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Myths and Legends

Myths and Legends Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Card Types
    • Allies
    • Weapons
    • Totems
    • Talismans
    • Gold
  • Game Setup
    • The Play Area
    • The Castle Deck
    • The Gold Reserve
    • Paid Gold Zone
    • Defense Line
    • Attack Line
    • Graveyard
    • Support Line
    • Exile Zone
  • Important Concepts
  • Starting the Game
  • Turn Structure
    • a) Regroup Phase
    • b) Vigil Phase
    • c) Mythological Battle Phase
    • d) Final Phase
    • e) End of Turn
  • Winning the Game
  • Deck Building
  • Strategic Decks
  • Card Frequency
  • Races
  • Glossary

Objective of the Game

Mitos y Leyendas is a game in which each player represents a strong kingdom and must defend its Castle from attacks by enemy kingdoms. Your Castle is represented by your card deck, which you must protect with the support of various Allies and powerful Talismans while you attack your opponent's Castle, in order to win.

Card Types

There are 5 types of cards needed to play Mitos y Leyendas: Ally cards, Totem cards, Talisman cards, Weapon cards and Gold cards.

Allies

Allies are characters you gather to defend your Castle deck or to attack your opponent's. They are the only cards you can assign during the Battle phase.

To put an Ally into play, you pay its gold cost and place it in the defense line (see play area).

Each Ally has special abilities that set it apart from the others. In some cases, these abilities activate when the Ally enters or leaves play. In others, you must pay an additional cost to activate an ability.

Allies are recognized by the strength icon in their upper left side. This icon also represents the Ally's strength, that is, the amount of damage it can deal in an attack and its ability to block an opposing attack.

Allies do not need to move in order to block. They cannot be declared as attackers on the turn they enter play (unless their ability says otherwise).

[Diagram labels: Strength Icon; Gold Cost]

Weapons

Weapons are game elements that generally give a bonus to the Ally carrying them and, in some cases, grant it new abilities. Like Allies, they require a cost to be put into play, and they are placed under an Ally. They cannot be transferred, and when carried, the Ally and the Weapon are considered a single card. Therefore, if an Ally is destroyed, the Weapon is destroyed too, and likewise, if the Ally is shuffled, the Weapon is shuffled too.

You can recognize this type of card by the Weapon icon, which appears on the upper left side of the card. Each Ally may carry only one Weapon, unless its ability says otherwise.

[Diagram label: Weapon Icon]

[Diagram label: Each Weapon is played under an Ally.]

Totems

Totems are game modifiers. Their effects last as long as they remain in play, and their purpose is to support your Allies and your strategy.

You can identify them by their icon in the upper left corner. To play one, you must pay its gold cost, located in the upper right corner, and place it in the support zone (see play area).

[Diagram label: Totem Icon]

Talismans

Talismans are cards that do not enter play and have various effects. Once played, they are sent to the graveyard.

To play a Talisman, you pay its gold cost, show the card to your opponent, announce and resolve the effect it produces, and send the Talisman card to the graveyard.

You can recognize a Talisman by the icon in its upper left end.

[Diagram label: Talisman Icon]

Gold

Gold is the resource you use to pay the cost of your cards. To play a Gold card, you simply place it from your hand into the gold reserve zone. This action can only be taken during your turn and at the beginning of the Vigil phase.

Gold is the first card you play during your turn. You can identify gold cards by their icon in the upper corner.

Some cards in the game generate Gold. This generation is restricted by the text of the cards and must be used at the moment it is generated; otherwise it is lost.

[Diagram label: Gold Icon]

Game Setup

The Play Area

The play area is where cards are placed to carry out the battle. Every card you put into or remove from play must be placed in a specific location within it, since each location has a specific function.

The Castle Deck

The Castle deck consists of the 50 cards that make up your deck. It is your source of resources for facing the battle and, at the same time, it receives the damage your opponent inflicts through combat and card effects.

