The Darkness

 It comes first and follows after, / Ends life, kills laughter. - Tolkien, The Hobbit

Pure evil. A force, controlling both man and beast, turning all into Monsters bereft of soul. That is what the Darkness is. That is what the Heroes fight against.

The Darkness has four major components: the Darkness Board, the Darkness Deck, Monster cards, and Monster miniatures.

The Darkness Board

The Darkness draw pile is where the Darkness Deck is placed. These cards are drawn when there are active enemies and the Darkness AP reaches or exceeds six.
 * 1. Darkness Deck

The Serendipity table is a quick reference to show how Serendipity can be spent.
 * 2. Serendipity Table

This summary is used as a quick reference for the Refresh Phase.
 * 3. Refresh Turn Summary

The Darkness Meter ranges from one to six. It is used to track the AP generated by the Heroes and by activated enemies in the Refresh Phase. If the Darkness AP ever reaches or surpasses six, the Darkness activates.
 * 4. Darkness Meter

The damage tracker has 15 spaces to keep track of Lair and Boss-type Vitality.
 * 5. Damage Tracker

These two tables each have six unique traps that are generated based off of Realm Tile size.
 * 6. Trap Tables

The Darkness turn summary is used as a quick reference for the Darkness Cycle.
 * 7. Darkness Turn Summary

The treasure tracker is used to keep track of Realm Tile treasure limits. Every time a treasure appears from defeating enemies, take a treasure from the treasure tracker and place it in the location of the popped treasure. Each Realm Tile has its own treasure limit.
 * 8. Treasure Tracker

Darkness Play
No single person controls the Darkness. Rather, the Darkness controls itself through a series of priorities, rules, events, and triggered episodes. Players draw and read Darkness Deck cards, determine Darkness targets based off of priority, move the Darkness miniatures, and roll the dice to determine Darkness hits.

If no enemies are in Threat Range, then the Darkness Cycle ends. If an enemy is in Threat Range, then draw a Darkness card. If any Hero is at Threat 10, then resolve the Threat Penalty.
 * 1. Check Threat Range.
 * 2. Resolve Event.
 * 3. Check Threat Penalty.
 * 4. Activate Enemies.
 * 5. Spawn Monsters.

Mistakes Don’t worry about making mistakes when it comes to enemy movement. Try to get it correct. If a mistake is discovered in a later step, don’t backtrack. It is highly unlikely that this one mistake changes the outcome of an entire Act. Try to limit mistakes, but do not be encumbered by them.

Check Threat Range Threat Range represents the range, in squares, where a particular enemy becomes aggressive. This number is used in conjunction with a Hero’s Threat. To determine if an enemy is active, Heroes need to add the Threat Range of the enemy to the Threat of a Hero. If the cumulative Threat is greater than the number of squares between the Hero and the monster, then the enemy is considered to be active. On tiles with multiple Lairs of Number of squares between the the same Monster-type, when one becomes active, they all Monster and Hero become active.

Troublemaker

When measuring to determine if a Monster is active, it isn’t always the closest Hero that causes the problem. Certainly, first checking closer Heroes is wise, but it is often the Hero carrying a large amount of Threat that is the troublemaker.

Threat Range is most important on Realm Tiles when there are different Monster-types. Drawing a Darkness Deck card because the Heroes have activated one Monster-type doesn’t mean the other acts. If the Threat Range didn’t activate them during step one, they remain inactive that entire Darkness Cycle. If during the course of Darkness combat, through Interrupt cards, the Heroes move or gain enough Threat to enter the Threat Range of the inactive Monster-type, they remain docile. They can only become active during the first step of the Darkness Cycle.

In fact, if there are no active enemies, then a Darkness card isn’t even drawn. This is also true for Realm Tiles that have been cleared. Once a Monster-type on a tile becomes active it stays active.

