MYTH Treasure

Excalibur.  Mjoinir.  Aegis. Angurvadal. Sting.

In many myths, legends, and stories the magical weapons and equipment play almost as big a role as the heroes themselves.  In the same way, the items a hero carries is a key part of the stories of Myth.  Although the hero’s abilities will always be the key to the success against the darkness, items become the measure of how successful the hero has been in the past, and what challenges they are ready to face in the future.

Each hero begins with “brown” equipment.  These are two makeshift items the hero has scrounged to begin their careers.  Whether it’s the twig being used as a wand by the apprentice, the fireplace poker and the lid to a pot used by the soldier, these items are adequate to get started, but are nothing compared to proper equipment or magical items.


For example, the archer starts with two items.  The first is a simple sack called an arrow bag, used to collect arrows needed for the archer’s skills.  The second is a stick and some twice, used to create an improvised bow.  This weapon gives the archer a range of 4, and one additional attack die, but is in need of an upgrade.

As heroes accomplish objectives and defeat enemies, they will find treasure along the way.  You will also have opportunities to spend gold with merchants Much of the treasure will come in the form of potions or gold (white treasure cards), but you may be lucky enough to find items to better help the hero complete their story.  Green treasure cards are stronger than starting items giving advantages to heroes, but still only touch the potential of what equipment can do.


New weapons or armor are the most obvious helps to heroes.  For example, finding a longbow, our archer can not only fire at enemies who are farther away (5 range instead of 4), but they are also more accurate (+2 d10 instead of 1).  The longbow also gives the archer more versatility in their tactics (fate ability allows for extra cards in hand.)


However, this isn’t to say that other treasures won’t be a big advantage as well.  Lets take the example of the Mythical Cloak.  Although at first, it might not seem as powerful as the longbow, this item is a great advantage in the hands of an archer.  The extra fate die with each attack means that the archer is more likely to trigger the ability of their primary weapon (making it very handy when paired with the longbow.)  However, the special effect, making cautious moves 2 movement points (squares of movement) instead of 1 is subtle, but strong.  Many of the archers attacks can only be used when not moving or when cautiously moving, while others are penalized by moving quicker.  This cloak gives you maneuverability while at the same time allowing you to attack.


Blue items are even stronger and rarer treasures available.  Our archer can find the endless quiver, not only allowing her to collect 6 arrows at a time (instead of 4), but also making acquiring arrows easier to collect by allowing 1 arrow to be retrieved from discard each turn, and 1 arrow to be played directly from your hand to the quiver each turn (which also frees up one of your play slots by not placing an arrow in it).  Orion’s tears become much more deadly in the hands of an archer able to carry more arrows, and the other abilities of this quiver ensure the archer is much more flexible and deadly.

Even greater items are yet to come in the future of the game, allowing heroes to tackle even greater foes.

GenCon Day 3 – Demos, Demos, and More Demos


GenCon Day 3 – Demos, Demos, and More Demos

I started off Sunday the way I ended Saturday, over at the True Dungeon hall.  With that out of the way, I headed back over to the exhibit hall and checked on how the Sunday crowd was reacting to Myth.  I took some more photos, swapped a few stories, and since the crowds seemed to be lightening up a bit on Sunday, I sat in on a few demo games when a group was short a player.   In the end, I’d played through a demo game with each of the 4 heroes (Accolyte, Apprentice, Archer, and Soldier) over the course of the weekend, along with the slaughterfield game with the soldier.


The final game of the day was with Kenny (while Brian started prepping for cleanup. )  He dropped an interesting tidbit that was new to me, although I’m sure someone out there already knew this info.  Brian was evidently the lead designer for heroes, their decks, and their mechanics, while Kenny concentrated more on the mechanics behind the monsters.

All four groups I played in were successful in surviving the trap and monster tile of the demo.  Three out of four finished the quest from the second tile.  (One group failed to kill 4 minions in a single attack to impress the bard writing our epic.  Ironically, it was a demo Brian was playing in, and his attack picking off one of the minions prevented quest completion.  (I didn’t speak up about it, because moving quickly was more important than finishing quests when playing a demo.)  The last game of the day got that same quest (hand selected by Kenny since he thought it worked well in Brian’s demo earlier) and we managed to accomplish the goal 3 times over with some nice maneuvering.  It was a bad day for the darkness in that game.


