Mythos Rising is a competitive card game where players build civilizations by summoning creatures and wonders. Players take turns performing actions to accumulate resources and deploy cards from their decks. The first player to build three wonder cards wins. The game consists of turns within phases, where players ready cards, draw more, and capture battlefields if no opposing creatures are present. At the end of phases, combat resolves if opposing creatures occupy the same zone, with the controlling more creatures gaining advantages. The goal is to be the first to summon three wonders through strategic use of actions, creatures, and resources.
Mythos Rising is a competitive card game where players build civilizations by summoning creatures and wonders. Players take turns performing actions to accumulate resources and deploy cards from their decks. The first player to build three wonder cards wins. The game consists of turns within phases, where players ready cards, draw more, and capture battlefields if no opposing creatures are present. At the end of phases, combat resolves if opposing creatures occupy the same zone, with the controlling more creatures gaining advantages. The goal is to be the first to summon three wonders through strategic use of actions, creatures, and resources.
Basic Rules At the start of a new Phase, a few things
happen in the following order: Setup: - If there is no Battlefield in the battlefield zone, (1) the player who Mythos Rising is a competitive card game in the previous battlefield did not which two players race to build the first belong to plays a battlefield from “great” civilization on a new world. their Territory Deck. Each player should bring two decks to - Each player readies every friendly play Mythos Rising, a 40-Card Civilization Creature and Wonder. Deck (7), and a 5-Card Territory Deck. (2) - Each player draws four cards and The Civilization Deck should be discard up to three cards. composed of at least 6 Wonders, and then - Start of Phase effects trigger. any number of Actions and Creatures, - The player that controls the while the Territory Deck should only battlefield currently in play takes contain Battlefields. Turns: the first turn. To begin, the players should decide who is When it is your turn, you can perform one At the end of a Phase, the following things going first. That player should draw the of the actions below. occur: first card in their Territory deck and place - If any zone contains creatures from Summon: Pay the cost of a card in your in the center of play area, in the Battlefield two opposing sides combat in that hand to put it into play. zone (1). Once this is done, each player zone resolves. should draw 6 cards. The first Phase of the Use: Use a ready card in play to perform - End of Phase effects trigger. game can now begin. some action. - If only one player controls How to Play: Pass: End your turn without doing creatures in the battlefield zone, (1) anything. they capture that battlefield, In Mythos Rising, players take turns moving it to their artifact zone. (5) performing single actions in pursuit of Once you have completed any one of - Each creature that is outside of being the first player to build three these actions, the turn passes to your their owner’s Barracks (4) returns friendly Wonder cards. The first player to opponent. to its owner’s Barracks. do so wins. When two players pass in succession (or - Each player shuffles their Recycle when both players have no actions Pile (6) and place it on the bottom A standard game of Mythos Rising can be available to them), the Phase ends. of their Civilization Deck (7). broken down into two types of time increments: Turns and Phases. Resources in Mythos Rising: Actions: Actions trigger their play effects, Combat: and then leave play, going immediately In Mythos Rising, in order to summon into their owner’s discard pile. If, at the end of phase, two creatures Creatures, Wonders, and Actions, players belonging to opposing players are in the must accumulate mana of the Using Cards: same zone, combat must then resolve in corresponding colors in order to pay the Creatures and Wonders can each take that zone. cost of those cards. different actions while in play if they are Combat resolves as follows: The amount of mana that a player ready. A ready card is vertical, while an exhausted card is horizontal. - If both players control the same currently has is dictated by their discard number of creatures in that zone, pile (3)—each card is worth one mana of Creature Actions: each creature deals damage equal to its color while in the discard. - Idle: If this creature is in its its Strength stat to the creature it is Players may also gain mana from the barracks, remove damage on it directly engaged with. If any effects Actions, Creatures, or Wonders: equal to its restore stat and gain creature then has damage on it Any mana gain of this type is called one “floating” mana of this equal to or greater than its Health “floating” and is lost if not used before the creatures color. Exhaust this stat, that creature is destroyed. end of the current Phase. creature - If one player controls more - Deploy: If this creature is not creatures than the other player in a Summoning Cards: currently engaged, move it to zone, they may choose bolster one To summon a card, you must first pay the another zone that is not blocked. If of their creatures in a direct cost out of your current resources, using it enters a zone in which there is engagement with each excess “floating” mana first, and then by one or more enemy creatures that creature. To indicate this, they removing the appropriate amount of cards are not engaged, place it in a direct place the excess creature beneath out of their discard, and placing them into engagement with one of those the engaged creature. Then, each their Recycle Pile (6). creatures. Exhaust this creature. creature deals damage to its direct - Action: Some creatures have opponent equal to its Strength stat Creatures: Creatures are placed, exhausted, and the strength stat of the creature into their owner’s barracks. (4) alternative actions that do not fall into either of the other categories. bolstering it. Wonders: Wonders may only be If so, you can choose to take the If a creature is in a zone with an enemy summoned if there is at least one available action written on that card, and Wonder, they deal damage to that wonder captured Battlefield card in its owner’s then exhaust this creature. equal to their Strength unless engaged with artifact zone (5). The Wonder is then an enemy creature. place, exhausted, on top of that Battlefield Wonder Actions: card. No other Wonder may be built on - Action: If a Wonder has the that same Battlefield. Action keyword, you may exhaust it in order to trigger that effect. Blocking: Trap: The next time an enemy creature Subtle (This creature may ignore blocking rules enters the zone this card is in, perform the when deployed) In Mythos Rising, positioning matters— stated effect after that creature has arrived sections of the board can become available Sturdy (This creature does not take damage, in this zone. For the purposes of this or unavailable for deploying your creatures unless that damage would destroy it) effect, the creature that just entered this depending on where your opponent has zone is the “trapped creature.” (If multiple Sentry (This creature does not return to its placed theirs. creatures are moved into the zone at once, barracks at End of Phase). The rules for blocking are simple—you the Trap creature’s owner picks which creature is the “trapped creature.”) Revive: Fully heal, move to barracks, may not deploy a creature further into exhaust. enemy territory than their closest creature Destroyed: If this card would go from in to you. So, if an enemy has deployed to play to the discard, trigger the stated Provoke: Move a creature to a zone of your barracks, you cannot deploy a effect. your choosing, then exhaust. creature out of your barracks until that Bloodied: After this card takes damage Stockpile: Place a card under another card. enemy is removed. but is not destroyed, perform the stated Cards that are stockpiled under other Endgame: effect. cards are not considered “in play,” cannot be used, and are carried with the top card Play ends when a player controls three Idle: When this creature takes the idle when it moves. Wonders at the end of a Phase. If they action, perform the stated effect. manage to do so, that player is the winner! Sacrifice: Destroy a friendly creature. Guard: When this creature is deployed Move: Move a creature to any zone, Keyword Glossary into the friendly artifact zone, perform the regardless of whether it is ready, or stated effect after it arrives in that zone. Play: When a card enters play, perform whether the move would regularly be the stated effect. Recycled: When this card is used as allowed by blocking rules. mana, after the effect produced by that Action: Exhaust the card to perform the mana is resolved, perform the stated Recycle: Place this card in your Recycle stated effect. effect. Pile. Deploy: When this card is deployed to Revealed: When this card is revealed (I.E. Restore: Remove damage from a creature any zone, perform this effect after it put in play or simply upturned) perform equal to its restore stat. arrives in that zone. this effect. Witness: When a battlefield would be Start of Phase: At the start of a new about to be captured, but before it is Phase, perform this effect. actually captured, perform the stated effect. End of Phase: At the end of a Phase, perform this effect.