The Game Mechanics of Mythos

The game works entirely on four different stats, Wrath (used for close combat attacks), Wisdom (used for shooting attacks and morale), Swiftness (used for movement and charging) and Determination (used for saves and wounds). The score needed for success on any die when making a check against one of these stats is given by the deity’s profile, so for example a player with Odin will pass Wisdom checks more easily, while by contrast a player with Thor will struggle with Wisdom but will pass Wrath checks more easily.

The unit’s stats give the number of six-sided dice that you roll, with each one passing on the value indicated by the deity. So, for example a player makes a Wisdom check where their unit’s stats give them 6 dice, and they might need 3 of those rolls to be successes to pass the check as a whole.

A roll is a success if it passes the target score given by their deity model. For example, if a unit of Deep One Hybrids under the patronage of Cthulhu had to undertake a swiftness test, they would begin with four dice. For a swiftness check die to considered successful, the number shown on the die would have to be a 4, 5 or 6; since Cthulhu’s target score is “4+”

The number of dice being rolled in a check may be affected in a number of ways, including the special rules and equipment that are attached to the unit. For example, whilst the Deep One Hybrids above have a determination value of “2”, they also have “Armour [2]” listed within their equipment. This rule means that if the Deep One Hybrids are forced to take a determination save after being attacked, they add two extra dice to the check roll and as such would roll four dice, with a roll of a 4, 5 or 6 being considered successful due to the target score set by Cthulhu.
In addition to determining what the player needs to roll to pass each die, the deity can also add or take away dice from the roll by moving around the mythos board. Each side of the board is labelled with one of the four stats. Wrath and Wisdom sit opposite one another, as do Swiftness and Determination. If the deity is right next to one board edge, say Swiftness, all stat checks involving Swiftness gain 2 extra dice. But because the deity is as far away as they can get from Determination, all stat checks involving Determination lose 2 dice. If the player moves one square away from Swiftness, they instead gain 1 extra die to Swiftness checks and lose 1 from Determination checks. The next square takes them closer to Determination and the relationship flips over, and so on. There is no central position, which means that the player’s deity must always be positioned to boost two stats and take away from the other two. This means that from turn to turn the players need to think carefully about which stats will be most important to their army and position their deity appropriately.

The game uses alternating activations and a priority system. At the start of every turn, players roll off for priority with the player who scores highest getting to go first in every part of the turn. Generally the player with priority carries out one action, then their opponent, then back and forth until both players have exhausted their actions in that part of the game turn.

Once priority has been determined, play enters the Mythos Phase. This is the main phase for the deities to attempt to influence the battle. The players must move their deity to a different square on the mythos board every turn, which prevents players finding the ‘best’ square and camping on it for the length of the game.
This phase also gives the players the chance to attempt Divine Intervention, which where the gods attempt to exert even more influence on the game. Each player is given four ‘Divine Dice’ which they can use to roll for divine interventions, or can save to use later in the turn by adding them to any stat check that they want to. Each deity has three divine interventions on their profile which are written to be interesting, diverse and tailored to match the legends and personality of that deity. This adds some mythic flavour to the match by, for example, allowing Zeus to hurl a thunderbolt at the battlefield, Loki to steal divine dice from his opponent or Nyarlathotep to spread madness around the mortal soldiers fighting in his name. These kick in from the second turn onwards, one of the measures adopted to prevent players from trying to ‘alpha strike’ their opponents’ units off the board before they have had a chance to do anything.

After divine interventions, the game moves to the Orders Phase. Players issue orders to their soldiers in the form of Mythos Obols, tokens which have identical backs and order symbols on their face. They are chosen in secret and placed face-down next to their assigned unit. This means that even though activations alternate, the actual actions that the units will carry out are somewhat locked-down by the state of the battlefield at this point in time. This requires strategic thinking on the part of the players since they know that some of their units which activate early will be faced with a battlefield looking largely as it does at the point they issued the orders, while the units which activate later might be faced with a different scene after most of the other units have carried out their actions.

