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  • The Deployment Phase – Part 3 – The Long Game

  • Hello again, and welcome to Part 3 of our Deployment Phase series. In Parts 1 and 2, we discussed the basics of the Deployment Phase, and then showed you how to use some of the many Special Abilities in Mythic Palace to prepare for a powerful attack in the upcoming Combat Phase. Today, we will show you how to manage and maximize your Deployment Phases in sequence by showing how to put cards into play and how to use Special Abilities and inherent Traits for 2 consecutive turns.  

     

    In this example, you will be playing Zarqa (a Water/Plant deck), and your opponent will be the most powerful Saladin (a Plant/Earth deck).  

     

    Let’s get started…

     

    The Opposing Forces

    It is the beginning of your Turn 9 Deployment Phase, and both you and Saladin have Deployed a number of Creatures and Structures. Let’s compare the forces.  

     

    Saladin’s Battle TierSaladin’s Palace Tier
    1x Protector1x Moat
    1x Sentry1x Treasure Hall
    1x Holy Man1x Fountain
    1x Coral Creature1x Hall of Science
    1x Merfolk1x Well of Fortitude
     For a total of 9 Victory Points

     

     

     

     

    Zarqa’s Battle TierZarqa’s Palace TierZarqa’s Hand
    1x Stinging Nymph1x Guardhouse1x Atrium
    1x Corsair1x Gardener’s Hut1x Wood Imp
    1x MerfolkFor a total of 2 Victory Points1x Dryad
    1x Plant Elemental 1x Fountain
    1x Marsh Monster 1x Neglect (Event)
    1x Sea Stallion 1x Moat

     

      In addition to your cards both in play and in your hand, you have 5 Plant and 4 Water Elements in your Resource Pool that you can use during this Deployment Phase. In addition, you also have another 1 Element that you could temporarily “Generate” due to your Palace Tier (your Gardner’s Hut has the Generate Elements Special Ability). That’s the great thing about a Plant deck: you have a lot of Deployment options because it can generate a lot of Elements. However, the tradeoff for so much purchase power is weaker Structures and Creatures, generally speaking. And as you can see, Zarqa is down in Victory Points, and Saladin is in a great position to add to his lead, with only one more Structure needed to fill out his Palace Tier and possibly end the game.  

     

    The good news for Zarqa, however, is that right now, Saladin’s Battle Tier has 2 Creatures that have the Defender Trait , which means that they cannot attack, and so you have the stronger Battle Tier. You must use this to your advantage.  

     

    Build a Moat!

    The first thing you want to do is to Commit your Gardener’s Hut to give yourself one more Water Element, bringing your total up to 5 Water.  

     

    The next thing you want to do it to Deploy your Moat. It’s a strong Structure with 5 Strength Points (STR) and worth 3 Victory Points (VP). It also has the Guard Trait  which means that if attacked, it will attack back at 5 STR against every Creature that attacks it. So, it would make a formidable Structure in your Palace. You spend 2 Water and 3 Plant to Deploy it, bringing your VP total up to 5 immediately. You are now only 4 behind Saladin.  

     

    Send in the Corsairs!

    The next thing you want to do is to remove one of Saladin’s Structures, and you want to remove one that is worth VP to him. So, why not conduct a coastal raid against his palace using the best pirates in the realm?  

     

     

    Your Corsairs have Commit and Discard and 1 Water: Ruin 1 Structure of 2 Strength or less. Using this ability will remove the Corsair from your Battle Tier, but it will destroy one of Saladin’s Structures before the Combat Phase begins, bringing his VP down further. So, you Commit and Discard the Corsair and mark his Well of Fortitude with 3 damage points. At the end of the Deployment Phase, if the damage is still on the Well and Saladin hasn’t increased the STR value of the Well to cancel out the Ruin damage, the Well will be destroyed.  

     

    Sting ‘Em with the Pointy End!

    Your next move is to use your Stinging Nymph to Stun one of Saladin’s Creatures. The Nymph has the Special Ability Commit and Discard: Stun 1 Opposing Creature or Structure. You’re going to conduct an attack in your Combat Phase, so you should use this now to keep one of Saladin’s Creatures from blocking you.  

     

    The best Creature to Stun would be the Coral Creature, but it has the Immune Trait  which means that it cannot be Stunned. So, the next best Creature to Stun is the Sentry. You Commit and Discard your Stinging Nymph and Stun the Sentry.  

     

    Neglect!

    Your next step is to hit Saladin’s Coral Creature with your Neglect Event card. It has the ability Weaken 1 Creature or Structure. Event cards are played right out of your hand and their effects occur immediately. Doing so will reduce the Coral Creature’s STR down to 3, making it much easier to destroy on an attack.  

     

     

    You spend one Plant Element to Weaken the Coral Creature, bringing its STR down to 3.  

     

    So, the board looks like this at the end of your Deployment Phase…  

     

     

    Recap

    1. You Committed your Gardiner’s Hut to Generate a Water Element.
    2. You Deployed the Moat.
    3. Your Corsair marked Saladin’s Well of Fortitude with 3 points of Ruin damage.
    4. Your Stinging Nymph Stunned the Sentry.
    5. Your Neglect Event card reduced the Coral Creature’s STR down to 3.

     

    You’re now ready to attack.  

     

    Attack!

    During your Combat Phase, you decide to attack with both your Plant Elemental and your Marsh Monster. This is a one-two 4/5 STR punch that Saladin will have difficulty defending against. He can put up blockers, but they will most certainly die in the face of a stronger force. Let’s see what he does.  

     

     

     

    He blocks with his Holy Man and his Coral Creature, losing them both.  

     

    Saladin’s Turn

    Saladin then conducts his Deployment Phase, adding a Stoneworks to his Palace Tier to replace the Well that you Ruined. He then Deploys a Leopard and Bedouins to replace the Creatures he lost to your attack. He then decides to attack during his Combat Phase with his Merfolk. You decide to block that attack with your Sea Stallion, which will eliminate the Seas Stallion, but will force his Merfolk to be Committed and thus, incapable to defending your next attack.  

     

    At the end of Saladin’s turn, the board looks like this…  

     

     

    As you can see, Saladin has only 2 Creatures upright and ready to block (Protector and Leopard). All the rest are Committed (greyed out) and thus cannot block your next attack. You have 3 Creatures that you can send into his Battle Tier (Merfolk, Plant Elemental, and Marsh Monster) and thus, you’re in a position of strength going into your next Deployment Phase.  

