Myth FAQ, Page 7:
What happens if you need to spawn monsters but have no more minis?Myth FAQ, Page 9:
Players can use proxies for any additional minis that spawn. Additional Minion Packs will be made available in the future. If players do not want to purchase additional minis or use proxies, they can implement the rule: For every two models that can’t be placed for any reason, increase the Darkness Meter by 1.
In the quest Drums of the World, the card text says: “The Heroes must kill the Mucker to stop the drumming. Roll 5 b” When are these Fate Dice rolled?We started our Act with a 12x12 board. That size board has a Quest and a Lair. The Quest we drew was Drums of the Wold, which places a large orc hunting pack on the board, plus an orc captain who has a set of magic drums. Since there's already orcs from that card, we made the thematic choice of having an orc lair.
This is done at the start of each Darkness Cycle. If any duplicates are rolled, treat them as if they are only 1 of the corresponding result.
In the first two Hero Cycles we were unable to kill the captain with the drums. He was surrounded by minions, tucked behind a red-bordered terrain feature, and Captains aren't really all that dangerous in the game. So we buffed and positioned and loaded our quivers and hid in shadows and refreshed our hand once. What a mistake.
None of us had snapped to the math of the situation, so we didn't realize that in order to survive we absolutely had to kill him before the first Darkness Cycle could happen.
Every single Darkness Cycle, the orc captain rolls 5 Fate Dice, consulting this little chart. For the benefit of those who haven't played Myth, I'm translating these into normal d6's:
- Monsters get stronger.
- 4 monsters spawn.
- The next darkness cycle happens nearly twice as soon as normal.
- Monsters get faster.
- 4 other monsters spawn.
- The monster-captain who's rolling these dice is harder to kill.
That meant every bad guy on the board took 6 turns in a row, which was enough for them to kill 3 of the 4 Heroes, before finally getting a "bad" roll that left the Darkness Meter on space 5 (of 6). Sadly, the only surviving Hero had 3 cards in her Action slots and nothing else good in her hand. So she had no choice but to refresh her hand, and the Darkness Meter automatically advances one per monster type during the refresh phase. So the bad guys immediately took two more back to back turns, killing the final PC. They technically triggered a third Darkness Cycle before they were done, but it didn't matter since we were all dead.
Curious what would have happened if we'd used proxies instead, we immediately reset the board and got out a bunch of green legos to be proxy-orcs. I wouldn't call it an easy fight, and the Soldier and the Acolyte both nudged up to 9 Threat before it was over, but we triumphed without losing a character.
I'm not yet certain if the fault lies in the alternative-to-proxies rule, or in the Quest we played, but either way something smells rotten in FAQmark.