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Myths and Legends is a Collectible Card Game based on universal mythologies, developed in 2000 in Santiago, Chile . The game now has 0 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. 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! 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. BATTLEFIELD OVERVIEW
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. 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. THE TURN Each turn is divided into four Phases: # 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. # 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. # 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:
# 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. 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. REFERENCES EXTERNAL LINKS
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