Players can issue orders to March (move quickly), Release (make a shooting attack), Charge (charge into combat with an enemy) or Command (issue commands to other units with generals and officers). Some units can also use a Mythic Action order, which is usually a unique ability listed on their profile. Many legendary units have Mythic Actions, but some regular units do too.
Once both players have secretly issued all of their orders, the game moves to the Activation Phase. The player with priority chooses the first unit to activate, reveals the order on its Mythos obol and carries it out. Play then passes to their opponent and back and forth until all orders have been completed.

Finally play passes to the Resolution Phase where players determine combat resolution and roll break checks for losers, clear away any in-game effects from earlier in the turn and determine if victory conditions have been met dependent on the scenario being played.

The Legends

For millennia the actions and adventures of heroes, villains and monsters have been passed down through fables, legends, sagas and stories across the generations. Recorded in song and stone, on parchment and tablet, from campfire tales to paperback and epub. The legends of humanity’s history have been carried through time, with truth and fantasy blending inexpicably into something that transcends culture, language and belief. Whilst the units of Mythos of Legends are predominantly made up of nameless men and beasts, the most exceptional characters of all ages have been encapsulated within the factions of the game, with abilities and powers inspired by their role in the stories of history and myth.

Within the game, Legendary units are as unique and distinct as the epics they’re drawn from, taking on a variety of roles that a player can chose to enhance their game play. Unlike their regular mortal and mythic counterparts, legendary units are not influenced by the whims of the gods. As such, they have their own skill test target scores, and the number of dice rolled in a given test is not affected by the Mythos Board. This can make legendary units an interesting part of an army, able to prop up an aspect of the game that the player’s deity is weak at, reinforce a strength or bring special abilities to the battle.

The Legendary Units of Mythos of Legends have a mixture of unique and bespoke special rules, weapons and Mythic Actions at their disposal, to create innovative plans of battle and dynamic ways to approach conquest. Should the Lernaean Hydra at your disposal annihilate your foes through immolating flames or savage fangs? Would it better to use the prophecy of The Norns to enhance the saga of your warriors, or undo the threads of fate for your opponents? Perhaps the Sphinx at your disposal could simply pounce and crush your opponent’s general under claw or would it be wiser to ask them a complex riddle and consume them should they fail?

Legendary units can also bring a new and innovative way to collect and play your games of Mythos of Legends: with Ragnar Lothbrok fighting within your force, hordes of Viking raiders can ambush opponents in new and dynamic strategies; under the leadership of Nephren-Ka your force of Eldritch abominations may be blended with the hosts of Ancient Egypt to create the Army of the Black Pharoah, where unspeakable horrors draw battle lines alongside hosts of chariots and apostate
guard.

These miniatures are designed to be a slightly larger scale than the regular counterparts. Practically, it can help players to identify these special units more readily if they may not be aware of another faction’s characters. As hobbyists, this slightly larger scale creates opportunities to present centre pieces to their collection, with a greater volume of detail and character, whilst remaining affordable and aesthetically fitting as ‘larger than life’ legends should.

Throughout the Kickstarter campaign we will continue to unlock a whole range of legendary miniatures for players to collect, assemble, paint and use on the field of battle. Follow the link below to explore the developments in the Mythos of Legends Kickstarter Campaign today

The Units

The core of a Mythos of Legends force! The units are placed upon the battlefield, where the majority of gameplay takes place and where your decisions and actions will determine glorious victory or magnanimous defeat. Units in the game are placed upon rectangular or square bases – described in game as formation units – or on round bases as Solo units.

Formation units represent all manner of warriors from across history and legend, from massed blocks of legionaries, to elite packs of hunters and huntsmen; from packs of trampling warbeasts, to hosts of charioteers; from troops of cavalry to devastating war engines; from hordes of cowed slaves, to towering monsters of unimaginable horror. Mythos of Legends draws them all into the fray. Solo units represent more specialist game pieces: Commanders who can enable players to pragmatically alter tactics mid-turn; mystics and mages who can enhance or undo the prowess of those around them; and specialist assassins and beasts who can stalk behind the enemy lines and cause havoc to an opponent’s battleplan.

