The premise of this game is that you play as one of a dozen Gods or Godesses, who are trying to claim cities and their inhabitants as their own, all the while attempting to unleash pestilence and war upon your opponents. The selection of Deities in the game is really quite varied, coming from legends all over the world. Included is Jupiter from Roman myth, Thor from Norse legend, Quetzalcoatl from Nahuan beliefs as well as 9 others from distinct regions of the globe. The deity cards, without question, are truly works of art, and each deity has special powers and traits that affect how they'll go about becoming the "one true God", so to speak. Once players select their deity, each player is issued their 5 one-time use deity cards, which provide special bonuses when played, and are also issued their character card that has a persistent effect during their reign and helps others identify you.
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Once the challenge has been resolved and all tokens are distributed, the Divine Act phase begins, where you get to use your accumulated action points, if you earned any. The champion of that challenge gets to take a free Divine Act for winning the challenge, which can be anything from putting followers on a city from their pool of tokens they may have previously received, defending a city by placing Weather or Heavens tokens on it, attacking other players' cities with Plagues and Invasions, and arguably the most influential action, changing the Ruling Domain to one of that player's choice. Players take turns taking these actions, and once all have been resolved, gamplay continues.
If any player happens to have enough Challenge victories to take the city, they take that city card and place the indicated amount of Follower tokens on top of it to indicate the population amount that resides there. Your cities are initially very vulnerable to attack, and so it is very important to defend them or they can be destroyed by enemies who have Death or War tokens. Enemies can cause Plague in your cities by spending Death tokens to kill followers in one of your cities, depriving you of victory points, but you can help mitigate that by placing Heavens tokens on it which must be depleted before your population begins to die off. Alternatively, enemies can invade your city using the most powerful attack type in the game, the War token. Players may spend these in an equal amount to an opponent's city Challenge value plus the amount of Weather tokens defending it. For example, Ethiopia has a Challenge rating of one, and if it had no Weather tokens to defend it, that city would be destroyed and subsequently discarded, along with all its inhabitants, by spending a single, solitary War token. This happened to me last night when my wife mercilessly destroyed Jericho on one turn, then Timbuktu on the following turn, which cost me a great many followers, and by extension, victory points.
When any given player runs out of Mortal cards, the Epoch, or round, ends when the current city that is in play has been taken or nobody can play any more cards in the next challenge and passes. All Mortal cards are dumped into the discard pile, the entire pile is reshuffled, and 7 more Mortal cards are dealt to each player. The game is divided into three of these Epoch rounds, and at the conclusion of the third the game ends and the player with the most followers is the Supreme Being.
The first game we played last night took us almost an hour and a half to muddle through because we weren't completely sure of the rules regarding Divine Acts. Once we got that sorted out, every game that followed lasted 45 minutes with four and five players, and the turn sequence, distribution of tokens, and Divine Acts all became automatic to us. All in all, playing the game, although having a fairly steep learning curve, was a really fun time. There were a ton of "Gotcha" moments, and the brisk gameplay where everyone was involved made downtime boredom a complete non-issue.
Things I Liked:
*The art is outstanding on this game, like all AEG games
*The concept of taking Spades and adding combat and treachery was brilliant
*Devilishly evil fun was had when launching devastating surprise attacks, decimating my opponent's cities
*The realization that Death can be trumped certainly gives one new hope
Things I Disliked:
*The first time I played was excrutiating for me because I'm not great with trick-taking games and the rules weren't as clear on the finer points as I'd have liked, but subsequent plays were very easy once I "got" the concepts
*The Roman numerals on the Mortal cards were very distracting, and should've been Arabic numerals. There's only one Roman deity in the game, so it didn't make sense
*The numbers on the tokens were too big, making it hard to distinguish between domains from across the table, and they should've matched the Domain colors as well
*We ran out of Harvest tokens several times, but we did use War tokens as they have no persistent effect, which worked fine
Overall:
If you like trick-taking games and are not opposed to blasphemy, this is the game for you. While the learning curve can be tough for the first game, if you stick through it, every subsequent game will not have you referring back to the manual for anything but to remember which tokens are for which Domain. This is a lot of fun to play, the art is amazing, and the concepts and mechanics make the game shine.
Rating:
3.5/5 Stars
You can learn more about Myth: Pantheons here:
http://www.alderac.com/myth-pantheons/
And for your viewing pleasure, here's some photos I took while we were playing the last game of the night, a 2-player (not recommended by AEG) game between my wife and myself, at 1:00 AM!
When I got the review copy from AEG, I was elated...
...so I immediately cracked the box open to see what was inside.
After learning the game and playing 4 games, my friends left and my wife and I set up a two-player match to see how it plays with 2.
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And when it was all said and done, my wife stomped my ass until her shoes were shitty.
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