot be played
great skill.
over; they are considered to have used the Action Space.

30
Death is a stranger we all must meet;
he shall find me armed and ready.

Tricky Cards Riding The Edge


1 damage, Range: 1

rriding the edge No

This is a very straight-forward attack, no pun intended. Basically,


the Soldier is charging in a straight line through the enemy. He
No

can extend the range of this attack, and thus the distance he Move
Shield
R

No This Soldier attacks targets


travels, by using cards as Rage. passed over in a 3 square
straight line. Rage adds +1
square. Cannot Move afterward.

On the other hand, there are a few important things to remember. +1 a

First, Riding the Edge is an AoE. If there are multiple Monster-


types in the area-of-effect, he needs multiple dice successes. He
can still apply them to do the most damage. Soldier Deck FINAL 090413.indd 7 9/4/2013 9:50:23 PM

Second, there are some enemies that cannot be moved through. In these cases, the Soldier
cannot attack this enemy with Riding the Edge, nor can he travel through this enemy to attack
other Monsters.

tthe eaSy way


The Easy Way seems imminently dismissible. It seems like The Easy Way
the Soldier’s version of a non-combat action card, which it is.
However, the other thing this card does is let the Soldier search Yes

his draw pile and add one card to his hand. This is extremely
useful and should not be overlooked. Yes

Allows this Soldier to search


his draw pile and add 1 card to
Yes his hand. Adds +2
a when
attempting non-combat actions.

Yes

Soldier Deck FINAL 090413.indd 13 9/4/2013 9:50:26 PM

Threat Battle
The Soldier, blinded by Rage, places cards face down in Action Spaces to make face up abilities better, Abilities with the Battle moniker are
and to maintain high Threat. Rage is used to fill the Action Spaces even when there is no Soldier ability to conditions applied to the Soldier that provide
power. He can, at any time during the Hero Cycle, add Rage cards to his Action Spaces to keep his Threat him or the party with benefits. They are
up. Maintaining a high Threat is important for Soldiers who want to go with a defensive build. always helpful and should rarely be sent to
the discard without being played.
Adding Rage never costs AP.

Card Synergy
i’ll take that + imPenetrable + battle rage + eVeryone behind me
you Can haVe thiS I’ll Take That You Can Have This
1 damage, Range: Weapon/Shield Impenetrable with Battle Rage stands as the best way for the Soldier to survive when he is
This is a nice, easy Interrupt surrounded and outnumbered. When the advanced Hero card Everyone Behind Me is used as
combination that allows the
Yes Yes
well, those adjacent to the Soldier gain his shield bonuses and become Impenetrable, too.
Soldier to parry and counter- blade danCe + battle rage
No No

attack for one AP, but it is only


available if the player adds
1 incoming attack is parried. Shield
Requires - I’ll Take That
Battle Rage is a powerful card. It turns all cards into a Rage. When Blade Dance is used
You Can Have This from the
No No 1 attack on parried target.
with Battle Rage and full Action Spaces, the Soldier can counter-attack four targets as an
advanced Hero cards. Interrupt. And all that for one AP. The value is extraordinary.
No No

Soldier Deck FINAL 090413.indd 21 Soldier


9/4/2013
Deck
9:50:29
FINAL PM
090413.indd 29 9/4/2013 9:50:38 PM
31
Chapter 7

The Darkness It comes first and follows after, / Ends life, kills laughter. - Tolkien, The Hobbit

Pure evil. A force, controlling both man and beast, turning all into Monsters bereft of soul. That is what the Darkness is.
That is what the Heroes fight against.

The Darkness has four major components: the Darkness Board, the Darkness Deck, Monster cards, and Monster miniatures.

the Darkness boarD

1 Draw Discard

THE DARKNESS

4 AP 1 2 3 4 5 6

TRAP TABLES and CLARIFICATION TURN SUMMARY TREASURE


4x6 6x6 The Darkness Cycle
Damage
1 Event
= Crushing Wall = Falling Ceiling = Hurn’s Pitfall = Dragon’s Breath

5 7
2 Threat Penalty
= Rolling Boulder = Avatar of Winter = Poison Darts = Chain Lightning 3 Activation
4 Spawn
= Floor Spikes = Darkness Falls = Whirlwind of Steel = Consuming Darkness

Damage The Refresh Phase


Serendipity
1 Darkness Meter

1
• Draw 2 Treasure Tokens
2
• Add +2
a to Hit 3
• Heroic Events
4
• Ignore Darkness Event a Darkness Cycle
• Add +2
b • Extend Quest Timer • Call to Arms • Resurrect Hero 2
3
Allies Activate
Quest Results

Damage
• Add +2
a to
non-combat Actions
• Manipulate Darkness
Deck
4 Status Effects
5 Trap Results
• Talek Three Dunes
6 Cleanup

Darkness Board 4.indd 1 9/11/13 2:07 PM

6 2 3 8
1. Darkness Deck 5. Damage tracker
The Darkness draw pile is where the Darkness Deck is placed. These cards The damage tracker has 15 spaces to keep track of Lair
are drawn when there are active enemies and the Darkness AP reaches or and Boss-type Vitality.
exceeds six.
6. trap tables
2. serenDipity table These two tables each have six unique traps that are generated based off of
The Serendipity table is a quick reference to show how Realm Tile size.
Serendipity can be spent.
7. Darkness turn summary
3. refresh turn summary The Darkness turn summary is used as a quick reference
This summary is used as a quick reference for the Refresh Phase. for the Darkness Cycle.

4. Darkness meter 8. treasure tracker


The Darkness Meter ranges from one to six. It is used to track the AP The treasure tracker is used to keep track of Realm Tile treasure limits. Every
generated by the Heroes and by activated enemies in the Refresh Phase. If time a treasure appears from defeating enemies, take a treasure from the
the Darkness AP ever reaches or surpasses six, the Darkness activates. treasure tracker and place it in the location of the popped treasure. Each
Realm Tile has its own treasure limit.

32
Darkness Play
No single person controls the Darkness. Rather, the Darkness controls itself
1. Check Threat Range.
If no enemies are in Threat Range, then the Darkness Cycle ends.
If an enemy is in Threat Range, then draw a Darkness card.
through a series of priorities, rules, events, and triggered episodes. Players draw 2. Resolve Event.
and read Darkness Deck cards, determine Darkness targets based off of priority, 3. Check Threat Penalty.
move the Darkness miniatures, and roll the dice to determine Darkness hits. If any Hero is at Threat 10, then resolve the Threat Penalty.
4. Activate Enemies.
5. Spawn Monsters.

mistakes
Don’t worry about making mistakes when it comes to enemy movement. Try to get it correct. If a mistake is discovered in a later step, don’t backtrack. It
is highly unlikely that this one mistake changes the outcome of an entire Act.

Try to limit mistakes, but do not be encumbered by them.

Check Threat Range


Threat Range represents the range, in squares, where a particular enemy becomes aggressive. This number is used in conjunction with a Hero’s Threat. To
determine if an enemy is active, Heroes need to add the Threat Range of the enemy to the Threat of a Hero. If the cumulative Threat is equal to or greater
than the number of squares between the Hero and the monster,
then the enemy is considered to be active. On tiles with multiple Number of squares between the
Lairs of the same Monster-type, when one becomes active, they all Monster and Hero
become active.

troublemaker
When measuring to determine if a Monster is active, it isn’t always the
closest Hero that causes the problem. Certainly, first checking closer
Heroes is wise, but it is often the Hero carrying a large amount of
Threat that is the troublemaker.

Threat Range is most important on Realm Tiles when there are different
Monster-types. Drawing a Darkness Deck card because the Heroes have
activated one Monster-type doesn’t mean the other acts. If the Threat
Range didn’t activate them during step one, they remain inactive that
entire Darkness Cycle. If during the course of Darkness combat, through
Interrupt cards, the Heroes move or gain enough Threat to enter the
The Brigand uses a Hustle card
Threat Range of the inactive Monster-type, they remain docile. They can to join his group in a 12 x 12
only become active during the first step of the Darkness Cycle. tile with a Crawler Lair and
6 Crawlers. The AP from the
In fact, if there are no active enemies, then a Darkness card isn’t even Hustle card brings the Darkness
Meter to 6. Before a Darkness
drawn. This is also true for Realm Tiles that have been cleared. Once a card is drawn, the players
Monster-type on a tile becomes active it stays active. need to see if the Crawlers
are activated. No Heroes have
Threat and the Crawlers Threat
Ranges is 3. The Heroes are all
active vs. inactive 6 squares away, therefore the
Crawlers remain inactive and a
Darkness card isn’t drawn. The
Monsters that feel threatened by the Heroes become aggressive. These
Darkness Meter resets and the
Monsters are categorized as “active.” Monsters that are not in Threat Hero Cycle continues.
Range of a Hero when the Darkness activates are considered “inactive.” If any of the Heroes had even 3
Threat, the Crawlers would have
Just because the Darkness Meter hits six and the Darkness activates been activated and a Darkness
card drawn.
does not mean a Darkness Deck card is drawn nor does it mean that
the enemies on the Realm Tile move and attack the Heroes. Darkness
Deck cards are NOT drawn if there are no active enemies.

Unlike the Hero Cycle, all steps in a Darkness Cycle happen in the
presented order on the Darkness Deck card.

33
The Terror with 1000 Legs
The condition here is the
Event
Darkness Deck number of Minions on the
Realm Tile. If there are fewer
If there are less than 4 Minions,
Spawn 4 Minions immediately.

All Darkness cards are resolved in order from top to bottom. than 4 Minions, presumably Threat Penalty
because the Heroes are winning, then another 4 Spawn
A Mini-Boss appearsimmediately
at the tile edge from
closest to the Hero with the highest Threat.
each Lair currently producing enemies.
Activation
THE DARKNESS Minions
immeDiately Captain
Mini-boss
1 The Terror with 1000 Legs Boss
Anytime the word “immediately” is used on a card (it appears in the
Darkness Deck and the Quests) it means that whatever event or effect
Event 2 Focused Spawn
happened is resolved before anything else.
If there are more than 6 Minions, Spawn a Captain. After Normal Spawn,
increase the Darkness by +2AP.
In terms of the Darkness Deck, it often refers to additional Monsters
3 Threat Penalty that appear. They are placed without delay and, as a result, would be
All Lairs have x2 Spawn for the rest of the Act. activated in step three.
The Darkness Arachnid Deck R3.indd 7 9/4/13 3:46 PM
Activation 4
Minions
Captain Check Threat Penalty
Mini-boss
Threat Penalty is a punishment. If a Hero has been so overly aggressive
Boss
to garner a Threat level of 10, then the Darkness bites back harshly. It
5 Normal Spawn cannot be stressed enough that these penalties should be avoided at all
See Minion card.
cost. Myth is challenging enough without triggering the Threat Penalty.

Most of the time, a Threat Penalty occurs when a single Hero is sitting at
Threat 10 during a Darkness Cycle. There are some Events that change
1. boss name the Threat needed to cause a Threat Penalty, so Heroes should be mindful
This indicates what Boss the Darkness cards are associated with in cases of this potential and actively control their Threat.
The Darkness ArachnidBoss
where multiple Deck Darkness
R3.indd 1 decks
are mixed. 9/4/13 3:46 PM

2. event managing threat


Below the Boss’s name is the Darkness event. Darkness cards have a
Though a Hero’s Actions are handled in the Hero Cycle, it bears
special event that happens if the criteria are met.
repeating that it is up to the Heroes to manage their Threat. A little
3. threat penalty inactivity is a small price to pay for victory. In fact, it is built into the
Myth system. The Threat system rewards balanced team play. Every
Any Hero who has Threat 10 at the beginning of the Threat Penalty step
Hero contributes; every Hero, on occasion, must pull back.
triggers this penalty for all the players.

4. activation
Threat Penalties occur as often as a Darkness Deck card is drawn if the
The order of Activation follows specific steps. Each classification of enemy Heroes can’t control their Threat. In fact, Threat Penalties often snowball.
is resolved before moving to the next. In the process of battling one, the players are unable to mitigate Threat,
5. spawn activating another.

Activate Enemies
This area determines how many enemies spawn and any effects that may
be associated with them.

The bulk of the Darkness Cycle is the activation of the Darkness miniatures.

Resolve Event During Activation, the Darkness picks targets, moves, and attacks.

Combat functions the same for every enemy. They may do different
Events are specific occurrences that if the conditions are met, then a bad
things, but how they get to an attack is the same.
thing happens. These if/then statements set up unpredictable situations
1. Order 3. Attacking
that force the Heroes to react to a changing environment.
2. Priority and Movement 4. Damage and Death

If = condition needing to be met Each step is resolved for all Monsters in order of Activation before moving
Then = penalty that happens if condition is met on to the next step. So, for instance, all Monsters move before they attack.
The Terror with 1000 Legs 1. Order
In this event, the condition is
Event The order of Activation is listed on the Darkness Deck cards. It remains the
If all the Heroes are within 5 squares,
the closeness of the Heroes,
same throughout the same Darkness Deck. This order remains important as
Minions attack twice. in this case 5 squares. If the
it reoccurs in steps three and four. As new Darkness Decks are introduced,
Threat Penalty condition is met, then and only
players should familiarize themselves with the order of Activation.
Double all Hero AP when adding points to the then does the penalty occur.
Darkness Meter for the rest of the Act.

Activation
34 Minions
Captain
Mini-boss
monster carDs
1. monster name 6. courage 7. attack
This is the name of the enemy. The Courage stat is used when determining whether or not In this section, Heroes can see the range of
this enemy can overcome fear effects and act. an enemy’s attack, how many dice it rolls,
2. classification its target number to hit Heroes, how much
This provides information on the monster’s damage it does, and any special effects
classification, type, and relative strength. from attacks.
3 5 3 5
3. Defense 8. priority
In the upper left corner of the enemy art 2 Just to the right of the attack section is the
is the shield icon which represents its 1 priority for this enemy. Enemies always try
defense. This is the target number that Grubbers to move to and attack Heroes based on
Heroes need to roll to hit this enemy. 4 1 Type: Tribal 7 6
Intellect, Armored, Minion this list.
4. vitality 9. threat range
The number in the blood drop is the
7 Attack 1 1 7 Priority 8
Threat
Threat Range is located inside the Priority
Crude Weapons: 1 attack on 1 target.
enemy’s Vitality. The Vitality represents how area at the bottom. This stat represents
Range: 1(M), 1 damage per hit Proximity
much damage needs to be done before the how close the Heroes can get before the
Special Rage
enemy is killed. enemy starts generating AP and becomes
Strength in Numbers: All Grubbers gain -2

5. movement TN to Courage tests when there are


4 9 active.
4+ Grubbers on a Realm Tile.
In the upper right side of the enemy art is 10. spawns & buff
the Movement Icon. This number is how The bottom area of the Monster card is
many squares the enemy can move.
Spawns 10 reserved for Spawns if it is a Minion or
Normal: 3 Grubbers Buffs if it is a Captain.
Heavy: 2 Grubbers, 1 Mucker

Monster Cards REV2.indd 2 8/27/13 3:41 PM

Monster Classification:
mixing Darkness Decks • Instinct - These Monsters move early in the Darkness Cycle. They stop at the
Understanding that players will always want to push the boundaries, first available square when they reach a target. They do not make room for
allies in later cycles. Any extra Monsters attempting to reach a target must
if multiple Darkness Decks are mixed to create a single larger deck go around the stopped enemy.
of Darkness, then paying attention to the order of Activation becomes
• Intellect - A little more cautious, these Monsters filter past any target to
much more important. make room for their allies. Moreover, in a later Darkness Cycle, they arrange
themselves around the target to provide space for any latecomers.