Active VS. Inactive

Monsters that feel threatened by the Heroes become aggressive. These Monsters are categorized as “active.” Monsters that are not in Threat Range of a Hero when the Darkness activates are considered “inactive.” Just because the Darkness Meter hits six and the Darkness activates does not mean a Darkness Deck card is drawn nor does it mean that the enemies on the Realm Tile move and attack the Heroes. Darkness Deck cards are NOT drawn if there are no active enemies.

Unlike the Hero Cycle, all steps in a Darkness Cycle happen in the presented order on the Darkness Deck card.

Darkness Deck= All Darkness cards are resolved in order from top to bottom.

This indicates what Boss the Darkness cards are associated with in cases are mixed.
 * 1. Boss Name

Below the Boss’s name is the Darkness event. Darkness cards have a special event that happens if the criteria are met.
 * 2. Event

Any Hero who has Threat 10 at the beginning of the Threat Penalty step triggers this penalty for all the players.
 * 3. Threat Penalty

The order of Activation follows specific steps. Each classification of enemy is resolved before moving to the next.
 * 4. Activation

This area determines how many enemies spawn and any effects that may be associated with them.
 * 5. Spawn

Resolve Event= Events are specific occurrences that if the conditions are met, then a bad thing happens. These if/then statements set up unpredictable situations that force the Heroes to react to a changing environment.

In this event, the condition is the closeness of the Heroes, in this case 5 squares. If the condition is met, then and only then does the penalty occur.

The condition here is the Event number of Minions on the Realm Tile. If there are fewer than 4 Minions, presumably because the Heroes are winning, then another 4 Spawn immediately from each Lair currently producing enemies.

Immediately

Anytime the word “immediately” is used on a card (it appears in the Darkness Deck and the Quests) it means that whatever event or effect Focused Spawn happened is resolved before anything else.

In terms of the Darkness Deck, it often refers to additional Monsters that appear. They are placed without delay and, as a result, would be activated in step three.

Check Threat Penalty Threat Penalty is a punishment. If a Hero has been so overly aggressive to garner a Threat level of 10, then the Darkness bites back harshly. It cannot be stressed enough that these penalties should be avoided at all cost. Myth is challenging enough without triggering the Threat Penalty.

Most of the time, a Threat Penalty occurs when a single Hero is sitting at Threat 10 during a Darkness Cycle. There are some Events that change the Threat needed to cause a Threat Penalty, so Heroes should be mindful of this potential and actively control their Threat.

Managing Threat

Though a Hero’s Actions are handled in the Hero Cycle, it bears repeating that it is up to the Heroes to manage their Threat. A little inactivity is a small price to pay for victory. In fact, it is built into the Myth system. The Threat system rewards balanced team play. Every Hero contributes; every Hero, on occasion, must pull back.

Threat Penalties occur as often as a Darkness Deck card is drawn if the Heroes can’t control their Threat. In fact, Threat Penalties often snowball. In the process of battling one, the players are unable to mitigate Threat, activating another.

Activate Enemies= The bulk of the Darkness Cycle is the activation of the Darkness miniatures. During Activation, the Darkness picks targets, moves, and attacks.

Combat functions the same for every enemy. They may do different things, but how they get to an attack is the same.
 * 1. Order
 * 3. Attacking
 * 2. Priority and Movement
 * 4. Damage and Death

Each step is resolved for all Monsters in order of Activation before moving on to the next step. So, for instance, all Monsters move before they attack.

1. Order The order of Activation is listed on the Darkness Deck cards. It remains the same throughout the same Darkness Deck. This order remains important as it reoccurs in steps three and four. As new Darkness Decks are introduced, players should familiarize themselves with the order of Activation.