     

    Second Deployment Phase (Turn 10)

    Unfortunately, you did not draw enough Structures to overcome Saladin’s current lead in VPs. However, you can still maximize your Deployment Phase by putting as many Creatures and Structures in play as possible, and you can attack with everything you’ve got in the upcoming Combat Phase, thereby continuing to reduce the strength of his Palace Tier.  Let’s see what you can do. Here’s your hand and Resource Pool amounts.  

     

     

    Stir the Moat!

    The first thing you should do is to Commit your Moat to Generate 1 Water Element, bringing your total to 6/5 (as shown above). You now have a lot of Deployment power.  

     

    Deploy the Serpent!

    The Serpent is a small Creature, but a very useful one. With its Commit: Weaken 1 Creature Once Special Ability, it can be quite helpful on the attack. So, you Deploy it first, spending one Water to do so. But, it comes in Committed, so his Special Ability cannot be used this turn. Or can it?  

     

     

    Yes, it can, because you have the Gardner’s Hut, and it’s second Special Ability is Commit and 1 Plant/1Water/1 Any: Recover 1 of your Creatures. This allows you to bring the Serpent in and then Recover it and make it ready to use.  

     

     

    So, you use this ability, paying 2 Plant and 1 Water. The Gardiner’s Hut is Committed and the Serpent is now up and ready to use.  

     

    Deploy the Dryad!

    The Dryad is your next Deployment. It cannot attack because it has the Defender Trait, but it comes in Alert  and so it can block any counter-attack that Saladin wishes to conduct on his next turn.  

     

     

    The Dryad costs 1 Water and 1 Plant to Deploy, so you spend it and put it into play, tucking it in between your Merfolk and your just-Deployed Serpent.  

     

    Build a Fountain!

    Your next Deployment is the Fountain. It has 0 VP but it can Generate Water and can “recover” Creatures at the end of the turn. You will not be able to use it this turn (because it will come in Committed), but that’s okay. It’ll be available for future turns.  

     

     

    You spend 1 Water and the Fountain is put into your Palace Tier.  

     

    Build an Atrium!

    Next you build an Atrium. Like the Fountain, it’s weak with 0 VP, but it too can Generate Plant, and can also Protect Creatures later on from Ruin and battle damage.  

     

     

    You spend one Plant and Build the Atrium.  

     

    Call in the Little Guy!

    Not only is the Wood Imp as cute as a button, but it’s very useful. It has Commit and Any: Generate 2 Any. This little guy is the king of Element generation, and is absolutely vital in Zarqa’s deck.

     

     

    So, you go ahead and spend your last Plant Element to bring it in.  

     

    Your Battle Tier is filled to capacity now, and you have only one card left in your hand (Trade War). Your next draw will be 5 cards, and that’s a great way to start a turn in a game that’s much about card cycle and deck depletion.  

     

    A Snake in the Grass

    Earlier, you used your Gardner’s Hut to “recover” your Serpent. It’s now ready to use. So, you Commit your Serpent to Weaken Saladin’s Protector, bringing it down to a 4 STR.  

     

    You’re now ready to attack.  

     

    But wait! Didn’t you need to preserve 1 Plant and 2 Water to conduct an attack this turn? Yes… and no. You could have done that, but there was no need, as you have the Gatehouse in your Palace Tier.  

     

     

    The Gatehouse has Commit: Muster 1 of your Creatures. You can use this ability right now to mark your Plant Elemental to attack without spending 1 Plant to make the attack. Which leaves you with the requisite 2 Water Elements that you do need to attack with your Merfolk and your Coral Creature.  

     

    So, you have successfully maximized your Deployment Phase, and are ready for the next Combat Phase. Let’s see what Saladin will do. Will he block, or will he let you through his Battle Tier?  

     

    Saladin’s Gamble

    Saladin chose to block your Merfolk and your Marsh Monster.  

     

     

    Your Merfolk will die from this exchange (4 STR vs 2 STR), and Saladin’s Leopard will die as well (2 STR vs 5 STR). He chose to let your Plant Elemental (4 STR) through, which may (or may not) have been a wise thing to do. Clearly, your using the Serpent to reduce the Protector’s STR down to 4 affected his decision on what to block. He did not want his Protector, his strongest Creature in his Battle Tier, to die. So, he’s taking a chance by allowing your Plant Elemental to roam freely in his Palace Tier with a whopping 4 STR.  

     

    The War on Science

    So, what should your Plant Elemental attack? You have 3 choices. You could attack his Fountain, which will reduce Saladin’s VPs down to 10. You could attack his Stoneworks, which would bring his VPs down to 9. But the best option is to attack his Hall of Science, which is worth 3 VP. Attacking it would bring his VPs down to 8.  

     

     

    So, that’s what you do. Your Plant Elemental attacks the Hall of Science and tears it to shreds.  

     

    Your Combat Phase is now over, and it is Saladin’s turn to pick up the pieces of his burning Palace and try to make a final push to win.  

     

    Onward and Upward

    Although you’ve had two very good Deployment Phases in a row, you’re not out of the woods yet. Moving forward in this game, it’ll be a challenge for you to defeat Saladin. His deck is one of the best in the game, and his defensive strength lies in his Earthen Structures. But as Zarqa, you hold the advantage in the Deployment Phase, as we saw last turn when you Deployed 5 cards out of your hand. This means that you will be able to cycle through your draw pile faster than Saladin, thus giving you access to more of your cards faster than he. You also have a lot of useful abilities like “recover” and “stun” and “ruin” and “weaken/strengthen” which can help  you knock holes into Saladin’s line, thus giving you the opportunity to run unfettered into his Palace Tier and reap havoc. Against Saladin, you cannot sit behind your Battle Tier and just build a palace. You have to both build in the Deployment Phase and attack in the Combat Phase.  

     

    In Closing

    This concludes our extensive look at the Deployment Phase in Mythic Palace. We’ve shown you the basics of how Deployment works. We’ve shown you how to use the Deployment Phase to prepare your Creatures for attack. And we’ve shown you how to maximize your Deployment options in consecutive turns to keep you in the game against a formidable foe.  

     

    In upcoming installments, we’ll begin to show you how all the Traits and Special Abilities available in the game work, and how they can be used in combination with other Traits and abilities to make your play of Mythic Palace extraordinary.  

     

    Stay tuned. We’ll be back…  


  • The Deployment Phase in Mythic Palace – Part 2 – Prepping for War!

