Myths and Legends

For the television show, see TV Land: Myths and Legends.
Myths and Legends
Designer(s) Conrado Aciares
Publisher(s) SALO, Comic Images, Geniohi
Players unlimited now
Age range 9+
Playing time Approx 20 min
Random chance Some
Skill(s) required Card playing
Arithmetic
Basic Reading Ability

Myths and Legends is a collectible card game based on universal mythologies, developed in 2000 in Santiago, Chile. The game now has 39 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 has been launched in Europe, United States, Oceania and Latin America. In January 2010, the game went into "indefinite recess" due to the bankruptcy of the publisher, Salo.

The game was partially revived in 2011 under the name of "Fénix" but was discontinued because of weak sales.

In October 2014 the game was officially revived bringing back many of the staff members of the original game, including game designers and artists

Types of cards

A Myths and Legends deck is made up of five types of cards: Allies, Totems, Talismans, Weapons and Gold cards ( Kingdom card being used only during the Genesis Era) . 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. Other type of weapons named maquinaria (machinery) can be deployed in the support line, to use them the controller must control at least one ally, other maquinarias will require more allies. A third type of weapon called embarcacion (ship) works like maquinaria, with the advantage than embarcaciones can work without allies.

Kingdom are featured in GENESIS ERA; this cards are chosen before the duel begin, only one can be added to the deck. this cards are allowed to activate it effect any time you can but only once per duel, because kingdoms are not considered cards, there are no effect that can prevent nor negate the activation and effects of this cards.

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.

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.

Special abilities

Like in other card games, Mitos y Leyendas used Keywords (known as mechanics in other games) in order to simplify many effects of the card. Many of these effects were used continuity through the game, while other were eventually discarded due to overuse or because after some tournaments these mechanics proved to be unbalanced and poorly planned.

Editions

This game is divided into editions, and each edition has a different type of mythology. The editions are as follows:

From here begins the segunda era (second age); in order to give balance to the game, cards from the previous editions must not be added.

From here begins MyL Genesis. New rules were added to give a new perspective. Like in the segunda era, cards from the early sets are incompatible.

After 4 years of hiatus, the game start from scratch. This new edition will bring back many mechanics from the "segunda era" (second age) block, ignoring the multicolor aspect of "Genesis". No cards from previous sets are compatible.

External links

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