Monster Classification • Undead - Undead Monsters function exactly like those in the instinct
Monster classification comes into play when dealing with the order and category. The undead categorization means they do not necessarily stay dead
when killed.
method of movement, order of attacking, and order of spawn. Simply
put, intelligent Monsters make room for miniatures of the same Monster-
type. Instinctual Monsters stop when they reach the target, forcing any unDeaD
followers to spill around them.
Some Monster classifications do not necessarily reflect an approach,
but an aspect.
the Deep enD Monsters in the Undead classification function like Instinct enemies.
Realm Tiles with multiple Monster-types bring a new wrinkle to However, they also have a chance, through Fate dice, to resurrect if
Activation. Monsters will activate—that is to say move, attack, and killed...er...again.
spawn—in the following order based off of the
Monster-type’s classification.
2. Priority and Movement
Instinct > Intellect > Undead Movement begins and ends with Priority. Understanding a Monster’s
If there are multiple Monster-types with the same classification, then Priority becomes increasingly important in movement and attacking. The
refer to the Monsters’ Threat Range. The Monster with the higher more Monster-types, the more important it is to understand what makes
Threat Range activates first. a particular type tick.

35
Monster Priority refers to the order in which an enemy searches for and Move Range
pursues a target. It is used to determine initial movement, target selection,
Movement represents the distance, in squares, that a particular enemy can
and is used to make decisions during occasions where there are multiple
move. All Darkness miniatures move one square per Movement Point.
targets in the same situation.
Even the Boss-type enemies with oversized bases only move the equivalent
Each Monster Priority is broken down into a list where the top-most of one square. They do not move their entire base length.
definer takes precedence. When the occasions arise where the first priority
Monsters can move orthogonally and diagonally to open spaces. Like
doesn’t determine the target, then players proceed to the next priority in
Heroes, they cannot move through other miniatures. They always attack if
the list, and the third, if needed.
able, and if they can’t attack, they ALWAYS move to a position to be able to
attack an available target (even if they can’t get there in the same round).
so many tasty choices
Though it doesn’t happen often, there may be occasions where the available
third priority still doesn’t define a target. In these situations, the fourth
The term “available” is used in spawns and enemy movement to indicate
and fifth definers are provided below.
a square that is open and the enemy can appear in or move into.
Least Vitality
If an enemy cannot get to a potential target, then that target is not
Player Choice available and the enemy will move and attack the next available target
that matches its priority.
This only happens if multiple players are using the same avatar. For
example, if all the players are using Soldiers, which can occur with
supplemental material, then a Monster that targets Rage will have Priority and movement of solitary Minions, Captains, Agents, and Boss
many choices. Monsters is decided individually. Adjacent Minions are considered part of
a Minion Group when selecting and moving toward available targets.
If an enemy gets to the player’s choice priority, it is suggested the
players select a target that benefits the Heroes most.

group movement
Players begin with the Minion closest to a Hero and decide where it is moving first. If multiple Minions are within range, pick the one in the
middle. Once the scout has a target, it moves. All adjacent Minions move with it, toward the same target.

When a group is done moving, select the next Minion closest to a Hero and repeat the process. This may or may not be in the same group of
Monsters. The next group may or may not choose the same target.
Crawlers
In the first example, a pack of eight Crawlers
around a Lair (5 melee and 3 ranged) have
just activated and are getting ready to move.
They have 4 MPs, and target Priority is
Proximity, Threat, then Guile.

The players begin with the melee Crawler


closest to a Hero. The Brigand is Guile and
only three squares away from a Crawler on
the left, but the Soldier is two squares away
so the players begin there.
Threat: 0
The center Crawler moves to the Soldier.
All adjacent Crawlers move with him: that
includes the Crawlers on each side and the
one diagonally to the left. This leaves a single
melee Crawler that hasn’t moved. It is nearest
to the Brigand, so advances.

The ranged Crawlers move next, the closest


Hero to one is the Brigand. The leftmost
Threat: 0
Crawler needs to move two squares to be in
range. It pulls the one next to him to attack
the Brigand, too. The third, and last, targets
the Soldier.

36
Minion Groups
Within each Monster-type, Minions are grouped by
Threat: 2
adjacency. Where the initial Minion moves, termed a
“scout,” his neighbors follow. This allows the movement
step of the Darkness to be completed fairly quickly.

This only works with groups of Minions. If there


are single Minions, their targets are calculated
individually. Captains, Agents, Mini-Bosses, and
Bosses never use group movement. More information
on Agents and Boss-types can be found on page 42.
Threat: 4

the long way


Proximity, as a Priority, represents a miniature’s
ability to engage a target. It is not necessarily
the shortest distance from the target. Rather, it is
the shortest distance a miniature must travel to
engage a target.

This is an important distinction when dealing with


group movement. If a Minion cannot get to a Hero
For example, a Grubber two squares away from a surrounded Soldier moves toward an
because he is surrounded, it moves toward the
available Hero with the highest Threat. The Soldier is not available. In this case, the Grubber
next available target.
moves towards the Apprentice five squares away.

Grubbers
In the second example a group of five
Grubbers find themselves surrounded
by the Heroes. All the Heroes are two
squares away from a Grubber when
Threat: 4 the Darkness activates.

Grubbers choose targets differently than


Crawlers. They target highest Threat
first, then Proximity, then Rage. They
have 3 MPs. Choosing which Grubber
Threat: 4
starts is the most difficult part of this
example.

Every Grubber is the same distance


away from a Hero so to choose the
scout, the players need to reference
Grubber Priority. In this case, the
highest Threat happens to be a tie
between the Apprentice and the
Soldier.

The second Priority, Proximity, is


Threat: 4 not relevant, so it can be skipped.
The last Priority is Rage. The Soldier
wins again. The Grubber closest to
the Soldier moves and pulls the two
Grubbers adjacent to him. Grubbers are
intelligent so they make room for their
Threat: 4 buddies.

The next Grubber to move is the one


closest to the Apprentice. He moves
over to the Apprentice and pulls his
neighbor.
37
Mixed
The last example looks intimidating. It
contains many Grubbers and a Mini-Boss,
Yardu. Activation order plays a key part in
this example.

All the Grubbers move before Yardu. This is


very important. The Soldier is the closest Hero
to both Yardu and the Grubbers. The Grubbers
move. Three Grubbers are already in melee
range, but will still move around the Soldier
to make room for the other Grubbers. Very
quickly, all the Grubbers have moved; the
Soldier is surrounded.

not so fast
Any melee Minions already adjacent to a
target do not leave combat to pursue another
target. If they are forced to leave, they are
not considered scouts, so they don’t “pull”
neighbors with them.

For instance, the Archer’s Fool’s Errand


ability can force Monsters in range (adjacent
to a Hero or not) to move toward a location
selected by the Archer. In this case, Monsters
in range of the Fool’s Errand are pulled away;
Monsters not affected by the ability stay where
they are, regardless of if their neighbor moved.
They do not accompany those that leave.

Yardu has 4 MPs and moves to the closest


target. This is NOT the Soldier. There are
no squares open around the Soldier, so
he is not an available target. In this case,
both the Brigand and the Acolyte are three
squares away. Next, Yardu targets the Hero
most damaged. Neither Hero, in this case,
has been damaged. Once again, the Priority
moves to the third definer. Yardu, being
undead, hates Faith. He moves toward
the Acolyte.

Shadows
If a Hero is in Shadows, enemies must pass a notice test before they can engage They do not move out of range. They do not move out of LoS. If
him. If they fail to notice him, they cannot target him, nor can he be a priority. ranged Monsters are not in range or cannot see the target, they
If one enemy notices him, all others after do not need to make a notice test. move so they are able to attack. Ranged Minions still use the group
move method. If a ranged Monster cannot move away from a
The target number to Notice the Brigand is based off the type of Shadows card
target, the Monster still attacks.
he has in play.
It is exceedingly rare for a ranged Monster to not attack in a
Ranged Movement
Darkness Cycle. If a ranged Monster is attempting to reach its
Ranged enemies stay at a distance. More importantly, ranged enemies, if able,
primary target but can’t get to him, that ranged Monster still
move to the maximum distance while maintaining range and line-of-sight (LoS).
attacks another target, if possible.

38
3. Attacking
The Darkness attacks similar to the Heroes. The attacker needs to check LoS, form a dice pool, calculate a TN, and roll the dice.

retaliation
Heroes are reminded that they are only allowed to play Interrupt cards during the Darkness Cycle. Heroes must have an empty Action Space to play an
Interrupt card.

If the Interrupt card allows the Hero to move away from an attacker or in some other way neutralizes an enemy attack, it must be played before that
enemy attack.

Line-of-Sight
Monsters can draw LoS through allies and Heroes. LoS is still drawn from attacker to target by square corner. Realm interference still affects the
Darkness’s line-of-sight.

Blocks LoS Does Not Block LoS The difference is small, but significant. It means that Heroes cannot hide
behind one another to avoid being attacked.
Lairs Monsters
Red Realm Tile Lines Heroes
Traps NPCs
Walls Blue Realm Tile Lines
Treasure
Interactive Realm Objects

7 3
Target Numbers and Success

attack section Muckers


3 Type: Tribal 6
1. hit Dice 1 Intellect, Armored, Captain
2 3 4 4. target number
The number next to the a
icon communicates The number in front of the sword icon is the
7
how many Hit Dice the enemy rolls to hit.
Attack 32 1 2 5
target number the enemy needs to roll on its hit
Priority
dice to harm the Hero.
2. fate Dice 5 Instruments of Suffering: 2 attacks on 1 Threat
This is the number of Fate Dice rolled target. Range: 1(M), 1 damage per hit 5. Details
Proximity
by the enemy. This text expands upon what is happening, and
Rage
Special includes the range of the attack and how much
3. attacks per target
Muckers
The number in front of the flame represents the 6 Knocks target Prone.
damage is done.
5
6. special
3 Type:
number of attacks the enemy is making. TheTribal 6
Intellect,
number in the flame is the number Armored,
of targets the Captain These are special powers or abilities that effect
enemy can attack. the Heroes. If there is a Fate die present, these
abilities only trigger when the FD symbol present
In the case of this Mucker, he makes Buff
Attack
two attacks on one target.2 1 2 5 Priority (usually Darkness) is rolled.
Call of the Lesser:
Instruments of Suffering: 2 attacks on 1 Threat
+1 Grubber spawned during Normal Spawn.
target. Range: 1(M), 1 damage per hit Proximity
Special Rage
The target number (TN) represents the number necessary for the Monster
to successfully hit the Hero. Any result equal to or higher than the per success versus per hit, part 1
number listed is considered a success. However, Heroes are no mere target
Knocks target Prone. Most attacks do damage per hit. This means that the damage is done
dummies. They actively defend themselves both Cards
Monster throughREV2.indd
equipment and
1 5 for a successful hit. Regardless of how many8/27/13 3:41 damage
dice succeed, PM is
through the use of Interrupt cards.
only calculated per hit.
Equipment increases the TN needed for the Monsters to succeed.
There are some attacks that do damage per success. These attacks are
Interrupt cards can increase the TN, provide a counter-attack, redirect an
enemy attack to affect another Monster, allow the Hero to flee, or negate
VERY dangerous, as the damage is applied per a
Hit Die that meets
or exceeds the TN.
an attack completely. Buff
Call of the Lesser: 39
+1 Grubber spawned during Normal Spawn.
grubber example behind to suffer torment at the hands of the Darkness. Dead Heroes are
considered to be resurrected, or back in the game, between Acts.
Grubbers typically hit on a roll of 7 or higher. However, the Soldier is equipped
Heroes must be present to share in the spoils of a quest, end of an Act,
with the Buckler. This item provides a penalty to the Grubbers of +1TN. This
or end of a Story. If a Hero doesn’t live through the end of a Story, for
means the Grubbers need a result of 8 or higher to hurt the Soldier. If the
example, then he does not get to choose between Titles or Hero Deck
Soldier decides to play Impenetrable, the TN is increased even more.
customization.
Grubbers can hit the Apprentice on TN7. If the Apprentice takes damage and
If an entire company is wiped out, the players have a choice to make. In
has Aura of the Elements Ongoing, then he can ignore the first
the base game, players can choose to keep their Hero Titles and upgrades
point of damage.
intact, and try again. If the players are playing through a Myth (a quest
Attacks from a single Monster-type to a single Hero are checked one arc above Story to be introduced in the future), then those Heroes would
time with a single dice pool and roll. Unlike Hero combat, the dice pool have failed and the players would need to start over.
changes significantly per Hero and is recalculated and rolled per target.

Form Dice Pool i’m not DeaD yet


Though it is the Darkness attacking, players need to roll the Darkness’s
Even after the Cleanup step and a dead Hero is removed, Serendipity
attacks. They need to collect all the dice being rolled for the attack.
may be used to miraculously pluck the Hero from the pit.
The Darkness creates unique dice pools for each Hero. Fate dice do not
need to be rolled (unless stated otherwise on the card) until the attack is When this happens, place the reawakened Hero adjacent to a living Hero.
determined to be successful.

Hit Dice ( as): Within an Act, if a Hero dies, quest items they carry are transferred
• Attack section of the Monster card to another company member. However, all of the dead Hero’s gear,
including potions, are left on his person. His company members are not
• Event from the Darkness Deck card
allowed to strip the not-quite-dead corpse.
• Buffs from Monster abilities

• Debuffs from the Heroes


Spawn Monsters
Fate Dice
Monsters, both fair and foul, enter the Realm Tiles through Lairs. Myth
Use of Fate dice among the Darkness can be divided between Monster-
uses the term “spawn” to represent the placing of new enemy miniatures
type enemies (Minions and Captains) and everyone else (Agents, Mini-
into the game. Spawning happens after the Activation step. Newly placed
Bosses, and Bosses).
Monsters do not often get to activate after being placed.
For Minions and Captains, Fate dice are rolled when they successfully
Monsters are placed in the squares adjacent to the Lair if possible. They
strike a Hero. If the Fate dice result in a Darkness symbol, then the Hero
are also placed in “prime” positions. This simply means that enemies,
struck is afflicted by the Monster’s power (usually a status effect).
when spawned, are placed in the best possible position to do damage to
Darkness Fate dice can be manipulated through the following effects: the Heroes. For example, melee Monsters are placed as close to a target
• Attack section of the Monster card matching their priority as possible. If a Hero is adjacent to a Lair, the
Monster would be placed adjacent to the Hero. Ranged Monsters are
• Event from the Darkness Deck card
placed in range to attack but as far away from the target as possible.
• Buffs from Monster abilities
Follow these guidelines when spawning:
• Debuffs from the Heroes

• Rerolls based off Hero equipment Melee (first)


• adjacent to the Lair • as close to a target as possible
Not all Fate dice attached to the Darkness have to do with attacks. There
• closest square available nearest to • if there is more than one target,
are many representatives of the Darkness that always roll Fate dice as part the Lair refer to that Monster’s Priority
of a power or ability inherent in them. These powers and the Fate dice
requirements are listed on their cards. Ranged (second)

4. Damage and Death • adjacent to the Lair • as far away as possible from
the target
When an attack hits a Hero, that Hero needs to reduce their Vitality by • closest square available nearest to
the amount of damage taken. If that Hero is reduced to zero, then that the Lair • if there is more than one target,
refer to that Monster’s Priority
Hero is considered dead. • in range of a target

Heroes will die. When they do, do not be too hasty to send them to
their maker. As mentioned in the Game Round chapter, Heroes are not
removed until the Cleanup step of the Refresh Phase. Serendipity still spawn
might step in and save the day. To understand how Serendipity can save a The term Spawn represents a Lair producing additional Monsters for
dead Hero, turn to page 46. the Heroes to fight. Monster miniatures are placed adjacent to the Lair
Moreover, Heroes do not stay dead. They do not leave their own as close to targets as possible based off that Monster-type’s priorities.