Monster Cards This is the name of the enemy.
 * 1. Monster Name

This provides information on the monster’s classification, type, and relative strength.
 * 2. Classification

In the upper left corner of the enemy art is the shield icon which represents its defense. This is the target number that Heroes need to roll to hit this enemy.
 * 3. Defense

The number in the blood drop is the enemy’s Vitality. The Vitality represents how much damage needs to be done before the enemy is killed.
 * 4. Vitality

In the upper right side of the enemy art is the Movement Icon. This number is how many squares the enemy can move.
 * 5. Movement

The Courage stat is used when determining whether or not this enemy can overcome fear effects and act.
 * 6. Courage

In this section, Heroes can see the range of an enemy’s attack, how many dice it rolls, its target number to hit Heroes, how much damage it does, and any special effects from attacks.
 * 7. Attack

Just to the right of the attack section is the priority for this enemy. Enemies always try to move to and attack Heroes based on this list.
 * 8. Priority

Threat Range is located inside the Priority area at the bottom. This stat represents how close the Heroes can get before the enemy starts generating AP and becomes active.
 * 9. Threat Range

The bottom area of the Monster card is reserved for Spawns if it is a Minion or Buffs if it is a Captain.
 * 10. Spawns & Buff

Mixing Darkness Decks

Understanding that players will always want to push the boundaries, if multiple Darkness Decks are mixed to create a single larger deck of Darkness, then paying attention to the order of Activation becomes much more important.

Monster Classification

Monster classification comes into play when dealing with the order and method of movement, order of attacking, and order of spawn. Simply put, intelligent Monsters make room for miniatures of the same Monster- type. Instinctual Monsters stop when they reach the target, forcing any followers to spill around them.

The Deep End

Realm Tiles with multiple Monster-types bring a new wrinkle to Activation. Monsters will activate—that is to say move, attack, and spawn—in the following order based off of the Monster-type’s classification.

Instinct > Intellect > Undead

If there are multiple Monster-types with the same classification, then refer to the Monsters’ Threat Range. The Monster with the higher Threat Range activates first.

Monster Classification:

• Instinct - These Monsters move early in the Darkness Cycle. They stop at the first available square when they reach a target. They do not make room for allies in later cycles. Any extra Monsters attempting to reach a target must go around the stopped enemy.

• Intellect - A little more cautious, these Monsters filter past any target to make room for their allies. Moreover, in a later Darkness Cycle, they arrange themselves around the target to provide space for any latecomers.

• Undead - Undead Monsters function exactly like those in the instinct category. The undead categorization means they do not necessarily stay dead when killed.

Undead

Some Monster classifications do not necessarily reflect an approach, but an aspect.

Monsters in the Undead classification function like Instinct enemies. However, they also have a chance, through Fate dice, to resurrect if killed...er...again.

2. Priority and Movement

Movement begins and ends with Priority. Understanding a Monster’s Priority becomes increasingly important in movement and attacking. The more Monster-types, the more important it is to understand what makes a particular type tick.

Monster Priority refers to the order in which an enemy searches for and pursues a target. It is used to determine initial movement, target selection, and is used to make decisions during occasions where there are multiple targets in the same situation.

Each Monster Priority is broken down into a list where the top-most definer takes precedence. When the occasions arise where the first priority doesn’t determine the target, then players proceed to the next priority in the list, and the third, if needed.

So Many Tasty Choices

Though it doesn’t happen often, there may be occasions where the third priority still doesn’t define a target. In these situations, the fourth and fifth definers are provided below.

Least Vitality

Player Choice

This only happens if multiple players are using the same avatar. For example, if all the players are using Soldiers, which can occur with supplemental material, then a Monster that targets Rage will have many choices.

If an enemy gets to the player’s choice priority, it is suggested the players select a target that benefits the Heroes most.

Move Range

Movement represents the distance, in squares, that a particular enemy can move. All Darkness miniatures move one square per Movement Point. Even the Boss-type enemies with oversized bases only move the equivalent of one square. They do not move their entire base length.

Monsters can move orthogonally and diagonally to open spaces. Like Heroes, they cannot move through other miniatures. They always attack if able, and if they can’t attack, they ALWAYS move to a position to be able to attack an available target (even if they can’t get there in the same round).

