Myths and Legends

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Example of a Myth and Legends Card.
Example of a Myth and Legends Card.

Myths and Legends is a Collectible Card Game based on universal mythologies, developed in 2000 in Santiago, Chile. The game now has 13 editions and more than 3,000 collectible cards. It is the only collectible card game integrally produced and developed in Latin-America (Chile), and it is translated into the English and German languages. The game launched in Europe, United States, Oceania and Latin America.

Contents

[edit] Gameplay

In this game you must try to defend your Castle-Deck and try to destroy opponent's Castle-Deck with the support of your Allies, Weapons, Totems, Talismans and Gold cards. The first player that Ruins (discards) all cards of the opponent's Castle-Deck wins. In the Myths and Legends CCG, you are the lord of a mighty kingdom, defending your Castle against attack from opposing kingdoms. Your deck of cards (called the Castle Deck) represents your Castle. You must protect your Castle -- with the support of your Allies and powerful Talismans -- while attacking the Castle of your opponent, because the best defense is often a strong offense!

[edit] Types of cards

A Myths and Legends deck is made up of five types of cards: Allies, Totems, Talismans, Weapons and Gold cards. Each card has its own special function, with some common characteristics. Each card's Gold cost is indicated in the upper right-hand corner. If there is no number there, it is a Gold card. The upper left-hand corner indicates the card type, with Totems, Weapons, and Talismans all having a special symbol, and Allies having a Strength number.

Totems are cards that assign special powers. The card's abilities can usually be activated as long as the Totem remains in play. Totems are played in your Support Line.

Allies are warrior cards used to defend your Castle Deck or to attack your opponent's Castle. Note that these are the only cards that may be assigned in the Mythological Battle Phase. Note: An Ally cannot attack unless it has been in play and under your control from the beginning of the turn. However, you can always use it to either block or to activate its abilities.

Talismans have one-time abilities that are played as direct effects. To play a Talisman, first pay the corresponding Gold cost, show the card to the opponent, then determine the effect that the card produces and finally send it to the Ruin Pile. Note: Sometimes the effect of a Talisman outlasts your turn. In these special cases, follow the instructions on each card.

Gold Cards are your resources. Every time you want to play a non-Gold card, you must move a number of Gold cards equal to each non-Gold card 's cost from your Reserve Area to your Used Gold Area. This action is called payment in Gold. You begin the game with one Gold Card in play, and can add one to your Gold Reserve each turn. Note: You cannot choose a UNIQUE Gold Card as your starting Gold Card.

Weapons are "attached to" (slid underneath) Allies already in play. Only one Weapon may be attached to an Ally at any time, and once attached to an Ally, a Weapon cannot be removed or transferred to another Ally. Note: Whatever happens to the Ally (returned to hand, destroyed, etc.) also happens to the Weapon.

[edit] Battlefield overview

  • The Castle Deck — The Castle Deck has two functions. First, it is the deck from which cards are drawn to your hand, and second, it is what you must protect from the attacks of your opponent. If your Castle Deck runs out of cards, you lose the game.
  • Gold Reserve Area — Your Gold Reserve is where you store unused Gold cards. On each turn you may play oneGold card from your hand to this area, but only as the first card played during your Watch Phase. All cards with a Gold Cost must be paid from your Gold Reserve. They cannot be used again during this game (unless otherwise indicated by a card's ability).
  • Used Gold Area — This is where you place your Gold Cards once you have spent them for the turn.
  • Defense Line — The Defense Line is the area where you play your Allies. Allies in this area can be assigned to defend against your opponent's attacking Allies. There is no limit to the number of Allies you can have in play.
  • Attack Line — The Attack Line is the area where you move those Allies thatyou will use to attack your opponent. This action can only be performed during your Mythological Battle Phase.
  • Ruin Pile — The Ruin Pile is where you place your discarded, Ruined, or Destroyed cards. Talismans that have been played are also placed in this area. Cards in your Ruin Pile are always placed face up, so that any player may look at them at any time.
  • Support Line — Totems are played in this area. There is no limit to the number of Totems that can be placed here.
  • Exiled Pile — You place the cards that are permanently removed from the game into the Exiled Pile. When a card is Exiled, it CANNOT be played again. These cards are no longer part of the game.
  • Permanent Effect Pile — This area is considered part of your Ruin Pile. The Permanent Effect Pile is the area where all cards that have a Permanent Effect are placed. This area exists only to remind players that some cards have affected the game in a permanent way.