40
here comes a new challenger! Spawned Minion

The image on the right is a Normal Spawn. There are no Heroes in range. Players would first place
the two melee Crawlers adjacent to the Lair as close to the targets as possible (paying special
attention to priority). Afterward, they would place two ranged Crawlers, still adjacent to the Lair,
but farther away.

The next spawn is more complicated. A couple Heroes have encroached upon the Lair and are
within range of the spawn. As before, the two melee Crawlers are placed adjacent to the Lair. This
time, however, they are placed next to a target. Refer to the Monster’s Priority list to determine
which Hero is the primary target. The
Crawlers’ Priority chart is “Proximity,
then Threat, then Guile.” In this case, the
spawning melee Crawlers are placed next
to the Brigand.

Crawlers can spawn next to the Brigand and


the Soldier because they are both near the
Lair, the first Priority. They both have two
Threat, the second Priority. The difference
comes down to Hero attribute: the Soldier’s
is Rage; the Brigand’s is Guile. Both melee
Threat: 2 Crawlers are placed next to the Brigand.
Threat: 0 Threat: 0
Threat: 2 Both ranged Crawlers are placed adjacent
to the Lair in range to attack the Brigand.

The third example looks more complicated, but is quite easy. The
Heroes are being overrun. They are in a dire situation and the
Darkness is spawning again. Melee Crawlers spawn first. They are
placed next to the Lair if possible, in this example, only one adjacent
square is available so the first Crawler is placed there. The second
is placed in the next available square closest to the Lair. It doesn’t
matter if the square behind the Brigand is open; that square is three
spaces away from the Lair and there are many squares only two
spaces away. In this case, the second Crawler is placed as close to
a target as possible but in a square two spaces away from the Lair.
The ranged Crawlers are also placed in the open squares two spaces
away, in range to attack the Brigand if possible. If not, then in range
to attack the Soldier.

type 2 player spawn 3 player spawn 4 player spawn 5 player spawn


Lair 5 3
Crawler 7 8 9 10
Lairs are easy to hit. Grubber 6 7 8 9
Once a Lair has sustained five damage, it is destroyed. Shambler 5 6 7 8
Tailless 7 8 9 10
When Lairs are placed out into the Realm, they begin with a population.
Iathi 2(F),1(E), 1(A) Same Same Same
Lairs start with a specific number of Minions based off of Lair type and Sycline 6 7 8 9
number of Heroes. These Minions are placed as close to the Lair
as possible.

41
Spawn Bosses
Definition There are indeed older and fouler things in the deep places of the world. Bosses represent major
trouble for the Heroes. Met, for the most part, at the end of a Story, Bosses require the full
There are many spawn types. Myth refers to the attention of the company. A couple mistakes and the Darkness prevails.
different types of Spawn as Definitions. This is
Bosses have multiple stages, extraordinarily dangerous attacks, high Vitality, a multitude of Fate
not a comprehensive list. In fact, this list will
dice, hasten the Darkness Meter past the point of peril, and are rarely alone. Bosses start out in
continue to grow as Myth does. However, this
stage one, and if enough damage is dealt to them, they proceed into the next stage.
list represents the Spawn Definitions available
in the base game and several of the early Myth provides a scale for Heroes to understand the scope and power of a particular Boss.
supplements. In all cases, the exact numbers and
details are present on the Darkness Deck cards.
This Boss is a formidable challenge for Novice Heroes with moderately powerful gear, a title
Normal - This represents the standard spawn of a The Terror with 1000 Legs or two, and an understanding of how Myth works.
Monster-type’s Minions. Players refer to the Monster card Orcneas, Master of Masters
for detailed information.

Aggressive - This is a normal spawn where the


Minions come forth forcefully, ready to act. The Minions
More of a challenge for seasoned adventurers, this level of Boss can challenge Novice
just placed get to activate immediately. Bones Heroes with multiple titles, and to Heroes just beginning their time as Journeymen.
Syclopt
Focused - This is a normal spawn of Minions that
are prepared when they appear. After the spawn, the
Darkness Meter is increased by 2 AP.
These Bosses are exceedingly tough. Novice Heroes have no hope against such reckless
destruction. Seasoned Journeyman Heroes with a couple orange pieces of equipment gear
Heavy - This represents a spawn of Minions in greater The Rat King might surprise this Boss, but rarely. They are created to challenge a full group of Master
numbers. Players refer to the Monster card for detailed
Ia Heroes.
information.

Deadly - This spawn has no Minions. It represents the


Darkness sending out Captains to contain the Heroes. This Boss turns anything less than a Master class Hero into mist and vapor. This is a
harrowing experience for a full group of Master Heroes. A little Fate is needed. It can be
Urulók
Sacrifice - This is a normal spawn. Minions do not done, although a single mistake brings absolute and certain failure.
necessarily appear. Instead, they sacrifice themselves to
heal the Lair (instead of spawning) on a one to one basis.
If the Lair has not been damaged, the Minions appear All Bosses come with unique cards that communicate any stages and all attacks.
normally.

Terrifying - Spawn a Mini-Boss. boss threat


Mystic - This is a normal spawn. In addition, all Story Bosses do not have a Threat Range. Anytime any Hero moves into a tile with a Story Boss
Ongoing effects on Heroes are sent to the discard pile. they are considered to be in its Threat Range and it is considered to be Active.

Pacifying - This is a normal spawn. In addition, all


Rage present on the Soldier Hero Board is reset to zero. Boss Attacks
Cards in Action Spaces are not sent to the discard pile.
8 The Terror
All Bosses have either a multiple target attack or a massive attack. Some have both! These attacks
are read like regular Monster cards. They use the same with 1000 Legs
10 icons and the same language.
Ill-Fated - This is a normal spawn. In addition, players Stage 2
remove a random card from their hand and place it into The difference between Monster-types and Boss-types 5 are the extra details in each attack. Boss-
the discard pile.
types rarely do just damage. Most attacks come with extra effects and penalties for the Heroes.
Shadow - This is a normal spawn. However, spawned Attacks
In stage two, The Terror with 1000 Legs has Spinning Talons: 6 attacks are split evenly among all Heroes Dark Visage: Any
Minions appear adjacent to Heroes (based on priority)
a melee attack called Spinning Talons. It is a in the front 180 arc. Hero within 2 squares
instead of appearing adjacent to the Lair. must pass a Courage
sweeping attack that hits all targets in its front Attack: Range 2(M), 2 damage/hit 4 6 4 test to attack Boss.
Paranoid - This is a normal spawn. In addition, all 180 degree arc.
Web of Death: Webs and pulls 1 target adjacent. Target Larvae: 3 1 Larvae
Heroes gain 4 Threat. must discard 3 cards from hand to escape. Webbed target is alive in the Refresh
If a single Hero is left to face Talons alone, then that
thenHero receives SIX attacks that do 2 damage
attacked. Phase become melee
Intelligent - This is a normal spawn. However, all with each hit for a possible 12 damage! However, ifAttack:
five Heroes share
Range 4(R), the attack, the first target,
1 damage;
Crawlers.
Minions that spawn are ranged. Poison: DoT 1 damage/HC. 3 1 3
(determined by priority) receives two attacks; everyone else gets one. Much more manageable.
Explosive - All adjacent Heroes to the Lair take Special 5 Priority
damage. The Lair is destroyed. No treasure token is
placed. In addition, 10 Minions appear.
per success versus per hit, part 2 Cocoon: Heals 3 Vitality Last Damaged
Proximity
There are a few Bosses with attacks that do damageWeb:per success.
Captured Thisdiscard
Hero must is amazingly brutal. Read
Rowdy - This is a normal spawn. However, all Minions Threat
that spawn are melee. the attacks carefully. The difference between two 3attacks
cards from
thathand
dototwo
escape
damage per hit and six
attacks that do 1 damage per success can be large.Birth: Releases 5 Larvae.
Reinforcing - This is a normal spawn. In addition, 4
Minions appear from a tile edge nearest to a Hero. Trample: All Heroes take
3
3 damage and are Prone.

42
boss carDs
1. boss name 7. attacks 8. special
This portion of the card gives the In this section, Heroes can see the range of a Boss’s attack, how many dice it rolls, This area of the Boss card shows
Boss’s name its target number to hit Heroes, how much damage it does, and any special effects how many Fate Dice a Boss rolls
from attacks. Bosses always perform all attacks for which they meet the criteria. and shows what recipes are
2. stage available for it to complete during
If a Boss has multiple stages, the the Darkness Cycle.
3
stage is located here along with 8 The Terror 1
the stage number. with 1000 Legs 9. priority &
4 10
Darkness ap
3. Defense
Stage 2 6
5
5 This area, like regular Monster-
The number in the shield icon Attacks 2 types, shows the target priority
indicates what TN the Heroes Spinning Talons: 6 attacks are split evenly among all Heroes Dark Visage: Any
for the Boss.
in the front 180 arc. Hero within 2 squares
need to hit the Boss. 7 Attack: Range 2(M), 2 damage/hit 4 6 4
must pass a Courage
test to attack Boss.
Bosses also add more than one
4. vitality Web of Death: Webs and pulls 1 target adjacent. Target
must discard 3 cards from hand to escape. Webbed target is
Larvae: 3 1 Larvae
alive in the Refresh AP to the Darkness Meter in the
then attacked. Phase become melee
The Vitality of any Boss is Crawlers. Refresh Phase. The value they add
Attack: Range 4(R), 1 damage;
represented by the number in the Poison: DoT 1 damage/HC. 3 1 3 is highlighted here.
blood drop. 8 Special 5 Priority 9 Mini-Bosses and Agents still
5. movement Cocoon: Heals 3 Vitality Last Damaged
have a Threat Range in the
Proximity
Movement icon which shows how
Web: Captured Hero must discard Priority box.
3 cards from hand to escape Threat
far this Boss can move during the 10. immunities
Birth: Releases 5 Larvae.
Darkness Cycle.
Trample: All Heroes take
3 The bottom of the Boss card
6. Difficulty 3 damage and are Prone. is reserved for Immunities and
Difficulty is represented by the special defenses against Hero
red-colored skulls. 10 Immunities: Prone, Curse, Poison, Fear. Cannot be Moved through. attacks.
8 Yardu
Undead Giant, Mini-Boss
9

5
Boss v1.indd 2 9/5/13 9:36 AM
Attacks
Yardu, the Mini-Boss, has an aptly named attack, Devastate. Devastate: Massive attack to 1 target.

This attack is much more dangerous than it appears. It is a single attack on a single target, but it does Attack: Range 1(M), 1 dmg/success 4 1 4
one damage per success. Yardu rolls 4 afor this attack, so could do up to four damage on a Hero.
Shield: Heroes require 2 successes to hit.

Mini-Bosses and Agents Faith of the Fallen: Undead resurrect on AND symbols.

Mini-Bosses and Agents are stronger than Captains. They stand toe-to-toe with Heroes. Their reference cards have much more in common with Bosses
than Minions and Captains. Special Priority
Sinner’s
They have a moderate amount of Vitality, a dangerous attack (or two), and a modest amount of Fate dice. LikeSorrow:
Bosses,4 they, Moves
have 3MP
special abilities that
and uses

make each encounter a unique experience, and dynamic game mechanics that challenge the Heroes. Devastate on next closest target if in range. Can
b Proximity
Most damaged
reoccur. He selects a new target every new attack.
They also are quite unpredictable in the way they appear. They are often connected to quests or appear atIf he
the
hasmost inopportune
attacked every Hero, hetimes
stops. on Realm Tiles Faith

already busy.
Necrotic Aura: 4
b , Raises 1 Soulless. 4
Mini-Bosses Agents
These Boss-type enemies are still somewhat Agents are classified as Boss-type enemies, however, they are different in many aspects. They represent
connected to lesser Monsters. They often reoccurring enemies the Heroes meet throughout their adventures. Agents are not killed when defeated;
have abilities that further enhance Minions. the Darkness has too much invested in them.
Their power and unpredictability comes
They do not drop treasure. Instead, they reward a single Agent ability that may be added to a Hero’s
from their Fate Dice. Mini-Bosses have
deck. They only reward one ability card per encounter. The Heroes must decide who receives the ability,
multiple special abilities tied to FD. A
though, like items, certain abilities help specific Heroes more than others.
little bad luck and the Heroes might find
themselves in dire circumstances. From Most importantly, the player that claims the new ability card can add it to his Hero Deck immediately.
the moment a Mini-Boss appears it should A Hero can only have one of each type of v1.indd
Boss Agent ability
3 card in his deck. 9/5/13
become the primary target for all Heroes.
A Hero adding an Agent ability to his deck cannot manipulate his Hero deck in any other way at this
time. Heroes must still complete a Story to freely manipulate their decks.

43
Chapter 8

Items
Then and there Menelaus might have stripped Euphorbus / and swept the Trojan’s glittering armor off with ease...
- Homer, The Iliad, Book XVII

Items in Myth can range from the mundane to the extremely powerful.
Even though Heroes start with some less-than-ideal equipment, they have which is better?
multiple ways of earning more powerful equipment. While subject to the personal feelings of the player, in general, the rarity
When a Hero picks up treasure from the Realm Tile, he or she draws a has a direct correlation to the power of an item.
treasure token from the treasure bag and then draws an item card from
the corresponding deck.

item carD
2. name
2 Ornate Chalice Bulwark 3. slot
3 Items in Myth have a specific location on the Hero
1 Board. The slot icon is used to match equipment
with its location on the Hero Board. Any item that
a Hero has placed in the appropriate slot on the
4 Hero Board is considered to be equipped and
5 ready for use.
+2 a +1 b +2 a, +2 TN, +2 b
6 SPECIAL SPECIAL
4. caster symbol
Shield abilities do +1 damage.
Heal 1 Vitality.
Impervious Wall: Add 1 Rage in Darkness Cycle
when hit.
Icons located here designate which Hero can use
this item to cast spells. If an item has one of these
it should be given to the matching caster as soon
as possible.
7 Range -
4 1
Range 1
11 4
8
5. bonus
This area is home to many different types of
1. rarity bonuses: dice, defense, Vitality, and Hero specific.