  • Welcome back! Part 2 of our Deployment Phase series will discuss some Special Abilities that you can use in the Deployment Phase that can be critical to success in the Combat Phase. In Part 1, we discussed the basics of Deployment. Now, let’s get into the weeds.

     

    In this match, you are up against the dread Saladin, who wields a Plant/Earth deck. Saladin is one of the most formidable decks in Mythic Palace. Saladin has some of the best defensive cards in the game, but he can switch from defender to attacker very quickly. The key to defeating him, then, is to penetrate his Battle Tier by weakening it during the Deployment Phase, thereby allowing your attacking Creatures a better chance at getting through to his Palace Tier where you can hope to do a lot of damage.

     

    For this match, you are playing Schaibar’s deck, which has a lot of Ruin, Stun, and Muster Special Abilities. Those three Special Abilities are the ones we will focus on today.

     

    Collect Your Intelligence

    It is Turn 7 of your match, and both you and Saladin have Deployed a number of Creatures and Structures. Let’s compare the forces.

     

    Saladin’s Battle TierSaladin’s Palace Tier
    1x Bedouins1x Atrium
    1x Wood Imp1x Palace Wall
    1x Tree Folk1x Thorn Labyrinth
    Saladin (the man himself)1x Menagerie
    For a total of 9 Victory Points

     

     

    Schaibar’s Battle TierSchaibar’s Palace TierSchaibar’s Hand
    2x Jackal1x Reliquary1x Living Darkness
    1x Skeleton1x Hall of Ghosts1x Scarab Swarm
    1x Ghoul1x All Faiths Plaza1x Mummy
    1x Roc1x Balcony1x Plague Beast
    Schaibar (the man himself)1x Harem
    For a total of 7 Victory Points

     

    Saladin is currently 2 points ahead of you in Victory Points (VP): 9-7. His Palace Tier is quite formidable with two 5 Strength (STR) Structures, and one 6 STR Structure. His Battle Tier is weak, despite having Saladin Deployed.

     

    You, on the other hand, have a relatively weak Palace Tier, with your most formidable Structure being the Hall of Ghosts (with 4 STR). You do have a full Battle Tier, with the Roc (5 STR) and Schaibar (4 STR) serving as bookends to a cadre of weaker Creatures. But, you did not Deploy the Jackals and the Ghoul as part of a large Palace Tier attack force. You Deployed them because they have good Special Abilities that you can use during the Deployment Phase to render Saladin’s Battle Tier useless.

     

    So, with all this in mind, you have a lot of options to “prep” the ground for a good Combat Phase.

     

    Let the Ruining Begin

    The first thing you decide to do is use both Jackals to Ruin Saladin’s Bedouins and his Wood Imp. A Ruin Special Ability used during the Deployment Phase will activate at the end of the Deployment Phase, so if the Ruin value is equal to or higher than the Ruined Creature’s STR at the end of the Deployment Phase, then the Ruined Creature will be removed from play.

     

     

    Using the Jackals in this way means that they too will be removed once the ability is used, because the Jackal’s Special Ruin Ability is Commit and Discard: Ruin 1 Creature. But it’s worth it. You have Creatures to expend because you have a full Battle Tier at this time. Saladin does not.

     

    So you go ahead and use the Ruin ability of both Jackals. They are immediately sent to your Discard Pile, and the Wood Imp and the Bedouins are marked as shown below.

     

     

    The Bedouins and Wood Imp will be removed from the Battle Tier at the end of the Deployment Phase. So, let’s move on to your next diabolical plan.

     

    Stunning Saladin

    The next thing you decide to do is to Stun Saladin. A Creature that is Stunned is Committed, cannot block an attack, nor can it use any of its Special Abilities until it recovers from the Stun. The only Creature you have in play right now with the Stun ability is the Ghoul, who has Commit and Discard: Give 1 Creature Undead, then Stun it at the end of the turn. Again, when played, the Ghoul will be removed and placed in the Discard Pile, but like using the Jackals, it’s worth it.

     

    Saladin will be marked as such…

     

     

    Saladin will be Stunned at the end of the turn, and not at the end of the Deployment Phase. This is a bit of a hassle for you, because that means that he will be able to block you during your Combat Phase. But, Stunning him, no matter when, will help you later in the game, because Stuns can only be removed by expending Elements or by using a “remove stuns” ability, and Saladin does not have those kinds of cards in play. So, Stunning him now will help later.

     

    You’re almost ready to end your Deployment Phase and kick it into the Combat Phase. But there’s one more thing you must do.

     

    Muster the Roc

    No, we’re not talking about Dwayne Johnson, we’re talking about the giant bird roosting in your Battle Tier. You need to ensure that your Roc (5 STR) can attack during your Combat Phase. But, it requires the expenditure of an Air Element to attack, and right now, you don’t have any Air in your Resource Pool. The Muster ability on your Reliquary Structure can get the job done.

     

    The Reliquary has the ability Commit: Muster one of your Creatures. The Muster ability allows you to “mark” a Creature with the Muster overlay in the Deployment Phase (and Combat Phase), which indicates that the Creature will automatically attack during your Combat Phase, without having to spend an Element for the attack. Basically, the Muster ability allows you to order a specified number of Creatures to attack without spending resources to do so. It’s a good ability to use during the Deployment Phase.

     

     

    Using the Reliquary on the Roc will “commit” the Reliquary, and mark the Roc with a yellow arrow overlay, as shown below.

     

     

    Deployments End

    You’ve now maximized your options for the upcoming Combat Phase. It’s time to end the current Deployment Phase. Doing so, will leave the Battle Tiers in the following condition:

     

     

    As you can see, the use of your “Ruin” cards have removed your 2 Jackals, and Saladin’s Wood Imp and Bedouins. Your Ghoul’s Stun ability has marked Saladin to be Stunned at the end of the turn. And your Roc has been pushed into the space between the Battle Tiers to indicate that it is attacking due to your Reliquary’s Muster ability. So, you’re set to attack with all three of your Creatures next turn.

     

    Since Saladin will not be Stunned until the end of the turn, he will be able to block one of your Creatures. Next turn, however, he will be Stunned and your opponent will be required to use either an Element to pay for the removal of his Stun, or use a “remove stuns” ability indicated on another Deployed card, if available. Either way, Saladin will not be able to attack on your opponent’s next turn, so Stunning him now (despite potentially losing a Creature in battle to him), is a wise choice.

     

    What Would Saladin Block?

    Let’s speculate a little on Saladin’s blocking options if you attack this turn with all 3 Creatures. He cannot block them all (3 vs 2), so no matter what he chooses to block, one of your Creatures will get into his Palace Tier.