[edit] Starting the Game

Before beginning the game, both players search their Castle Deck for one Gold card and place it into their Gold Reserve areas. A player may only choose a Normal Gold card at the beginning of the game. Then the players shuffle their decks and pass the deck to an opponent to cut. To determine who goes first, choose a random method like flipping a coin, rolling a die, etc. The player who wins in the chosen method will take the first turn.

[edit] The hand

Each player draws eight cards from the top of their Castle Deck to get their starting hand. Beginning with the first player, if a player does not want his or her starting hand, they can return those cards to their deck and then reshuffle. In this case the player must ask their opponent to cut the deck once more, but this time he draws one less card. This can be repeated as many times as a player wishes, but always with one less drawn card than the previous time.

[edit] The turn

Each turn is divided into four Phases:

  1. Regroup Phase — In this Phase all of your Allies in play are returned to the Defense Line and all of your Gold cards are returned to the Gold Reserve so that they can be used during the following Phases. Both players skip this Phase during their first turn.
  2. Watch Phase — During this Phase, you prepare for battle. It is at this stage that you can play Allies, Talismans, Weapons and Totems, so long as you can pay their required Gold Cost. You may play a Gold card, but only as the first card played in this Phase, and only once per turn. Playing a Card: To play a card, you must first pay its cost in Gold. The Gold Cost is indicated by the number in the upper right-hand corner of the card. Move the number of Gold cards equal to the cost from your Gold Reserve to your Used Gold Area, then play the card by placing it in the correct Battlefield area. If the card is a Talisman, place it into your Ruin Pile or Permanent Effect Pile. Gold Cards do not have any cost, unless specified otherwise by a game effect or card text.
  3. Mythological Battle Phase — This is the Phase in which you attack your opponent. This Phase is optional. The Mythological Battle Phase is divided into four stages:
    • Attack Declaration — The current player attacks by moving Allies from the Defense Line to the Attack Line. Allies which were not in play and under the player's control at the beginning of the turn cannot attack (unless otherwise indicated by a card's abilities).
    • Defense Declaration — It gives your opponent the opportunity to try to stop your attack by declaring which one of their Allies will block. Blocking is optional and only Allies in the Defense Line may be assigned to block. Blocking an attack is carried out one-on-one; two Allies cannot combine forces to block the attack of an opposing Ally. Likewise, one Ally cannot block two attacking Allies, unless otherwise indicated by a card's ability. The assignment of the blocking Ally must be made verbally -- your opponent must name which of his Allies he has assigned to block each of your attacking Allies. Unblocked Allies will deal damage directly to the opponent's Castle Deck in the Damage Assignment stage below.
    • Talisman War — In this step, either player may play Talisman cards and use any special abilities of the cards they already have in play. The defending player has the first opportunity to act. Always remember that most Talismans and some abilities have an associated Gold Cost and you cannot play them without first paying this cost. The Talisman War ends when both players pass.
    • Damage Assignment — This is the last step of the Mythological Battle Phase, when each player determines how much damage is inflicted on your Castle Deck. The defending player will decide the order in which each attack is resolved. Damage is determined by following these simple rules:
      If the attacking Ally is stronger than the blocking Ally, the blocking Ally is destroyed. The difference between the Strengths of the opposing Allies then determines the damage assigned to the Castle of the defending player. The defending player moves a number of cards, equal to this difference, from the top of their Castle Deck to their Ruin Pile.
      If both Allies have the same Strength, both are destroyed and neither player's Castle receives any damage.
      If the blocking Ally is stronger than the attacker, the attacking Ally is destroyed and neither player's Castle Deck receives any damage.
  4. Final Phase — The Final Phase comes just before the end of the turn. In this phase,all existing effects that last until the Final Phase now end. Players may play or use card abilities that can be played only in this phase. Remember,card abilities can be played only on your turn or according to the card's game text. After all other players have passed, the current player draws a card. This signals the End of Turn, and all existing effects that last until the end of the turn now end. If, at the end of the turn, a player has more than eight cards in their hand, they MUST discard down to eight. After the Final Phase, the turn passes over to the next player, who now goes through the same four Phases. These turns alternate between the players.

[edit] Winning the game

One player wins a round when the other player draws or Ruins the last card of their Castle Deck. In a full game of Myths and Legends, the first player to win two rounds becomes the winner of the game.

[edit] References

[edit] External links

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