The colored border on the outer edge of the card indicates the item’s rarity.
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Blue Items
10:04:44
Deck FINAL
PM 090413.indd 6 9/4/2013 10:02:10 PM
6. special
If an item has special abilities or Fate Dice recipes,
Sharpened Butter Knife Dagger Umbral Blade
they are located in this area.

7. range
A weapon’s range is located in the bottom left of
the card.
+1 a +1 a b , +2 +2 a b , +3
SPECIAL SPECIAL SPECIAL

-1 Threat. Stays in Shadows.


+1 MP in Shadows.
8. buy/sell value
Life Steal: Steals 2 Vitality.

The left side of the symbol is for the item’s


- - 3 1 10 3
purchase value and the right side is the sell value.
Range 1 Range 1 Range 1

To create the treasure bag, add


Brown Items Deck FINAL 090413.indd 7 allItems
9/4/2013
Green the
10:03:35
DeckWhite
PM and Green
FINAL 090413.indd 6 Treasure
9/4/2013 Tokens.
Blue Items
10:04:43
DeckPM Do
FINAL not add
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the Blue Treasure Tokens to the bag unless instructed by a quest or trap reward.

44
item Decks Inventory
Starting Gear Deck
Stick & Twine Inventory refers to items and equipment that Heroes carry that are not
The starting gear deck (brown card
equipped. Items in a player’s inventory are placed in the designated space
borders) provides three items for
on the Hero Board. There is no limit to the number of items a player can
each Hero at the beginning of play.
carry. Stored items stay with the Hero between gaming sessions.
The gear for each Hero is detailed
in their individual chapters. The
+1 a
SPECIAL starting gear has no corresponding new vs. olD
-1 Threat.
treasure tokens in the treasure
In the Refresh Phase, Heroes may swap any item in their inventory. This
bag; it can’t be “earned” in
is a free action. It can be done as many times as the Hero wishes, but
the game.
Range 4
- - only in the Refresh Phase.
White Item Deck
The white item deck represents
Perishable items, such as Potions, are used from the player’s inventory.
Vitality potion the most common type of treasure.
Brown Items Deck FINAL 090413.indd 2 9/4/2013 10:03:33 PM
Other equipment cannot be used unless it is first equipped on the
When beginning an adventure in
Hero Board.
Myth, there are more white tokens
than any others in the treasure In Between Adventures
bag. This deck holds Currency Heroes can track their decks and items in between adventures using the
and Potions. free, downloadable “Myth Tracking Sheet” from <MythBoardGame.com>.
Description
Heals 4 Vitality It has space to name your Hero and keep track of Titles, Hero Deck
When you draw a Currency
modifications, equipment, Vitality, and Threat.
or Potion card, you take the
2 -
corresponding token, and place it
in your inventory. Discard the white Trading
treasure card.
Often Heroes discover items that are better utilized by other Heroes. If
Ring of Kings a Hero wishes to give an item to another Hero, he can. Heroes can trade
When prompted by a quest to
White Items Deck FINAL 082113.indd 27 8/21/2013 10:15:26 PM
remove white treasure tokens, items at anytime. Trading items costs no MPs or APs. If the Realm Tile
simply remove white tokens from still has enemies, Heroes must be adjacent to each other to trade. If the
the treasure draw bag. Realm Tile is “clear” (free from any enemies), Heroes can trade items
without being next to each other.
Green Item Deck
SPECIAL
Draw 2 Treasure tokens and keep 1 when picking The green item deck is filled with
up Treasure.
useful equipment to help Heroes
on their journey. This equipment is
Range -
8 3 more powerful than starting gear
and often provides a special ability.

Blue Item Deck


Traitea’s Battle Plate
Green Items Deck FINAL 090413.indd 26
The blue item deck is filled with
9/4/2013 10:04:51 PM Trade with enemies near
powerful weapons and strong
armor. This equipment has mighty
enchantments placed upon it. Merchants
+6 Vitality
At the beginning of a Story, there Merchants buy and sell goods and
SPECIAL
equipment to Heroes. Each merchant has
Barnok Battleforge
Armorsmith

-1 MP. are no blue treasure tokens in the


+2 Threat for Darkness Priority.
Immune to Poison.
treasure bag. There are various a diverse inventory, but only sells one of
ways to add blue tokens to the bag, each item listed. Listed equipment that is Buckler
3
Range -
13 6
most often by completing quests. purchased is pulled from the appropriate
item deck. To find the item, look in the Leather Armor
4
item deck that matches the color next to
the cost. If the merchant has a treasure card, Chainmail
6
Blue Items Deck FINAL 090413.indd 12 9/4/2013 10:02:13 PM
then the top card from the appropriate item
deck is drawn and can be bought by
slaughterfielD supplement pack the Heroes.
The Slaughterfield item deck is only available through the
Merchants also buy any equipment the Heroes wish to sell. The item
Slaughterfield Supplement Pack and should not be used with a Merchant.indd 2 9/10/13 5:52 PM

must have a sell value to be pawned. The buy and sell value can be found
Story. This deck contains extremely powerful equipment designed
in the bottom right corner of the item card.
to give Heroes a chance of surviving the overwhelming hordes of
Slaughterfield. When a Hero receives Currency or Potions from a merchant, take the
corresponding token and place it in your inventory.

45
Chapter 9

Serendipity
To drink from the Well of Immortality / Which means to make the dead / Rise from their graves - The Epic of Gilgamesh

Not everything that happens to the Heroes in Myth is bad. This good fortune, called Serendipity, is earned by doing good deeds
and surviving traps. Serendipity can be spent at any time. It functions outside of the structure of the game round. It can be spent as
quickly as it is received, or it can be stored up and saved for a single fate-changing event. It is used like a resource, to gain the boon
associated with the amount spent. A list of costs and awards appears on the Serendipity table below and on the Darkness Board.

serenDipity effect 2 Serendipity


Add +2 a to Hit
1 Draw 2 Treasure Tokens
a to the dice pool.
Spent before the initial roll, this award adds +2
1 Add 2
b (after the roll)
Extend Quest Timer
If the Heroes need just a bit more time to complete a timed quest, this
1 Provide +2
a to non-combat Actions
benefit extends a quest timer by +1 Hero Cycle. It must be spent before
1 Summon Talek Three Dunes
the timer runs out.
2 Add +2
a to hit (before the roll)
Manipulate Darkness Deck
2 Extend Quest timer by 1 HC The players look at the top two cards from the Darkness deck: one stays
on top, while the other is placed on the bottom of the deck.
2 Look at top 2 cards in the Darkness deck: place one on top and the other on bottom.
3 Serendipity
event roll 1fD
Heroic Event
3 New Dawn: Reset AP to 0. Events are different than other awards. Events are not selected but are
rolled using a single Fate Die. The result determines the event.
3 Last Stand: All Heroes inflict +1 damage.

3 Second Wind: All Heroes heal 4 Vitality.

New Dawn: Reset the Darkness Meter to zero.


3 Falling Stars: 1 damage on all enemies in a 3x3 area-of-effect.

3 King’s Bounty: Pick up all Treasure

Sinking Sand: A ribbon of quicksand 2 squares deep running across a tile


3
(regardless of Realm Tile size). Enemies in the quicksand cannot move. Last Stand: All Heroes attack Actions inflict +1 damage.
Call to Arms: 1 ally per tile. Allies must first be earned through a quest line. Each
3
Ally gets the two actions stated per HC.

4 Ignore Darkness Event


Second Wind: All Heroes heal +4 Vitality.
4 Hero doesn’t die, but is returned to life at half base Vitality (rounded up).

1 Serendipity Falling Stars: Players select a square.


Draw 2 Treasure Tokens All enemies in a 3x3 square area receive
This award, selected after the initial Treasure token draw, allows the Hero one damage.
to draw two more tokens. However, the Hero only keeps one Treasure.

Add 2 Fate Dice


b
This allows the Hero to roll an additional +2 . This is done after the King’s Bounty: All Treasure on the Realm Tile is picked
original results are known. This cannot be used with a Serendipity up and given to the Heroes.
Event purchase.

Add +2 a to non-combat Actions Sinking Sand: A strip two squares


Also selected after, this benefit allows the Hero to roll an additional wide is placed across a Realm Tile by
+2a on non-combat Actions. the players. Enemies in the sand cannot
move. Sinking Sand lasts 2 Hero Cycles.
Talek Three Dunes
The Heroes can summon the merchant, Talek Three Dunes.
There can be no active enemies or traps.

46
Call to Arms
Allies, once purchased, may be selected by the Heroes. However, to gain the benefit of an Ally, first he or she must be earned through a quest. Any Ally
earned through a quest may be summoned to any tile the Heroes are on. An Ally only helps in the Realm Tile he or she was summoned to. Once the
tile is clear, or the Heroes move on, the Ally’s job is done.

Unlike Followers, Allies move and attack. Their movement and their targets are directed by the players. Allies have their own stats, Movement Points,
and attacks. Their information is structured like a Monster card. Allies activate during the Refresh Phase.

Allies

+2 2 +3 2 +1 2

10 Marcus the Ready 3 8 Sir Archeron 4 5 Sarah the Mystic 9


Threat: 4 Threat: 6 Threat: 3

Attack 3 1 1 damage/hit Attack 5 1 1 damage/success Attack 2 1 Prone/hit


Rising Tide: Range 1(M), An area effect attack targeting the three Retribution: Range 1(M), 1 massive attack to 1 target. Dark Empathy: Range 4(R), Spell that hits in a 2x2 square.
squares in front of Marcus. Minions hit are knocked Prone.
Special
Special Special
Piety: 3x
b , allows Vitality Renewed, and every Faith result
Fury: 3x
b , allows Ocean of Rage, and every grants +1 target for heal. Fate Revealed: 3x
b , Each Darkness rolled allows Heroes to
Rage result grants +1
a for Ocean of Rage.
Vitality Renewed: Range 3(R), Heals one Hero +4 Vitality.
look at the top Darkness Deck card and move it to discard.

Attack 4 1 1 damage/success
Ocean of Rage: Requires – Fury. Range 1(M), 1 massive attack to
1 target.

Ally cards REV4.indd 1 9/14/2013


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- 2 - 2

5 Father Josh 8 5 Father Andrew 8


Threat: 2 Threat: 1

Attack 2 1 1 damage/hit Attack 2 1 1 damage/hit


Smite: Range 1(M), 1 attack to 1 target. Last Rites: Range 4(R), Targets are hit with Holy power.
Hits 3 targets in a L shape.
Special
Special
Rites of Pentenance: Range 2(R), 1x b, Intellect based
Minions and Captains must pass a Courage test to Act. Path of the Righteous: Range 2(R), 1x
Heroes draw +1 card.
b,

4 Serendipity
Ignore Darkness Event
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Ally cards REV4.indd
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This godsend allows the Heroes to ignore the Darkness Event from the currently drawn Darkness card. It doesn’t allow the Heroes to ignore the entire
card, just the event.

Resurrect
The Resurrect award can be spent to Resurrect a Hero. That Hero doesn’t receive a death blow, but by some miracle has escaped fate. The Hero returns
to the Realm Tile at half his base Vitality (rounded up).

47
Chapter 10

Slaughterfield “...blood will have blood” - Shakespeare, Macbeth

A testing ground for the foolish brave, Slaughterfield is aptly named. Slaughterfield is about the last Hero standing. It is both a cooperative and
competitive experience. It is very easy to learn and is a nice tool for teaching players about the specific Hero Decks and for having a good time.

Slaughterfield is an alternate game mode for Myth. There are no


stories to be told, only the blood and beastly bellows. The Heroes Quests
occupy the center of a 12x12 Realm Tile and must survive as long as
Certain quests in Myth use the Slaughterfield gameplay mechanic. Usually
they are able. Monsters invade the tile in waves from all four sides.
it involves the Heroes fighting through a limited number of waves. In these
The Heroes are surrounded and overwhelmed. They will die; the object
cases, because the Heroes are not playing a “pure” Slaughterfield game, it
of Slaughterfield is to live the longest.
is very important the Heroes live.

Setup
Setup is very easy. Players need one 12x12 tile, Heroes, and Monsters. The Heroes start within the center 16 squares of the tile.

The Monsters spawn from the sides of the tiles. They enter the tile from the center of a side, never appearing beyond the first square of an edge. When
multiple miniatures appear, they spread out along the edge of a tile edge.

After Wave 4, when there is


more than one Monster-type,
the Monster-types divide the
four sides, only appearing on
two each. Same-type Monsters
spawn on opposite sides. After
Wave 8, when there are three
Monster-types and one Boss-
type, each unique spawn claims
a single side.

Example of Wave 4

48
Monster-types
Slaughterfield is designed to be played with as many different types of
Monsters as possible. This creates a stressful environment during the If the Heroes reach Wave 4, AND are only using one Monster-type,
add 1 AP to the Darkness Meter in the Refresh Phase.
Refresh Phase, because the Darkness gains copious amounts of AP.
and
For players whose choices are limited, additional AP is added to the If the Heroes reach Wave 8, AND are only using one Monster-type,
add 2 AP to the Darkness Meter in the Refresh Phase.
Darkness Meter based off the number of Monster-types available once
Heroes reach Wave 4. or
If the Heroes reach Wave 8, AND are only using two Monster-types,
If players use three or more Monster-types in Slaughterfield, they do not add 1 AP to the Darkness Meter in the Refresh Phase.
need to add AP at any time.

The Darkness
Darkness Action Points are generated just like in the Story mode of Myth. Wave Timer
Heroes’ Actions add AP to the Darkness Meter until the Darkness activates. There is a four round Wave Timer between spawns. Simply put, if the
Heroes do not defeat all the enemies in a wave before the timer reaches
Likewise, in the Refresh Phase, AP is added to the Darkness Meter
zero, the next wave spawns before AP is added to the Darkness Meter
for every Monster-type in the field. There is never a situation in
during the Refresh Phase.
Slaughterfield where an enemy on the tile doesn’t generate Darkness AP,
because the Monsters arrive “active.” The Wave Timer is reduced by one at the beginning of the Refresh Phase
before anything else happens. It is the FIRST thing that happens. If it
However, just like Story mode, a Darkness Cycle doesn’t begin unless the
reaches zero, the next wave spawns immediately, before AP is generated.
Darkness Meter reaches six.
The new Monsters will generate AP and activate.
Using the wave generator detailed in this chapter, Wave 2 generates 1
Darkness AP during the Refresh Phase if there is at least one Monster Clearing A Wave
alive. If there are nine Monsters alive in Wave 2, the Darkness still only If the Heroes defeat every Monster in a wave before the timer runs out,
adds 1 AP, because there is only one Monster-type out in the field. they have cleared the wave. There is an inherent reward for clearing
waves: the spawn appears at the beginning of the next round, not
This changes considerably if Wave 8 is used, for example. In this wave,
during the Refresh Phase.
there are three Monster-types out and a Mini-Boss. During the Refresh
Phase, the Darkness AP would increase four. The difference is enormous. This allows the Heroes to keep the momentum
and the new spawns do not generate AP immediately, nor do they
There are two ways the Darkness advances to the next wave: the Heroes
get to activate.
clear out all the Monsters in a wave, or the Wave Timer runs out and the
next wave spawns.