     

    • If he blocks Schaibar with Saladin, then Schaibar dies (and then Saladin is Stunned). If he then blocks the Skeleton with his Tree Folk, your Skeletons will die. That will leave the Roc to attack his Palace Tier and potentially destroy any Structure save for the Menagerie (6 STR).
    • If he blocks with Saladin (as mentioned in the bullet above) and blocks the Roc with the Tree Folk, Schaibar will die and his Tree Folk will die, but the Skeleton will get through, which will allow you to attack his 1 STR Atrium.
    • Saladin could block the Roc, but since both Creatures have the Initiative Trait  , they would both die (the Trait cancels itself out). This would let either Schaibar or the Skeleton through.
    • The fourth option could be to let ALL 3 of your attacking Creatures through the Battle Tier. This would, of course, allow you to attack multiples of his Structures, but since Saladin’s palace has a lot of Structures with the Guard Trait  (Structures with this Trait attack back), Saladin is powerful in both Tiers.

     

    Whatever Saladin decides, however, you will get through with at least one of your Creatures, and you will then attack his Palace Tier accordingly.

     

    Counterattack?

    I know what you are thinking. At the end of all this, depending upon how Saladin chooses his blockers, you could have only 1 Creature to Saladin’s 2, and your remaining Creature will be Committed (greyed out and unavailable) because it attacked a Structure. Wouldn’t you be vulnerable to a counterattack?

     

    Yes, perhaps. But not by the Tree Folk because they have the Defender Trait  and so cannot attack, and not by Saladin either, until his Stun marker is removed. If your opponent brings in a new Creature with the Alert Trait  (like the Leopard), you may suffer a counterattack, but as stated at the beginning of this article, your Palace is weaker, with weaker VP values. You can afford to lose a Structure or two in a back-and-forth. You’re Schaibar. You’re a Death/Air deck. You Deploy at a faster rate than your opponent. You can absorb losses better than Saladin.

     

    In Closing

    We’ve shown you how the Special Abilities of Stun, Ruin, and Muster can be used during the Deployment Phase to prepare an attack against your opponent. In the third and final entry to this series, we will show you how Deployment works over two full phases, and how a lot of different Traits and Special Abilities can be utilized during the Deployment Phase to maximize your play.

     

    Stay tuned! We’ll be back…

     


  • The Deployment Phase in Mythic Palace – Part 1 – The Basics

  • Part 1 – The Basics

    Welcome to our 3-part series that will show you how card Deployment in Mythic Palace works. In our last series, we talked about how combat worked in the game. Now, we will discuss how cards are actually put into play. We will also discuss the various Traits and Special Abilities that can be used in the Deployment Phase to maximize your Deployment options, and to also get you ready for combat.

     

    Let’s get started…

     

    The Resource Phase

    In Mythic Palace, Deployment really begins with the Resource Phase.

     

    At the beginning of each your turns, you are allowed to pick (for free) 1 of 6 possible Elements (Death, Earth, Fire, Plant, Water, and Air). These Elements are, in effect, the currency that you will use to put cards into play. When selected, the Element goes into your resource pool, and it can be immediately used, or used in subsequent Deployment and Combat Phases. Your resource pool is refreshed at the beginning of each of your turns, so that you may use all accumulated Elements each turn as the game progresses. In this way, your resource pool grows larger each turn, and your Deployment power increases as well.

     

    But, what Element should you pick each turn? The answer to that question is based upon the type of deck that you are using. Let’s look at a starting hand of cards and decide what Element to choose.

     

    In this game, you are using Morgiana’s deck, which is an Air/Fire deck. You’re starting the game with the following 3 Structures and 3 Creatures (Balcony, Archery Field, Harem, Lesser Efreet, Dune Stalker, and Dust Devil). It’s a good 3/3 balance, but you know that, after selecting 1 Element, your Deployment options will be limited on your first turn. So, what to pick?

     

     

    You are allowed to pick any Element you wish, but as stated, Morgiana is an Air/Fire deck, and so for this game, you should only pick, each turn, an Air or a Fire Element. The rest of the Elements you can ignore, and it’s a good rule of thumb for all other games you play: pick only Elements which are represented by your deck’s Deployment requirements.

     

    First Deployment Phase

    For your first turn, then, you’ve decided to select an Air Element to open the show, because the vast majority of the cards in your opening hand require Air to put into play (Deploy).

     

     

    Doing so will allow you to Deploy the Balcony or the Lesser Efreet. Let’s look at those cards a little closer…

     

     

    Both cards are small (we don’t call this Efreet “lesser” for nothing). They each have a Strength (STR) value of 1, and their Deployment costs (shown right below their STR values), are 1 Air for the Balcony, and 1 Any for the Lesser Efreet. Using the Air Element that you just placed in your resource pool, you could Deploy either one. But, which one should you Deploy?

     

    What Should I Deploy?

    A lot depends upon your personal style of play, and decisions based on that style often do not evolve until you’ve played several games. So, in one sense, it does not matter: pick whichever card you like the most. However, a good way to determine card Deployment is to see if a card can make an immediate impact on play. And in this case, we’d recommend that you first Deploy the Balcony.

     

    The Balcony has 2 very good Special Abilities: Commit: Generate 1 Air; Commit and Discard: Strengthen 2 of your Creatures. The “Generate” ability allows you to commit the Balcony later in play to add an immediate (albeit temporary) Air Element to your resource pool, which you can then use to Deploy other cards. So, you decide to put the Balcony into play. You select it, and this is what appears:

     

    Pay for Deployment

    To put a card into play, you have to pay for its Deployment cost. If a card has a specific cost (like the Balcony), then if you have the Element in your resource pool, the cost is already assigned to that card’s Deployment (as marked below), and all you have to do it select DEPLOY. So, that’s what you do, and the Balcony is put into play.

     

     

    Putting the Balcony into play is all that you can afford on your first turn, and so, you end your turn and hand it over to your opponent, who will conduct his/her Deployment Phase in similar fashion.

     

    Committed/Uncommitted: A card comes into play either Committed (greyed out) or Uncommitted (full color, ready to use). Most cards come into play Committed, which means that they cannot be used on the turn that they come into play. You will have to wait until your next turn to use them. Cards that come into play Uncommitted usually have the Alert Trait.   These cards can be played immediately if you wish.

