A region is a part of the Myth world where the heroes experience their adventures. Each region comes with a detailed setup, e.g. regarding what items can be found, what merchants can be encountered and how the influence of the Darkness can be reduced by the heroes. Regions combine modules, quests and even dungeons (if you play The Deep Dark) in a coherent way.
The Darkness Influence tracker is used to measure how active the Darkness is in a particular region. The tracker starts at 10 and any heroic deeds the heroes accomplish (completing quests, finishing module acts …) will push the Darkness’ influence back. Heroes may gain special rewards when they push the Darkness back or unlock new quests or merchants. However, the Darkness may also fight back and try to overpower the heroes...
Between quests heroes will often find themselves in a village or town that is central to the region. This is their starting point to rest between adventures, buy and sell items and look out for new quests. Depending on the Darkness Influence new quest or travel options may become available, allowing the heroes to further venture into the Lands of Myth...
Each region comes with a set of fully detailed quests. These are described on multiple pages and provide not only detailed setup instructions and special rules but also come with short story texts. All quests are thematically integrated into the region. Fulfilling a quest will not only grant the heroes Serendipity and Gold but will also reduce the Darkness Influence in that region (unlocking special rewards or opening up new quests).
Inspired by Myth: Dark Frontier, each hero comes with his own unique Attribute Card. These cards show 4 attributes: Tactics, Intellect, Cunning and Spirit and are used when performing Attribute Tests (a replacement for most Non-Combat Actions).
These new special hero cards (with a yellow flame) allow for additional hero progression and are added to the hero deck as a special reward, usually when finishing a region.
Injury Hero Cards usually come into play if a hero is reduced to zero vitality. Fatigue Hero Cards usually come into play when a hero has to perform an Attribute Test and wants to increase his chances for success. Both card types are added temporarily to the hero deck until the hero can get rid of them.
These cards collect the spawn information on a separate card instead of the minion backside. Apart from having an easier reference, they can also be used if you want to generate a random lair.
Lair Mutation Cards grant enhanced attributes or new abilities to Lairs and thus make them more random (and harder to beat).
Captain Mutation Cards grant enhanced attributes or new abilities to Captains and thus make them more random (and harder to beat).
New and dangerous monsters will make short work of any unprepared group of heroes. While I recommend what miniatures could be used I've also provided tokens for these new monsters.
White item cards allow for smoother item progression. In addition, regions often come with additional items that can only be found in that region.
In each region the heroes can encounter (and unlock!) merchants and there are additional ones to the already existing ones.
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