8.2
rating
Ludopedia
6.9
rating
BGG
Our Verdict
Perfect for those seeking a fast-paced betting game with the tension of predicting the future. The 'rock-paper-scissors' system with mythical creatures adds a great twist.
Highlights
- Simple and fast rules
- Constant bidding tension
- Fun bonus combos
- Tactile and dynamic components
Keep in mind
- Dice luck can be frustrating
- Limited long-term strategic depth
RECOMMENDED
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Imagine the tension of a classic trick-taking game, but swap the cards for dice and add a pinch of mythological chaos. In Mythical Dice (also known as Mino Dice), the goal is simple yet challenging: you must predict exactly how many tricks you'll win in each round. If you're precise, you score; if you miscalculate, you pay the price.
The dynamics work like this: in each round, you draw a number of dice from the bag equal to the current hand (for example, five dice for the fifth hand) and keep them hidden behind a screen. The heart of the game lies in the bidding: everyone simultaneously reveals how many tricks they think they'll claim.
When the action starts, the first player rolls a die. If it's a number die, others must try to respond with a die of the same color if possible. But here is where the strategy kicks in: you can ignore the colors and roll one of the special characters. The Minotaur, the Griffin, and the Mermaid create a 'rock-paper-scissors' cycle: the Minotaur beats the Griffin, the Griffin beats the Mermaid, and the Mermaid beats the Minotaur. Furthermore, any of these three trump any number. But beware of the flag! If it appears, its value is zero, and you cannot win the trick.
Scoring rewards precision. Did you hit your bid exactly? You earn 20 points per trick. Missed it? You lose 10 points for each trick of difference. There's also the 'zero bid' challenge: betting that you won't win anything can be highly rewarding if you succeed, but it's a huge risk. For those who love combos, capturing specific characters with the right counter-piece (like a Mermaid against a Minotaur) grants generous bonus points. It's a fast-paced, tense game perfect for those who love that 'I knew it!' feeling.
The dynamics work like this: in each round, you draw a number of dice from the bag equal to the current hand (for example, five dice for the fifth hand) and keep them hidden behind a screen. The heart of the game lies in the bidding: everyone simultaneously reveals how many tricks they think they'll claim.
When the action starts, the first player rolls a die. If it's a number die, others must try to respond with a die of the same color if possible. But here is where the strategy kicks in: you can ignore the colors and roll one of the special characters. The Minotaur, the Griffin, and the Mermaid create a 'rock-paper-scissors' cycle: the Minotaur beats the Griffin, the Griffin beats the Mermaid, and the Mermaid beats the Minotaur. Furthermore, any of these three trump any number. But beware of the flag! If it appears, its value is zero, and you cannot win the trick.
Scoring rewards precision. Did you hit your bid exactly? You earn 20 points per trick. Missed it? You lose 10 points for each trick of difference. There's also the 'zero bid' challenge: betting that you won't win anything can be highly rewarding if you succeed, but it's a huge risk. For those who love combos, capturing specific characters with the right counter-piece (like a Mermaid against a Minotaur) grants generous bonus points. It's a fast-paced, tense game perfect for those who love that 'I knew it!' feeling.
GALLERY
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In English
3
REC
4
BEST
5
REC
6
REC
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Mechanics
Categories
Families
Publisher
Playte, Schmidt Spiele, Devir, IELLO, Rexhry
Designer
Manfred Reindl
Artist
Eckhard Freytag, Wanjin Gill
Is the game complex to learn?
Not at all! The rules are very intuitive, and within a few minutes, everyone will be bidding and rolling dice.
How many people can play?
From 3 to 6 players, making it great for medium groups looking for something dynamic.
How long does a game last?
It's very quick, lasting about 30 minutes, which makes it a great 'filler' between larger games.
Is it a game of luck or strategy?
It's a mix. Luck is in the roll, but strategy lies in how you manage your hidden dice and how much you risk in your bid.
Who do you recommend it for?
For those who enjoy trick-taking games (like Hearts or Bridge) but want something lighter and with the randomness of dice.