After the Myth was boxed up (next to be seen in Germany I believe), Brian was kind enough to grab Keith and Kenny for a final picture to close the con.  After what I’m sure had to be a long week, big crowds, and braving some mango tacos, they were still all smiles.  I take that as a good sign that it was a successful convention.

GenCon Day 2 – Slaughterfield!


GenCon Day 2: Slaughterfield!

Unlike most everyone else at GenCon, I actually went back to my hotel and slept Friday night.  As a result, I was feeling pretty good Saturday.  (Yes, my day 2 was Saturday, since I didn’t arrive in Indy until Friday morning.)After doing some exploring of some other parts of the exhibit hall and hitting the auction room for a little bit, I made my way back over to the MERC booth for some Slaughterfield.

The Slaughterfield demo was set up for two players, and Brian Shotten  helped walk us through the waves as we went.  He mentioned he didn’t believe anyone else had made it through 4 waves, which I obviously took as a challenge.  Unfortuantely, as wave 5 spawned, the other player had to leave for another session, so we don’t know how far we actually would have ended up getting.  (We were sitting very good for treasure, and the Apprentice had esacped the situation that I thought would lead to his death in round 4) so I really think we could have made it through the next wave intact, but it was going to be rough.

The slaughterfield demo is based on a 10 step spawn list, and using counters to time when the next spawn will appear.  The advanced slaughterfield rules will include custom spawn cards, custom treasure cards, and objectives.  I can tell you at least one of the objectives involves infiltrating the enemy spawning zones.  (We ran into enemy spawn zones to kill faster and grab treasure, which is why the topic came up.)

After slaughterfield, I introduced myself to Brian (since I hadn’t up to that point…just blending in with the other gamers), and we talked a bit about various MYTH related stuff, as well as some of the other products MERCS has coming out in the next year.  (2014 will be a very busy year MERCS, with 3 game launches including MYTH.  I’m sure everyone was already aware of the MERCS and MYTH product lines, and Conflict has been mentioned both in my first GenCon post, as well as in my Q&A with Andrew Meredith earlier in the year.  I didn’t get a chance to learn much about the 4th yet, but you can be on it being a topic of discussion in an upcoming Q&A with designer Kenny Sims.)

A few key Myth notes:

  • The German partner has really been on the ball with this project, and should be be shipping almost simultaneously with the US release.  (Sorry, I didn’t think to ask about French translations.)
  •   Just like everything else with this project, MERCS is planning and preparing for the shipping once everything gets to them.  They should get everything turned around in a very timely manner to get the games in our hands.  At the same time, they are being very realistic in their expectations and their ability to deliver, so I don’t feel like they are overpromising.
  • Base games will be shipped separate from stretch goals.  They’ve been working on the best options for shipping the stretch stuff efficiently.
  • MERCS already has plans for the expansions for 2014, and going into 2015.  This is really important for people coming into the game after the kickstarter so that more heroes and monsters come into play for everyone.

With that, I went off for an evening of naked true dungeon before heading to bed.

(No we didn’t actually play naked, we played without bringing equipment tokens, only using whatever got picked up during the adventure.)


Review by Bill H on Board Game Geek

I probably should have given this more attention a month ago, and fell down on the job between vacation, and being swamped with work.  Anyway, I’ve noticed a number of updates have happened with the review, so I want to point people to it if you are trying to figure out MYTH.

In between putting together my GenCon notes, I wanted to make sure I didn’t put this off any further.

GenCon Day 1 – The Return


GenCon Day 1 – The Return

On my first day at GenCon in 14 years, my first impression is that it’s even bigger here in Indy than what I remember from GenCon.  The gaming room is absolutely insane (and loud).  In my past GenCons I never actually played any RPG’s, although I had done computer games, board games, and miniatures games on a few occasions.  (I didn’t really appreciate the chance to play RPG’s when I had easy access to RPG groups back then.)  My Shadowrun mission game I played in ended up being my first RPG at GenCon.

However, what everyone would like to know about is MYTH.  Am I right?  I actually visited the MERCS booth first thing when I arrived.  It was really busy, and I didn’t take too much time to speak to anyone.  (I had an RPG to get to, so wasn’t going to be able to spend much time, and I really didn’t want to interrupt Brian’s demo.)