When a player has no cards left in their Castle deck, their opponent is declared the winner.

Your Castle deck is placed to the left of your play area and is the basis for determining the other play zones.

The Gold Reserve

The gold reserve zone contains all the gold you have put into play. Remember that you can only play one gold per turn.

To pay a gold, you simply move it from your reserve to the paid gold zone.

Paid Gold Zone

The paid gold zone is where the gold you pay to play a card is placed. Moving gold from the Reserve to the paid gold zone is how you represent "paying" the gold costs required to put cards into play or to activate abilities.

When you pay a gold, it remains in the paid gold zone until the next Regroup phase.

The paid gold zone is located in front of the Castle deck.

Defense Line

This is where Ally cards are played and from where they will defend your Castle deck. Remember that for an Ally to be declared as a blocker, it must be located in this zone.

Your defense line is located to the right of the Castle deck.

Attack Line

This is where the Allies declared as attackers are placed. To declare an Ally as an attacker, you must move it to this zone.

This action can only be taken during the Mythological Battle phase.

The attack line is in front of the defense line.

Graveyard

This is the zone where your cards go when they leave play, whether through card effects or combat damage.

The Graveyard is located to the left of the Castle deck.

Support Line

This is where you place the Totem you play, and it is located to the right of the gold reserve. If you have more than one Totem, place them in a row, side by side. There is no limit to the number of Totems you may control.

Exile Zone

This is a play zone where cards go when they are sent there by game effects. It is located below the graveyard.

Important Concepts

Round: consists of 3 games. The results of those games determine a winner.

Turns: these are the moments when players take the actions with which they will try to win the game, advancing through the phases. The game unfolds in a series of alternating turns.

Phases: these are the order in which the game develops, and only certain actions may be taken in each phase. Taking actions during a phase (other than defending an attack) may only be done during a player's own turn, without intervention from the opponent.

Golden rule: in some cases, cards and their abilities will go against the rules of the game. When these situations occur, the cards take precedence. That is, abilities break the rules.

Starting the Game

At the start of the game, each player presents their Castle deck to their opponent and chooses one of their gold cards as the "initial gold," placing it in the reserve zone.

To determine which player will go first, use a random method (coin, die, etc.). Afterwards, each player draws 8 cards. If a player is not satisfied with their hand, they may shuffle it and draw 7 cards. This process may be repeated, drawing one card fewer each time, until the player is satisfied with their hand. If a player has no cards in hand, they cannot carry out this process.

Turn Structure

a) Regroup Phase

In this phase, all gold cards and Allies that have been used, declared as attackers or moved by an ability return, respectively, to the Gold Reserve zone and the Defense Line, so they can be used again.

If it is the first turn of the game, this phase does not apply and play begins from the Vigil phase.

b) Vigil Phase

This is the phase of the game in which you prepare for battle. At this moment you can play Allies, Talismans, Weapons and Totems.

The first card you must play in this phase is a gold card. If you do not do this, you cannot play gold during the turn.

c) Mythological Battle Phase

This phase begins when you attack your opponent. It is optional, and a player may decide not to attack in order to support their strategy.

The Mythological Battle phase is divided into 4 sub-steps:

1. Attack:

The attacking player designates their Allies to declare them as attackers, moving them from their defense line to the attack line.

Allies that are in the attack zone cannot attack, nor can Allies that have not spent at least one Vigil phase under the control of their controller.

2. Defense:

In this step, the defending player chooses whether to block the opposing attack with their Allies. Blocking is not mandatory for the defending player.

Only Allies located in the defense line may defend.

Blocks are assigned one to one, that is, one Ally attacks and one Ally defends. This action is carried out verbally, so each block must be announced.

3. Talisman War:

This begins after the defending player designates their blocking Allies. In this step the gladiators may play Talismans in alternation, passing priority, with the defending player holding priority.

Once both players pass their priority or can no longer play Talismans, we move on to the damage assignment step.

