MythicRules

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This page is a resource for Mythic: End of Infinity


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[edit] Mythic! Rules System

[edit] Mana

Each Player has a hand of cards. These are of the four different suits, representing Four Elements, the Four Actions, and the Four Directions, among other things.

The Four Suits are:

  • Spades (or Swords): Element of Air, Intellect, Conflict, North
  • Clubs (or Wands): Element of Fire, Creativity, Energy, South
  • Hearts (or Cups): Element of Water, Emotions, Spiritualism, East
  • Diamonds (or Pentacles): Element of Earth, Fertility, Materialism, West

Cards can be freely traded between players, but are generally concealed unless an in-game power or ability is used.

[edit] Handsize

All characters have a maximum number of mana cards they can hold in their hand. This number will be on your character sheet, and on one's name-badge as well.

Characters may ask, at any time, how many mana cards someone in the room is holding in their hand. Doing so is usually considered impolite amongst Godly society.

[edit] Using Mana

Mana cards may be used in a challenge, or to support actions made in the World. Once used, the Mana card is either placed in the nearest discard pile, or absorbed into the World.

[edit] Regaining Mana

Mana cards can only be regained by having them given to you by a Custos, at the beginning of each Cycle, or by having other characters give you some of their cards.

[edit] Arms

Most characters only have two arms. In keeping with that, one can only be holding two things at one time. Usually, most Gods will use one hand to hold onto all of their Mana, and the other to manipulate things. If you find something in the game, and pick it up, it's assumed to be held in your spare arm. If you then find something else, you must drop one of the things you holding before picking the other up.

Moving the torporous body of a God requires at least two hands, and may often require more.

[edit] Challenges

Most disputes between characters are resolved by a challenge. Each challenge specifies an attack suit and a defense suit. Both the attacker and the defender must play a card.

If the card is in suit, it counts as its numerical value. If the card is not in suit, it counts as a 1.

[edit] Reinforcements

After the initial cards are played, both sides may play more cards to bolster their total. If the cards are of the appropriate suit, they add 2 to the number. If the cards are not in suit, they add 1 to the number.

Other characters may play reinforcements dependent on the type of challenge. Most simple challenges only involve two players.

[edit] Two of a Kind

You may play any two cards of the same numeric value (a pair) as a single card of any suit. If you reinforce with a pair, the pair adds its numeric value to the number.

[edit] Having No Cards

It is possible that one will have no cards when engaged in a challenge. In that case, you loose.

[edit] Winning or Losing

To win the challenge, the attacker must have a greater number on their side that the defender. Ties go to the defender.

[edit] Example

Zeus and Thor get into a drinking contest. (Tasty Heavenly Mead!)

This is a Diamonds versus Diamonds challenge. 

Zeus plays a 6 of Diamonds. Thor plays a 3 of Hearts, having used his diamonds wrestling the Midgaard Serpent. This gives Zeus a total of 6, and Thor a total of 1.

Zeus laughs mightily, but then Thor reinforces with a 7 of Clubs and 7 of Spades (a 7-pair), giving him total of 8. "Hoho!" says Thor, as Zeus drops beneath the table.

Earthquakes rock The World.

[edit] Duels

Dueling is a basic ability available to most Gods. Challenging another God to a duel is not automatic, and must be role-played appropriately. Duels are very serious things, and are not taken lightly by Godly society.

Duels must have a 3rd party present, as a judge and mediator. If no God is willing to fill this duty, one of the Custos can be forced into service.

If you are challenged to a Duel, you need not accept. Other Gods may consider you a coward, or perhaps prudent for not wasting your time and energy.

A Duel consists of 3 Challenges, called "Bouts". In these Bouts, any cards can be played black cards (Spades and Clubs) acting as Attacks, and red cards (Hearts and Diamonds) acting as Defenses.

  • If both players play an Attack, the one with the highest Attack Card wins that bout.
  • If one plays an Attack and the other plays a Defense, if the Attack is higher, that person wins that bout. If the Defense is higher, you successfully block the Attack, but no one is considered to win the bout.
  • If both players play Defenses, no one wins.

Reinforcements can be played in Duels like in normal challenges. Runes can also be used in Dueling, but it can be dangerous.

Whoever wins the most Bouts will win the Duel. In the case of a tie, victory goes to the initiator of the Duel.

The Winner of the Duel may select the two best cards played in the duel as his victory prize.

The Loser of the Duel may not initiate any challenges against the Winner until the Dawn of the next Cycle.

[edit] Example

Zeus is so pissed at loosing face before Thor, that, next cycle, he challenges him to a Duel. Thor accepts with pleasure. They both choose Isis to be their Judge.

The First Bout: Zeus plays a Nine of Spades, Thor plays his Rune of Mjnolir (Jack of Spades). Ouch. Thor wins this Bout. The Second Bout: Zeus plays his 5 of Clubs. Thor plays his 5 of Hearts. Zeus then supports with a 3 of Hearts, winning this Bout. The Third Bout: Zeus plays his Rune of Kings (Queen of Spades). Thor plays his Ace of Diamonds, having run out of cards. Zeus wins the Bout.

Isis pronounces Zeus the winner. Zeus takes the 5 of Hearts (better to make kissy-faces at Isis with) and Rune of Mjnolir as his prize. Thor sulks away.

[edit] Runes

The exact nature of Runes is fiercely debated amongst mortal and immortal sages. What is known about them is this: They are sources of Power that the Gods possess that define many of their Godly aspects and attributes.

Runes will look similar to normal Mana Cards, except that they will have a sticker on them with their name and description. Runes can be played like any Mana Card, but, instead of being discarded or absorbed, they return to your hand at the Dawn of each Cycle.

If you give a Rune to another God, they need not return it when they are done. With time, a Rune can be divided or combined to make new Runes. This knowledge is jealousy guarded by the few Gods capable of this feat.

[edit] Nametags

All Gods will have Nametags that will state their Name, the Names of their Masks, their Handsize, and have a series of encoded glyphs that may mean things to other characters.

You may not remove or alter your Nametag without the use of some power or ability. If someone you know in game switches Nametags, as far as you know in-game, they are a completely different person.


This page is a resource for Mythic: End of Infinity

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