One of the first things I noticed were the play mats created for doing demos of several games.  They are poster sized, and the MYTH mat has the character cards for the acolyte, apprentice, archer, and soldier printed around the sides, and has preplaced tiles in the middle.  Add card deck and miniatures, and you have yourself a game.  They were absolutely beautifully designed.  (Sorry I can’t remember who to give credit to.)  I really hope these don’t go away now that they have been designed.  They are perfect for doing store demos, and for conventions.  If they aren’t officially created, I may have to seriously think about printing out something similar myself at some point to really make transportation and setup easy for those kind of situations.

I did play in a demo with Kenny a bit later in the day, getting a run with the apprentice.  Kenny was great.  I’m hoping to get a chance to talk with him again sometime this weekend both about Myth and another project.  I took a few pics during the game.  The metal minis look awesome, and I regret not ordering any.  The demo game goes through 2 trap tiles and one monster lair tile.  Ironically, all the cards aligned, and the monsters (skeletons) never got off a single attack at us before we rolled over them.  We even maximized the treasure tokens dropped.  Observing a few other groups, it almost never went that smoothly, and the soldier even died in one of the demo groups.


I also had a chance to sit down with Andrew Meredith for a bit.  Played two games of Mercs Conflict, a dice game where you play the CEO of the corporations in the Mercs world of the miniature game.  Very elegant design, lots of strategy to it, and I was surprised how much depth there was in it for a dice game.  (My previous experience with dice games was sitting down with the designers of dragon dice when it first came out, and within 20 minutes telling them the system was flawed, and one strategy should always win.  After 4 hours of them trying to prove me wrong, both in games, and trying to find flaws in my math, and they conceded.  The first expansion fixed the flaws in a fairly big game overhaul.)  The game plays pretty well now, and much like MYTH, it has a ton of room for growth as well.  Andrew already has a lot of plans on where to take it.  I definitely plan on picking it up when it is released early next year.  I will definitely try to get a review of the game together based on my experiences to give a bit more depth as well.  It’s a nice elegant design for a game, and I’m all about that.

After playing a couple games of Conflict, Andrew and I also talked quite a bit about MYTH and it’s future as well.  No, I’m not dropping spoilers right now, but lets just say the conversation validated everything I felt about the future of the game.  The game as it stands right now is awesome.  There is just so much you can do with it.  However, even more exciting is the directions it can go over time.  The potential of the game has hardly been touched right now.  MERCS already has plans for the game to ensure that nobody will get bored with the game.  New stories.  Expanded rules.  Expanded treasure.  More character advancement.  They aren’t waiting until it’s too late to plan the future.  They are already planning now.  Just some of what we discussed for character development options has me excited.

At the same time, Andrew also brought up power creep (or Codex Creep) and that MERCS thinks very seriously about this.  The latest and greatest thing released should not be “better” than older stuff.  Different is good.  Better is not.  They have a lot of experience ensuring this with their Mercs line of games, and are applying the same principal with design of MYTH and Conflict.  What does this mean to us with Myth?  New characters introduced down the road will not be better than the original characters.  They may be able to do things current characters can’t, they may have new rules, but the overall power level will always be kept at a balance.  Every character should always have it’s place, and none of them should become obsolete, just because they are old.  The fact Andrew brought this up was huge for me because it’s a major topic of game design that is near and dear to my heart.  I majored in economics in college, and I apply economic rules to gaming balance as much as I do to the economy.  To hear someone from a game company preaching some of the same principals that I apply to gaming has me feeling even better about the future of MYTH.

Two more days, and I’m sure I’ll have a lot more MYTH stories to share by the end of the weekend.




GENCON Here We Come!

I’m very much looking forward to meeting the MERCS team at GenCon, possibly getting an interview, and definitely getting some pictures and comments on the game.

I won’t get the full weekend due to work, but here is my plans for my GenCon Experience.

I’m working through Thursday, and then catching a bus from Memphis to Nashville to Indianapolis, arriving in Indy Friday morning.  I’ll stop by my hotel to drop luggage and get a quick shower, hopefully arriving in time for my Shadowrun missions session.