Available

The term “available” is used in spawns and enemy movement to indicate a square that is open and the enemy can appear in or move into.

If an enemy cannot get to a potential target, then that target is not available and the enemy will move and attack the next available target that matches its priority.

Priority and movement of solitary Minions, Captains, Agents, and Boss Monsters is decided individually. Adjacent Minions are considered part of a Minion Group when selecting and moving toward available targets. These are the different monster classes found in the world of Myth

Group Movement

Players begin with the Minion closest to a Hero and decide where it is moving first. If multiple Minions are within range, pick the one in the middle. Once the scout has a target, it moves. All adjacent Minions move with it, toward the same target.

When a group is done moving, select the next Minion closest to a Hero and repeat the process. This may or may not be in the same group of Monsters. The next group may or may not choose the same target.

Minion Groups

Within each Monster-type, Minions are grouped by adjacency. Where the initial Minion moves, termed a “scout,” his neighbors follow. This allows the movement step of the Darkness to be completed fairly quickly.

This only works with groups of Minions. If there are single Minions, their targets are calculated individually. Captains, Agents, Mini-Bosses, and Bosses never use group movement.

The Long Way

Proximity, as a Priority, represents a miniature’s ability to engage a target. It is not necessarily the shortest distance from the target. Rather, it is the shortest distance a miniature must travel to engage a target.

This is an important distinction when dealing with group movement. If a Minion cannot get to a Hero because he is surrounded, it moves toward the next available target.

Not So Fast

Any melee Minions already adjacent to a target do not leave combat to pursue another target. If they are forced to leave, they are not considered scouts, so they don’t “pull” neighbors with them.

For instance, the Archer’s Fool’s Errand ability can force Monsters in range (adjacent to a Hero or not) to move toward a location selected by the Archer. In this case, Monsters in range of the Fool’s Errand are pulled away; Monsters not affected by the ability stay where they are, regardless of if their neighbor moved. They do not accompany those that leave.

Shadows

If a Hero is in Shadows, enemies must pass a notice test before they can engage him. If they fail to notice him, they cannot target him, nor can he be a priority. If one enemy notices him, all others after do not need to make a notice test.

The target number to Notice the Brigand is based off the type of Shadows card he has in play.

Ranged Movement

Ranged enemies stay at a distance. More importantly, ranged enemies, if able, move to the maximum distance while maintaining range and line-of-sight (LoS).

They do not move out of range. They do not move out of LoS. If ranged Monsters are not in range or cannot see the target, they move so they are able to attack. Ranged Minions still use the group move method. If a ranged Monster cannot move away from a target, the Monster still attacks.

It is exceedingly rare for a ranged Monster to not attack in a Darkness Cycle. If a ranged Monster is attempting to reach its primary target but can’t get to him, that ranged Monster still attacks another target, if possible.

3. Attacking The Darkness attacks similar to the Heroes. The attacker needs to check LoS, form a dice pool, calculate a TN, and roll the dice.

Retaliation

Heroes are reminded that they are only allowed to play Interrupt cards during the Darkness Cycle. Heroes must have an empty Action Space to play an Interrupt card.

If the Interrupt card allows the Hero to move away from an attacker or in some other way neutralizes an enemy attack, it must be played before that enemy attack.

Line-of-Sight

Monsters can draw LoS through allies and Heroes. LoS is still drawn from attacker to target by square corner. Realm interference still affects the Darkness’s line-of-sight.

Blocks LoS
 * Lairs
 * Red Realm Tile Lines
 * Traps
 * Wa;;s

Does Not Block LoS
 * Monsters
 * Heroes
 * NPCs
 * Blue Realm Tile Lines
 * Treasure
 * Interactive Realm Objects

The difference is small, but significant. It means that Heroes cannot hide behind one another to avoid being attacked.