     

    Second Deployment Phase

    Your second Deployment Phase begins with a new card automatically drawn into your hand (to replace the Balcony that you Deployed on turn 1). The game automatically draws to fill your hand up to 6 cards each turn. You will again be asked to choose a new Element to place in your resource pool. And this time, you choose a Fire Element. Let’s see where you stand with everything:

     

    In the Draw Phase, you drew a Desert Djinni, which has a Deployment cost of 6 (3 Air, 3 Fire), so you won’t be putting him into play for a while. But, with a Fire Element in your resource pool, plus your previously selected Air Element, you can deploy this turn the Lesser Efreet, the Dust Devil, the Dune Stalker, or the Archery Field, as marked. Not bad choices at all.

     

     

    But remember: in the first turn, you Deployed your Balcony, and it has the “Commit: Generate 1 Air Element” Special Ability. So, why not use it to add an additional Air Element to your pool? Doing so will give you enough resources to add the Harem to your Deployment options this turn, as shown below.

     

     

    So now, you have a lot of Deployment power. You still cannot put the Desert Djinni into play, but trust me, when you finally have enough to do so, you won’t be disappointed. He’s a beast!

     

    Deploying Creatures

    Deploying Creatures follows the same procedure as Deploying Structures: you select a Creature, pay its Deployment cost, and then confirm the cost. With 3 Elements now in your resource pool, you can bring in 2 Creatures and get your Battle Tier going.

     

    You decide to Deploy the Lesser Efreet. It’s a Fire Creature, but you can pay Any Element to put it into play, so you pay 1 Air, because the second Creature you wish to Deploy (Dune Stalker), costs 1 Any and requires 1 Fire, so you must to use your lone Fire Element to bring him in.

     

    In the end, you use all of your Elements and Deploy both Creatures:

     

     

    So, you’ve had a good first 2 turns. You have 3 cards in play, and that’s a good pace to try to maintain for the entire game. One of the key strategies in Mythic Palace is to cycle through your draw pile as fast and as efficiently as possible. Putting 2-3 cards into play each turn is a good thing to try to do. It’s not always possible, but it’s worth trying.

     

    In Closing

    Today, we’ve shown you the basics of Deployment and have given you some idea on what cards to Deploy first. At the beginning of the game, you are very limited in what you can Deploy, but as you gain more Elements, your Deployment power will increase exponentially, and if you play your cards right (pun definitely intended), you could have a pretty formidable Battle and/or Palace Tier up and running by turns 5 and 6.

     

    In Parts 2 and 3 of this series, we will cover more of the Special Abilities that you can use during the Deployment Phase to make your Deployment choices even more elaborate and thrilling, and to prepare you for combat.

     

    Stay tuned! We’ll be back…


  • The Combat Phase in Mythic Palace – Part 4 – Attacking the Palace Tier

  • Hello, and welcome to the final part of our 4-part series discussing combat in Mythic Palace. Up to this point, we have shown you how combat works between the opposing Battle Tiers, and how Special Abilities such as Strengthen, Weaken, Recover, Ruin, and Protect can provide you a wealth of attack options.

     

    Now, we turn our attention to attacking the Palace Tier, for Mythic Palace is, if anything, a game about building a palace, and then defending that palace to the end, and then winning the game through Victory Points. Let’s look briefly at a Structure Card.

     

    Here we have the Canal, one of the mainstays in any Water-Earth deck. The Canal has a 6 strength value (6 STR), a 5 Element Deployment cost, two Traits (Standalone and Alert), two Special Abilities, and a Victory Point value of 3 (which means that if it is in play, you have 3 VPs added to your total VP number). The Canal is a formidable Structure in your palace, due to its sizable 6 STR and 3 VPs. It’s a keeper, and once it’s out, it’s difficult to destroy. But not impossible. There are ways to destroy it, and there are ways to protect it (or, at least, make it a very undesirable target). The Canal is a juicy target for any serious attack on your palace. It’ll be your job to defend it as best as you can. Let’s see if you can…

     

     

    Defending your Palace

    In this example, you are the defender. A mean little Mythic named Maalik is trying to destroy your peaceful, and utterly wonderful, living space. You have a number of sizeable Structures that will be difficult to bring down, but Maalik is no push-over, and he’s come loaded for bear with Fire and Death assets.

     

    Maalik sends everything he’s got against you (Jackal, Red Scorpion, Lesser Efreet, Skull Thrower, Fire Efreet, Mummy). At present, you only have three defenders with which to blunt this mighty assault (Sentry, Coral Creature, Fatima). Some of Maalik’s attackers will get through. But you have a powerful fortress with Structures bearing high STR values.

     

     

    Bolster Structure STR

    The first thing you decide to do, before assigning blockers, is to use your Treasure Hall because it has the Special Ability Commit and 3 Any: Strengthen 3 of your Structures once. So, you pay the cost and decide to Strengthen Hall of Science, Barracks, and the Hospital, bringing their STRs up to 5, 5, and 3 respectively. Now you have a really powerful palace (if only for a short while).

     

     

     

    Assigning Blockers

    You have three blockers you could assign to blocking three of Maalik’s attackers. But you decide to block only the Skull Thrower (with Coral Creature), and the Mummy (with Fatima). Doing so removes 8 STR from attacking your Palace Tier (not bad). But why oh why didn’t you also assign the Sentry to block? Because you know how this game is played, and you know that the Sentry’s Special Ability, in this situation, is far more powerful than using him as a blocker (see below).

     

     

    Battle Tier Damage

    The Battle Tier combat sub-phase takes place, and you lose both Fatima (tears are shed) and the Coral Creature. Maalik loses the Skull Thrower and the Mummy. A brutal battle!

     

    Attacking the Palace Tier

    Maalik has 4 Creatures left after Battle Tier combat that he can use to attack your Palace Tier. But you bolstered Structure STR values, so even with 7 STR remaining for the attack, he’s been weakened badly. He has a few options to choose from, but he decides to attack with only the Fire Efreet, Lesser Efreet, and the Red Scorpion.

     

     

    He’ll not attack with the Jackal and thus, that little monster will go back into the Battle Tier and be ready for the next turn. But Maalik will attack with the remaining three, and so he decides to combine them all into one massive attack against the Canal.

     

     

    Applying Damage

    Unlike Battle Tier combat, you may combine Creature attacks against one Structure. Thus, a few smaller Creatures can add up their STRs to take down Structures much larger than themselves.

     

    Another difference is that most Structures do not attack back; their STR values are strictly for defense. However, there are some Structures that have the Guard  Trait. Structures with this Trait attack back.