The Slaughterfield Game Round


The game round for Slaughterfield functions just like the regular game, except for the Refresh Phase as noted in the preceding paragraphs.

Hero Gear
Heroes begin with their Starting Gear in
wave
Slaughterfield. It is extremely important to loot Monsters appear in waves. All sides spawn at the same time.
treasure and upgrade equipment in this Basic:
game mode.
Wave 1 – Three Minions of one Monster-type (Four sides per type)
Treasure Wave 2 – Four Minions of one Monster-type (Four sides per type)
The treasure bag is changed for Slaughterfield.
Wave 3 – One Captain of one Monster-type (All sides per type)
The white treasure tokens are removed and blue
treasure tokens are added. When Heroes claim Wave 4 – Three Minions of two Monster-types (Two sides per type)

treasure, they will always claim an item from the Wave 5 – Four Minions of two Monster-types (Two sides per type)
green or blue item deck. Wave 6 – Four Minions and one Captain of two Monster-types (Two sides per type)

Moreover, treasure appears after two kills instead Wave 7 – Two Captains of two Monster-types (Two sides per type)
of three and there is no treasure limit on the tile. Wave 8 – Three Minions and one Captain of three Monster-types, and one Mini-Boss (One per side per type)

Combat Wave 9 – Four Minions and two Captains of three Monster-types, and one Mini-Boss (One per side per type)
Game flow and combat are identical in Story Wave 10 – Two Captains of three Monster-types, and one Boss (One per side per type)
mode and Slaughterfield. Combat for the Heroes
Players who own the Slaughterfield Supplement Pack can use the Random Wave Generator to create ever-
can be found on page 19, while combat for the
changing wave compositions.
Darkness is on page 39.

49
Chapter 11

Story Quests
Whoever best acquits himself, and tells / The most amusing and instructive tale, / Shall
have a dinner, paid by us all - Chaucer, The Canterbury Tales

No Rest for the Weary


There have been rumors of Crawler swarms in the area, but after days of searching you can find no sign. No tracks or trails mark their passing. It seems like unfounded fear has brought you to this place. Having
slept in the weather for a week, you decide to call it done and seek out the warmth of the tavern you passed as you entered these woods.

Act 1: The Silent Minstrel


Ambling up to the Silent Minstrel for the night, you are keen to get a nice bit of food, a tasty libation or two, and the
warmth of a friendly hearth. The innkeeper, a rather jovial fellow, serves you himself. It has just started to occur to
you how empty the tavern is when your vision blurs. You attempt to rise, and stumble to the floor. The innkeeper’s
raucous laughter turns alarmingly loud as darkness sweeps over you.
You wake to find yourself in a pile of people.

Setup
The Heroes start with no gear. They can loot the bodies for gear. Each Hero draws 1 card from the Green Item deck
and can select 1 card from the Starting Gear deck.

Goal Reward
Get out of the Crawler hive and back to the surface. Remove 4 . Draw 2 .

Resolution
The cool wind of the woods falls upon your face. You have rarely been so glad to be in a cemetery. You recall the START
unkindness of the Silent Minstrel, and decide that a second visit is in order, this time with torch and kindle.

Act 2: You’re Gonna Die Here, You Know.


Wave 1 – Three Minions
It seems the Silent Minstrel will have to wait, the Darkness isn’t done with you. The brief respite upon
of one Monster-type (Four
leaving the Crawler hive is shattered as you take your first steps into the cemetery. What begins as a sides per type)
small chatter rises to a grating chorus, the crying of a hundred foul things rises up around you. As you
Wave 2 – Four Minions of
compel your battle-weary body to defend itself, you look on the bright side, at least they won’t have to one Monster-type (Four
move the body far to bury it. sides per type)
Wave 3 – One Captain of
Setup one Monster-type (All sides
All Action cards add +1 AP to the Darkness Meter, because the Heroes haven’t had a chance to rest. per type)
The Mini-boss doesn’t appear until Wave 5 is cleared. Wave 4 – Three Minions
of two Monster-types (Two
Goal Reward sides per type)
Survive! Remove 2 . Add 1 . Draw 2 . Wave 5 – Four Minions of
two Monster-types (Two
Resolution sides per type)
Never before have you been this tired. Your legs refuse to move and your hands barely grasp weapons soaked in blood. You think perhaps you’ll rest in the Silent
Minstrel before you burn it down, after dealing with the owner of course.

Act 3: The Black Tide


The friscalating dusk-light makes the woods appear even more sinister than you remember. You see
monsters everywhere. The uneven ground makes it almost impossible to find sure-footing.
Everything in your being yearns for you to rest, but march on you must.

Setup
Heroes cannot use Move cards at all this act. All Action cards add +1 AP to the Darkness Meter,
because the Heroes haven’t had a chance to rest.
The Silent Minstrel has 1 Lair and the Hole token. During the cleanup step of the Refresh Phase, 4
Crawlers (2 melee and 2 ranged) emerge from the hole.

Goal
Burn down the Silent Minstrel. The tavern has wood and fire. The Heroes must gather the wood and
fire to light the fire.

Resolution START
The fire takes a bit of coaxing, but soon its tongues reach out and lick wall and furniture alike.
Long past when you should have left, you stare at the fire. On this day, you learned two things: it is comforting to know that quitting never crossed your
mind. The second is not as comforting because you don’t know if it was willpower or the desire for revenge that carried you forward.
Rewards
Heroes can manipulate their decks by one card.
You are glad the innkeeper was dead when you arrived, for you are unsure how you would have responded if he were living. Perhaps you aren’t a Hero
Or Heroes can earn the title “Harbinger.”
after all.

50
The Stone of Life
On the edge of the frontier, the call has gone out. Terror has returned. An ancient prison has been opened. People are dying. A great darkness has begun to stalk the night. The homesteaders of River Falls need
Heroes.

Act 1: The Jewel in the Water


Ill-fated fortune has brought you to River Falls. Drawn faces greet you, gaunt and starving. Dire
words follow. The lay-leader, Warren, weaves a tale of hardship and woe born from the theft of a
sacred jewel surreptitiously stolen in the night from the cave behind the now dried up waterfall. For
generations, none have dared enter the cave, as it had been prophesied that the jewel and prosperity START
were interwoven. To steal the jewel would bring disaster to the people. Someone or something did,
and now doom has found them. The thief was captured but the jewel was not on his person. As you
begin to ask Warren more, the clicking of the Crawlers seems to surround you. The ground groans
and lurches, and just as suddenly a sinkhole opens under the structure near you swallowing it
completely, spitting out Crawlers that surge across the courtyard towards the castle and …the thief.

Setup
The Heroes must get to the Thief in the jail cell. When the Heroes enter the last Realm Tile, place
Thief
a fighter token in one cell to represent the Thief. In the other cell, place the hole token. Three
Crawlers appear adjacent to the hole in the cleanup step of the Refresh Phase. When the cell has Defense 3 Vitality 5
four Crawlers in it, they can tear down the bars and get to the thief. Movement
The Crawler cell can be opened on a non-combat action of 6 2 squares in the Refresh Phase if adjacent to a Hero.
The Thief cell is tougher, it can be opened on a non-combat action of 9.

Goal Reward
Lead the Thief out of the jail tile. Don’t let the thief die. Remove 2 . Add 1 . Draw 2 .

Resolution
The thief, it seems, is just a desperate homesteader seeking to placate an undead giant call Yardu. Yardu has razed everything the sad man has ever loved. A strange figure
appeared in his dreams and prophesied that everything could be returned, all reparations repaid, if only the great jewel from the river was retrieved.
When he, the thief whose name you discover is Pete, grabbed the jewel the figure from his dream appeared and he found himself in the custody of the people of River Falls.
Warren suggests you seek out Pete’s home, where it all began.

Act 2: An Eight-legged Question


Something doesn’t sit so well with you as you plod along past through the feral places. Where the foolish
brave build homes and live on their own at the edge of the wilds. You have heard tales of bad fortune, but
nothing like Pete described. Pete is either cursed or there is something more sinister at work. The splash of
water shakes you from your thoughts. You do not recognize this place. Where once a path ran, now only a START
small steam. You turn around but find nothing but closed in woods and this gully. How came you to be here?

Setup
No Move cards can be played to find the campfire. If even one is played, at the end of the 4 x 12 the Heroes find
themselves in a new 12 x 12.

Goal Reward
Get to the campfire and speak with Emberweave. Add 1 . Each Hero draws 1 .

Resolution
“So, it appears you have found me,” always aloof, Emberweave seems concerned, “if only I knew where you were.” He invites you to sit by the
fire. “It is a cold night, evil is a foot, and you are lost.” You decide not to nitpick by telling him he was lost first. Instead you settle near the fire. Its
healing warmth penetrates your tired muscles and before you know it or can even explain why, you begin to tell Emberweave of your adventure in
River Falls and why you find yourself lost. He seems curiously intent on what you’re saying.
When you are finished, he tells you of a myth. The fire dances with each word, taking shapes and form from the story...you don’t remember falling
asleep. When you awake, Emberweave is gone...as is the gully and the woods. Your head hurts with the need to remember something important,
but the myth by the fire is fuzzy. Without a reason to point to, you hurry back to River Falls. They are in grave danger.

Act 3: A Child of the Mother


START
You arrive to find the town abandoned. As you rush around River
Falls trying to find Warren, the memory of the myth Emberweave
shared shatters your purpose. All around the small town are signs and
reminders of the tale, silent cues hidden in stores and the names of
businesses that drive back into your mind the story by the fire: The
Crawler cult protected the jewel. Once every 1000 years, they attempt
to free their god, an ancient monster of unknown from called the
Mother. The story had been told a thousand times, but in every telling
a “fire-weaver” laid markers along the river to help the heroes drive
the beast back, behind the waterfall, sealing the monstrosity away until
next time.
The spider cult wasn’t trying to destroy River Falls, it was River Falls.

Setup
The Heroes must first get past Yardu in the cemetery.
Setup a quest bag with the 4 Rune tokens. Cover 3 Trigger tokens with Quest tokens; set these aside. These tokens match the covered Trigger tokens and Discover a Trigger TN8
are randomly set up in the underground river. If a Hero performs a successful non-combat action at a Trigger, they remove the covering (use the quest tokens)
and remove that token from the bag.
There is a third Rune removed if the Heroes defeat a child of the Mother--the Terror with 1000 Legs.

Goal Resolution Rewards


When a Hero attempts to return the jewel to the last Trigger, they pull a The Mother is sealed away once again, but at what cost. The Crawler cult
Heroes can manipulate their decks by
Rune from the bag. If the Rune matches the Trigger, the jewel is returned, is no more, having sacrificed themselves to the snapping mandibles of the
one card, or earn the title “Life-bringer.”
and the Mother is sealed away for another 1000 years. Darkness. Where once was life, now none remain.

51
The Mad King
And so it has come to this, the Hermit King has returned leading an army of dark creatures. They have taken up refuge in the once mighty Haldor. The razed castle, long cursed, is said to be the home of a fire
drake. Smoke rises from the ruins, and the walls are being rebuilt. If the Darkness is to be pushed back, denied a foothold among the free, the faithful must rise up and stop a king driven to madness.

Act 1: Circle the Wagons


The first course of action is to create a diversion: destroying their supply chain will do the trick. It is rumored the
supplies are being sent through the overgrown forest to the south and the way is guarded by hundreds if not
thousands of Grubbers.

Setup
Each 12 x 12 Realm Tile with a Wagon has 2 Grubber Lairs.

Goal Reward
Destroy the Hermit King’s supply wagons. Remove 1 . Add 2 . Draw 1 for each Hero.

Resolution
So far so good. He will have to spend more resources then necessary to recreate his supply chain and make sure
nothing disturbs it again.
This should give you just the sort of diversion you need to get into the ruins of Haldor and kill him. START

Act 2: The Hall of the King 2 LAIRS


The only way to get to the Hermit King, short of raising an army, is to go through the maze of underground passages
that lead under the once mighty castle. Scouts claim that there is a way up to the courtyard, if those passing can
deal with a large rock that seems to be blocking the way.

Setup 1 LAIR
The Boulder token is placed in the middle of the last
Supply Wagon
underground tile. It must be moved for the Heroes to
have access to the courtyard. To move the boulder, each Defense 3 Vitality 5
Hero must be adjacent to the Boulder token and pass a Special
non-combat action at TN5. Every Refresh Phase that passes Supply Wagons increase the Spawn of Minions from all START
with the boulder unmoved, brings an Hunting Pack of 5 in activated Lairs by +2 until destroyed.
from the side closest to a Hero. The Hunting Pack can be of
any Monster-type.

Goal Reward
Infiltrate the castle. Remove 3 . Draw 3 .

Resolution
Finally, the huge rock begins to roll. Its momentum is agonizingly slow. Finally, resistance gives way and the boulder is rolling down the underground river on its
own. Everything it touches is obliterated, causing a small avalanche as it falls away the direction you came. You cringe with every collision. The sound of every
bang and boom echoes through the caverns and, with little doubt, up into the courtyard.
Just when you think everything is silent and all damage done, deep in the bowels of the dark comes a soft rumble, made quiet because of distance and dense
earth. A muted boom, rhythmic and repeating for two dozen distinct beats then silence again.
Only after several moments in do you realize how terrified you are. Grabbing the rock you climb up to the grate and enter the courtyard.

Act 3: Surprise Party


The courtyard is full of Grubbers and Muckers, and a few things you have never seen before. They all seem
stunned of the rolling thunder beneath their feet, or perhaps they are afraid. The rock may have been a blessing
after all, as it has proved to be a decent distraction.

Setup
The courtyard tile has no Lairs. It is populated with 2 Monster-types (players choice). Place 3 Minions of each
type per player.
START
If there are 9 of each Minion, place 1 Captain.
If there are 15 of each Minion, place 2 Captains.
Hero ability cards are played at -1AP the first Hero Cycle. After the Hero Deck Phase of the first round in the
courtyard, Hero abilities return to normal.
The last tile is an epic tile. Place the tables in the middle of the rugs. There are 4 Lairs and a Mini-Boss. There
are no Hunting Packs.

Goal
Clear the last epic tile.

Resolution
The Hermit King was not to be found. Vacant was his seat at the table, plate unplaced. In truth, he could be
among the dead for you know not what he looks like. Certainly his forces are finished, fleeing to the foul places
of the world. Only the foolish would follow one so afraid—a king bereft of courage is as good as dead—yes, he
must be dead…

Rewards
Heroes can manipulate their decks by one card. Or
Heroes can earn the title “The Kingslayer.”