Target Numbers and Success Attack Section

1. Hit Dice

The number next to the D10 icon communicates how many Hit Dice the enemy rolls to hit.

2. Fate Dice

This is the number of Fate Dice rolled by the enemy.

3. Attacks Per Target

The number in front of the flame represents the number of attacks the enemy is making. The number in the flame is the number of targets the enemy can attack.

4. Target Number

The number in front of the sword icon is the target number the enemy needs to roll on its hit dice to harm the Hero.

5. Details

This text expands upon what is happening, and includes the range of the attack and how much damage is done.

6. Special

These are special powers or abilities that effectthe Heroes. If there is a Fate die present, these abilities only trigger when the FD symbol present (usually Darkness) is rolled.

The target number (TN) represents the number necessary for the Monster to successfully hit the Hero. Any result equal to or higher than the number listed is considered a success. However, Heroes are no mere target dummies. They actively defend themselves through the use of Interrupt cards.

Equipment increases the TN needed for the Monsters to succeed. Interrupt cards can increase the TN, provide a counter-attack, redirect an enemy attack to affect another Monster, allow the Hero to flee, or negate an attack completely.

Per Success Versus Per Hit, Part 1

Most attacks do damage per hit. This means that the damage is done for a successful hit. Regardless of how many dice succeed, damage is only calculated per hit.

There are some attacks that do damage per success. These attacks are VERY dangerous, as the damage is applied per D10 Hit Die that meets or exceeds the TN.

Grubber Example

Grubbers typically hit on a roll of 7 or higher. However, the Soldier is equipped with the Buckler. This item provides a penalty to the Grubbers of +1TN. This means the Grubbers need a result of 8 or higher to hurt the Soldier. If the Soldier decides to play Impenetrable, the TN is increased even more.

Grubbers can hit the Apprentice on TN7. If the Apprentice takes damage and has Aura of the Elements Ongoing, then he can ignore the first point of damage.

Attacks from a single Monster-type to a single Hero are checked one time with a single dice pool and roll. Unlike Hero combat, the dice pool changes significantly per Hero and is recalculated and rolled per target.

Form Dice Pool

Though it is the Darkness attacking, players need to roll the Darkness’s attacks. They need to collect all the dice being rolled for the attack. The Darkness creates unique dice pools for each Hero. Fate dice do not need to be rolled (unless stated otherwise on the card) until the attack is determined to be successful.

Hit Dice (D10s):

• Attack section of the Monster card

• Event from the Darkness Deck card

• Buffs from Monster abilities

• Debuffs from the Heroes

• Rerolls based off Hero equipment

Not all Fate dice attached to the Darkness have to do with attacks. There are many representatives of the Darkness that always roll Fate dice as part of a power or ability inherent in them. These powers and the Fate dice requirements are listed on their cards.

4. Damage and Death

When an attack hits a Hero, that Hero needs to reduce their Vitality by the amount of damage taken. If that Hero is reduced to zero, then that Hero is considered dead.

Heroes will die. When they do, do not be too hasty to send them to their maker. As mentioned in the Game Round chapter, Heroes are not removed until the Cleanup step of the Refresh Phase. Serendipity still might step in and save the day.

Moreover, Heroes do not stay dead. They do not leave their own behind to suffer torment at the hands of the Darkness. Dead Heroes are considered to be resurrected, or back in the game, between Acts.

Heroes must be present to share in the spoils of a quest, end of an Act, or end of a Story. If a Hero doesn’t live through the end of a Story, for example, then he does not get to choose between Titles or Hero Deck customization.

If an entire company is wiped out, the players have a choice to make. In the base game, players can choose to keep their Hero Titles and upgrades intact, and try again. If the players are playing through a Myth (a quest arc above Story to be introduced in the future), then those Heroes would have failed and the players would need to start over.