     

    It was a good idea for Maalik to attack the Canal, because it does not have the Guard Trait, and thus his 4+1+1 in attack STR will equal the Canal’s STR and destroy it.

     

    But, you chose not to defend with the Sentry because that stalwart fellow has the Special Ability Commit and Discard: Give 1 of your Structures Guard. Using this ability will remove the Sentry from the your Battle Tier, but it will cause much more devastation to Maalik’s attacking force than if you had used him to block one of his Creatures… and here’s why.

     

    Structures with the Guard Trait apply their STR values in damage equally to ALL attacking Creatures. So, Maalik attacks the Canal in force with 3 of his remaining Creatures, but now that the Canal has the temporary Trait of Guard, it will deliver 6 points of damage back to each of its attackers. That’s a damage value higher than the Red Scorpion, the Lesser Efreet, and the Fire Efreet.

     

    So in the end, Maalik Destroys the Structure he wanted, but he lost all three of the Creatures attacking it, as shown below.

     

     

    In Closing

    Palace Tier combat can sometimes be quite easy, picking off a 1 or 2 STR Structure as needed to keep your opponent’s VPs value down to manageable levels. Especially early in the game, when the Battle Tiers are empty or not filled to capacity with hefty defenders. But like the sample above shows, it was also deadly, for the attacker as much as the defender. It all depends upon what Special Abilities and Traits that you rely upon during play to maximize your effort. Remember, the goal of Mythic Palace is to defeat your opponent by having more Victory Points than he does at the end of play, and Structures are the primary source for VPs. You can also gain VPs by “sacrificing” Creatures during combat… but we’ll leave that tactic for another time.

     

    Thank you for dropping by. We hope you enjoyed our combat series. In the upcoming weeks, we will post other series about the Deployment Phase, how to select your opening hand of cards, how to use other card combos to maximize your play, and as stated, how to sacrifice Creatures for Victory Points.

     

    Stay tuned! We’ll be back…


  • The Combat Phase in Mythic Palace – Part 3 – Ruining, Protecting, Recovering

  • Welcome back to Part 3 of our exploration of combat in Mythic Palace.  So far, we have discussed the basics of combat, and how the Special Abilities of Strengthening and Weakening can be applied to affect the outcome of a battle. We’ve also seen how certain Traits like Initiative can determine who is eliminated in battle.

     

    For this installment, we will explore how the Special Abilities Ruin, Protect, and Recover can be used to severely alter the outcome of a battle.

     

    You opponent in this installment will be Fatima. Let’s begin…

     

    Assessing Your Attack Options

     

    You are well into a game, and it appears as if you have only one Creature that could attack this Combat Phase: The Sea Stallion (outlined in red). You have only one Water Element in your Resource pool to spend on the attack.

     

     

    You could Commit some of your Structures to Generate additional Elements, thus allowing you have enough resources to attack with additional Creatures, but you can’t order additional Creatures to attack anyway, because both the Dryad and the Entangling Vine have the Defender Trait  and thus cannot attack (they can only defend). And your Water Elemental is committed. So your options are limited. Or are they?

     

     

    Recovering a Creature

    You have in your Palace Tier the Fountain. One of its Special Abilities is Commit and Discard: Recover 1 of your Creatures. It’s a 0 VP Structure, so its sole purpose is to come into the game, perform its Special Abilities when called upon, and then leave. So, there’s no reason not to use it to Recover the Water Elemental and add it to your attack this turn.

     

     

    That’s how Recovery works, and it can be used in both the Combat Phase and the Deployment Phase to reactivate Creatures and Structures that are currently committed. Now that you have done so, you can order the Water Elemental to attack and NOT the Sea Stallion, because, well, honestly, it’d be foolish to send a 1 STR Creature into Fatima’s sizeable Battle Tier.

     

     

    Protecting a Creature

    Much later on in the battle, Fatima decides to attack with her Coral Creature. It’s a bit of a risky move on her part, because you have a 5 STR Creature (Water Elemental) that could block and destroy the Coral Creature.

     

     

    However, you’re worried that Fatima is trying to lure you into a trap, that she has an Event in her hand that will Strengthen and/or Weaken your elemental as soon as you assign it to block. You can hardly afford losing your 5 STR elemental at this stage in the game, and so you decide to block it with the Sea Stallion instead.

     

     

    The Sea Stallion (1 STR) will block the Coral Creature, but it will die if you don’t do anything to help it. You may decide that that’s okay, lose it, and just move on with the game. However, you have the Gatehouse in your Palace Tier, and one of its Special Abilities is Commit and 2 Plant: Protect 1 of your Creatures of 3 STR or less. There’s no reason for you not to use it, since you have the Elements in your Resource pool to pay for its cost. So, you decide to use the Gatehouse, and protect your stallion.

     

     

     

    Protecting your Sea Stallion places a temporary blue glow around the card, and when the combat is over, the stallion will remain in play and not be discarded.

     

    Ruining a Creature

    The Ruin Special Ability is one of the most versatile and destructive abilities in Mythic Palace. It can be used in both the Deployment Phase and in the Combat Phase. In either case, when applied, a Creature (or Structure) is marked with a “ruin” icon  and the damage of that ruin is dealt at the end of the Post Deployment Phase, and at the end of each of the two Combat Phases (Battle Tier and Palace Tier Combat). Ruin damage can also be stacked, which means that two 2 STR Creatures with the Ruin ability can combine their damage to take out a 4 STR opponent. Thus, using Ruin in the Combat Phase is one of the ways smaller Creatures can destroy larger Creatures. In the sample below, you have decided to attack with a Red Scorpion (1 STR) and a Dune Staler (2 STR). Fatima has a sizable defense, and so could block you with a number of different Creatures.

     

     

    She chooses to block the Red Scorpion with one of her Bedouins, and the Dune Stalker with her Holy Man. If everything stays “as is” at the end of the Combat Phase, only the Dune Stalker will survive, because it has the Initiative Trait  and its damage will be applied first to the Holy Man.

     

     

    In your Battle Tier, you have a Jackal. In your Palace Tier, you have a Fire Circle. Both cards have the Ruin Special Ability, and so to ensure that you destroy these blocking Creatures, you apply the Scorpion’s Ruin to the Bedouins, and the Fire Circle’s Ruin to the Holy Man. Both cards go out of play (Commit and Discard), and Fatima’s blockers are marked with the Ruin  symbol.

