Myth Reference Card SHeet

2
Game Round 1. Hero Cycle Characters may act in any order. A character may: Move up to their Move score. Play up to 1 Action Card. Play any number of Reaction Cards. Movement: 1/2 MP or less is Cautious Movement. Up to full MP is Normal Movement. Over full MP is Aggressive Movement. Spend 1 MP to pick up an object. Spend 1MP to take a non-combat action. When a character plays a card, add the AP of the card to the Darkness AP track. When the track reaches 6, finish the current action then take a Darkness Cycle. Repeat until the Heroes choose to end the Hero cycle. Darkness Cycle 1. Check for Activation. Monster groups start Inactive. If a Hero is within Threat Range + Heroes' Threat of an inactive group, it becomes active. 2. Draw 1 Darkness card per active type of monster. 1. Resolve the Event of the card. 2. If any hero has 10 Threat, resolve the Threat Penalty effect. 3. Activate monsters in the order shown. 4. Spawn the monsters shown adjacent to each Lair. 2. Hero Deck Phase 1. Reduce each character's Threat level. 2. Each hero may keep one card in their hand. 3. Discard all other cards and non-Ongoing cards. 4. Redraw up to hand size. 3. Refresh Phase 1. Advance the Darkness Meter 1 per active group. 2. Allies Activate. 3. Check Quest Results. 4. Resolve Status Effects. 5. Resolve Trap Results. 6. Cleanup 1. Remove dead heroes. 2. Heroes may swap any items in inventory. Realm Lines Blue – does not block LOS, blocks movement. Red – blocks LOS and movement. Purple – Realm setup location. Tile Icons Features with a (?) are optional. Gold: Gain (X) gold after clearing the tile. Gold Hoard: Roll on the Gold hoard table. Lair: Place from 1 to (X) Lairs. (Min 2 in a 24x12) Merchant: Draw a merchant after clearing the tile. Mini Boss: Place a mini-boss. Hunting Pack: Place 1 to (X) packs of 3-8 monsters. Quest: Draw a Chapter Quest. Trap: Roll on the Trap table (may change room). Treasure Limit: Max # of treasures on this tile. Treasure Hoard: Roll on the Treasure Hoard table. Hoards Status Effects Capture or Web Discard cards to escape. Curse Hand size -1. DoT Inflicts damage until cleared. Frozen Reduce usable action spaces by 1. Poison 1 damage per cycle until cleared. Possessed Acts for the darkness. Uses possessor's priority. Prone Spend next cycle getting up; may not play Actions, Reactions or Interrupts.

Transcript of Myth Reference Card SHeet

Page 1: Myth Reference Card SHeet

Game Round

1. Hero Cycle

Characters may act in any order. A character may:• Move up to their Move score.• Play up to 1 Action Card.• Play any number of Reaction Cards.

Movement:• 1/2 MP or less is Cautious Movement.• Up to full MP is Normal Movement.• Over full MP is Aggressive Movement.• Spend 1 MP to pick up an object.• Spend 1MP to take a non-combat action.

When a character plays a card, add the AP of the card to the Darkness AP track. When the track reaches 6, finish the current action then take a Darkness Cycle.Repeat until the Heroes choose to end the Hero cycle.

Darkness Cycle

1. Check for Activation. Monster groups start Inactive. If a Hero is within Threat Range + Heroes' Threat of an inactive group, it becomes active.

2. Draw 1 Darkness card per active type of monster.1. Resolve the Event of the card.2. If any hero has 10 Threat, resolve the Threat

Penalty effect.3. Activate monsters in the order shown.4. Spawn the monsters shown adjacent to each Lair.

2. Hero Deck Phase

1. Reduce each character's Threat level.2. Each hero may keep one card in their hand.3. Discard all other cards and non-Ongoing cards.4. Redraw up to hand size.

3. Refresh Phase

1. Advance the Darkness Meter 1 per active group.2. Allies Activate.3. Check Quest Results.4. Resolve Status Effects.5. Resolve Trap Results.6. Cleanup

1. Remove dead heroes.2. Heroes may swap any items in inventory.

Realm Lines

Blue – does not block LOS, blocks movement.

Red – blocks LOS and movement.

Purple – Realm setup location.

Tile Icons

Features with a (?) are optional.

Gold: Gain (X) gold after clearing the tile.

Gold Hoard: Roll on the Gold hoard table.

Lair: Place from 1 to (X) Lairs. (Min 2 in a 24x12)

Merchant: Draw a merchant after clearing the tile.

Mini Boss: Place a mini-boss.

Hunting Pack: Place 1 to (X) packs of 3-8 monsters.

Quest: Draw a Chapter Quest.

Trap: Roll on the Trap table (may change room).

Treasure Limit: Max # of treasures on this tile.

Treasure Hoard: Roll on the Treasure Hoard table.

Hoards

Status Effects

Captureor Web

Discard cards to escape.

Curse Hand size -1.

DoT Inflicts damage until cleared.

Frozen Reduce usable action spaces by 1.

Poison 1 damage per cycle until cleared.

Possessed Acts for the darkness.Uses possessor's priority.

Prone Spend next cycle getting up; may not play Actions, Reactions or Interrupts.

Page 2: Myth Reference Card SHeet

Titles

Potions

Vitality PotionHeal 4 Vitality

Major VitalityHeal 6 Vitality.

Focus+3 Fate Dice this Hero Cycle.

Anti-VenomRemove the poison status.

Lucky+1 Hand size this hero cycle and remove the poison status.

Shadow-3 Threat.

Serendipity

1 Draw 2 extra treasure tokens; keep 1 of those drawn. Use after drawing treasure.

1 Add 2 FD. Use after rolling.

1 Add +2D10 to a non-combat action.

1 Summon the merchant Talek Three Dunes if there are no active monsters or traps.

2 Add +2D10 to hit. Use after rolling.

2 Extend Quest timer by 1 HC.

2 Look at the top 2 cards in the Darkness deck; place one on the bottom of the deck.

3 Random Heroic Event.

3 Call to Arms: Summon 1 ally into play untilthis tile is cleared.

4 Ignore the Event on a Darkness card.

4 Resurrect a dead hero back with 1/2 Vitality. (round up).

Heroic Events

New Dawn: Reset AP to 0.

Last Stand: All heroes do +1 dmg.

Second Wind: All heroes gain 4 vitality.

Falling Stars: All enemies in a 3x3 area take 1 damage.

King's Bounty: Gain all treasure on the realm tile.

Sinking Sand: Affects a 2 square wide stripacross the tile for 2 cycles; enemies in the strip cannot move.