6.6
rating
Ludopedia
—
rating
BGG
Our Verdict
FOR GENRE FANS
Perfect for those who love area control games with a touch of bluffing and secret planning.
Highlights
- Tense simultaneous planning dynamic
- Strategic combat with modifiers
- Engaging fantasy theme
- Clear and direct victory objective
Keep in mind
- Some cards may require translation
- Moderate initial learning curve
Rules manual not indexed yet
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About the game
What you do in a play session
Get ready to dive into an epic clash where strategy and cunning are your best weapons! In Mythological War, you take command of armies seeking control of magical portals in an intense struggle for influence and territory. The game flows through three main phases that keep everyone engaged: first, the Portal Phase (except in the first round), where a new portal is opened and its effects shift the course of the match. Then comes the Planning Phase, that tense moment where everyone secretly places order tokens in each territory where they have troops. This is where the 'mind game' happens: you must predict your opponent's moves while hiding your own intentions.
In the Action Phase, the truth is revealed. Tokens are flipped, and new troop summons are resolved, respecting the map's supply limits. Battles are resolved by comparing the combat power of the troops—soldiers, knights, and cannons (remember that cannons are devastating in attack but useless in defense)—added to token modifiers and the strength of your cards. To complicate (or help) things, neighboring territories can support the battle, making strategic positioning fundamental. Victory goes to the player who manages to control 6 portal areas, or to whoever has the most portals after 10 turns. If you enjoy games like Game of Thrones, you'll notice similarities in the area control dynamics, but here naval mobility is replaced by mystical portals and card-based combat modifiers, bringing a fresh flavor to the war. It's a game of logical reasoning, unstable alliances, and fierce disputes for space, perfect for those who love seeing their plan unfold while the opponent tries to figure out what you're plotting.
In the Action Phase, the truth is revealed. Tokens are flipped, and new troop summons are resolved, respecting the map's supply limits. Battles are resolved by comparing the combat power of the troops—soldiers, knights, and cannons (remember that cannons are devastating in attack but useless in defense)—added to token modifiers and the strength of your cards. To complicate (or help) things, neighboring territories can support the battle, making strategic positioning fundamental. Victory goes to the player who manages to control 6 portal areas, or to whoever has the most portals after 10 turns. If you enjoy games like Game of Thrones, you'll notice similarities in the area control dynamics, but here naval mobility is replaced by mystical portals and card-based combat modifiers, bringing a fresh flavor to the war. It's a game of logical reasoning, unstable alliances, and fierce disputes for space, perfect for those who love seeing their plan unfold while the opponent tries to figure out what you're plotting.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
3
OK
4
OK
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Publisher
Estrela
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
How many people can play?
The game is balanced for groups of 3 to 4 players.
How long does a game take?
Expect to spend between 90 and 120 minutes to resolve the war.
Is it very complex?
It has moderate complexity. If you've played other area control games, you'll pick it up quickly.
How does combat work?
It's the sum of troop strength (Soldier 1, Knight 2, Cannon 3 on attack) plus the token modifier and the card played.
Do I need a translation to play?
Yes, language dependency is moderate; translated cards or spreadsheets are very helpful.
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