Whilst the patron deity of you army will determine the chances of success for each action, the unit’s attributes, equipment and special rules that will help determine how many dice you will roll, and any other factors that may help or hinder your chances. A cunning general will know to build their army with complementary units to support and enhance their strategy, placing units in key positions to boost chances of success, to influence and modify the odds when the dice would otherwise be against them and to alter and redetermine decisions that would have already been set in stone.

Collecting a host of Units for Mythos of Legends couldn’t be easier or cheaper, with multiple army boxes being released for each faction as the Kickstarter stretch goals are met. With ten potential army sets to be unlocked across five factions, backing the Mythos of Legends Kickstarter is the fastest way to begin collecting the exciting armies of your choice, with all of the tokens you need to play included with the force.

Follow the link below to see the exclusive army sets available through the Mythos of Legends Kickstarter page:

The Gods

When you take to the battlefield in Mythos of Legends, your army must include a patron deity Miniature for your faction. The deity you chose has possibly a more significant influence over the battle than any other factor that you can directly control, since the deity you select will determine your army’s strengths and potential weaknesses.

In many wargames, the effectiveness of a unit is determined by its own rules and stats alone. The way in which Mythos of Legends works is slightly different, in that your unit’s chance of success is also determined by your faction’s deity. Let’s take a look at Zeus and Athena:

When players take any stat tests, they will be compared against the above four statistics – or stat – values. When a player rolls any dice, the result rolled is compared against their chosen deity’s target score, and if it matches or beats it the die is considered a success. If it’s under the score it’s a fail. It doesn’t matter whether it’s your Hoplites, your Archers or your War Elephants, they all roll against the deity’s target score.

Any tabletop veterans should hopefully see the immediate impact of changing Zeus for Athena or vice versa at a glance, and the impact of having a variety of deities available to all factions will have upon Mythos of Legends as a game. You want a game where your strategy focuses on shooting and strategic repositioning? Athena is the Goddess for you. You want to unleash fury and devastation in up-close engaged combat? Ares has you covered. You want a balance, to reflect against all you may face? Zeus will guide you to victory.

Through this mechanic, players can change their entire game style in an inexpensive and pleasant way by collecting and modelling a diverse range of high-quality detailed figures for their chosen pantheons. Want a different playstyle? Just try a different deity. Substance and style in equal measure.

During the game the role of the gods comes to the fore at the start of each turn. During the Mythos Phase the players move their deities on the Mythos Board, to determine which bonuses and penalties that their army will have this turn, all dependent on the whims of their patron god. Each deity also comes with a plethora of Divine Interventions for players to attempt to access. These abilities are drawn from legends, sagas, fables and novels relating to each being and can have a dramatic impact upon the battle unfolding below. These powers are as varied and dynamic as each individual god and goddess. Powers such as “The Eye of Horus” can enhance the power of the units under his patronage, Neptune’s “Bringer of Earthquakes” can destroy the ranks of enemy directly and Odin’s powers to resurrect the dead is always helpful midbattle…

However, the will of the Gods is fickle. Players must gamble their precious Mythos Dice and hope to meet the demanding target scores needed to draw down the power of the gods. However, if you can beat the odds the rewards can change a battle in a roll of the dice. There’s always a chance to bring it back when you have faith on your side…

To unlock these Gods and more, pledge towards Mythos of Legends today!

The Factions

Each miniature that is created will belong to one or more factions within the Mythos of Legends system. This is to help differentiate and create diverse and rich gaming experiences which revolve around a theme or narrative, but practically it also helps maintain a degree of fairness and balance across the system and make for a more enjoyable experience for all. Each faction has been built upon pre-existing myths, stories and legends that have developed across the millennia, making the collecting and gaming experience recognisable and exciting to all who wish to embrace the Mythos of Legends. In this section, we hope to provide an overview of the five factions we wish to unlock over the course of the Kickstarter campaign. Objectively, we plan to start with two – Ancient Rome and Ancient Greece – with the target of unlocking the rest through Kickstarter pledges.