4. Damage Assignment:

This is the last step of the Mythological Battle. In this step, damage is assigned between the attacking and defending Allies, along with the difference that translates into damage to the Castle deck.

Damage assignment follows these rules:

  • If the attacking Ally has greater strength than the defending Ally, the defending Ally is destroyed, and the result of subtracting the strengths of both Allies is the damage assigned to the defending player's Castle.

  • If both Allies have the same strength, both are destroyed and neither player takes damage.

  • If the defending Ally has more strength than the attacker, the attacking Ally is destroyed, and neither player takes damage.

d) Final Phase

After damage assignment, the Final phase begins. In this phase, all effects that say "until the final phase" end, and those that say "in the final phase" activate.

e) End of Turn

The active player draws a card from their Castle deck and checks that the number of cards in hand does not exceed 8. If it does, they must discard cards until they have 8, and then the next player's turn begins.

On the first turn of the game this card is not drawn.

Winning the Game

The game ends when a player causes the opposing Castle to have no cards left.

Deck Building

Your Mitos y Leyendas Castle deck must consist of 50 cards, and you may have up to 3 copies of each card. The exception to this rule is unique cards, of which only one copy may be in the deck.

As a recommendation, we suggest that you have a balanced proportion of all card types in your deck, always considering the strategy you want to follow with it.

It is therefore advisable to have a good number of Ally cards (because they are the ones who carry out the attack and defense actions), a good number of Gold cards, and enough Totem, Talisman and Weapon cards to equip yourself properly.

Strategic Decks

Mitos y Leyendas is a game with a great many strategic variables, so you may choose different themes for building your deck. If you want to press your opponent with fast attacks, you can configure your deck with low-cost, high-strength Allies; at the same time, if you want to protect your Castle at all costs, you can use Allies specialized in defense and Talismans that support them. The possibilities of play are endless; you only have to accept the challenge.

Card Frequency

The frequency with which cards appear is expressed by the rarity shown on each card. There are five rarities:

  • Vassals: common cards. They are recognized by the blue icon printed on the card.
  • Courtiers: uncommon cards, with a red icon printed on them.
  • Royals: rare cards, showing a gold icon on the card.
  • UltraRoyals: the hardest cards to find. They show a white icon.
  • Millenary: cards of various emblematic frequencies from the old editions of Mitos y Leyendas.

Races

The universe of Mitos y Leyendas brings together different characters who will be your Allies in many battles. They are grouped into 4 races:

  • Knights.
  • Warriors.
  • Beasts.
  • Eternals.

Each race has different characteristics that set it apart from the others, both in its history and in its strategic character, so each race represents a challenge for creating new strategies.

Glossary

Negate (Anular): the action of preventing a card from entering play. You can negate a card only at the moment it is played, and instead of entering play, that card goes directly to the graveyard.

Shuffle (Barajar): the action of mixing up your deck. You must do this every time your deck is interfered with.

Block (Bloquear): each time you assign one of your Allies to be the defender.

Mill (Botar): sending cards from the Castle deck to the graveyard. Each time you receive damage, mill from the top of your Castle deck, to the graveyard, a number of cards equal to the number of damage points received.

Control (Controlar): having a card, whether a Totem, Ally, Weapon or Gold, in your battle zone.

Destroy (Destruir): sending a card from the play area to the graveyard.

Strength (Fuerza): the number printed in the upper left corner of Ally cards; it represents the amount of damage that a given Ally can deal and receive before going to the graveyard.

Card ability (Habilidad de carta): the text printed in the box at the bottom of each card, which creates modifications or generates actions in the game.

Unblockable (Imbloqueable): an ability that prevents Allies from being blocked.

Pay (Pagar): refers to the amount of gold needed to play a card or activate an ability. Gold is paid by moving it from the reserve zone to the paid gold zone.

Draw (Robar): taking a card from the top of your Castle deck and putting it in your hand.