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Myths and Legends

Collectible card strategy game

  • 13 min read
  • 6 chapters

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Types of 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.

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