Another day, another walkthrough. The next game? Mytheria! The walkthrough that I was going to provide seemed that it wouldn’t do this game justice. I figured that I would go to the developer’s page and see what they had on the game. Below is the pasted guide for Mytheria.
Mytheria is a card game, where you play cards, increase your power, and try to reduce your opponent to zero life. You can also build your own decks with the Deck Builder, and try to beat various Challenges. This section will describe the gameplay in more detail than the tutorial.
Cards and Life
Each player starts with a deck of cards, and a number of Life points. Typically, each player will start with 25 life. (However, in more difficult missions, the AI will usually have a greater starting life total than the player). The players each have a deck of cards, which they draw from one at a time.
At the beginning of the match, each player draws seven cards. Then, the player must decide whether to increase their power, or draw a card. (More on this below). Their turn then follows these phases: Play creatures, Play spells, and Attack (in that order).
Power
Power can be thought of as your “energy”. Each card requires a certain amount of Power to play. Power comes in five colors, which represents the five colors of cards: White, Red, Blue, Purple, and Black.
Each turn, you can spend power to play cards. To start, you will have 1 unit of power, in the color that represents your deck. A single power point isn’t going to allow you to do much, so at the beginning of each turn, you may increase your power by 1 unit. This represents your maximum power amount, and at the beginning of each turn it’ll reset to this value.
For example, if you have 3 power, and spend 2 to play a Veteran Mercenary card, you’ll have 1 unit left. Then on your next turn, you’ll start with 3 power again (your current maximum). If you then choose to increase it at the beginning of your turn, you’ll now start with 4 power.
You may also choose to draw a card, instead of increasing your power at the beginning of your turn. This is useful after the first few moves, when you need additional cards.
Some cards have “generic” power requirements, which means some of the power can come from any color you want. This is especially useful for multicolor decks. This will be indicated by a plus sign (+) and a number. For example, if the card has 2 red dots and then a “+1″, this means it requires 3 power — 2 red, and 1 from any color you pick.
Cards
Here’s an example Red card, the Veteran Mercenary.
The two red dots at the upper right represent the power cost for this card. In this case, the card requires 2 Red power.
Below that, you’ll see a large number “2″. This represents the Creature’s strength. Strength represents both “hit points” and damage. A creature with strength 2 can attack for 2 damage, and can take 2 damage before it is destroyed.
The “Assist” keyword on the upper left is a special attribute, which means that the Creature can block multiple enemies. More on attributes below.
Playing cards
When your turn start, you can play cards. The cards at the bottom of your screen are your “hand”. These are cards that you currently hold, and can put into play. Cards come in a few different types:
Creatures – Creatures sit above your “hand” cards once played, and can attack and block your opponent.
Instants – Instants can do a variety of things, such as damage your opponent, or destroy creatures. They are played “instantly” and will disappear once played.
Modifiers – Modifiers “attach” to cards in play, and can give them special abilities. For example, the red Rally card gives a creature +2 Strength.
Auras – Auras are a like modifiers, but they don’t attach to anything. Instead, they affect the entire game board, and potentially both players. Each Aura is different, and the text on the card describes what it will do.
You can play as many cards as you want, as long as you have enough power. Certain cards require a target when played, and the cursor will change to a crosshair icon to indicate that you should click on the card you wish to target.
Attacking
After you’re done playing cards, you have the option to attack. You must have at least one creature in play to do this. To attack, you simply click on the creature you wish to attack with. You can attack with all your creatures, but they must do it one at a time.
When a creature attacks, your opponent may choose to block it, or let it damage them. If it’s not blocked, it will do Life damage to the player, equal to its strength. For example, a Scythian Footsoldier (strength 1) will do 1 point of damage to your opponent.
If your opponent does block the creature, then each creature does damage to each other, with the attacker going first. For example, if a Veteran Mercenary (strength 2), attacks and is blocked by a Scythian Footsoldier (strength 1), the Veteran Mercenary will do 2 damage to the Footsoldier (killing it), and the Footsoldier will do 1 damage in return, reducing the Mercenary’s strength to 1.
You can usually only block an attacker with a single blocker. Thus, it’s important to pick your blockers carefully. (Note: the Assist attribute the exception to this — see the next section.)
Creatures regenerate strength at the rate of 1 strength per turn. So, if a creature survives a battle, it will eventually regenerate back up to its maximum strength.
If a creature attacks, it may not do anything else (including block) until the beginning of your next turn. The creature card will turn transparent to indicate this.
Hint: Sometimes blocking is useful, to protect yourself from damage. At other times, you may want to let an attacker hit you, in order to keep your creatures alive for the next round.
Creature attributes
Some creatures have special attributes, indicated on the top left corner of the cards.
Unblockable – The creature is not blockable by other Creatures. It can still be targeted by Instants.
Penetration – The creature’s damage will “penetrate” to the player, if the creature’s entire damage isn’t blocked. For example, a Scythian Artillery (strength 5), that’s blocked by a Recon Drone (strength 1) will do 1 damage to the Drone (killing it), and the remaining 4 damage will go through to the player.
Assist – This card can act as an additional blocker during an attack round. Thus, you can block with more than one creature, if the secondary creatures have the Assist ability. Damage taken is divided between the blockers equally.
Winning the game
Turns alternate back and forth until one player is reduced to zero life, or zero cards. In that case, the player loses. Losing happens instantly, as soon as your life reaches zero.




Filed under: