MYTHIKA · 2020. 5. 29. · Rulebook . 2 Overview Mythika is an action selection and ... Champions...

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1 MYTHIKA As one of the Olympian Gods, create a World where your Followers can thrive. A game by Andrew White Rulebook

Transcript of MYTHIKA · 2020. 5. 29. · Rulebook . 2 Overview Mythika is an action selection and ... Champions...

Page 1: MYTHIKA · 2020. 5. 29. · Rulebook . 2 Overview Mythika is an action selection and ... Champions 11 Prayers 11 Objectives 11 Fates 11 Quests 12 Lands 13-14 Game Play ... Hero x

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MYTHIKAAs one of the Olympian Gods,

create a World where your Followers can thrive.

A game by Andrew White

Rulebook

Page 2: MYTHIKA · 2020. 5. 29. · Rulebook . 2 Overview Mythika is an action selection and ... Champions 11 Prayers 11 Objectives 11 Fates 11 Quests 12 Lands 13-14 Game Play ... Hero x

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OverviewMythika is an action selection and

area control game for 2-4 players.

The world is new and the Olym-pian gods vie for supremacy. As one of the Olympians you will use your Divine power and wisdom to guide your people. You will shape the world to give mortals a place to live, build cities and dedicate temples to you. As their civilization grows your Followers will spread across the World, and you in-turn will gain more Influence and power through their worship.

Your rival gods are doing the same, each in their own way. Will you live in peace, or will you strike out with mili-tary might? Perhaps you will summon Heroes to lead your people or quest to bring you honour. Or maybe you’ll bring-forth terrible creatures to wreak havoc in your rivals’ Lands. The choice is yours.

CreditsGame Design: Andrew WhiteEditors: Christie Brown, Joe KeeneGraphic Design/Layout: Andrew WhitePlay Testers: Emma Dyer, Patrycja Zuk, Joe Keene, Christie Brown, Mark Pomeroy, Katie Easterling

Mythika is ©2020 Northing GamesBeta v0.921

Table of ContentsOverview and Objective 2Terms 3Components 4-5Setup 6-7Game Concepts 8-13 Action Cards 8 Hand Size Limit 8 Ages 8 Mortals & Followers 8 Production & Resources 9 Belief & Influence 9 Majority 9 Cities 10 Temples 10 Champions 11 Prayers 11 Objectives 11 Fates 11 Quests 12Lands 13-14Game Play 16-17 Act 16 Rest 17End of Game and Winning 17Conflicts 18-19Actions 20-21Discoveries 22-23

OBJECTIVEUsing your action cards and Cham-

pions, perform actions to shape the World to meet the needs of your peo-ple. Improve your efficiency by mak-ing Discoveries and learn technologies that fit with your strategy. Guide your High Priest, Heroes and summoned Creatures to complete quests for Vic-tory Points (VP) and other boons to make your Champions stronger. Grow your population and build Temples for your Followers to worship at to har-ness their belief. These Temples pro-vide you with the Influence you need to make your actions more powerful.

The game ends when the Age Ad-vancement token reaches the last spot in Age III.

Earn Victory Points by: • Completing Achievements • Completing Quests• Completing Objectives• Building Wonders• Having Majority on Lands• Researching Discoveries• Civic Building Developments

The player with the most victory points at the end of the game wins.

Mythika

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TermsAdjacent Lands

Two Land tiles having one edge in common.

AttackA die with 6, 8, 10, or 12 sides.

BeliefThe rate of Influence income gained during a Rest. Primarily gained by building Temples.

ChampionA collective term referring to Heroes, High Priests, and Creatures.

CreatureA kind of Champion summoned by a god. One of 12 mythological mon-sters.

DefenceThe number to beat when rolling an Attack. Ties miss.

DiscoveryA technology that becomes available through the Discovery action.

DisplaceTo move a mortal or Champion to an adjacent Land.

FollowerA mortal that worships a specific god, represented by a player’s co-loured cube.

HealthThe number of cumulative Wounds required to defeat a target.

Hero A kind of Champion Summoned by a god. Good for Dueling Creatures, completing Quests, and required for Wars between Cities.

High PriestA kind of Champion summoned by a god. Good at converting mortals and building Temples.

HopliteA measure of a City’s military strength. A soldier armed with a shield and spear. Increases the Attack of City by 1 die size.

InfluenceA resource representing a god’s power, gained by building Temples. Can be spent to use Olympian Actions.

Land A hexagon shaped tile in one of 6 types - Coast, Plains, Forests, Hills, Mountains, Barrens.

MajorityThe god with the most Followers on a Land. Synonymous with ‘own’.

MortalsA cube representing a group of people. When the term is used by itself it means both neutral mortals and Followers.

Neutral MortalA mortal that is not dedicated to a specific god. Represented by grey cubes.

ProductionThe rate of Resource income gained during a Rest. Primarily gained by having Majority on Lands and build-ing Workshops in Cities.

ResourcesThe raw materials needed to pay costs for taking certain actions, including build actions.

SpeedThe number of Lands that can be traversed during movement. Lands with ‘Difficult Terrain’ cost 2 Speed.

Wilderness LandA Land without a City.

WorldAll the played Lands, Cities, neutral mortals, Heroes, High Priests, Crea-tures and Followers.

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Hero x 3

High Priest x 1

1 Follower x 25

Temple x 5

Player Piece Set

City Development Tokens

Other Pieces and Tokens

Wound x 10

Neutral Mortal x 50

Hoplite Token x 10

Fortification Token x 10

Quest Marker Pairs x 5

Troy

Troy

City Token x 185 Followers x 5

Workshop Token x 10

Civic Building Token x 10

City Growth Token x 10

P+

2 x 6, 8, 10, and 12 sided

Production x 20

Influence x 2

Resources x 2

Wonder x 7

Olympian God Boards x 12

Dice

Reference

Olympian GodsOlympian Action Cards10 per god (120)

Player Reference x 4

a a

Track Token x 2

Components• 1 central board• 4 player boards• 12 Olympian god boards• 12 Action decks, one for each

Olympian• 4 Player Quick Reference cards• 12 Hero figures (3 in each player

colour)• 4 High Priest figures (1 in each

player colour)• 20 Temples (5 in each player

colour)• Followers (25 small and 5 large

cubes in each player colour)• 8 Track token disks (2 in each

player colour)• 50 Neutral mortals (grey cubes)• 42 hexagon shaped Land tiles

7 Coast, 7 Barren, 7 Plains, 7 Forest, 7 Hills, 7 Mountains

• Age I, II, III Fate card decks with 36 cards each

• 36 Quest cards• 27 Objective cards• 20 Prayer cards• 5 Start cards• 18 City tokens and associated

cards• 12 Creature tokens and cards• 1 Creature Codex reference card• 50 City Development tokens (10

Hoplite, 10 Fortification, 10 Civic Buildings, 10 Workshops, 10 City Growth)

• 10 Wound tokens• 7 Wonder tokens• 20 Quest tokens• 5 Pairs of Quest marker tokens• Dice (2x 6-sided, 2x 8-sided, 2x

10-sided, 2x 12-sided)

1

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Hills x 7 Barrens x 7 Plains x 7 Coast x 7Mountains x 7 Forests x 7

Creature Codex x 1

1 22 1

P+

1 2

Age Advancement

EmperorOwn 7 Lands

7x

ColonizerHave Majority in

4 Ci�es

4x

ExaltedHave 4 Temples

on the World

4x

HeroicHave 2 Quest

Rewards

2x

OlympianComplete Olympian’s

Achievement

War Victories

Start

Achievements

PowerfulHave 25 Influence

25x

IdolizedBecome Revered

or Feared

WiseMake a Discovery in

each category

4x

RichHave 15 Produc�on

15x

Populous30x

Have 30 Followers

Do any of these to move the Age marker ahead.Add a City, a Temple, or a Wonder, Research a Discovery,

or complete a Quest.

Advancing to the Next Age1. Draw a new Prayer card.2. Everyone draw 2 Fate cards and shuffle into draw decks.3. Add 1 neutral mortal to every Land.4. Discard all Lands from the display and draw 5 new ones.5. Replenish Quest tokens on all Quest sites.

Players

6 Card Hand Limit

8 Card Hand Limit

10 Card Hand Limit

WarriorA�ack and defeat a Creature in a Duel

ConquererTake over a rival City

with a War ac�on

2

4

6

8

10

2ea

X

Belief3010 1 15 20

5 7 9 12 15

1 2 3 4

Production6 7 108 9 11 12 1513 14 16 17 2018 195

Gain majority on new Lands or use the Bless Land ac�on to place more Produc�on tokens on the World.Gain Resources at the start of your turn as shown on revealed Produc�on numbers 5, 10, 15 and 20.

7

Morale Feared Revered

531START2468

1 2 3 4 5 6 7 8 9

10 20 30 40 50

0

Followers, Resources and Influence

Lands adjacent to a Temple gain its protec�on

Shuffle Development ac�on back into draw deck

Shuffle Build ac�on into draw deck a�er use

Your Ci�es are considered adjacent

Age III Discoveries available to Research

Both Discoveries in an Age can be Researched

Convert rival Followers as though neutral mortals

Build ac�ons costs

Heroes have +1 A�ack die size, Defence, Health, Speed

Shuffle War ac�on into draw deck a�er use

+1 Wounds per War if on/adjacent to a Coast

Reduce Defence of all rival Ci�es by 1

Conversion targets all neutral mortals on Land

-

+ to each Mountain and Hill Land owned

+ to each rival City with your Follower

Each turn gain perCity owned

at end game scoring2 bonus per

track at end game scoringif top/�ed on 3+1 to War A�ack die

rolls

Once per turn, convert up to 5 at end game scoring

3 most

at end game scoringif > +15 3

+ when you add a token to a Prayer

Each turn gain 1 perForest or Coast owned

5

5

5

5

Harvest Mines

RoadsAcademy University

Phalanx Strategos Fleet

Faithful

Training

Proselytism Ascendant

Agora Wonders

Artisans

Siege

Trader EconomyCaravans

Masonry

Cult Sanctuary

Commerce

Architecture

Military

Gain either Influence (Feared) or Resources (Revered) at the start of each turn as Morale bonus income.

Belief is the amount of Influence gained when you rest. Unlock addi�onal Temples with higher Follower popula�ons.

During a Rest, gain Resources equal to current visible Produc�on numberand Influence equal to current visible Belief number.

Invocation

Discoveries Age I Age II Age III

Supremacy

Religion

Lands

Creatures

Boards

Central Board x 1

Quest Cards x 36

Player Boards x 4

Decks

Age I Fate Cards x 36Age II Fate Cards x 36Age III Fate Cards x 36

Age III Fates x 36

Objective Cards x 27

Start Cards x 5Prayer Cards x 20

Creature Codex

G

Descrip�onType

Chimera 3 2 A�acker

Medusa 2/4 2 A�acker

Cyclops 3 2 A�acker

Hydra 2 3 A�acker

Colossus 1

2

Defender

Minotaur 2 3 Controller

Cerberus 3 Defender

Harpy 2 3

3

Controller

Pegasus 4 2 Support

Centaur 2 3 Support

Dryad 3/5 2 Support

Kobalos 5 52 Support

Name

A�ackType of die rolled

DefenceRoll higher than this number to inflict Wounds

HealthWounds taken before being defeated

SpeedSpeed is used to move into Lands

As the Chimera moves through the World, it hunts mortals, making it a good creature to depopulate a rival’s Lands.

The Medusa’s ability to turn an opponent to stone makes it a good creature to Summon for a�acking other Champions. When it is in its Lair, it is much harder to defeat.Place the Cyclops in its favourite Mountain Lands and throw boulders into adjacent Lands to weaken your rival’s hold on a Land.

The Hydra becomes more dangerous as it takes Wounds.

Summon the Colossus to a City to defend it from a�ackers.

Cerberus denies Followers access to the Land it occupies and pushes rival Champions away.

The Minotaur captures mortals in its Labyrinth, exer�ng control over nearby Lands. It is also a relentless hunter of rival god’s Heroes.

Use the Harpy to move rival Followers out of areas you want to claim majority.

Pegasus is a steadfast mount for your Heroes or High Priest. It allows them to cover long distances quickly.

The Centaur makes other nearby allied Heroes stronger. He also persuades rival Followers to switch their allegiance.

The Dryad tends the wild forest Lands of the World, making them more produc�ve. While on a Forest Land, the Dryad is a formidable opponent.

Summon the Kobalos to harass rival Ci�es and steal their wealth. The Kobalos is sneaky and hard for rival Heroes to hunt down.

Land

Any

2

5

2

3

3

3

4

4

4

4

4City Cards x 18

Creature Cards x 12

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Belief3010 1 15 20

5 7 9 12 15

1 2 3 4

Production6 7 108 9 11 12 1513 14 16 17 2018 195

�ain majority on new Lands or use the Bless Land ac�on to place more Produc�on tokens on the World.�ain Resources at the start of your turn as shown on revealed Produc�on numbers 5, 10, 15 and 20.

1 34 56 78Morale Feared Revered

start

2

1 2 3 4 5 6 7 8 9

10 20 30 40 50

0

Followers, Resources and Influence

Lands adjacent to a Temple gain its protec�on

Shuffle Development ac�on back into draw deck

Shuffle Build ac�on into draw deck a�er use

�our Ci�es are considered adjacent

Age III Discoveries available to Research

Both Discoveries in an Age can be Researched

Convert rival Followers as though neutral mortals

Build ac�ons costs

Heroes have �1 A�ack die si�e, Defence, Health, Speed

Shuffle War ac�on into draw deck a�er use

�1 Wounds per War if on/adjacent to a Coast

Reduce Defence of all rival Ci�es by 1

Conversion targets all neutral mortals on Land

-

+ to each Mountain and Hill Land owned

+ to each rival City with your Follower

Each turn gain perCity owned

at end game scoring2 bonus per

track at end game scoringif top��ed on 3�1 to War A�ack die

rolls

Once per turn, convert up to 5 at end game scoring

3 most

at end game scoringif � �15 3

+ when you add a token to a Prayer

Each turn gain 1 perForest or Coast owned

5

5

5

5

Harvest Mines

RoadsAcademy University

Phalanx Strategos Fleet

Faithful

Training

Proselytism Ascendant

Agora Wonders

Artisans

Siege

Trader EconomyCaravans

Masonry

Cult Sanctuary

Commerce

Architecture

Military

�ain either Influence (Feared) or Resources (Revered) at the start of each turn as Morale bonus income.

Belief is the amount of Influence gained when you rest. Unlock addi�onal Temples with higher Follower popula�ons.

During a Rest, gain Resources equal to current visible Produc�on numberand Influence equal to current visible Belief number.

Invocation

Discoveries Age I Age II Age III

Supremacy

Religion

Belief3010 1 15 20

5 7 9 12 15

1 2 3 4

Production6 7 108 9 11 12 1513 14 16 17 2018 195

�ain majority on new Lands or use the Bless Land ac�on to place more Produc�on tokens on the World.�ain Resources at the start of your turn as shown on revealed Produc�on numbers 5, 10, 15 and 20.

1 34 56 78Morale Feared Revered

start

2

1 2 3 4 5 6 7 8 9

10 20 30 40 50

0

Followers, Resources and Influence

Lands adjacent to a Temple gain its protec�on

Shuffle Development ac�on back into draw deck

Shuffle Build ac�on into draw deck a�er use

�our Ci�es are considered adjacent

Age III Discoveries available to Research

Both Discoveries in an Age can be Researched

Convert rival Followers as though neutral mortals

Build ac�ons costs

Heroes have �1 A�ack die si�e, Defence, Health, Speed

Shuffle War ac�on into draw deck a�er use

�1 Wounds per War if on/adjacent to a Coast

Reduce Defence of all rival Ci�es by 1

Conversion targets all neutral mortals on Land

-

+ to each Mountain and Hill Land owned

+ to each rival City with your Follower

Each turn gain perCity owned

at end game scoring2 bonus per

track at end game scoringif top��ed on 3�1 to War A�ack die

rolls

Once per turn, convert up to 5 at end game scoring

3 most

at end game scoringif � �15 3

+ when you add a token to a Prayer

Each turn gain 1 perForest or Coast owned

5

5

5

5

Harvest Mines

RoadsAcademy University

Phalanx Strategos Fleet

Faithful

Training

Proselytism Ascendant

Agora Wonders

Artisans

Siege

Trader EconomyCaravans

Masonry

Cult Sanctuary

Commerce

Architecture

Military

�ain either Influence (Feared) or Resources (Revered) at the start of each turn as Morale bonus income.

Belief is the amount of Influence gained when you rest. Unlock addi�onal Temples with higher Follower popula�ons.

During a Rest, gain Resources equal to current visible Produc�on numberand Influence equal to current visible Belief number.

Invocation

Discoveries Age I Age II Age III

Supremacy

Religion

1. First PlayerTake the 5 Start cards and play the First Player card to the table. Shuffle the rest and deal 1 to the table for each player -1. Every player rolls a 12-sided die. The highest player takes the First Player start card. Then star�ng with the player on the right, each player chooses one of the remaining Start cards.

2. Choose GodsShuffle the god boards and deal 2 to each player. They select 1 to keep. Return the rest to the box.

6. Create the World6A. Set aside the Mount Olympus Mountain Land.

6B. Shuffle the Lands together and deal 5 for each player to the middle of the table face up. In turn order take 1 Land �le un�l each player has 4 �les. Discard the remaining �les.

Tip: You’ll want high production value Lands near your starting City, such as Plains. A Coast Land nearby can also helpful. Place Barrens in other rival gods’ areas.

7. Prepare Lands DisplayShuffle all the remaining Lands together and form a stack. Draw 5 and place them on the table near the stack face-up. These are the Lands available to add to the World using the Land ac�on card.

9. Place the Center BoardShuffle the Prayer cards. Draw and place face up 2 Prayer cards in the spaces with the Age I icon.

Put a Track disk on the ‘start’ space of the Victory track.

6C. Place Mount Olympus in the middle of the table to form the center of the World.

3 PlayersLand layouts by player count

2 Players 4 Players

6D. Using the star�ng layout for the number of players in the game shown below, in turn order each player chooses one of the Lands in their hand and adds it adjacent to Mount Olympus on the edge closest to them.

6E. In turn order players add a second Land �le adjacent to the first one. This is where the star�ng City will be located.

6F. Each player adds their star�ng City’s token, the le�most Temple from their player board, 3 Followers, their High Priest and one of their Heroes to this Land.

6G. In turn order play the remaining Lands in the players’ hands anywhere in the World so long as the �le touches at least two other �les and falls within the layout limits illustrated.

6H. Add a number of neutral mortal cubes to each Wilderness Land (all Lands without Ci�es) equal to the Produc�on value of the Land.

3. Take Player Pieces and Objec�vesEach player chooses a player colour and takes the wooden peices shown bellow, as well as a player board and a quick reference card.

x3 Heroes

x5 Objec�ves

x1 High Priest x5 Temples

x25 Followers (1)

x5 Followers (5)Influence x2

Resources x2

Setup

6 7

x20 Produc�on

4. Setup Player BoardPlace 20 Produc�on tokens, 5 Temple tokens, the track token on the moral track, and the Influence, Resource, and Follower tokens onto the player board.

4a. Place a Produc�on token over the 1-20 spots

4b. Place a Temple token over the 5 Belief spots

4c. Place Moral token on the center space of the Morale track

x2 Track tokens

4d. Place the Influence token on the 5 space. Place a Follower token on the 3 space. Place the Resource token on the 0 space for now.

5. Star�ng Ci�esIf the Olympian god board indicates a patron City, take the token and City card for it.If the god does not have a patron City draw two from the City deck and keep 1 as your star�ng City.

Arg os

Argos

8. Ini�al ResourcesTake the le�most Produc�on token from the player board and add it to the star�ng City’s Land. Repeat un�l there is 1 Produc�on token for each Produc�on symbol on the Land. Adjust the Resource token on the player board to be equal to 2x the rightmost exposed Produc�on number. Adjust the Influcen token on the player board to be equal to the rightmost exposed Belief number (5).

Land’s Produc�on value

Age Advancement

EmperorOwn 7 Lands

7x

ColonizerHave Majority in

4 Ci�es

4x

ExaltedHave 4 Temples

on the World

4x

HeroicHave 2 Quest

Rewards

2x

OlympianComplete Olympian’s

Achievement

War Victories

Start

Achievements

PowerfulHave 25 Influence

25x

IdolizedBecome Revered

or Feared

WiseMake a Discovery in

each category

4x

RichHave 15 Produc�on

15x

Populous30x

Have 30 Followers

Do any of these to move the Age marker ahead.Add a City, a Temple, or a Wonder, Research a Discovery,

or complete a Quest.

Advancing to the Next Age1. Draw a new Prayer card.2. Everyone draw 2 Fate cards and shuffle into draw decks.3. Add 1 neutral mortal to every Land.4. Discard all Lands from the market and draw 5 new ones.5. Replenish Quest tokens on all Quest sites.

Players

6 Card Hand Limit

8 Card Hand Limit

10 Card Hand Limit

WarriorA�ack and defeat a Creature in a Duel

ConquererTake over a rival City

with a War ac�on

2

4

6

8

10

2ea

X

Draw 5 Objec�ve cards and keep 3.Objectives

Objectives

Objectives

3 player layout shown

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Belief3010 1 15 20

5 7 9 12 15

1 2 3 4

Production6 7 108 9 11 12 1513 14 16 17 2018 195

�ain majority on new Lands or use the Bless Land ac�on to place more Produc�on tokens on the World.�ain Resources at the start of your turn as shown on revealed Produc�on numbers 5, 10, 15 and 20.

1 34 56 78Morale Feared Revered

start

2

1 2 3 4 5 6 7 8 9

10 20 30 40 50

0

Followers, Resources and Influence

Lands adjacent to a Temple gain its protec�on

Shuffle Development ac�on back into draw deck

Shuffle Build ac�on into draw deck a�er use

�our Ci�es are considered adjacent

Age III Discoveries available to Research

Both Discoveries in an Age can be Researched

Convert rival Followers as though neutral mortals

Build ac�ons costs

Heroes have �1 A�ack die si�e, Defence, Health, Speed

Shuffle War ac�on into draw deck a�er use

�1 Wounds per War if on/adjacent to a Coast

Reduce Defence of all rival Ci�es by 1

Conversion targets all neutral mortals on Land

-

+ to each Mountain and Hill Land owned

+ to each rival City with your Follower

Each turn gain perCity owned

at end game scoring2 bonus per

track at end game scoringif top��ed on 3�1 to War A�ack die

rolls

Once per turn, convert up to 5 at end game scoring

3 most

at end game scoringif � �15 3

+ when you add a token to a Prayer

Each turn gain 1 perForest or Coast owned

5

5

5

5

Harvest Mines

RoadsAcademy University

Phalanx Strategos Fleet

Faithful

Training

Proselytism Ascendant

Agora Wonders

Artisans

Siege

Trader EconomyCaravans

Masonry

Cult Sanctuary

Commerce

Architecture

Military

�ain either Influence (Feared) or Resources (Revered) at the start of each turn as Morale bonus income.

Belief is the amount of Influence gained when you rest. Unlock addi�onal Temples with higher Follower popula�ons.

During a Rest, gain Resources equal to current visible Produc�on numberand Influence equal to current visible Belief number.

Invocation

Discoveries Age I Age II Age III

Supremacy

Religion

Belief3010 1 15 20

5 7 9 12 15

1 2 3 4

Production6 7 108 9 11 12 1513 14 16 17 2018 195

�ain majority on new Lands or use the Bless Land ac�on to place more Produc�on tokens on the World.�ain Resources at the start of your turn as shown on revealed Produc�on numbers 5, 10, 15 and 20.

1 34 56 78Morale Feared Revered

start

2

1 2 3 4 5 6 7 8 9

10 20 30 40 50

0

Followers, Resources and Influence

Lands adjacent to a Temple gain its protec�on

Shuffle Development ac�on back into draw deck

Shuffle Build ac�on into draw deck a�er use

�our Ci�es are considered adjacent

Age III Discoveries available to Research

Both Discoveries in an Age can be Researched

Convert rival Followers as though neutral mortals

Build ac�ons costs

Heroes have �1 A�ack die si�e, Defence, Health, Speed

Shuffle War ac�on into draw deck a�er use

�1 Wounds per War if on/adjacent to a Coast

Reduce Defence of all rival Ci�es by 1

Conversion targets all neutral mortals on Land

-

+ to each Mountain and Hill Land owned

+ to each rival City with your Follower

Each turn gain perCity owned

at end game scoring2 bonus per

track at end game scoringif top��ed on 3�1 to War A�ack die

rolls

Once per turn, convert up to 5 at end game scoring

3 most

at end game scoringif � �15 3

+ when you add a token to a Prayer

Each turn gain 1 perForest or Coast owned

5

5

5

5

Harvest Mines

RoadsAcademy University

Phalanx Strategos Fleet

Faithful

Training

Proselytism Ascendant

Agora Wonders

Artisans

Siege

Trader EconomyCaravans

Masonry

Cult Sanctuary

Commerce

Architecture

Military

�ain either Influence (Feared) or Resources (Revered) at the start of each turn as Morale bonus income.

Belief is the amount of Influence gained when you rest. Unlock addi�onal Temples with higher Follower popula�ons.

During a Rest, gain Resources equal to current visible Produc�on numberand Influence equal to current visible Belief number.

Invocation

Discoveries Age I Age II Age III

Supremacy

Religion

1. First PlayerTake the 5 Start cards and play the First Player card to the table. Shuffle the rest and deal 1 to the table for each player -1. Every player rolls a 12-sided die. The highest player takes the First Player start card. Then star�ng with the player on the right, each player chooses one of the remaining Start cards.

2. Choose GodsShuffle the god boards and deal 2 to each player. They select 1 to keep. Return the rest to the box.

6. Create the World6A. Set aside the Mount Olympus Mountain Land.

6B. Shuffle the Lands together and deal 5 for each player to the middle of the table face up. In turn order take 1 Land �le un�l each player has 4 �les. Discard the remaining �les.

Tip: You’ll want high production value Lands near your starting City, such as Plains. A Coast Land nearby can also helpful. Place Barrens in other rival gods’ areas.

7. Prepare Lands DisplayShuffle all the remaining Lands together and form a stack. Draw 5 and place them on the table near the stack face-up. These are the Lands available to add to the World using the Land ac�on card.

9. Place the Center BoardShuffle the Prayer cards. Draw and place face up 2 Prayer cards in the spaces with the Age I icon.

Put a Track disk on the ‘start’ space of the Victory track.

6C. Place Mount Olympus in the middle of the table to form the center of the World.

3 PlayersLand layouts by player count

2 Players 4 Players

6D. Using the star�ng layout for the number of players in the game shown below, in turn order each player chooses one of the Lands in their hand and adds it adjacent to Mount Olympus on the edge closest to them.

6E. In turn order players add a second Land �le adjacent to the first one. This is where the star�ng City will be located.

6F. Each player adds their star�ng City’s token, the le�most Temple from their player board, 3 Followers, their High Priest and one of their Heroes to this Land.

6G. In turn order play the remaining Lands in the players’ hands anywhere in the World so long as the �le touches at least two other �les and falls within the layout limits illustrated.

6H. Add a number of neutral mortal cubes to each Wilderness Land (all Lands without Ci�es) equal to the Produc�on value of the Land.

3. Take Player Pieces and Objec�vesEach player chooses a player colour and takes the wooden peices shown bellow, as well as a player board and a quick reference card.

x3 Heroes

x5 Objec�ves

x1 High Priest x5 Temples

x25 Followers (1)

x5 Followers (5)Influence x2

Resources x2

Setup

6 7

x20 Produc�on

4. Setup Player BoardPlace 20 Produc�on tokens, 5 Temple tokens, the track token on the moral track, and the Influence, Resource, and Follower tokens onto the player board.

4a. Place a Produc�on token over the 1-20 spots

4b. Place a Temple token over the 5 Belief spots

4c. Place Moral token on the center space of the Morale track

x2 Track tokens

4d. Place the Influence token on the 5 space. Place a Follower token on the 3 space. Place the Resource token on the 0 space for now.

5. Star�ng Ci�esIf the Olympian god board indicates a patron City, take the token and City card for it.If the god does not have a patron City draw two from the City deck and keep 1 as your star�ng City.

Arg os

Argos

8. Ini�al ResourcesTake the le�most Produc�on token from the player board and add it to the star�ng City’s Land. Repeat un�l there is 1 Produc�on token for each Produc�on symbol on the Land. Adjust the Resource token on the player board to be equal to 2x the rightmost exposed Produc�on number. Adjust the Influcen token on the player board to be equal to the rightmost exposed Belief number (5).

Land’s Produc�on value

Age Advancement

EmperorOwn 7 Lands

7x

ColonizerHave Majority in

4 Ci�es

4x

ExaltedHave 4 Temples

on the World

4x

HeroicHave 2 Quest

Rewards

2x

OlympianComplete Olympian’s

Achievement

War Victories

Start

Achievements

PowerfulHave 25 Influence

25x

IdolizedBecome Revered

or Feared

WiseMake a Discovery in

each category

4x

RichHave 15 Produc�on

15x

Populous30x

Have 30 Followers

Do any of these to move the Age marker ahead.Add a City, a Temple, or a Wonder, Research a Discovery,

or complete a Quest.

Advancing to the Next Age1. Draw a new Prayer card.2. Everyone draw 2 Fate cards and shuffle into draw decks.3. Add 1 neutral mortal to every Land.4. Discard all Lands from the market and draw 5 new ones.5. Replenish Quest tokens on all Quest sites.

Players

6 Card Hand Limit

8 Card Hand Limit

10 Card Hand Limit

WarriorA�ack and defeat a Creature in a Duel

ConquererTake over a rival City

with a War ac�on

2

4

6

8

10

2ea

X

Draw 5 Objec�ve cards and keep 3.Objectives

Objectives

Objectives

3 player layout shown

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Game ConceptsAction Cards

See the “Actions” section for description of specific ac-tions, p. 20-21.

Each of the 12 Olympians has a small deck of 10 ac-tion cards. Each card depicts two action options. A player chooses 1 action card each turn, and resolves either the top or bottom action.

Many actions have a Resources or Influence cost, and in most cases the action becomes more powerful if additional Resources or Influence are spent. If there are any prerequi-sites those are noted in the text.

Once an Action card is used it is discarded to the play-er’s personal Action card discard pile. The discard pile is shuffled into the unused action cards (if any) during a Rest and forms a new action card draw deck.

Cost

Effect

A banner with a god’s symbol indicates the Action is unique to this god.

ActionOption 1

ActionOption 2

Hand Size LimitThe number of all cards in hand, including Action cards,

Fate cards, and Quest cards, is limited by the current Age’s hand size limit (6, 8, or 10). If a power or action lets you draw more than your hand size you may still draw the extra cards, but must discard at the end of your turn to the hand size limit. You do not gain any benefit when discarding in this way.

Only poker-sized cards with portrait orientation are held in your hand. Creatures, Objectives, and completed Quests do not count towards your hand size limit.

AgesMythika is played over 3 Ages.

These Ages can be thought of as the Stone, Bronze, and Iron Ages. As the World is developed by the activities of the gods and their Followers, the Age Advancement marker on the Central board moves forward. Doing any of these things will move the Age Advancement marker 1 space:

• Building a City• Building a Temple• Building a Wonder• Research a new Discovery • Completing a Quest

When the advancement token reaches the space with the player count shown (2, 3, or 4 pips), the next Age will start before the next player’s turn begins. Follow the instructions shown on the Central board for “Advancing to the Next Age”.

Age I6 card hand limit. Age I Discoveries available.Draw from the Age I Fate Deck. Age II8 card hand limit. Age II Discoveries available.Draw from the Age II Fate Deck. Age III10 card hand limit . Age III Discoveries available.Draw from the Age III Fate Deck.

Mortals and Followers

The population of the World, the mortals, are represent-ed by various cubes. Mortals that are Followers of a god are represented by coloured cubes. A large coloured cube represents 5 Followers. Neutral mortals are repre-sented by grey cubes.

The god with the most Followers in a Land has control of that Land (see “Majority” p. 8).

The number of Followers available to a god is limited by the number and size of cubes supplied in the game.

Age Advancement

EmperorOwn 7 Lands

7x

ColonizerHave Majority in

4 Ci�es

4x

ExaltedHave 4 Temples

on the World

4x

HeroicHave 2 Quest

Rewards

2x

OlympianComplete Olympian’s

Achievement

War Victories

Start

Achievements

PowerfulHave 25 Influence

25x

IdolizedBecome Revered

or Feared

WiseMake a Discovery in

each category

4x

RichHave 15 Produc�on

15x

Populous30x

Have 30 Followers

Do any of these to move the Age marker ahead.Add a City, a Temple, or a Wonder, Research a Discovery,

or complete a Quest.

Advancing to the Next Age1. Draw a new Prayer card.2. Everyone draw 2 Fate cards and shuffle into draw decks.3. Add 1 neutral mortal to every Land.4. Discard all Lands from the display and draw 5 new ones.5. Replenish Quest tokens on all Quest sites.

Players

6 Card Hand Limit

8 Card Hand Limit

10 Card Hand Limit

WarriorA�ack and defeat a Creature in a Duel

ConquererTake over a rival City

with a War ac�on

2

4

6

8

10

2ea

X

Age Advancement track on the Central board.

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Production and ResourcesProduction is the rate of Resource gain during a Rest.

Each Land in the World provides Production to the owner of that Land. When a god gains Majority on a Land, move a number of Production tokens off the player’s board (always starting with the leftmost) and place them on the Land.

Resources are received during a turn in which the god Rests (instead of acting). Move the player’s Resource token on the player board forward a number of spaces equal to the rightmost exposed Production space on the player board.

For example, if the god has enough Lands to have placed 5 Production tokens, when that god rests they gain 5 Resources as income.

Other than Production, there are other ways to gain Re-sources. For example, some Fate cards can be discarded to your action discard pile for Resources. Also, when a Hero is activated on a Land with a Quest token, you may choose to gain Resources equal to the result of a 6-sided die roll instead of drawing a Quest card. The Quest token is then removed from play.

Belief and InfluenceBelief is the rate of Influence gain during a Rest. As

a god’s Follower population grows, additional Temples become available to be built. Each Temple incrases a god’s Belief value. During a Rest, a god receives Influence equal to their current Belief as shown on the rightmost exposed Temple space on the player board.

Influence represents the power of a god. Spend Influ-ence to make actions more powerful.

Production Add Production tokens to each Land with Majority, one for each symbol.

Resources are the currency used to purchase and build things. Resources

Belief Influence

MajorityThe god with the most Followers (cubes of their co-

lour) on a Land, either City or Wilderness, has Majority on that Land.

Ignore neutral mortals for determining Majority. Major-ity is important for resolving some actions, Fate cards, and claiming Victory Points at the end of the game.

If a god has more Followers in a rival god’s City, the City card stays with the god that built the City. However, gods may only initiate the War action from a City they have Majority on, and only Cities with Majority count towards completing Achievements. During the end of game scor-ing, the god with Majority counts the VP for Wonders and Civic Building developments, not the builder. When grow-ing population in a City, the god with Majority adds more of their Followers.

If a god loses Majority on a Land (City or Wilderness) all their Production tokens are returned to their player board and replaced by the Production tokens of the god that now has Majority.

Ties: If two or more gods have the same number of Followers in a City, the original builder of the City has Majority. If there is a tie for the number of Followers on a Wilderness Land, Majority goes to the god that currently has Production token(s) there.

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TemplesA Temple can be built by the High Priest as

its activation, on a Land with Majority and the Sacred Site symbol . A Land can only have one Temple. It can be a Wilderness Land or a Land with a City. A god must have the perquisite number of Followers to unlock additional Temples, as indicated on the player board. Each player has 5 Temples available to build. As Temples are removed from the player board and added to the World a higher Belief value is revealed (p.9).

A Temple cannot be destroyed or moved once built, except if a City has been defeated. If the City is occupied the Temple is swapped for one belonging to the conquer-ing god. If the City is razed the Temple is returned to the owner’s supply.

A Land with a Temple, including the mortals and Cham-pions found there, are immune to rival Olympian actions that cost Influence to play.

CitiesCities are centres of the mortal

World. Some gods are closely affiliated with a City as noted on the god board as their patron City, and that City is the god’s first one built during setup.

Use the Build action to establish a new City on a Wilder-ness Land with the Village symbol (See the “Build” action p. 20 for more details on establish-ing a City.) Each City card has a Land Bonus space. Add a development token to that space based on the Land the City is built on. Each City also has one available upgrade slot per Age. Add Development tokens by taking the Devel-opment action (p. 20). Only the spaces of the current Age or earlier are available (i.e. you cannot add a Development token to the Age III slot while still in Age II).

City’s DefenceCity’s special ability

Land Bonus. Add a develop-ment token as shown on the Land this City was built on.The City’s attack die size is determined by the number of Hoplite developments.Starting developments

Development expansion slots. A new slot opens each Age.

City Developments

Hoplite: Train soldiers to grow in military strength. +1 Attack die size each.

Fortification: Build walls and ditches around your City. Defence +1 each (an attacker must roll higher than this number to inflict a Wound).

Workshops: Build markets, kilns, mills, mines, and other workshops. Add a Production token to the City’s Land for each Workshop built.

Civic Buildings: Build aqueducts, amphitheaters, shrines, and other civic buildings. Gain +1 VP each during end-game scoring.

City Growth: Add 1 bonus mortal during popula-tion growth phase each turn, for each City Growth token.

P+

2

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ChampionsHeroes, High Priests, and Creatures are collectively

referred to as Champions. Champions are added to the World primarily with the Summon action (p.21).

When a Champion enters a Land with another god’s Champion either may immediately start a duel, though neither has to. If there are multiple Heroes, the defending god may decide which duel occurs first.

Heroes, High Priests, and Creatures have several combat characteristics. These are noted near the bottom of each Olympian god board. Some gods’ Champions have special characteristics, and will be different than illustrated here.

Attack: the size of the die used in a duel.

Defence: an attacker must roll higher than this number to inflict a Wound. A tie is not enough.

Health: the number of cumulative Wounds required to defeat that Champion.

Speed: the number of Lands that can be traversed during activation. Lands with Difficult Terrain cost 2 Speed to enter. A Champion cannot enter a Land if it does not have enough Speed to pay the entire cost.

High PriestA High Priest can be used to convert neutral mortals to

Followers and to establish Temples (see “Activate a Cham-pion” p. 13). They may also Duel Heroes and Creatures but they are weak combatants. A High Priest can also worship at a Sacred Site as their activation and grants 1-6 Influence to its god. Each god has 1 High Priest it can summon using the Summon action (p.21).

1

2

2

High Priest

2 3 3

HeroA Hero can Duel other Champions and complete Quests.

When activated while on a Land with a Quest token either draw a Quest card and add it your hand or roll a 6-sided die and gain that many Resources (representing a treasure). A Hero may also be activated to lead Followers into new Lands (see “Activate a Champion” p. 13). They are also required to attack a rival’s City (see “Wars” p. 16-17). Each god has 3 available Hero that can be added to a City using the Summon action (p. 14).

A Creature can be used to Duel Heroes, High Priests, or other Creatures. When acti-vated, a Creature may attack mortals on its Land, or use its special ability as described on its card (see “Activate a Champion” p. 13).

Each god can have 1 Creature active at a time, and brings it forth using the Summon

action. Creatures can only be summoned by a god if they have a Temple located on a Land type that is shown on the Creature’s card. The Creature’s token is added to the Land with the Temple that matches the Land shown on its card.

A Creature’s characteristics are found on its card. Play-ers may look through the Creature deck at any time.

When a Creature is defeated return the card to the Creature deck. It can be summoned again.

Hero

3 3 2

X

Creature’s attack die size, defence, health and speed.

A Temple must have been built on this Land type to summon this Creature.

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Prayer CardsIn each Age a number of Prayers are drawn and placed

on the central board for all to see. 2 in Age I, 3 in Age II, and 4 in Age III. As a Prayer is answered by a god they add a Follower of theirs from their supply to the card to mark the progress. Each spot has a special reward. Once there is an equal number of Followers on the card as players, the Prayer is completed and each god gains the benefits marked by their Follower(s). If they did not help fulfill the Prayer they suffer the penalty.

Prayer Name

1 space per player needs to be filled to com-plete the Prayer. Add a Follower to mark the re-ward chosen.

The task that needs to be

completed in order to place a

Follower.

Reward

Consequence for not helping answer the Prayer.

Objective CardsComplete Objectives to earn VP. At the start of the

game you’ll receive 5 Objective cards and will keep 3 of them. Keep them secret.

Some Prayer cards have the Objective symbol, which lets you exchange 1 Objective card for another card from the draw deck. Put the old Objective at the bottom of the Objective deck.

Objective cards do not count towards your hand limit, and can be kept facedown on the table.

Fate Cards Fate cards are divided into 3 decks, one for each Age.

Use the Fate deck that corresponds to the current Age when drawing cards. Players start the game with 2 Fate cards shuffled into their draw deck, and draw additional Fate cards by taking the Fate action.

Fate cards count towards the maximum hand size as determined by the current Age (6, 8 or 10). Fate cards are special single use actions, events, or persistent rule changes. Fate cards indicate the timing when the card can be played. A player may only play 1 Fate card per turn. A Fate card that has been used for its primary ef-fect is discarded to the Fate discard pile.

Fate cards may be discarded for a minor benefit such as Resources, Influence, or card draws. Discard the Fate card to your personal action card discard pile when used this way. The Fate card will be returned to your draw pile after a Rest.

Fate cards can also be used during Wars or Duels to modify Attack or Defence, Wounds, or re-roll dice. Dis-card the Fate card to your personal action card discard pile when used this way.

Fate name Age

Primary effect. The text describes how and when to

play it. After the card’s text is resolved discard it to the Fate discard pile. It is not reused.

Combat effect. Discard to your personal action discard

pile after use in a War or Duel.

Minor Benefit. Discard to your personal action discard

pile to gain the benefit.

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Quest CardsA Quest card is acquired by activating a Hero on a

Land with a Quest token. Quest tokens are added to Lands with the Quest symbol when the Land is built, and replenished when a new Age begins. Draw the Quest card and remove the Quest token from the Land. A Quest card is kept in hand until played (it can be discard-ed like an action card and drawn again on a future turn after a Rest).

The Quest card will contain the rules and objective of the Quest. Quests are completed by Champions, typi-cally.

Equipment, items or other special benefits rewarded by completing a Quest are played under the top edge of the player board. A player may have four rewards equipped at most. If the player receives a fifth reward the player decides which four to keep and discards the one replaced. If a reward says ‘Heroes’ the benefit ap-plies to all that god’s Heroes.

Completed Quests are also worth victory points at the end of the game.

Quest name

Prerequisite that must be met in order to play the Quest Card.

Quest objective

Reward for completing the Quest.

Placeholder image.

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ProductionThe number of Production tokens added to the Land.

+2 Production

Land BonusA City build on this Land has a bonus develop-

ment token added to its Land Bonus slot based on the developments shown here.

Example - a City built here can have either a Hoplite or a Workshop added to the City’s Land Bonus slot on the City’s card (choose 1).

Speed Cost The amount of Speed

required for a Champion to enter this Land.

Any other special move-ment icons are found here.

Lands with Difficult Ter-rain cost 2 Speed to enter.

Special PropertiesExample - This Land is a Quest Site, a Sacred Site, and Village Site. When this Land is add-ed to the world add a Quest token to it. A City and/or a Temple may be built on this Land.

LandsThe gods will need to provide Land for mortals to settle

on in order for their civilization to thrive. By adding Lands to the World a god can provide space for their Followers to flourish, resources to harvest, or hamper rival gods’ expan-sion. Many Objective cards indicate a certain combination of Lands be built to earn VP. For example, replacing a rival’s Coast Land can limit a threat posed by their fleets. Placing Barrens near a rival god’s Cities will slow their expansion. Placing Mountains between rival god’s areas will help pro-tect their Followers.

Lands are added to the World with the Land action (p. 14). As an option, existing Lands can be swapped for other available Lands using the same action by paying the cost of the Land being substituted in. Remember: Lands with Temples are immune to Olympian’s actions so the Land a Temple is built on cannot be swapped.

There are 6 types of Lands: Coast, Plains, Forest, Hills, Mountains, and Barrens. Each Land has a unique combina-tion of traits.

Hills Barrens

Plains Coast

Mountains

Forests

1 2

2

1

P+

1 2

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Movement Each Land indicates the amount of Speed

used to enter that Land. A Champion cannot enter a Land if it does not have enough Speed left when moving as part of its activation.

ProductionEach Land provides the Majority-holding

god with 1 Production for each Production symbol on the Land. When a Land is first claimed, move a Production token from the player board to the Land for each Production symbol. If majority is lost, return those Pro-duction tokens to the Player board.

Land BonusA City that is built on a Land immediately

gains a bonus Development token as indicated on the Land tile, representing the effect geog-raphy has on a City’s character.

Quest Site When a Land with a Quest Site icon is

added to the World also add a Quest token to the Land. An activated Hero on a Land with a Quest token may pick it up to either draw a Quest card OR roll a 6-sided die and receive that many Resources. This represents the Hero finding a treasure.

Village SiteA Village symbol indicates that a City may

be built on the Land using the Build action. Cities can only be built on Lands that have the Village symbol.

Sacred SiteOnly Lands with the Sacred Site symbol may

have Temples built on them by a High Priest.

Sea TravelAll Coast Lands are considered adjacent to each other for the purposes of movement. A Coast Land completely surrounded by other Lands (except another Coast) is landlocked, and is not considered adjacent to other Coast Lands. Heroes, High Priests, Creatures or mor-tals can sail from one Coast Land around the World to another Coast Land for 1 Speed cost.

2

1

P+

Mount OlympusThe mountain Land with this symbol

is Mount Olympus, the mythical home of the gods. This Land is always placed in the center of the World during setup.

Hostile TerrainAny Hero, High Priest or Creature

entering a Barren Land is subject to an attack immediately using a 6-sided die, representing the hardships of travel. If the die result is higher than the Champion’s defence, it gets a Wound.

Unique LandsThe Following symbols appear on only

1 Land tile each.

Dark Woods (Forest)Any Creature can be Summoned to this

Land. No Temple is required.

High Peaks (Mountain)All Lands adjacent to this Land have

their Speed costs increase by one. This mountain is so high all the adjacent Lands are foothills.

Fertile Lands (Plains)All Lands adjacent to this one add an

additional Production token to them.

High Ground (Hills)All Cities and Champions on-or-adja-

cent to this Land may re-roll their attack die once during each round of a Duel or War.

Sandstorms (Barrens)Any Champions moving into this Land

or any adjacent Land suffers an attack (1 six-sided die).

+1

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Game PlayOverview

In Mythika, players take turns playing 1 or more cards and activating their Champions to build the World and advance their civilizations. If they are out of cards or need resources they may rest instead.

Significant changes to the World move the Age Advance-ment token forward and eventually triggers the next Age. The game ends when the Age Advancement token reaches the end of the track (based on the number of players in the game). VP are scored, and the player with the most VP wins.

On your turn, choose to either:

A. Act B. Rest

A. Act

1. Start of TurnI. Bonus Income. Gain any bonus Resource or Influence

income from Morale or other sources.

II. Population growth. If you have more Resources than Followers, you must add 1 of your Followers to each City, plus 1 Follower of yours for each City Growth development token in that City. If you have no Cities choose a Temple and add a Follower. If you have no Temples in play add the mortal to any Land of your choice.

If you have fewer Resources than Followers there is a famine. Remove 1 of your Followers for each of your Cities from any Lands.

Remember to adjust your Follower count on your player board track.

III. Start of Turn abilities. Some cards or god abilities state “At the start of your turn, ...”. Do these in any order.

2. Play Cards and Activate Champions

Do each once per turn in any order, or pass.

• Play an Action cardChoose an action card from your hand and play it to the

table for all to see, and state which action you’re taking (top or bottom action). Resolve the action, as described on the card. See “Actions” p. 20-21 for more details on the actions.

Discard the card to your own personal action discard pile.

• (Optional) Play a Fate Card or a Quest CardIf you’re playing a Fate card from your hand for its

primary effect, read it allowed and resolve it as described on the card. You may only play 1 Fate card per turn unless otherwise directed.

Instead of a Fate card, you may choose to play a Quest card from your hand instead.

• (Optional) Active each Champion once.

Choose one of your Champions in the World and active it.