Each faction has been designed to offer a variety of play styles within the army faction rules. These rules will be available for free on this website upon the completion of the Kickstarter fulfilment and the release of backers miniatures, but they have already been written to ensure all backers will receive a fantastic gaming experience as soon as possible. We’ll be discussing how each faction is different during the Kickstarter campaign and exploring the system rules in greater depth, so watch this space for lots more exciting information.

To find out more about the Kickstarter, please click the link below:

Ancient Greece

It is a time of great heroes and legendary monsters, demigods and great quests. When the Lords of Olympus raise the call to arms, the Greek City States answer. The indomitable heroes of the age stride to war alongside the beasts that they would normally find themselves slaying, alongside massed ranks of spear and pike.

The Greek army takes the field built around solid blocks of defensive infantry, the Hoplites and Phalangites, who present a deadly wall of pikes to their enemy. They are ably supported by archers, skirmishers and cavalry which can harass the enemy’s flanks and defend those of their own unwieldy phalanxes.

The heart of the army, though, is the legendary units. Powerful figures which stride out of legend to lead their mortal brethren. Heroes of the epic tales such as Achilles, Odysseus and Heracles will strike fear into the heart of any enemy, and the likes of the Gorgons, Cyclops and Hydra can tear through mortals with barely a pause. They are the hammer, to the anvil of the phalanxes.

Given the focus of the Greek list on its legends, the Greek player can take more legendary units than any other faction. And given what they can do, why wouldn’t you? This is a faction for the player who wants to see their legendary heroes striding the board, tearing apart the enemy single-handed. Who can stand in their way?

Ancient Rome

Rome stands as a bastion of mankind against the supernatural, blessed, damned and divine powers of the world. Not for them the beasts or demigods within their ranks. No, a Roman army works on flesh and blood, iron discipline, inspired generalship and cold, hard steel. No matter the origin, there is little that can take on a legion and emerge triumphant. The Roman people – and gods – will it to be so.

Roman units can come in two flavours – the Hastati, Principes, Triarii model of the Republican legions or the later legions of the Empire following the reforms of Gaius Marius. Whichever troops the player uses, the citizen soldiers of Rome remain versatile and steadfast.

The Roman army can easily field more units of high-quality infantry than other factions, armed with versatile swords and javelins to respond to any foe. They can pass their generals’ orders along the line, giving the Roman player an unprecedented degree of tactical flexibility when compared with other factions.

Backing up the legions are the auxiliaries, a wide array of useful support troops able to plug any skill gaps that the legions lack, and a selection of powerful war machines capable of reaching out and striking the enemy from afar.

The Roman faction is best suited for the player who isn’t interested in demigods or monsters, but who would rather field large groups of quality infantry and win the day through tactical flexibility, discipline and the strength of a legionary’s sword arm.

Ancient Egypt

Pharoah’s will be done.

The Egyptian army is one based around its king, the living God who rules over the lives and souls of all of his subjects. The Pharoah takes to the battlefield in glory, and his people follow.

The Egyptian army follows a unique mechanic, the Balance of Maat. Egyptian priests can call on a wide variety of powerful spells and rituals, but each one of these either brings more order or disorder to the world. These rituals can bring great benefit to the Egyptian army, but the Pharoah (and the Egyptian player) must strive to keep order and disorder in balance, for no army can truly emerge victorious with Maat unsatisfied.

The Pharoah is undoubtedly the centre of the army, accompanied by his Princes. If the Pharoah should be slain, one of the Princes may rise to the task and assume the mantle of Pharoah to continue the struggle.