52
Common People
Some days are ever etched in your mind, today is such a day. Good fortune followed you. Perhaps, finally, you have become the Hero you have fought to be. Twice you charged the line at Waconda, fighting fierce
foe, facing-down Fate. You drove back the horde and secured victory for the weak. Tonight, by this fire, with muscles weary, your rest is earned…

Act 1: Rosy-Fingered Dawn


You wake still remembering the glory of the day before. Stretching, you stand. The dawn is as
striking, as it is ominous. Extended out overhead, clouds of red and pink hue carry with it the
portents of something sinister. Blood was spilled this night. It seems the Darkness desired revenge.
In the distance, you see smoke rising. Quickly you gather your things and move to investigate.

Setup
None
START
Goal Reward
Get to the campfire tile without the Remove 2 . Add 1 . Draw 2 .
Darkness Deck recycling.

Resolution
Beneath you glow hundreds of fires. Around each fire, perhaps a dozen creatures severed forever from hope. Nestled in the center of an ocean of death-seekers,
shining like a new star, encircled by large bonfires and ringing bells lay the fortified town of Fallen Guard.
Grim fate sits at her loom, measuring thread, waiting to weave you into Fallen Guard’s doom. You need only find a way through the dark host.

Act 2: Burning Bridges


You wait until the dull glow of soon-to-be-dawn touches the edge of the sky before you begin. The decision is made; Fallen Guard or death.
First dew glistens on grass muffling the sound of your steps. Hopefully, the mighty host, drunk on death, is slow to rise. If their fight is fierce,
this folly will be short-lived.
START
Setup
There are no Lairs. Each Darkness activation brings a new 5 member Hunting Pack
into the Realm. The Hunting Packs can be any Monster-type. The Hunting Packs Supply Wagon
never stop following the Heroes. Defense 3 Vitality 5

To enter Fallen Guard, there cannot be more enemies than Heroes on the last 6 x Special
6 Realm Tile. Supply Wagons increase the Spawn of Minions from all
activated Lairs by +2 until destroyed.
Goal Reward
Get to Fallen Guard. Add 2 . Draw 1 for each Hero.

Resolution
The mighty oaken doors crash behind you, sealed. Now safe inside Fallen Guard, you come to realize your foolishness. Weary eyes look at you not trusting to hope.
As they begin to realize you are alone, expectation flees battle-worn faces.
You do not waste words, nor whispers of comfort. You accepted your death before crossing over; if death wants to find you, it knows where to look.
“HA!” The voice is one you know. Turning you see Marcus striding across the courtyard, his voice is loud for all to hear, “By God, you are a sight for sore eyes and
arms.” He clasps you tightly and slaps your back. Turning to those given over to despair, he adds “My friends, do not let fear take you. Each Hero before you is
worth a thousand. Did they not cross over to be with you at this dire hour. These are Heroes and they will defend Fallen Guard with their lives. Can anymore be
asked?” Finishing, he turns to you with a smile and glint in his eye, “I am not sure you made the right choice this time” Marcus winks at you and a big toothy-smile
splits his face, “but I am glad you did.”

Act 3: Fences Make Good Neighbors


The circumstances are indeed dire. There is no amount of sugar that would make this mean palatable…but there is hope. If the Darkness can be held
back just enough to repair the walls, Fallen Guard could very well wait them out. They have access to fresh water and plenty of dry goods.
The plan is simple. Basically, you have to repair the walls…while driving back the darkness…while defending the people…and protecting yourself. You
know…simple.

Setup
Heroes must move to the Rock Pile and Well resource locations with the correct tools and
perform a successful non-combat action to gain a resource. Heroes gain a rock from the Supply Wagon
Rock Pile and water from the Well. Use Quest tokens to track the resources. Rock Pile Pickaxe Non-combat action TN3

Heroes can rebuild the walls by having both resources and the Hand Spade adjacent to Well Bucket Non-combat action TN3
a gap and succeeding at a non-combat action. When a wall is repaired, place a Crushing Wall Repair Hand Spade Non-combat action TN6
Wall token in the gap.
The tile uses Slaugtherfield mode, except the Slaughterfield Spawns only appear in the gaps in the wall (2 on one side, 1 on the other). Any extra Spawns
do not appear. When the walls are repaired, the Spawns cease to appear in the closed sides. These Spawns do not carry over to other gaps.
Marcus the Ready is present as an Ally.

Goal
Rebuild the walls or defeat all 10 Slaughterfield waves.

Resolution
The walls hold. A great cry rises up from the adversary now unseen, hidden from sight.
Marcus’ roar of relief resounds across the courtyard, “YESSSSS!” It even drowns out the wails of an enemy driven to madness. Suddenly
renewed, full of energy, Marcus ascends to the ramparts three step at a time, unslings his short-bow and starts shooting everything…
Rewards
laughing all the while. Heroes can manipulate their decks by one card. Or
Heroes can earn the title “Light of Freedom.”
You can’t help but smile yourself, and move towards the battlements on the other side of the courtyard. Now the fun begins.

53
The Infernal Machine
It seems Fate has marked your journey and brought you to the edge of fame. The festival of the maiden is neigh. Long ago, before history recorded such deeds, a special device was commissioned to test the
worth of a Hero. A widowed queen, blood-kin of Ildari, fashioned a contest to see if any could earn the title Nemozne Král, or King of the Impossible. Many have tried; all have failed.

Act 1: Festival of the Maiden


To even get to the trial, Heroes must be prepared to overcome much. The journey is not for those weak in courage
or dulled steel. The home of the machine is a long-abandoned, trap-infested castle. The castle has never fallen to
ruin, because nothing lives there long enough to use it.
It is said the machine is always running. While that may or may not be true, the gate only comes down for a
fortnight one time each year.

Setup
Every tile has a trap as denoted by the diagram. The first 12 x 12 has a Dragon’s Breath trap in the middle of the
tile. The second 12 x 12 has Chain Lightning trap in the middle of it. In addition, the 12 x 12 have 1 Lair and 1
Hunting Pack of 6.

Goal Reward
Get to the Infernal Machine. Remove 3 . Draw 3 .

Resolution START
You are not alone. More surprisingly, there are actually quite a few here. Several appeared to have already made
an attempt at the machine, judging from the maimed limbs, broken bones, and bleeding heads.

Act 2: Picking Up The Pieces


After studying the machine for a bit, you pick up on something. At first, you think you must be imagining it, but
after a few more people have been tossed, cleaved, and bludgeoned you are certain there is a rhyme and reason
to this contraption.
START
You need to find a spherical object, something to hold liquid, and a fishing pole.
More importantly, you can’t go in one-at-a-time. It can only be solved by several people working in unison.

Setup
Each tile with a trap assist has a secondary location on the tile.
This represents the place on the tile the Heroes needs to search Infernal Parts
for the Mysterious Skull token, the Bucket token, and the Pile of Bodies Mysterious Skull Non-combat action TN6
Fishing Pole token. Well Bucket Non-combat action TN6
When Heroes search these location they must perform a non- Drain Fishing Pole Non-combat action TN6
combat action TN6. If they fail, 6 Crawlers appear (all melee).
Once per location, if the searcher rolls a natural 10, they can also Goal Reward
draw 1 green item card from the top of the deck. Retrieve the Infernal Parts. Remove 4 . Draw 2 .

Resolution
All seems to be ready. No one has made it past the second section, so you are merely guessing on the last section. You hope this works.

Act 3: The Key


Confidently you stride up to the first section. When the observers see what you are bringing friends, most laugh. An anonymous voice from the START
crowd begins to say something about not forgetting your mum, but it is lost on you. As quick as quick as lightning you are through the opening
and into the heart of the machine.

Setup, part 1 Interlude


The entire stretch of 4 x 6 tiles is considered one tile. In this case, You made it. Unbelievably, you did it. Never has anyone actually seen
the Darkness Meter doesn’t reset between Realm Tiles. this side of it. The machine stops. There before you, almost as stunned
as you is the most beautiful woman you have ever seen.
Infernal Traps can only be disarmed with Infernal Parts. Heroes can
only carry up to 2 Parts. When a Hero with the appropriate part is “So, someone finally saw the secret within the system.” Her words,
Falling Ceiling

adjacent to the aligned trap, with the exception of the Consuming washed in power, are measured in a cadence unknown to you. Her
Darkness trap, it is disarmed. The Consuming Darkness trap must be movement is otherworldly. Gliding over the floor towards you, she
disarmed traditionally. However, the Fishing Pole allows the Hero to continues, “The secret has always been friendship and cooperation,
be “adjacent” to the two things apparently I lacked. Even among the Dark, you must play
Consuming Darkness Infernal Traps a part or be exiled. I was sent adrift in an ancient world. My Mother
trap up to three Chain Lightning Bucket rejected me.” The malice in the last phase and the aggressive nature
squares away. of her movement puts you on edge.
Floor Spikes Mysterious Skull
The Heroes cannot Consuming Darkness Fishing Pole You realize that this is no woman, but a fiend of the dark. And that the
leave the Infernal Infernal Machine wasn’t a test of valor, but a lock and you were the
Machine without disarming all three of the Infernal Traps. Disarmed key, “The machine wasn’t a test, but a prison?”
traps are not removed from the tile, but stay where they were “Oh?” she says in mock surprise, “Come poor fools. Come and claim
disarmed. your prize!” The woman before begins to transform with screams, a
Every time the Darkness Meter reaches 6 AP, disarm trap TN are snapping of bone and crunching of cartilage.
increased by +1.
Setup, part 2
The Floor Spikes trap activates based off of Darkness AP. The Falling Place the Terror with 1000 legs in the middle of the tile. Surround her
Ceiling trap activates off of the spending of Movement Points. The with 4 melee and 4 ranged crawlers.
rest of the traps activate during the Refresh Phase. When activating
traps, begin with the last Realm Tile . Hero Interrupts cannot be Goal
played to mitigate damage because the traps do not activate on a Kill the Child of the Mother.
Darkness Cycle. Resolution
Some days are ever etched in your mind, today is such a day. With
Goal Rewards
sorrow, you leave the newly-returned body of the beautiful woman
Get through the Infernal Machine.
behind. It is a small step one takes to sink into disappointment. Even Heroes can manipulate their decks by one card. Or
among the enemy, a Mother’s love is precious. Perhaps, finally, you Heroes can earn the title “King of the Impossible.”
have come to know victory isn’t always winning and finding the glory
in an act is sometimes impossible.

54
Chapter 12

Traps
It’s a trap! - Akbar, Return of the Jedi

There are three types of traps in Myth: Events,


Encounters, and Hidden traps. When the Heroes gaining serendipity
enter a Realm Tile with a trap, they roll one Fate
Encountering and overcoming traps is a guaranteed way for Heroes to earn Serendipity. Traps
die and consult the Darkness Board. traps are set
reward Serendipity, if the Heroes are successful. Refer to page 46 to learn more on Serendipity
up in unique ways, so refer to each trap in this
and what it does for the Heroes.
chapter for setup.

Non-Combat Actions Acolyte: Intercession


Apprentice: Research
Non-combat actions allow Heroes to either avoid triggering a trap or attempt to disarm it. Archer: Find Weakness
Heroes receive their normal a
and can gain extra dice through Hero Cards. Brigand: Cunning, and Unravel
Soldier: The Easy Way
Each Hero has a non-combat action ability, listed to the right.

4x6
These traps only appear in 4x6 single or double Realm Tiles. When entering a 4x6 or 4x12 Realm Tile, the Heroes must encounter a trap. Roll one
Fate die and consult the table on the Darkness Board to determine which trap the Heroes encounter. Each of the following trap descriptions provide
information needed to set up and face the trap, including a diagram, instructions on how it activates, and what is necessary for the Heroes to disarm it.

Crushing Wall
Type: Event Range: N/A
Activate: AP3 & AP6 Effect: Death
Disarm: TN 5 Reward: 3 Serendipity

The Darkness AP is reset to zero. The Heroes can choose to move normally, cautiously, or aggressively. After each move,
the Hero must roll equal to or under the current Darkness AP. If a Hero fails to roll under the current Darkness AP, the
Darkness AP increases by one. At AP 3 the crushing wall tokens get moved into the edges of the tile. At AP 6 the crushing
wall tokens meet in the center.

Heroes on the edge of the Realm Tile, when the wall moves in, are pushed into any open adjacent squares. At 6 AP
Heroes caught within the walls are killed. As shown on the diagram, there are two Trigger tokens on which Heroes must
stand while attempting to disarm the trap. Both mechanisms must be successfully disarmed to stop the trap. Large
groups of Heroes must disarm this trap.

Roll 2
a to avoid
raising Darkness Meter.
Roll 1
a to avoid
raising Darkness Meter.
Increases Darkness
Meter by +2.

rolling Boulder
Type: Event Range: Realm Tile
Activate: AP6 Effect: Death
Disarm: Escape Reward: 1 Serendipity / 1 Green Treasure card draw for each Hero

The Darkness AP is reset to zero. The Heroes can choose to move normally, cautiously, or
aggressively. After each move, the Hero must roll equal to or under the current Darkness AP. If
a Hero fails to roll under the current Darkness AP, the Darkness AP increases by one. At 6 AP
the Rolling Boulder activates.

This trap cannot be disarmed; Heroes must escape the Realm Tile. When the Darkness
reaches 6 AP, a Rolling Boulder drops just outside the Realm Tile behind the Heroes, filling the
entire width of the Realm Tile. At the end of each Hero Cycle, the Boulder moves 3 squares into
the Realm Tile. Any Heroes hit by the Rolling Boulder are crushed beneath it and killed. The
Rolling Boulder stops once it reaches the opposite edge of the Realm Tile.

Roll 2
a to avoid
raising Darkness Meter.
Roll 1
a to avoid
raising Darkness Meter.
Increases Darkness
Meter by +2.
Bonus Reward: If Heroes feel they have enough time, they can open the sarcophagus
at the end of the Realm Tile. Opening the sarcophagus requires two Heroes to spend
one MP each to open the sarcophagus during the same Hero Cycle, earning one green
treasure card draw for each Hero in the party.

55
Floor SpikeS
Type: Event Range: Realm Tile
Activate: AP2, AP4, & AP6 Effect: 2 Damage
Disarm: TN 5 Reward: 1 Serendipity / Remove 2 White Treasure tokens

The Darkness AP is reset to zero. The Heroes can choose to move normally, cautiously, or aggressively. After each move,
the Hero must roll equal to or under the current Darkness AP. If a Hero fails to roll under the current Darkness AP, the
Darkness AP increases by one. At AP 2, 4, and 6 the trap activates.

When the Darkness AP reaches 2, 4, and 6, each Hero takes 2 damage. Heroes must be adjacent to the Rune token in
order to disarm it. If the AP reaches 6, the trap cannot be disarmed; the Heroes only recourse is to leave the tile. Heroes
earn no rewards for the trap if this happens.

Roll 2
a to avoid
raising Darkness Meter.
Roll 1
a to avoid
raising Darkness Meter.
Increases Darkness
Meter by +2.
Bonus Reward: Disarming the trap also reveals a hidden shrine.
Permanently remove two white treasure tokens from the treasure bag.

