Review: Myth Pantheons

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Posted September 6, 2010 by Elliott Miller in Featured

Game Name: Myth Pantheons

Designer: Brent Keith

Publisher: Alderac Entertainment Group

Year: 2010

Players: 3-6

Ages: 10+

Playing time: 45 Minutes (Ha!)

Retail: $34.95

Contents:

  • 6 reference cards
  • 12 gods and goddesses
  • 30 city cards
  • 60 deity cards
  • 60 mortal cards
  • 160 domain tokens
  • Rules
  • From AEG Games:

    In the age of myth, gods and goddesses vie for domain over the mortal world. The arenas of these great struggles are the mighty cities of the ancients. Can you sway mankind to your cause with an awesome display of your divine power? Or will you be just another forgotten myth?

    In Myth: Pantheons, you are an immortal god or goddess of ancient origin. You will muster your divine might to sway the greatest cities of the mortals, using your powers and your followers to win a series of challenges. Each challenge is an opportunity to gain influence in the five domains: Harvest, Weather, the Heavens, Death, and War. Focus the fervent faith of your devoted followers to cement your control of the pillars of civilization. Call upon your special powers to summon a storm or prophecy the skeins of time and war. Marshal your powers well, and rule of all creation!

    My first attempt to play this game was thwarted by the rulebook. It is fairly small, and so I believed the game could not be too complicated, and yet after several reads I was unable to comprehend the rules. Reluctant to give up, I read and watched several reviews, went through the questions listed on BGG, and it all started to come together. I highly recommend Tom Vasel’s Dice Tower video review of the game.

    We finally sat down to a three player game. In essence it is a trick taking game. Here are a few tips to translate the rules into layman’s terms:

    Ruling Domain = Trump Suit
    Leading Domain = Leading Suit
    War, Harvest, Death, Weather, Heavens = The five suits, these make up the Mortal deck
    Epoch = Full round of play, there are 3 epochs in a full game
    Challenge = A Trick
    Divine Act = when you get to take a special action after a challenge claims a city
    City = What you claim after winning a certain number of tricks

    The sequence of play is generally:
    1 ) Flip over a new city from the city deck, the large center number on it represents the number of tricks you need to win to claim the city.
    2 ) At the beginning of each epoch, flip over a mortal card to reveal the trump suit.
    3 ) The player who won the last trick plays a new leading card, determining the leading suit.
    4 ) The other players each play a card
    5 ) The winner of the trick is determined according to the regular rules for Spades
    6 ) The winner claims the city, and a number of harvest tokens representing the population number printed on the city card, if they have won enough tricks
    7 ) The winner takes a divine act, and the other players can as well if they played a card allowing it.
    8 ) The other players take a token matching the suit they played
    9 ) The next city is flipped over, or the next leading suit is played by the winner of the trick if the city was not claimed
    10 ) Play continues until one player runs out of mortal cards, then when the current city is claimed the epoch is over.
    11 ) After the 3rd epoch the game is over, count the population (Harvest Tokens) on your city cards, the one with the most population wins the game.

    It was a lot of fun, but pretty confusing, there are special cards for each deity, each token can do special things, most cities have special powers, and many cards that you play also do special things. Keeping track of all this is not easy, and will require several sessions of play to get the hang of it. Plus there is a lot of ambiguity in the rules that require a trip to boardgamegeek to get clarifications.

    I recommend this game for gamers. For Grandma or the kiddies it might be a little much, like teaching them Agricola. Plus you can get hurt feelings by wiping out a city that another player spent a lot of effort in claiming. It is a lot easier to wipe out a city than to claim it.

    So to sum it up, it is a good game with some production issues that really detract from the game. Once you get past those, you can have a great time, there is a lot of strategy hidden in there.

    Here are a few tips that took me a while to figure out:

    You can only use 1 war token on a played card to give it a +3, you can’t use 2 to give it +6 and so on.

    You turn over a new trump suit at the beginning of each epoch, or when a player uses a card or token to change it, NOT every time a new city is turned over.

    There is a large, revised version of the player reference sheets on Boardgamegeek. I was unable to read the ones included with the game, as the font was smaller than my eyes could ever hope to see.

    Try coloring the tokens the correct color on the face with a highlighter or something like that. It makes it a lot easier to find the correct tokens, as they are all so similar.

    The cards that say “Get an Extra divine act” mean that if you won the trick you get two divine acts, if you didn’t win, you get one divine act.

    Pros: Great theme, lots of strategic options, fun to play once you know the rules.

    Cons: Rules presentation is terrible, tokens hard to distinguish from each other, reference cards have incredibly tiny font, many things seem subject to interpretation.

    Score: 7.0 (out of 10)

    Currently you can pick up Myth Pantheons at Noble Knight Games for $21.95!




    About the Author

    Elliott Miller

    Co-Founder and Host of the TGG podcasts, Elliott is well versed in all subjects and brings his expertise to bear on strategy, family, and Euro-style gaming.

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