The rest of my day is devoted to the show floor, with MERCS being my top priority to take in the progress on MYTH.

Saturday and Sunday will be split between True Dungeon and the show floor.

Can’t wait to see and play MYTH live, and meet the design team.  Should be a really fun weekend.

Q&A with Andrew Meredith

With MYTH fans everywhere looking for every tidbit of information available, we are always looking for more sources with knowledge about the game.   I can’t tell you how ecstatic I was to have an “insider” not only join the forums here at Lands of Myth, but also to agree to answer a few questions (with the blessing of the designers.)

LoM: Many of the Myth backers are now very familiar with Brian, Kenny, and Keith, they haven’t really gotten to know any of the rest of the team working with MERCS.  Could you tell us a little about yourself and what you do with MERCS?

Andrew: My name is Andrew Meredith, and I met Brian about two years ago when I was working for Fantasy Flight Games. He came up to freelance for them to a few months. When my time at FFG ended, we stayed in contact, and I came to him with an idea for a Dice Building game (this was shortly before Quarriors had come out.) We worked over the premise for a few months, and by March of 2012 MERCS: Conflict was born. Since then I’ve worked with the team at GenCon, I help out as a playtester for MERCS (the minis game) and help out in any other way I can.

LoM: For future MYTH players, I think what interests them the most is your experience playtesting early versions of MYTH before the kickstarter even started.  Could you give us your general thoughts on the game?

Andrew: Let me first say that I am not normally a fan of dungeon-crawl style games. I’ve played them in the past (watched dozens of Descent 1 games, and even had a bit of input into Descent 2 while at FFG.) Overall, they have never scratched the itch I wanted them too, and I disliked that where in RPGs a good GM works with you, in most Dungeon Crawls they are encouraged to try to destroy you at al costs. I won’t go into details of all I want them to be, because MYTH is exactly what I was looking for. We got done playing the early version, and I knew Brian and Kenny had a hit on their hands. The dungeons aren’t insanely small like Descent, and the mobs of baddies coming at you gives you the feel of Diablo, but with the great interaction of live play with other players. I also really appreciate the “Bridge-Night” feel of discussing your combos, what cards to play and what to keep for later. It takes the Dungeon Crawl and turns it on its head to make a truly cooperative game-night with friends.

LoM: I know you’ve already had the privilege (or curse) of seeing skeletons in action during playtesting.  What races did you get to see overall, and could you give 1 sentence about each enemy race that made them unique to play against?

Andrew: Skellies: They just won’t stay down! This can really steal away your treasure dropping combos.
Spiders: Their webs slow the heroes down, which makes sneaking around as a Brigand even slower.
Orcs: Didn’t get a chance to play against them.
Rats: I didn’t get to play them either, but I can’t wait! I love Rat-men!

LoM: I also know you are partial to the brigand when you got to play.  What was it that really stood out about him from the other characters?

Andrew: I chose to play the Brigand because he’s a Rat. Skaven were my first models and army I ever bought way back in 1997. I’ve never even finished the army, but I still have them. The Brigand is fun because he’s sneaky. While “in shadow” he moves slower, but is nigh impossible to hit him. So I was able to sneak around and take out the spiders in the rear without too much rebuttal. And while we didn’t face a boss, it’s rumored that the Brigand can really coup d’gras Captains, Mini-Bosses and Bosses, so his Teammates want him alive for those showdowns.

LoM: What was the most interesting fight or trap you experienced during your tests?

Andrew: While facing the Skellies, we were having an awful time getting treasures to drop. We’d combo hit 3 Minions at a time, only to have one of them stand up (thus keeping a treasure from dropping.) But this changed when the darkness charged up and made several Captains appear (Who I believe will avoid the heroes and keep their distance, making them harder to take down.) The whole fight escalated until we got our bearing and began hewing bones left and right. I think I walked away with a much nicer dagger than the butter knife I started with.

LoM: Any final comments or messages you’d like to share with everyone while you have the podium?

Andrew: If you haven’t checked out MERCS miniatures game, do! Get a MegaCon and start practicing, because you might as well take everything you can in at GenCon this year, including playing in the MERCS tournament, and checking out all of the awesome stuff at the booth. I know we’ll have production copies of MERCS: Conflict, I believe there will be another game there for demo (A very cool Space Exploration game called Emergent Event, by Kenny Sims) and unless I’m mistaken, demo copies of MYTH itself.
Oh, and one last thing: SLAUGHTERFIELD!!!!