They command varied forces including powerful chariots, skilled and experienced guard units, and terrified slave soldiers forced to battle by their masters’ whims. The Pharoah’s divine will can also cause the mythical creatures of his homeland to follow him into battle. The likes of Sphinxes, Griffons and Serpopards can often be found in the Egyptian army, presenting a daunting challenge to anybody who wishes to defy them.

The Egyptian player therefore has access to an interesting variety of troops, monsters and priests, all going to war to support their divine king, with mystical abilities to terrify their enemies.

Dark Age Pagans

Many different peoples are loyal to the Gods of Asgard. The likes of the Vikings, Visigoths, Ostrogoths and Alemanni are disparate peoples who come together at the instruction of their divine lords to wage furious war on the outsiders. One thing they all have in common – the various tribes live life hard, and have become hard peoples as a result. The Dark Age Pagan faction has access to brutally effective troops, fighting with a Northern Fury.

Their units aren’t as large as those that some of their enemies field, but they make up for it with individual strength and skill at arms, and the leadership of their chieftains. Where other armies increase the size of their units to make them stronger, the armies of the Asgard pantheon instead add Chieftains, which make an already hard-hitting unit even deadlier. If the Asgard player can get their troops into combat, the enemy will feel the pain. But they must be careful, since the reduced number of models means that wounds are felt severely.

The forces of Asgard do not need deadly monsters to bolster their ranks, since the mortals are deadly enough – though these creatures can still be a dangerous addition to their strength. Also useful to these hardened warriors are the likes of the soothsayers and dwarves, who possess abilities to bolster the Asgard player or compromise the plans and units of their enemy.

The Dark Age Pagan faction is best suited to a player who wants the enemy to be afraid of even their basic troops, with small units of deadly warriors backed up by sorcerous creatures who can make their impressive charge even deadlier.

Eldritch Abominations and the Cults of the Elder Gods

This way madness lies.

Many had forgotten the ‘Beings from Beyond’, but enough remember. Foul creatures are spawned in the deep and remote places of the world, and whispers enter the heads of mortals speaking incantations that they cannot begin to fathom. Cults blossom, digging tendrils into the underworlds of all nations, their rulers oblivious to the dangers within.

When these cults take to the field of battle they can lead armies made up from the very peoples who fight against them. Cultist armies have access to some units from the other factions, mortal soldiers who have fallen into the worship of these Eldritch Gods, who feed the strength of the cult with their devotion. Creatures such as the Deep Ones, Shoggoths and Night Gaunts emerge from nowhere to battle alongside their mortal brethren. All fight with a tenuous grip on sanity.

Madness is contagious where the ‘Beings from Beyond’ are involved. The armies who fight against them have to be constantly on their guard, not to let the Eldritch horror into their minds, to turn them into gibbering wrecks.

The hallmark of this faction is its unpredictability and insanity. Cultist players can spread madness to the ranks of their enemies with chanting hordes and priests of forbidden lore. The creatures who follow the army can do strange and disturbing things, able to catch the enemy off their guard. The Cults of the Elder Gods are a faction for the player who takes delight in destroying their enemy’s battle plan from inside out, manipulating the enemy’s troops and threatening flanks that the enemy had no idea were even under threat.

The Miniatures

The core of any tabletop wargame system is the range of collectable miniatures for hobbyists to collect, assemble and paint into a force of their own that they can be proud. It is these miniatures they will array with pride before mustering into battle against an opponent for glory and most of all, for fun.

The factions and miniatures of Mythos of Legends draw upon history, legend and even pulp-fiction to provide players with a unique and diverse collection they may not be able to create through current gaming systems. To begin with, the factions of Mythos of Legend draw inspiration from Classical Greece, Ancient Rome, Ancient Egypt, the Pagans of Dark Age Northern Europe and the Eldritch Abominations of HP Lovecraft’s stories, with more to follow over time!