Falling Ceiling
Type: Special
10

Activate: Immediately after a Hero enters


the trap effect area
Safe Safe
8-9

Disarm: Escape
Range: Realm Tile
Zone Zone
Effect: Knock back & 2 Damage/Death
Reward: 3 Serendipity
6-7

This trap cannot be disarmed. As shown


in the diagram, this trap requires two 4x6
4-5

Realm Tiles. As soon as any Hero enters


the trap effect area (denoted by the red
numbered zones), the trap immediately
activates. Every time a Hero uses MPs,
2-3

a
roll 1 to see which row the falling
ceiling drops in. Once this is determined,
a
roll 1 to see which column the falling
10 9 8 7 6 5 4 3 2 1
1

ceiling drops in.


Any Hero hit by the trap is knocked back 1 square and takes two damage.
If at any time Heroes are trapped by fallen ceiling tokens in the Realm Tile
with no way forward, they are considered to be killed. Requires:

12

avatar oF Winter 5
Type: Encounter Range: Attack – Melee / Aura -3 squares 1*
Activate: Refresh Phase Effect: Special
Disarm: TN 5 Reward: 1 Serendipity / 1 Blue Treasure card draw

An Encounter trap, the Avatar of Winter is physically


present on the Realm Tile. He activates during the Avatar of Winter
Refresh Phase. The activation is not associated with the 10* Type: Unholy 1
Undead, Agent
Darkness Meter. He attacks the Heroes using his own
set of priorities and rules.

This trap cannot be disarmed but it can be diminished


Attack 3 1 6* Priority
and defeated. The TN is used for activating magical Harvest of Bones: Range 1 (M), Attacks the Most Targets
most Heroes in 180 arc. 1 damage/hit Proximity
torches, with non-combat Actions, along the sides of
the Realm Tile. Each torch activated this way reduces Special Faith
the Avatar of Winter’s Icy Grave range by 1 square
Icy Grave: Range 3*, Heroes in range
and increases the Avatar’s movement by 1. If the 4 8
take 1 damage and are Frozen.
torches are activated, the Avatar of Winter has its Vitality
reduced by 5. Killing the Avatar of Winter grants the
Heroes the reward.
Bonus Reward: If the 4 torches are activated before killing the Avatar of
Buff
Winter, when he is vanquished the Heroes receive 1 blue treasure card draw.
Dark Aid:
-1 each time Darkness AP reaches 6.

DarkneSS FallS Avatar of Winter.indd 1 9/5/2013 10:00:07 PM


Type: Hidden Range: Realm Tile
Activate: Start of each Hero Cycle. Effect: 1 Damage / Max AP reduced on Darkness Board by 1 for the rest of the Act.
Disarm: 3x TN 7 Reward: 3 Serendipity

Hidden traps activate at the start of the Hero Cycle. Each player rolls a Fate die. If the result matches a Hero being played, the trap attacks that Hero. Hidden traps
attack each Hero once per Hero Cycle.

In order to disarm Hidden traps, the affected player must choose to discard a card from his or her hand. This grants the affected Hero one opportunity to make a non-
combat Action roll. Each Hero may attempt to disarm the trap only once per Hero Cycle. Hidden traps always need to be disarmed multiple times in order to become
fully disarmed. Until the Heroes disarm the trap the required amount of times, the trap continues to affect the Heroes every Hero Cycle.
Requires:
If the Hero succeeds at his disarm attempt, place a Rune token under the avatar. If the Hero fails at his disarm attempt, the trap damages the Hero. If the Heroes
disarm the trap 3 times before the Darkness reaches 6 AP, then the trap is completely disarmed. Each damage raises the Darkness AP by 1. If the Darkness AP
reaches 6, the max AP on the Darkness Board is reduced by one for the rest of the Act.
3

56
6x6
These traps only appear in 6x6 single or double Realm Tiles. When deciding to encounter a trap on a 6x6 or 6x12 Realm Tile, roll one Fate die and
consult the table on the Darkness Board to determine which trap the Heroes encounter. Each trap has a diagram, instructions on how it activates, and
what is necessary for the Heroes to disarm it.

Hurn’S pitFall
Type: Hidden Range: Realm Tile
Activate: Start of each Hero Cycle Effect: 2 Damage and Prone
Disarm: 4x TN 7 Reward: 3 Serendipity

Hidden traps activate at the start of the Hero Cycle. Each player rolls a Fate die. If the result matches a Hero being played, the trap attacks that Hero. Hidden traps
attack each Hero once per Hero Cycle.

In order to disarm Hidden traps, the affected player must choose to discard a card from his or her hand. This grants the affected Hero one opportunity to make a non-
combat Action roll. Each Hero may attempt to disarm the trap only once per Hero Cycle. Hidden traps always need to be disarmed multiple times in order to become
fully disarmed. Until the Heroes disarm the trap the required amount of times, the trap continues to affect the Heroes every Hero Cycle.

If the Hero succeeds at disarming the trap, place a Hurn’s Pitfall token on the same square as the avatar, then move the Hero one square. The Hero doesn’t take any
damage and is not Prone. This trap must be disarmed four times in order to receive the reward. Pit trap tokens cannot be moved through. If the Hero fails to disarm Requires:
the trap, the trap damages the Hero and the Hero is knocked Prone. The trap does not hit the same Hero multiple times per Hero Cycle.
4

poiSon DartS
Type: Encounter Range: 3 squares
Activate: Refresh Phase Effect: 1 Damage and Poison
Disarm: TN 5 Reward: 1 Serendipity / Remove 2 White Treasure tokens
and each Hero gains 1 Anti-Venom Potion

The Poison Dart trap is physically present on the Realm Tile. It activates during the
Refresh Phase. The activation is not associated with the Darkness Meter. It must be
disarmed using non-combat actions.

This trap is a device that fires at Heroes in range during the Refresh Phase. Heroes
in range are automatically hit and must roll one Fate die. If the result is a Darkness
symbol, that Hero is poisoned and receives a Poison status effect token. Heroes must
be adjacent to the trap in order to attempt to disarm it with a non-combat Action. Choose

Bonus Reward: Permanently remove 2 white treasure tokens from the treasure
bag. Each Hero gains 1 Anti-Venom Potion.

WHirlWinD oF Steel
Type: Encounter Disarm: TN 5
Activate: Refresh Phase Range: 1 square
Priorities: Proximity, Most Heroes, Most Vitality Effect: 1 Damage
Movement: 2 MP Reward: 3 Serendipity

The Whirlwind of Steel trap is physically present on the Realm Tile. It activates during
the Refresh Phase. The activation is not associated with the Darkness Meter. It must be
disarmed using non-combat actions.

This trap is a device that moves around the Realm Tile and attacks Heroes based on its
priority list during the Refresh Phase. When the Whirlwind of Steel attacks, it attacks
adjacent Heroes and hits them automatically. Roll 3 Fate die and if any result is Rage, Choose
struck Heroes must pass a Courage test to Act during the next Hero Cycle. Heroes must be
adjacent to the trap in order to attempt to disarm it with a non-combat Action.

57
Dragon’S BreatH
Type: Encounter Range: 1 square
Activate: Refresh Phase Effect: 1* Damage to targets in a 1/3/5 cone
Priorities: Arcane, Threat, Proximity Reward: 1 Serendipity / Add 1 Blue Treasure token
Disarm: 2x TN 5

The Dragon’s Breath trap is physically present on the Realm Tile. It


activates during the Refresh Phase. The activation is not associated
with the Darkness Meter. It must be disarmed using
non-combat actions.

This trap is a device that shoots flame in a cone as shown in the


diagram. The Dragon’s Breath trap only fires orthogonally and it does
so based off its priority list during the Refresh Phase. Targets caught in the flames take one Choose
damage. Heroes may discard two cards or they take an additional damage immediately.
Heroes must be adjacent to the trap in order to attempt to disarm it with a non-combat
Action, and it must be disarmed two times before it is
completely disarmed.

Bonus Reward: If ever the Dragon’s Breath trap kills 3+ Minions in a single Refresh Phase, the
Heroes add a blue treasure token to the treasure bag after the trap is disarmed.

CHain ligHtning
Type: Encounter Disarm: TN 5
Activate: Refresh Phase Range: 3 squares
Priorities: Nature, Proximity, Effect: 1 Damage, jumps 2 squares 4 times
Most Items Reward: 1 Serendipity / Remove 4 White Treasure tokens

The Chain Lightning trap is physically present on the Realm Tile. It


activates during the Refresh Phase. The activation is not associated with
the Darkness Meter. It must be disarmed using non-combat actions.

This trap is a device that shoots an arcing bolt of lightning to Heroes


within three squares based off its priority list during the Refresh Phase.
The lightning automatically hits and jumps to new Heroes within two squares up to four Choose
times for a total of five possible targets. The Chain Lightning seeks new Heroes on each
jump first, but if none are available, it jumps back to previous targets. Heroes must be
adjacent to the trap in order to attempt to disarm it with a non-combat Action.

Bonus Reward: If the Heroes completely clear the Realm Tile of Darkness enemies
before disarming the trap, they also get to remove four white treasure tokens from the
treasure bag. There must have been Darkness enemies on the Realm Tile for the Heroes
to be eligible for this reward.

ConSuming DarkneSS
Type: Encounter Effect: The Darkness gains 1 AP per Hero within range.
Activate: Refresh Phase Any Heroes not in range have their hand size
Disarm: TN 5 reduced by 2.
Range: 4 squares Reward: 3 Serendipity

The Consuming Darkness trap is physically present on the Realm Tile. It activates during
the Refresh Phase. The activation is not associated with the Darkness Meter. It must be
disarmed using non-combat actions.

This trap is a device that increases the speed at which the Darkness activates. For
Heroes within four squares of the trap, the Darkness gains one AP during the Refresh
Phase. Heroes not in range of the trap during the Refresh Phase have their hand size Choose
reduced by two. Heroes must be adjacent to the trap in order to attempt to disarm it
with a non-combat Action.

58
Chapter 13

Component Reference
Tokens in Myth are double-sided. The list below shows the image of the token with a brief description. Some tokens have different images on either
side, and in those cases, both images are shown. Some tokens listed are for future supplemental releases.

1 Gold Coin token: Currency 5 Gold Coin token: Currency Acolyte Hero token: Anti-Venom Potion / Apprentice Hero token: Archer Hero token:
Base Hero abilities Lucky Potion token: Potions Base Hero abilities Base Hero abilities

Avatar of Winter token: trap Blue Treasure token: Bobby token: Quest Boulder / Fishing Hole: Breastplate token: Quest Brigand Hero token:
Treasure draw bag Realm Object Base Hero abilities

Bucket / Fighter: Quests Burned Bodies / Bench token: Corrupted Lair / Fire: Realm Object Crate of Goods / Sheep token: Crawler Lair / Tailless Lair tokens:
Realm Object Quest Realm Object

Curse token: Doll token: Quest Dragon’s Breath token: trap Drain / Flower Bed token: Druid Hero token:
Status Effect Realm Objects Base Hero abilities

Fallen Star token: Quest Fallen Tree / Crushing Wall token: Father Andrew token: Ally Father Josh token: Ally Fish token: Quest
Realm Objects

Floor Spike token: trap Focus Potion / Shadow Potion Fool’s Errand token: Hero Ability Fountain / Statue of Hurn: Frozen token: Status Effect Glacier’s Grip token: Hero Ability
token: Potions Realm Objects

Gold Hoard token: Realm Object Grave Marker token: Realm Object Green Treasure token: Grubber Altar to Ia / Flower Bed Grubber Lair / Sycline Lair tokens:
Treasure draw bag token: Realm Objects Realm Objects

Helm token: Quest Hero’s Edge token: Hero Ability Hummingbird Pendant token: Quest Hurn’s Cassock token: Quest Hurn’s Chalice token: Quest
Hand Spade / Fighter: Quests

59
Hurn’s Chalice token: Quest Jewel token: Quest Key token: Quest Lady Katherine token: Quest Leggings token: Quest Life Stone token: Quest

Lucy token: Quest Marcus the Ready token: Ally Merchant token: Realm Object Mysterious Skull token: Quest Obelisk token: Quest Pickaxe / Fighter: Quests

Pile of Wood / Holy Altar: Pillar / Hurn’s Pitfall token: Poison Dart token: trap Poison token: Quest Poison token: Status Effect
Realm Object Realm Object / trap

Prone token: Status Effect Quest token: Quest Rock Wall / Crushing Wall token: Rubble Pile / Underground
Quest / trap Entrance: Realm Object

Rune token: Quest Sarcophagus / Spears token: Serendipity token: Currency Shadow token: Hero Ability
Realm Objects

Shambler Lair / Iathi Lair token: Sir Archeron token: Ally Skald Hero token: Skull token: Quest Soldier Hero token: St. Michael’s Spear token: Quest
Realm Object Base Hero abilities Base Hero abilities

St. Michael’s Armor token: Quest Story Title token: Title Description

Table / Cage token: Realm Objects Table / Torture Device token: Threat counter: Threat Meter
Realm Objects

Title token: Title Equipped Torch token: Realm Object Trap Door: Realm Object / Treasure Hoard token:
Whirlwind of Steel: trap Realm Object

Treasure token: Realm Object Trickster Hero token: Trigger token: Quest Vitality counter: Vitality Meter Vitality Potion / Major Vitality Potion
Base Hero abilities token: Potions

Well / Boulder token: White Treasure token: Woodsman Axe / Fishing Pole: Crawler Lair / Fire: Realm Objects
War Drum token: Item / Quest Web token: Status Effect
Realm Objects Treasure draw bag Quests