     

     

    And it’s a good thing that you Ruined these Creatures, for Fatima (ever the clever builder) Weakened both of your attacking Creatures, bringing your Red Scorpion down to a 0 STR, and your Dune Stalker to a 1 STR, which means that if you hadn’t marked her blockers with Ruin, both of your Creatures would have died, and Fatima’s would have survived. The end result, however, due to the application of Ruin, was that all 4 Creatures died. A tough battle, but at least you gave as good as you got, and in Mythic Palace, that can sometimes make all the difference.

     

     

    In Closing

    Ruin, Protect, and Recover can make your battles in Mythic Palace fluid and dynamic, and a hell of a lot of fun! And the more you learn all the Special Abilities and Traits available to you, you’ll see how all the card combinations work and how they can be applied to win the war!

     

    Next time, we’ll wrap up our 4-part series about combat in Mythic Palace with an attack on the Palace Tier.

     

    Stay tuned! We’ll be back…


  • The Combat Phase in Mythic Palace – Part 2 – Making Creatures Stronger and Weaker

  • Hello again, and welcome to Part 2 of our exploration of the many facets of combat in Mythic Palace. In Part 1, we discussed the basics of combat, how to select and assign attackers, how to assign blockers, and finally, how damage is applied to determine a winner. Today, we will show you how two of the most powerful abilities, Strengthen and Weaken, can be used to affect the end result of battle. Let’s get started.

     

    Your game of Mythic Palace has progressed nicely. Both you and your opponent (Zarqa) have a number of Creatures and Structures in place. The end of the game is near, as both of you have almost enough Structures to finish your palaces (need 6 Structures total). But something’s got to give. You cannot allow Zarqa to keep her Structures in place if you hope to win, so you have to start attacking. What are your options?

     

    Assessing Your Attack Options

     

    Zarqa has a pretty sizable force with which to defend her palace (Wood Imp, Serpent, Lake Spirit, Plant Elemental, Entangling Vine, and Stinging Nymph). But most of them are relatively weak in strength (STR), save for the Plant Elemental and the Entangling Vine. Those two are your biggest impediments.

     

    You have fewer Creatures, but they are 2 and 3 Strength Creatures, save for your Wind Djinneyah. You also have a Mythic (Morgiana), so you have some power to affect a decent attack. But you will need to bolster your strength values if want to try to punch through to the Palace Tier.

     

     

    Assigning Attackers

    You decide to conduct a 3 Creature attack, selecting the Desert Sprite, the Dust Devil, and Morgiana. Two Air Elements are removed from your resource pool to attack with the Desert Sprite and the Dust Devil, for they are Air Creatures. Morgiana is an Air Creature as well, but she is a Mythic and thus can attack without paying an Element to do so. She’s a free attack, and so you push her forward as well.

     

    But attacking with them at their current strengths is suicidal; Zarqa can easily handle them if you don’t try and boost some of their strength values. Luckily, you have options.

     

     

    Strengthening Attackers

     

    You have 2 Balconies in your Palace Tier, and they have a Special Ability – Commit and Discard: Strengthen 2 of your Creatures once. You definitely need to increase the STR of at least 2 of your attacking Creatures, because if you don’t, they will most likely be destroyed. So, you decide to commit and discard 1 of your Balconies to Strengthen your Desert Sprite and Morgiana to 3 and 4 STR respectively. Now, they are pretty formidable.

     

     

    Assigning Blockers and Weakening Attackers

    Despite your Strengthening action, Zarqa still has some pretty powerful blockers that she can assign to defend your attackers. But at a 3/4/2 attack, if she chooses to block them all, she will definitely lose Creatures and will have a relatively poor battle line for the next turn. So, Zarqa decides to play it a little safe, and chooses to block just Morgiana, and to hopefully destroy her.

     

    Zarqa chooses to block Morgiana with her Plant Elemental, which is a 4 STR Creature.

     

     

     

    Your opponent then decides to use her Serpent to “Weaken” Morgiana back down to a 3 STR, because the Serpent has the Special Ability Commit: Weaken 1 Creature Once. Notice that this ability is a “Commit” and not a “Commit and Discard” like the Balcony, which means that the Serpent, when played, will not go out of play; it will simply Commit in place and go grey. Weakening only one Creature is not as powerful an ability as the Balcony’s Strengthen 2, so its cost is not as severe. But still, the Serpent is now Committed in place and cannot be used to Weaken anything else.

     

    Strengthening Again

    Leaving Morgiana at a 3 STR means that she will die when the battle is resolved. So, you decide to go ahead and use your second Balcony to push her back up to 4 STR, as shown below.

     

     

    Resolving the Battle

    You’ve foiled Zarqa’s plans! Unable to do anything further at this time, she ends the battle and accepts the end result, which is the destruction of her Plant Elemental. Both it and Morgiana have the same STR value, which means that they should die together, but Mogiana has the Initiative Trait  allowing her to apply her damage first. The Plant Elemental goes out of play, and now you have 2 Creatures with STRs of 4 and 2, respectively, that were not blocked. You can do some serious damage to Zarqa’s Palace Tier now.

     

     

    NOTE: Notice, however, that even though Zarqa chose to allow 2 of your attackers through her Battle Tier, she did force you to use up both of your Balconies, and you no longer have the ability to Strengthen attackers in future turns. So, she will suffer a loss when your 2 attackers strike her palace, but you have suffered losses as well. There is a lot of subtly in the choices that you make in combat in Mythic Palace.

     

    In Closing

    Again, we’ll wait to describe how Palace Tier combat works in a future post. For now, showing you how Strengthening and Weakening works is good enough, and once you add in Ruin and Protect and Recover (which we will discuss in our next installment), you will begin to see how diverse and satisfying combat can be in Mythic Palace.

     

    Stay tuned! We’ll be back…


  • The Combat Phase in Mythic Palace – Part 1 – The Basics

  • Welcome to our 4-part series that will show you how Combat in Mythic Palace works. There are other game phases in Mythic Palace as equally important as the Combat Phase, but we thought we’d start with a bang. Who doesn’t like a good fight? And attacking your opponent’s Battle Tier, and then his Palace Tier, is often the only way to ensure that you win the game.

     

    So let’s begin at the beginning, with the basics of combat in Mythic Palace. Future posts in this series will cover the various play options that you may have during combat: to increase the strength of your creatures, weaken opposing creatures, ruin, protect, and recover Creatures, and then attack the Palace Tier to destroy those pesky Structures that your opponent relies on to win the game.