An activated Champion may move to adjacent Lands up to its Speed and choose one ability option to use. A Champi-on may move before or after using its ability. Each Cham-pion can only be activated once a turn. Lay the Champion piece down as a reminder that the Champion has already been activated.

If a Champion enters a Land with another Champion, either Champion may start a Duel immediately, but neither has to. A defending player may choose which Champion Duels if there are more than one in the Land.

Champions’ Abilities

High Priest1) Convert a neutral mortal to your Follower on the

same Land.2) Worship at a Sacred Site and roll a 6-sided die and take that many Influence.3) Build a Temple (you must have the prerequisite

number of Followers to unlock additional Temples as shown on the player board).

Hero1) Move any number of Followers from 1 adjacent Land

to the Hero’s Land.2) Claim a Quest token and either draw a Quest card or

roll a 6-sided die and take that many Resources.Creature

1) Roll its attack die and remove 1 mortal from the Crea-ture’s Land if the result is greater than 3.

2) Use the Creature’s special activation ability on the Creatures card.

3. End of TurnI. Check to see if you’ve completed an Objective. Play

your Objective face-up in front of you if you have.

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17

II. Discard as many cards from your hand to your per-sonal action discard pile as desired and draw new cards, up to the maximum hand size for the Age.

Age I=6 cards Age II=8 cards Age III=10 cards

Pass, and your turn ends and the next player to the left may start their turn.

B. RestWhen a god chooses to Rest instead of Acting, do the

following:

1. Prepare your draw deck. Add 2 Fate cards from the cur-rent Age deck to your draw deck. Discard any number of cards from your hand, then shuffle your discarded cards back into your draw deck. Draw up to your hand limit based on the current Age (6, 8, or 10).

2. Income. Gain Resources equal to your current Produc-tion, and gain Influence equal to your current Belief.

On other gods’ turnsSome god abilities, actions, or Fate cards allow you to

interrupt or react to an action taken by another god. The text will state if it is an interrupt (resolve before the other god’s action resolves) or reacts (resolve after the other god’s action resolves).

Achievements, End of the Game and Final Scoring

The Central board shows the 12 Achievements available. Complete the Achievement by meeting the requirement as described, and place a Follower of yours on the space to mark its completion. The Olympian achievement require-ment is described on each of the god boards. Each com-pleted Achievement is worth 2 VP.

The game ends when the Age Advancement token reaches the space in Age III showing the number of play-ers (pips). The game ends immediately after the current player’s turn.

Use the scoring pad to assist with calculating the final score. The various ways to earn VP are shown on the back of each player’s start card.

The player with the highest score wins. If there is a tie the god with the greatest number of Followers wins.

Age Advancement

EmperorOwn 7 Lands

7x

ColonizerHave Majority in

4 Ci�es

4x

ExaltedHave 4 Temples

on the World

4x

HeroicHave 2 Quest

Rewards

2x

OlympianComplete Olympian’s

Achievement

War Victories

Start

Achievements

PowerfulHave 25 Influence

25x

IdolizedBecome Revered

or Feared

WiseMake a Discovery in

each category

4x

RichHave 15 Produc�on

15x

Populous30x

Have 30 Followers

Do any of these to move the Age marker ahead.Add a City, a Temple, or a Wonder, Research a Discovery,

or complete a Quest.

Advancing to the Next Age1. Draw a new Prayer card.2. Everyone draw 2 Fate cards and shuffle into draw decks.3. Add 1 neutral mortal to every Land.4. Discard all Lands from the display and draw 5 new ones.5. Replenish Quest tokens on all Quest sites.

Players

6 Card Hand Limit

8 Card Hand Limit

10 Card Hand Limit

WarriorA�ack and defeat a Creature in a Duel

ConquererTake over a rival City

with a War ac�on

2

4

6

8

10

2ea

X

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ConflictsThere are two scales of conflict in Mythika: Wars and

Duels. A War is between two Cities belonging to rival gods. A Duel is between two Champions (Hero, High Priest, or Creature).

Conflicts are resolved in this order: 1. Wars 2. Duels

This means that two Champions could occupy the same City during a War, and then resolve their Duel afterwards if either god decides to initiate a Duel.

WarsA War is started when a god moves one of their Heroes

into a rival’s City (the defender) and plays the War ac-tion card. The attacker chooses which of their Cities with Majority is launching the attack. This will be the attacker. Follow these steps to resolve a War action between the two rival Cities.

1. Determine the Attack Die SizeThe number of Hoplite developments in the attacking

City determines the size of die that will be used by the attacker. Likewise, the number of Hoplite developments shown on the defending City’s card determines the de-fender’s attack die size. Military Discoveries may alter the die size as well. A 12-sided die is the highest possible. Any Hoplite developments beyond 4 are ignored.

2. Roll the Attack DiceBoth sides roll their Attack die.

3. (Optional) Play a Fate Card for Combat EffectEach player may choose to simultaneously put 1 Fate

card face down on the table for their Combat effect. Once both players have done so (or declined to put any down), flip the Fate cards up. The attacker’s card is re-solved first, then the defender’s. Discard the Fate cards to the god’s personal action discard pile (not the Fate discard pile).

4. Inflict Wounds If the final attack result is higher than the rival City’s

Defence, a Wound is inflicted. Remove 1 mortal for each Wound inflicted. Set it aside away from the supply. The god with Majority decides which mortals are removed from their City.

Attacks are resolved simultaneously, and Wounds are also taken simultaneously. It is possible for two sides to defeat each other in the same round.

5. (Optional) RetreatA defending City may retreat after a round of War rolls

is completed and Wounds are taken. A defending City is defeated (see below) and may be razed or occupied, but its mortal population and Champions can be displaced into adjacent Lands as determined by the retreating player.

An attacking City can simply end the War in step 6 and the War ends.

6. Repeat SequenceRepeat steps 2-6 for each round of War. If using the

War action to initiate the conflict, there are 3 rounds of War rolls.

7. Determine the VictorEach player counts the Wounds they’ve received by

counting the mortals that have been set aside. If the at-tacker dealt the most Wounds, they are the victor and can move their marker up one space on the War Victories track on the Central board. The defender does not move up on the track even if it inflicted the most Wounds.

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DuelsA Duel is a battle between two Champions belonging to

rival gods. When a Champion enters another Champion’s Land either of them may initiate a Duel (though neither has to). Duels are resolved after Wars are resolved.

Repeat Steps 1-4 until one of the Champions is defeated or retreats.

1. Roll Attack DiceBoth sides roll their Hero’s attack die.

2. (Optional) Play Fate CardsEach player may choose to put 1 Fate Card face down on

the table for their Combat effect. Once both players have done so (or declined to put any down), flip the Fate cards up and resolve their effects. The attacker’s card is resolved first, then the defenders. Discard the Fate cards to the god’s personal action discard pile (not the Fate discard pile).

3. Inflict WoundsIf the result of the attack is greater than the Defence of

its opponent, inflict a Wound. Add a Wound token beside the Champion for each Wound taken. A Champion is de-feated when there are Wound tokens equal to its Health.

4. (Optional) RetreatEither the attacker or defender may choose to retreat

to an adjacent Land after at least one round of the Duel is finished. The retreating side gives the victorious side 2 of their own Influence.

Fate Card Combat EffectsPlay after a die roll to cancel the War or Duel. Ignore the effect of the opponent’s Fate card. No Wounds are taken by either side, and neither is the victor.

Add 1 to your die that has just been rolled.*

Add 2 to your Defence.*

Re-roll your attack die. Take the second result.

Force your opponent to re-roll their attack die. Take the second result.

Inflict 1 extra Wound if your attack result is higher than the target’s Defence.*

Ignore 1 Wound that your opponent would otherwise have inflicted upon you.

* The effect increases on Age II and III Fate cards.

REMEMBER: Fate cards used for their Combat Effect are dis-carded to your personal discard deck, meaning they can be used again when the card is shuffled into your draw deck.

When a City is Defeated If a City is reduced to 0 mortal population, or its defend-

ers retreat, it is defeated (even if it inflicted more Wounds before it was defeated). The Attacker goes up one space on the War Victory track. The attacker may then decide if the City is razed to the ground and removed from the World, or if it is occupied. Any Champions on the losing side are displaced to an adjacent Land determined by the defeated god.