60
Index
a Treasure and, 10
Darkness Cycle, 13-14
Line of Sight, 19
range, 19
combat
attacking, 39
S
abilities (Heroes) Serendipity, 15
Battle abilities, 31 activating enemies, 34-43 damage, 40 dice pools, 40 Allies, 47
Hero cards, 18 Agents, 43 death, 40 target numbers, 39 earning, 55
Acolyte, 22-23 Bosses, 42-43 Hero area, setup example, 6 diagonally adjacent Monsters and Serendipity table, 32, 46-47
Action Spaces, 16, 18-19 combat, 39-40 Hero board Line of Sight, 19 traps, 55
active monsters versus inactive enemy movement, 33 elements of, 16 Mini-Bosses, 43 Shadows
monsters, 33 Hero Cycle and, 17 setup example, 6 Minions movement and, 38
Acts (Story Quests), 11-12 Interrupt cards, 39 Threat Meter adjustments, 21 determining quantity of, 9 Shadow combos, 28
Advanced Hero cards, 18 Mini-Bosses, 43 Vitality meter, 16 Lair Spawn table, 9 shadow spawns, 42
Agents, 43 monster movement, 36-38 Hero cards, 18-19, 29 movement, 36-38 Slaughterfield
aggressive movement, 17 Monster Priority, 35-36 Hero Cycle (Cycle Phase), 13-14 mixed groups, movement Darkness, The, 49
Allies, 15, 47 order of play, 33 combat, 19-21 example, 38 game rounds, 49
Ammo cards, 26-27 Refresh Phase and, 15 Darkness Cycle interrupts, 17 Monster cards Monsters, 49
Apprentice, 24-25 resolving events, 34 dice pools, 20 elements of, 35 setup, 48
Arcane cards, 25 spawning monsters, 40-42 Fate dice, 20 setup example, 6 Slaughterfield item decks, 45
Archer, 26-27 Threat Penalty checks, 34 Hero cards, 18-19 Monster Priority, 35-36 Slaughterfield Supplement
Line of Sight, 19, 26 Threat Range, 33 Hit dice, 20 movement, See movement Pack, 45
area-of-effect attacks, 20 Darkness Decks loitering, 21 setup example, 6 waves, clearing, 49
arrows. See Ammo cards elements of, 34 movement, 17-18 Slaughterfield, 49 Soldier, 30-31
“available”, spawn and enemy mixing decks, 35 order of Actions, 17 spawns, See spawns spawns
movement, 36 resolving cards, 34 Hero decks movement “available”, spawn movement, 36
Monster cards, elements of, 35 deck manipulation rewards and aggressive movement, 17 example of, 41
B Slaughterfield, 49 Story Quests, 12 cautious movement, 17 order of spawning, 40
Battle abilities, 31 Darkness Meter (Refresh Phase), Hero Deck Phase, 13-14 combat, leaving, 17 types of, 42
blocking Line of Sight, 39 15, 32 setup example, 6 group movement, 36-37 Spells, 24
blue item decks, 45 death, 40 Hero tokens, 16 mixed groups, 38 starting gear item decks, 45
Bosses, 42-43 deck manipulation rewards, 12 non-combat actions and traps, 55 interactive objects, 18 Status Results (Refresh Phase), 15
Brigand, 28-29 dice pools, 20, 40 Hit dice, 20, 39-40 Minions, 36-38 Status token slots (Hero board), 16
buffs, 22 Hoards, 10 Monsters, 35-36 Story Quests, 51-54
e Holy cards, 23 mistakes, 33 Acts, 11-12
C enemies Hunting Packs, 10 moving through, 17 deck manipulation rewards, 12
card synergy activating (Darkness Cycle), 34 Move cards, 17
Acolytes, 23 Monster classifications, 35 i Titles, 12
movement modifiers, 18 successes (combat), 39, 42
Apprentices, 25 Monster Priority, 35-36 “immediately”, 34 Movement Points, 17
Archers, 27 movement, 35-36
order of Actions, 34-36
inactive monsters versus active
monsters, 33
normal movement, 17 t
Brigands, 29 ranged movement, 38 target numbers (combat), 20, 39
Soldiers, 31 Undead, 35 intelligent spawns, 42 Shadows and, 38 Threats
casualties, 21 Agents, 43 interactive objects, 18 Treasure, 18 managing, 34
cautious movement, 17 “available”, spawn and enemy interruptions Spell effects on, 24
Chapter Quests, 11 movement, 36 Darkness Cycle, 39 n-o-p Threat Meter (Hero board), 16, 21
Cleanup (Refresh Phase), 15 Bosses Hero cards, 18 Nature cards, 27 Threat Penalty (Darkness Cycle),
combat Boss cards, 43 Interrupt cards, 39 non-combat actions and traps, 55 34
area-of-effect attacks, 20 combat, 42 Items normal movement, 17 Threat Range (Darkness Cycle),
Bosses, 42-43 damage, 42-43 inventory, 16 normal spawns, 42 determining, 33
casualties, removing, 21 determining threat of, 42 swapping items in, 45 Ongoing cards, 25 reducing, Hero Deck Phase, 14
damage, 40 Threat Range, 42 Item cards, elements of, 44 order of Actions (Hero Cycle), 17 Titles, 12
damage per hit versus damage combat Item decks, 45 personalizing the Realm, 9 trading Items, 45
per success, 39 attacking, 39 Merchants placement arrow (Realm Tiles), 8 traps
damage reference, 18 dice pools, 40 buying from, 10, 45 Pray cards, 22 4x6 traps, 55-56
death and, 40 target numbers and success, 39 selling to, 45 purchasing from Merchants, 10, 45 6x6 traps, 57-58
death, 40 Crawlers, movement example, 36 rarity of, 44 Avatar of Winter traps, 56
dice pools, 20, 40 Monsters and Line of Sight, 19 trading, 45 Q Chain Lightning traps, 58
example of, 20, 40 inactive monsters versus active quests
J-k-l Acts, 11-12 Consuming Darkness traps, 58
Fate dice, 39 monsters, 33 Crushing Wall traps, 55
Hero cards, playing in Action Mini-Bosses, 43 Lairs Chapter Quests, 11
attacking, 10 free-form questing, 11 Darkness Falls traps, 56
Spaces, 19 Minions Dragon’s Breath traps, 58
Hit dice, 39 Lair Spawn table, 9 Hunting Packs, 10 goals of, 12
Lair Spawn table, 9 mis-matched tiles, 11 Falling Ceiling trap, 7
Interrupt cards, 39 movement, 36-38 Falling Ceiling traps, 56
leaving, 17 mixed groups, movement Minions, determining quantity Quest Cards, 11, 34
of, 9 Quest Results (Refresh Phase), 15 Floor Spikes traps, 56
Line of Sight, 19 example, 38 Hurn’s Pitfall trap, 57
Archers, 26 Monster cards placement of, 9 Setup, example of, 12
spawns Slaughterfield, 48 non-combat actions and, 55
blocking, 39 elements of, 35 Poison Darts trap, 57
loitering, 21 setup example, 6 example of, 41 Story Quests, 12, 51-54
order of spawning, 40 deck manipulation rewards, 12 Rolling Boulder traps, 55
Mini-Bosses, 43 Monster Priority, 35-36 Serendipity, earning, 55
range, 18-19 movement, See movement leaving combat, 17 Titles, earning, 12
Line of Sight Trap Results (Refresh Phase), 15
successes, 39 spawns r Trap tables (Darkness board), 32
target numbers, 20, 39 example of, 41 Archers, 19, 26
blocking, 39 Rage cards, 30-31 Whirlwind of Steel trap, 57
Threat Meter, adjusting, 21 order of spawning, 40 range (combat), 18-19 Treasure
Treasure, placement of, 21 types of, 42 diagonally adjacent Monsters, 19
loitering, 21 reactions (Hero cards), 18 Darkness board and, 10
combining Realm Tiles, 9-10 target numbers and success, 39 Realm depleted items, 10
customizing the Realm, 9 Equipment area (Hero board), 16 m Lairs Gold Hoards, 10
Cycle Phase (game rounds) inventory
Darkness Cycle, 13-14 F-g Merchants Hunting Packs, 10
swapping items in, 45
Faith cards, 22-23 appearance of, 10 placement of, 9
Hero Cycle and, 17 buying from, 10, 45 personalizing, 9 Item cards, elements of, 44
Refresh Phase and, 15 Fate dice, 20, 39-40
Focus, 25 selling to, 45 Realm objects, 9 Item decks, 45
Hero Cycle, 13-14 Mini-Bosses, 43 Realm Tiles limits, 10
combat, 19-21 free-form questing, 11
game rounds Minions combining, 9 Merchants
Darkness Cycle interrupts, 17 Lair Spawn table, 9 Hoards, 10 buying from, 10, 45
movement, 17-18 Cycle Phase
Darkness Cycle, 13-14, 15 movement, 36-38 placement of, 8 selling to, 45
order of Actions, 17 quantity of, determining, 9 sizes of, 7 movement and, 18
playing Hero cards, 18-21 Hero Cycle, 13-14, 17-21
Hero Deck Phase, 13-14 Monsters setup example, 6 placement of, 21
D Refresh Phase, 13, 15, 45 activating (Darkness Cycle), 34 Treasure, 10 rarity of Items, 44
damage Slaughterfield, 49 Monster classifications, 35 recipes, Fate dice, 20 trading Items, 45
Bosses, 42-43 goals (quests), 12 Monster Priority, 35-36 Refresh Phase (game rounds), 13, Treasure bag, setup example, 6
damage per hit versus damage Gold Hoards, 10 movement, 35-36 15, 45 Treasure Hoards, 10
per success, 39 green Item decks, 45 order of Actions, 34-36 Refresh Turn Summary, 32 Treasure Tracker (Darkness
damage reference, 18 group movement, 36-37 Undead, 35 Relics, 22 board), 32
active monsters versus inactive rounds (game)
Damage Tracker (Darkness mixed groups, 38
monsters, 33 Cycle Phase v
board), 32 Vitality meter (Hero board), 16
death and, 40 H Agents, 43 Darkness Cycle, 13-15
Darkness, The, 43 Heal cards, 23
Heroes, 16
“available”, spawn and enemy
movement, 36
Hero Cycle, 13-14, 17-21
Hero Deck Phase, 13-14
W-X-Y-Z
combat Wave Timer (Slaughterfield), 49
dice pools, 40 abilities, 18 Bosses Refresh Phase, 13, 15, 45 weapons
Line of Sight, 39 classes, 18 Boss cards, 43 Slaughterfield, 49 Ammo cards, 26-27
target numbers and success, 39 combat combat, 42 damage, 18
Darkness board Bosses, 42 damage, 42-43 Fate dice recipes, 20
elements of, 32 dice pools, 40 determining threat of, 42 range, 18
setup example, 6 leaving, 17 Threat Range, 42 white item decks, 45

61
The Story has just Begun
After facing the Darkness and forging your own destiny,
expand your experience with Myth Supplemental packs.

Menacing Monsters

SHamBler paCk tailleSS paCk iatHi paCk SYCline paCk

Diabolical Bosses

orCneaS, maSter oF maSterS BoneS ia, tHe FounDation SYClopt

More Quests Powerful Items Valiant Heroes

SkalD

www.Mythboardgame.com
© 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.

62
Credits Acknowledgements
Only now, with you reading this, have we come full circle. From the beginning, we stood on the hope of
Game Design what Myth could be and, together with you, made it into what it is. This comitatus we share shall not be
Brian Shotton
forgotten. We will strive to always uphold our oaths to you, as you have already fulfilled your obligations to
Kenny Sims
us. This game is dedicated to you, our Kickstarter backers. You have made this possible. We couldn’t have
done it without you and it is with great pride we submit to you, Myth.
Illustration
Keith Lowe
Keith Lowe
Jonathan Duncan
First, glory to God in the highest for this amazing opportunity. A massive shout out to the Kickstarter
Yoann Boissonnet
backers for your incredible support and belief in what we are doing. Among the backers are friends and
Jon Bosco
relatives, who have been an encouragement every step of the way. Finally, thanks and love go to the MERCS
Andez Gaston
family: Brian, Kenny, Donna, Jennifer, Orion, Meris, Andrew, Patricia, Chris, Tom, and of course my
wonderful wife, Joanna. Thank you dearest for chasing a crazy dream with me. I look forward to what’s
Writing ahead for MYTH with great anticipation!
Brian Shotton
Kenny Sims
Brian Shotton
Andrew Meredith
Christ is my savior and my faith in him makes me strong. Donna is my wife and in her love I feel safe.
Keith and Kenny are my friends and with them the cliffs don’t seem so high. Orion and Meris are my
Editors children and when they are proud of me I am happy. Jennifer and Joanna are an amazing support system
Patricia Meredith
and with their belief the sky isn’t nearly high enough. And finally, you…you are my friends and with you we
Jennifer Sims
can drive back the Darkness and be Heroes.

Art Direction Kenny Sims


Keith Lowe
Firstly, I would like to thank my beautiful wife, Jennifer. She is the light of my life and makes me believe I
Kyle Hough
can accomplish anything. A big thank you to my friends, Brian and Keith, for helping me get acclimated to
my new role as a part owner of MegaCon Games. Donna and Joanna, thanks for putting up with the many
Design & Layout late nights and long hours. Most importantly, a very heartfelt thanks to all the backers on Kickstarter, you
Keith Lowe
made one of my dreams come true and I can’t thank you enough.
Chris Doughman

Sculptors Beta Testers


ZIBOBIZ International LTD Andrew Meredith Donna Shotton Christian Sumner Austin Tripp
Tom Mason Patricia Meredith Orion Shotton Ryan Lybarger Ken Johnson
Chris Hausermann Tom Mason Bill “Duck Tales” Shotton Conner
Miniature Production Jennifer Sims Chris Doughman Bill “Shijuro” Hand
ZIBOBIZ International LTD
Fortress Figures Translations
French German
Printing Benjamin Norest Reiner Heep
Panda Games Jeremy Beranger Dagmar Heep
Kevin Cheutin Thomas Echelmeyer
Website Design Christophe MÜller de Schongor Markus Plötz
Aaron Pratt Guillaume Petitjean Guenter Doil

© 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. www.MyThBoARDGAME.com
Printed in China

63
QUICK REFERENCE
Hero Card Threat Reminders
• When a Hero deals damage, don’t forget to advance the Threat up equal to the damage
received by the target(s).
Smite
2
1 • At the start of each Hero Deck Phase, Heroes reduce their Threat by -1 per empty Action
1 damage, Range: Weapon
3 Space on the Hero Board.
• Threat Penalties (Threat 10) have devastating consequences and should be avoided. Threat
4 -2TN Penalties can stack and last the entire Act.

AP Reminders
-1TN
• Advance the Darkness Meter based on the AP cost of Hero Cards being played.
• At the start of the Refresh Phase increase the Darkness Meter by +1 per Monster-type on
(Optional - Guided by the Light):
Deals damage to 1 target within
5 the Realm Tile. This can trigger a Darkness Cycle immediately.
Yes weapon range. Smite is an Interrupt
• Boss-type enemies can generate more AP than normal, so be sure to reference
card if played after Guided By the
Light. their Monster Card.

+1TN 7 General Reminders


6 • You don’t need to draw a Darkness Card if there are no Active enemies on a Realm Tile or
the Realm Tile is clear.
1. Class Icon 5. Ability Description • Treasure tokens not picked up before a Realm Tile is cleared are immediately turned into
2. Acolyte
Hero Deck
Ability
FINAL 090513.indd 17 6. Action, Reaction, and11:13
9/6/13 Interrupt
AM
one Gold Coin per token.
3. Damage and Range 7. Action Point Cost Lair Spawn
4. Movement Modifiers tYpe 2 plaYer 3 plaYer 4 plaYer 5 plaYer
Crawler 7 8 9 10
Grubber 6 7 8 9 5
Shambler 5 6 7 8
Tailless 7 8 9 10
3
Iathi 2(F),1(E), 1(A) Same Same Same
Monster Card Sycline 6 7 8 9

3 5 3 5 Combined Tile Legends


2 4x12
1
Grubbers
4 1 Type: Tribal
Intellect, Armored, Minion
7 6

7 Attack 1 1 7 Priority 8
Crude Weapons: 1 attack on 1 target. Threat
Range: 1(M), 1 damage per hit Proximity
Special Rage 6x12
Strength in Numbers: All Grubbers gain -2
TN to Courage tests when there are
4+ Grubbers on a Realm Tile.
4 9

Spawns 10
Normal: 3 Grubbers
Heavy: 2 Grubbers, 1 Mucker
12x24
1. Monster Name 5. Movement 8. Priority
2. Monster
Classification
Cards REV2.indd 2 6. Courage 9. Threat
8/27/13Range
3:41 PM

3. Defense 7. Attack 10. Spawns & Buff


4. Vitality

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