Myths and Legends

Last updated
Myths and Legends
Designers Ricardo Errecalde, Antonio Matta, Mauricio Cerecera, Conrado Aciares (former)
Publishers SALO, Comic Images, Geniohi
Playersunlimited now
Setup timeapprox 1 min
Playing timeApprox 30 min
ChanceSome
Age range8+
Skills 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 currently counts with 39 sets and over 3000 different cards[ citation needed ]. It is the only collectible card game fully produced and developed in Latin-America, with some expansions translated into the English and German languages. The game was released 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. In October 2014 the game was officially brought back to print with the release of Furia, a 190-card expansion that saw the return of many of the original artists to the game.

Contents

Types of cards

A player of Asociacion Juglares from Pichilemu, using a deck formed with "First era" (Primera Era) cards. Primera asamblea general ordinaria de Juglares (53081213782).jpg
A player of Asociación Juglares from Pichilemu, using a deck formed with "First era" (Primera Era) cards.

A Myths and Legends deck is made up of five types of cards: Allies, Totems, Talismans, Weapons and Gold cards (Kingdom cards 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. Cards without a number are usually Gold cards. The upper left-hand corner indicates the card type, with Totems, Weapons, and Talismans all having individual symbol, and Allies having a Strength number.

Totems are cards that grant specific abilities. The card's abilities can usually be activated as long as the Totem remains in play. Totems are played in the player's Support Line area.

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. 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 activate its abilities.

Talismans are one-time use cards with specific effects. To play a Talisman, a player must first pay its Gold cost, show the card to their opponent, resolve the effect of the card and finally send it to the Ruin Pile.

Gold Cards are the resource used by players to play cards. Every time a player plays a non-Gold card, they move a number of Gold cards equal to the non-Gold card's cost from the Reserve area to the Used Gold area. This action is called payment in Gold. Players begin the game with one Gold Card in play, and can add a gold card to their Gold Reserve each turn.

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.

Kingdom cards are featured in Genesis Era sets; these cards are chosen before the beginning of the duel, and only one Kingdom card can be played in a deck. Kingdom cards have effects that can be activated at any time, but only once per duel, and their effect cannot be prevented.

Starting the game

A match between two players from Asociacion Juglares (Pichilemu), using "First Block, Second Era" decks. Primera asamblea general ordinaria de Juglares (53081776321).jpg
A match between two players from Asociación Juglares (Pichilemu), using "First Block, Second Era" decks.

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. The starting player is chosen randomly.

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 perform a mulligan as many times as they want, every time drawing one less card.

Winning the game

A 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

As in other card games, Myths and Legends uses keywords or mechanics in order to simplify many effects of the card. Many of these effects have been continually used through the game, while other have been discarded due to overuse or because of balance issues.

Sets

This game is divided into sets, and each set showcases a different type of mythology. The sets are as follows:

From here begins the segunda era (second age). Cards from previous editions cannot be added to segunda era decks.

From here begins MyL Genesis. New rules were added to the game. As it happened with segunda era, cards from the early sets are not compatible with these sets.

After a 4-year hiatus, the game was reedited with new content. Many segunda era block mechanics were brought back, ignoring the multi-color aspect of "Genesis". No cards from previous sets are compatible.

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