Mythos of Legends miniatures are sculpted to three approximate scales: 35mm for the Deities, 10mm for the traditional units and mainstay of the game, and 15mm for Legendary figures to stand out amongst the rank-and-file and provide centrepiece components to the game. These decisions were made to help players differentiate each unit’s roles within a game, but also to allow hobbyists a practical system to build and collect a dynamic range of figures to construct and paint that can fit into any hobbyist’s lifestyle.

Mythos of Legends: Overview

Mythos of Legends is a miniatures wargame that has been designed over four years to meet the needs of 21 st century gamers to provide a fun, innovative and affordable game. After thousands of hours of development and testing we’re finally ready to share it with you all.

Why haven’t you heard about this before? Because we wanted to do something bold, exciting and ambitious that would take herculean efforts to pull off. Because we weren’t sure how long it would take to create and design an entire rule system and several characterful army factions.
Because we didn’t want to promise something great only to release a sub-par product and disappoint you. This game had to be awesome, and after a lot of time, money and effort it absolutely is.

In this overview, we could describe the rules and the factions briefly, but they’re outlined better in other sections. I could go on about the thousands of hours of writing, conceptualising, testing, cursing, re-testing and rewriting the rules repeatedly until they were not only clear and logical, but still fun and exciting. I could go on about the troubles and pitfalls of finding how we could not only design a game concept but ensure we could bring it to you all reliably and with the highest quality. Instead, I’ll talk about why we decided to do this in the first place – after all, there are loads of great wargames out there already (we play a heck of a lot of them ourselves!) – so why go to all this effort?

In a way, Mythos of Legends grew out of frustration. Both wargaming and the world around us have changed a lot since many of the larger wargames were first released – back in the 90’s most gamers already had the space to house and play with a large collection of figures. Any gamer who has ever lived in a house share or student accommodation knows that space quickly becomes a premium. I’m sure many of you reading this have had the joy of trying to justify to a partner or housemate why it’s oh so very important to take over the largest room in the house for a day and fill it full of pasting tables and plastic trees. The way in which so many of us work has changed too, where we’re either too busy to build, paint or even game for periods of time, or otherwise too broke to justify that really-nice expensive model that would make our hobby even more fun.

Beyond that, from when we first started developing Mythos of Legends in early 2015, we noticed small but subtle changes to the way games were being designed: where random chance became more of a factor in winning that thinking ahead; where the newer, more expensive models seemed to have significantly more powerful rules than the models that were bought 18 months ago; where rulebooks needed to be re-bought every few years and where FAQ & errata to correct poorly tested rules became the norm despite the high cost of purchasing the rules in the first place.

We set out to design a game to meet the needs of 21 st century hobbyists: one that was affordable and accessible to all. A game where players could build, create and play with an army of their choice, that could be customised quickly and easily between matches with ongoing support inexpensively.

A game for those who don’t have the space to store crates of models. A game players can collect and treasure and yet transport their miniatures easily and quickly between games. A ruleset that was thorough and well tested, that could be expanded through digital support for factions to save on costs to both the player and the planet through reduced printing and publishing costs. A game system that was fun and which rewarded strategic thinking; a game where players are constantly engaged with one another – not waiting thirty minutes for a turn to be undertaken by your opponent. A game where players could quickly identify with the factions and units before them, becoming immersed amongst wonderful models and fantastical hypothetical feats of battle. A wargame that could be played on a regular table, that wouldn’t annoy any significant others or housemates, which can be unpacked, played and repacked with minimal effort.

It was a heck of challenge. But we’ve done it. The rules are complete. The system is robust. We are happy to unveil Mythos of Legends to the world. All we need now is to cover the necessary costs to begin sculpting and manufacturing the miniatures we need to play this magnificent game. So far, we’ve managed to bring a few miniatures into existence – to give you all an idea of what we want to create, and to demonstrate to both us and to ourselves that what we want to achieve is manageable with the support of Kickstarter Backers – but if we’re to complete the range we’re going to need the support of the community.

So please, join us now in making Mythos of Legends a reality by clicking the link below:

After all, fortune favours the curious.

Featured Stores