I want to extend my thanks to Andrew for taking the time to answer some questions.  I hope we’ll have the chance to catch up more both in the forums and in a future Q&A to get an update on MERC: Conflict, as well as new experiences around MYTH as both games develop further.  I hope a lot of you will get a chance to see him and others from the MERCS team at GenCon, which is approaching at an unbelievable rate.

Q&A with Brian Shotton

With the MYTH kickstarter over and the excitement dying down at least a little bit, I decided to see if I could get Brian Shotton, one of the two game designers of MYTH to take some time from his wife, kids, and of course Conner to answer a few questions.  The fact that I’ve already given MERCS all my money, and he’s still answering questions is a testament to his commitment to fans of the game, especially given that he was inundated by questions (much more serious ones I’m sure) from many others at the same time.

100k) Now that the chaos of the last couple of days of the kickstarter is over, how is everyone feeling?

Brian: We were wasted yesterday. I found myself extremely exhausted (lack of sleep will do that). I also wanted to spend some time with the wife and kids. I had missed them. Finally, I couldn’t stop smiling. It is a greater success than I had ever hoped.

200k) Should a Myth fan run into you somewhere (say GenCon), what would be the proper libations to purchase for you to toast the successful start to this new venture?

Brian: I am a fan of Shock Tops Lemon Shandy. Almost any Hefeweizen will do the trick though.

300k) Should you remember all you now have to deliver for January during the interaction in #2, what stronger libation might be needed to quell any signs of panic?

Brian: Scotch

400k) Obviously there is a ton of production and design work that needs to be done with this game, but what % of the game content do you feel comfortable with at this point? (Rules, card text, etc.)

Brian: Base game 100%. Stretch goals 75%. Add-ons 80%. Writing and text 50% It was higher but we added a lot of written content and we have translations to facilitate.

500k) Has there been, or will there be much focus on the backstory behind the game before it’s release? Stories of the races? Development of the world behind the game, etc?

Brian: We wanted to create a world that players would be able to come and create their own world. To that end we purposefully stay away from big world concepts like name of place and such. However, we have quite a bit of lore (like the rats and rat tails, the cyclops versus the elementals).

600k) How many years of supplements do you feel you had to tap into for all of those stretch goals?

Brian: We feel we have at least a year of releases, possibly 1.5 AFTER the base game is released. We also already have a couple expansions themes that we are comfortable with for the larger expansions this game will need to deliver Journeyman Heroes and such.

700k) On the other hand, how many stretch goals had to be “invented” during the kickstarter?

Brian: 650 (though the idea was always there) 800, and 900k were all on the fly. The Slaughterfield Supplement pack was/is also still in development but we felt strong enough about it we could add it as an add-on.

800k) The game as currently designed is based around stories, that basically take 3 game sessions to complete. Are there any thoughts of expanding the game beyond that with “epics” or “chronicles” with bigger stories, or even being made up of multiple stories?

Brian: Yes. We’ll call these Myth Quests.

900k) What game mechanic are you most looking forward to introducing, that we either haven’t seen much of or haven’t seen at all throughout the kickstarter?

Brian: All the upgraded Heroes. Just in our initial testing the mechanics really come alive when you can alter your deck to create the Hero you want.

No million dollar question…but we came oh so close.

Thanks again to Brian for taking the time to answer.  Congratulations on the success kicking off this game, and I hope that success continues into the future.

MYTH Kickstarter has ended


The MYTH kickstarter has ended, making just over 925k, and bringing in over 6000 backers.  I’d call that successful by any definition of the word.  After the MERCS team recovers from their celebratory libations…followed by recovering from needing additional libations as what they just got into sinks in, we are looking forward to seeing many updates on what is to come.

Like many others, I quickly became enthralled with the mechanics of the game along with the visual look of it.  We’ve only scratched the surface with what we’ve seen so far, but I’m really looking forward to seeing where this goes.

We have 7 months until January 2015 2014 hits, and we will finally see the whole game, but in the mean time, I plan to follow what pieces of news, rules, art, leaks, etc. we can get about the game.