I’m Not Dead Yet

Even after the Cleanup step and a dead Hero is removed, Serendipity may be used to miraculously pluck the Hero from the pit.

When this happens, place the reawakened Hero adjacent to a living Hero.

Within an Act, if a Hero dies, quest items they carry are transferred to another company member. However, all of the dead Hero’s gear, including potions, are left on his person. His company members are not allowed to strip the not-quite-dead corpse.

Spawn Monsters

Monsters, both fair and foul, enter the Realm Tiles through Lairs. Myth uses the term “spawn” to represent the placing of new enemy miniatures into the game. Spawning happens after the Activation step. Newly placed Monsters do not often get to activate after being placed.

Monsters are placed in the squares adjacent to the Lair if possible. They are also placed in “prime” positions. This simply means that enemies, when spawned, are placed in the best possible position to do damage to the Heroes. For example, melee Monsters are placed as close to a target matching their priority as possible. If a Hero is adjacent to a Lair, the Monster would be placed adjacent to the Hero. Ranged Monsters are placed in range to attack but as far away from the target as possible.

Follow these guidelines when spawning:

• adjacent to the Lair

• closest square available nearest to the Lair

• as close to a target as possible

• if there is more than one target, refer to that Monster’s Priority

Ranged (second)

• adjacent to the Lair

• closest square available nearest to the Lair

• in range of a target

• as far away as possible from the target

• if there is more than one target, refer to that Monster’s Priority

Spawn

The term Spawn represents a Lair producing additional Monsters for the Heroes to fight. Monster miniatures are placed adjacent to the Lair as close to targets as possible based off that Monster-type’s priorities.

Lair

Lairs are easy to hit. Once a Lair has sustained five damage, it is destroyed.

When Lairs are placed out into the Realm, they begin with a population. Lairs start with a specific number of Minions based off of Lair type and number of Heroes. These Minions are placed as close to the Lair as possible.

Spawn Definition

There are many spawn types. Myth refers to the different types of Spawn as Definitions. This is not a comprehensive list. In fact, this list will continue to grow as Myth does. However, this list represents the Spawn Definitions available in the base game and several of the early supplements. In all cases, the exact numbers and details are present on the Darkness Deck cards.

Normal - This represents the standard spawn of a Monster-type’s Minions. Players refer to the Monster card for detailed information.

Aggressive - This is a normal spawn where the Minions come forth forcefully, ready to act. The Minions just placed get to activate immediately.

Focused - This is a normal spawn of Minions that are prepared when they appear. After the spawn, the Darkness Meter is increased by 2 AP.

Heavy - This represents a spawn of Minions in greater numbers. Players refer to the Monster card for detailed information.

Deadly - This spawn has no Minions. It represents the Darkness sending out Captains to contain the Heroes.

Sacrifice - This is a normal spawn. Minions do not necessarily appear. Instead, they sacrifice themselves to heal the Lair (instead of spawning) on a one to one basis. If the Lair has not been damaged, the Minions appear normally.

Terrifying - Spawn a Mini-Boss.

Mystic - This is a normal spawn. In addition, all Ongoing effects on Heroes are sent to the discard pile.

Pacifying - This is a normal spawn. In addition, all Rage present on the Soldier Hero Board is reset to zero. Cards in Action Spaces are not sent to the discard pile.

Ill-Fated - This is a normal spawn. In addition, players remove a random card from their hand and place it into the discard pile.

In general monsters are divided in following categories

Minion

Captain

Commander

Mini-Boss

Boss

Ultra Boss

Agent

There is also a distinction in enemy types:

Beast

Clockwork

Cyclops

Demon

Dragon

Elemental

Human

Infected

Insect

Naga

Okian

Reptilian

Rodent

Rogue

Slime

Symbio

Titan

Tribal

Unholy

Furthermore some monsters have keywords on them:

Air

Armored

Earth

Fallen

Fire

Instinct

Intellect

Intelligent

Undead

Undead Giant