     

    In this first post, your opponent is the cagey Iblis, King of the Jinns, and how dare he try to build a better palace than you! You must make sure that Iblis cannot do this, and one of the best ways is through combat.

     

    Assigning Attackers

    When you are in the Combat Phase, Creatures that can be assigned to attack will be outlined in red. In the example below, you have 2 Red Scorpions, 1 Dust Devil, and 1 Phoenix that could attack (outlined in red). The reason that they can attack is because you have 3 Fire Elements and 2 Air Elements available in your resource pool (bottom right corner). Normally, you must pay 1 Element of the Creature group type to assign that Creature to attack. So in this instance, you must pay 1 Fire to attack with 1 Fire Creature (Red Scorpions and Phoenix), and 1 Air to attack with your Dust Devil. You have enough to attack with all 4 Creatures, and you may decide that that’s the best route to take when assigning your attackers. But in this instance, you are only going to attack with 3 Creatures and thus, pay only 3 Elements to do so. Attacking with all 4 would expose your Palace Tier to a savage counter attack during Iblis’s next turn.

     

     

    To attack with a Creature, you simply select that Creature. Doing so will shift the Creature up and into the bloody space between the two Battle Tiers, as shown below, and mark it in a red overlay with a cutlass. Notice also that 2 Fire Elements and 1 Air Element have been deducted from your resource pool (bottom right corner). That was the cost for making an attack with 2 Fire Creatures and 1 Air Creature. And now that you have assigned your attackers, you will select DONE to proceed to the next sub-phase in combat.

     

     

    Assigning Blockers

    It is now the defender’s turn to assign his blockers. In this example, Iblis has three Creatures in the Battle Tier, but the Skull Thrower is not eligible to defend because it had just been brought in on the previous turn and is committed (greyed out). So, Iblis can only use his Cannon and Dune Stalker to block.

     

    The cannon blocks the Red Scorpion and the Dune Stalker blocks the Dust Devil. The battle is now set, and unless you are going to do anything to further affect the outcome, you would press Ready and proceed with battle resolution.

     

    Resolving the Battle

    Combat in Mythic Palace is resolved by comparing attacker and blocker strength values (STR) which are shown in the upper left corner of the cards. In this case, Iblis’s Cannon (3 STR) was stronger than your Red Scorpion (1 STR), so the Red Scorpion is eliminated. Iblis’s Dune Stalker and your Dust Devil have the same STR values (2 STR), but notice that your Dust Devil died and his Dune Stalker survived. Why was that? Because the Dune Stalker has the Initiative Trait  which allows his STR damage to be applied first (in essence, the Dune Stalker is a little faster on the draw than the Dust Devil), and so the Dust Devil dies.

     

    In the end, you lost 2 Creatures and Iblis lost none. A pretty devastating attack on your part, I must say, but that’s why you attacked with 3 Creatures. Iblis only had 2 Creatures that he could assign to defend the palace. Now, you can take your Phoenix and move unhindered into his Palace Tier and tear apart one of the Fire Circles or the Ancient Sarcophagi.

     

     

    But that’s all we have time for today. In future posts, we will show you how to conduct a back-and-forth with your opponent, in an attempt to affect Battle Tier combat by using Special Abilities such as Strengthening and Weakening, Ruining, Protecting, and Recovering.

     

    Combat in Mythic Palace can be a very rich and satisfying experience, if you know how to bring to bear all the power that your deck can muster.

     

    Stay tuned! We’ll be back…


  • Announcing the Mythic Palace Closed Alpha

  • Hello everyone!

     

    A million apologies for not getting back to you sooner, but we’ve been very busy here at BreakAway Games, working on Mythic Palace to get it ready for external testing.

     

    We’ve been testing all of the cards, their strengths and weaknesses, their Traits and Special Abilities, and refining and refining to make everything work smoothly so as to give everyone a complete and satisfying gaming experience. And we’re almost ready for our first closed ALPHA test. External testing will begin very soon.

     

    Stay tuned as we kick into high gear with more announcements and blog entries every week!


  • Where Did Mythic Palace Begin?

  • The development of Mythic Palace began in 2006. At that time, we were interested in finding new developing markets for games and viewed the Middle East as having good potential for growth in that area. We had a veritable treasure-trove of titles in the works: Arabian Lords (a real time strategy game), Tarik’s Treasure (a mobile phone dungeon crawler type game), Relic Hunters (a third person action adventure), and of course, Mythic Palace. Arabian Lords and Tarik’s Treasure were released in full into the Middle Eastern market. Mythic Palace was released as a tabletop card game, with all 250 cards carefully translated into Arabic.

     

    BreakAway Games got critical acclaim for Mythic Palace, but the desired Middle Eastern market for games didn’t develop, and thus, Mythic Palace never quite got off the ground, as they say.

     

    So, the game lay fallow for many years, but always there were voices in the company who spoke of its possible return, but this time, as a computer game. That’s what BreakAway Games is, after all: a computer game company.

     

    So, one day in 2014, Design head Ben Knight and Robert Waters decided to take it upon themselves to revise Mythic Palace and make it viable as a computer game. They spent over a year redesigning the cards, changing Deployment costs, Strength values, Victory Points levels, etc. They changed many of the fundamental rules to accommodate a fast-paced game that could be finished on the computer within 20-25 minutes. They spent a lot of lunch breaks designing pre-constructed decks that they could then play against one another. Ben still has a spreadsheet documenting every single game that they played (hundreds), and the number of Visio files that they created to suggest how the UI and game flow should work numbered in the dozens. This lunch-time development became the basis for an eventual computer game.

     

    But, as often happens, other projects came through the door. Once again, Mythic Palace was shelved.

     

    Then in 2017, it was finally decided that we would bring Mythic Palace to the computer. And so here we are. With the help of many of our designers and programmers, new ideas have been brought to the game, making it, in our opinion, one of the best computer card games ever designed/developed.

     

    So that’s how it all began. In the next Blog, we will describe how we turned the Mythic Palace card game into a computer game.

     

    Stay tuned!


  • We’re Almost There!

  • Hello and welcome to Breakaway Games’ website for its upcoming card game, Mythic Palace. We’re very happy that you stopped by. Feel free to stay as long as you like and review all the pages describing the game, showing samples of cards, etc.

     

    To start, go to the “About” page (shown at the top) to learn all about Mythic Palace.

     

    Come back and check this News Reel often, as we will update you about the progress of the game, some of its history, and also announce when the closed beta will begin.

     

    Thanks again for dropping by. The next few months are going to be exciting!