Raze. If the victor chooses to raze the City it is removed from the World, and its card is returned to the box; that City cannot be built again this game. If there was a Temple it is returned to the owner’s player board.

Occupy. If the attacker chooses to occupy the City it remains on the World and the victor takes the City’s card. Any Hoplite upgrade tokens are removed, but any other upgrade tokens remain. Replace any Temple with one of yours. Any existing Wonders are kept. The victor can then add 2 neutral mortals and transfer as many Followers as desired from the attacking City.

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Standard Actions

You infuse the Land with your Di-vine power, making it more fertile and productive.

The more Influence you spend, the more Production tokens you may add. Each Production token must be added to a different Land.

Pay 1 Resource to add a development token to an Age I slot on a City card. Pay 2 Resources for the Age II slot, and 3 Resources for the Age III slot. Age II and III slots are unavailable until those Ages are reached.

You may add as many tokens to available slots as you want and can afford.

Pay 1 Influence for each Age I Fate card drawn, to a maximum of 3. Age II and Age III Fate cards cost additional Influence.

Draw Fate cards from the current Age deck. Fate cards go the players hand and are available immediately. Fate cards can be discarded like other Action cards, and shuffled back into the draw deck during a Rest.

Pay 2 Influence for each mortal to be af-fected.

Choose a Land and all its adjacent Lands. Either remove 1 mortal, or move the same number of mortals to adjacent Lands.

Note that you can use this action on your Followers.

Describe what the Catastrophe is. Is it an earthquake, a meteor, a flood?

A) Build a City. Each City already built makes the next one more expensive. Draw two City cards from the City deck and choose 1 to keep. Add it to a Wilder-ness Land with majority that has a Village symbol and at least 4 mortals (they do not all need to be your Followers).

B) Build a Wonder. Pay 10 Resources. Add a Wonder token to any Land on which you have Majority. The god with majority on the Wonder’s Land claims the 3 VP for the Wonder during the End of Game scoring.

If you don’t want the Lands in the display you can spend 1 Influence each to discard them and draw new ones. You cannot replace those new Lands again.

Each additional Land built costs progres-sively more Influence. New Lands are not drawn for the display until after the action is resolved.

When replacing a Wilderness Land already in play all the contents on the Land re-main. Adjust the Production tokens if the new Land has more or less printed Produc-tion symbols.

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The Morale track on the player boards shows how much Influence or Resources are needed to move your token towards Revered or Feared. You can pay additional Resources or Influence to move additional spaces with this use of the action, though it becomes progressively more expensive.

You can only learn 1 of the two options for each category of knowledge in each Age. You need an Age I Discovery before you can learn an Age II Discovery in the same knowledge category, and an Age II Discovery before you can learn an Age III Discovery.

You can pay for up to 3 Discoveries with 1 Research action. The 2nd and 3rd Dis-coveries cost more. Pay for each one (3 Age I Discoveries would cost 14 Resources total).

You must move a Hero to the City you wish to attack. Play the War action card during a Hero’s movement.

Roll combat dice and inflict Wounds 3 times. If the attacker inflicts the most Wounds, move up 1 space on the War Victory track on the Central board. The defender cannot earn VP.

Spending 5 Resources to return the War card to your hand represents the expense of keeping an army at the ready.

Each Champion in play makes the next one Summoned more expensive. You may only Summon 1 Champion with each use of the Summon action. Heroes and High Priests that are defeated are returned to your starting City.

You may only Summon a Creature if you have a Temple built on a Land shown on the Creature’s card. You may only have 1 Creature Summoned at a time.

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Commerce Discoveries

I. HarvestAt the start of each of each of your turns, gain 1 Resource for every Forest and Coast Land on which you have Major-ity.

I. ArtisansAfter you use the Development action card, shuffle it back into your draw deck instead of placing it in your discard pile. This makes it available again without needing to Rest.

II. MinesAll of your Mountain and Hill Lands (current and future) have 2 bonus Production tokens added to them.

II. TraderAt the start of each of each of your turns, gain 1 Resource for every City in which you have Majority.

III. CaravansAdd 2 of your Production tokens to each rival City that has at least 1 Follower of yours. If that Follower is no longer in the City, the Production tokens are returned to your player board.

III. EconomyGain 3 bonus VP at the end of game scoring if you have at least 15 more Resources than you have Followers.

Architecture Discoveries

I. AgoraAfter you use the Build action card, shuffle it back into your draw deck instead of placing it in your discard pile. This makes it available again without needing to Rest.

I. MasonryPay 2 less Resources when using the Build action to add Cit-ies or Wonders to the World.

II. AcademyOnce this Discovery has been learned you may Research Age III Discoveries even if that Age hasn’t started yet. Other prerequisites still apply - an Age II Discovery must be Researched before an Age III Discovery can be learned in the same category (Commerce, Architecture, Military or Religion).

II. RoadsAll of your Cities are considered adjacent, meaning your Champions can move between your Cities by paying the speed cost of the destination City only. Heroes may also move Followers from 1 City to their City.

III. UniversityBoth Discoveries in a category and Age can be learned. For Example, a player could research both Harvest and Arti-sans.

III. WondersWonders are worth 5 VP each instead of 3 VP at the end of game scoring.

The Discovery section of the player board shows what can be learned by your civilization during the game. Discoveries are added by taking the Research action and paying the Resource cost. Age II Discoveries are not available until the start of Age II, and Age III Discoveries are not available until the start of Age III.

Each god can only learn 1 of the 2 Discoveries in a knowledge category (Commerce, Architecture, Military,

Religion) in each Age. An Age II Discovery requires an Age I Discovery in the same category. Likewise, an Age III Discovery requires an Age I and Age II Discovery in the same category.

Each category of knowledge also has a VP scoring space that can be claimed by using a Research action if you have learned a Discovery in each Age for that area of knowledge.

Discoveries

AGE I AGE I

AGE II

AGE III

AGE II

AGE III

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Military Discoveries

I. PhalanxAdd 1 to your die rolls during a War action.

I. TrainingHeroes increase their attack die size by 1, gain 1 Defence, gain 1 Health, and can move 1 additional Land.

II. StrategosAfter you use the War action card, shuffle it back into your draw deck instead of placing it in your discard pile. This makes it available again without needing to Rest.

II. SiegeReduce the Defence of a rival City by 1 when attacking us-ing the War action. It has no effect while you are defending one of your Cities from another god’s attack.

III. FleetYou have a navy that can be used to make your attacks more powerful when targeting a rival City with the War action that is on a Coast Land or adjacent to one. Add 1 additional Wound at the end of the War.

III. SupremacyGain 3 bonus VP at the end of game scoring if you are the highest (or tied for highest) spot on the War Victories track on the Central board.

Religion Discoveries

I. ProselytismWhen taking the Conversion action, all neutral mortals in your High Priest’s Land are changed into your Followers.

I. InvocationEvery time you add a Follower to a Prayer card, gain 2 Influ-ence.

II. CultOnce on each of your turns, you may convert up to 5 Re-sources into Influence, or up to 5 Influence to Resources.

II. SanctuaryAny Land that is adjacent to a Land with one of your Temples gains the same protection as if it had a Temple on it; it is immune to rival god actions that require Influence to be spent as its cost.

III. AscendantNormally the Conversion action only targets neutral mortals, but with this Discovery a High Priest may change rival Followers in the same Land as the High Priest to their Followers.

III. FaithfulGain 3 bonus VP at the end of game scoring if you end the game with the most Followers on the World.

VariantsChoose Gods

Players may choose the god from the 12 available.

Non-Random LandsDuring setup, divide the 6 Land

types into separate draw stacks (all face up). Each player takes one of each Land to use during setup. After each player has put down 4 Lands return the extras to the stacks.

When a god takes the Land action, any Land may be chosen until the stack runs out.

Short GameFor a shorter game, end once a

player has added their 5th token to the Achievements on the Central board.

Draft Fate CardsPlayers are dealt 5 Age I Fate cards

during setup. Each player keeps one and passes the four remaining cards to

the left. Players choose a second card, and then pass the remaining cards to the left. Each player chooses and third card and discards the remaining 2.

Unbound WorldLand tiles may be added outside

the normal play area defined by the player count. This has the effect of reducing player interaction.

AGE I AGE I

AGE II

AGE III

AGE II

AGE III

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Build your World