Mythfire - a wargame of mythical beasts

Copyright 2003 by Mike Fsicher
Last modified: 07/01/2004

I. Introduction

"Jason! I know you're there!" Hector's voice echoed across the valley. "You can hide behind your goblins and skeletons, but I know you're there, and I am coming for you!" He knew Jason could hear him, and he knew that his arch-enemy could not resist such a challenge. But how would he respond?

The answer wasn't long in coming. A huge boulder sailed across the valley and smashed into the ground just short of Hector's forces. One of his men went down screaming, hit by a sliver of rock. So Jason had a cyclops in his army, did he? Hector looked over to his minotaurs, roaring and waving their battleaxes. They would make short work of a cyclops, and then his ogres would begin the slaughter. He gave the hand signals for his line of mighty beasts to advance. This would be a day to remember!

If he had noticed the shadow that flitted over him, he might have looked up and seen Jason's roc beginning its dive on his forces...

Mythfire is a 2-player wargame of mythical beasts, mostly from Greek mythology. Players choose their armies from an array of creatures with varying abilities, then fight to the death. This is a complete game with counters and maps. All you provide is one or two six-sided dice.

II. The Creatures

Mythfire gives you a choice of 20 types of creature, from weak, shifty goblins to huge, ponderous giants. These are described below, and their abilities are spelled out in the Creature Table.

At the top of each counter is a row of numbers. The upper left number is the creature's attack strength; if there is more than one number here, the creature gets more than one attack. An "A" next to the attack number means the creature can attack air targets. The middle number is the defense strength. In the upper-right corner is the speed. If there are two numbers here, the first is the creature's ground speed, and the second is its flying speed.

A number in the center-left is the attack range. No number here means the range is 1.

III. The Map

This game uses maps from the M8 map system. Set up enough maps to give the creatures room to move. For a 10- or 20-point game, this means seven maps in a hexagon. Bigger games will need bigger maps. The bigger the map, the longer the game, and the more important high speed will be. Small maps give a faster game where brute force is more important than speed.

IV. Setting Up

Decide how many buy points each player will start with. Use these points to buy the creatures in your army. Buy points are given in groups of ten. A small skirmish might use ten points, while an all-out, all-afternoon battle could use 50 or 60 points. At least half of your creatures must be non-flyers. Decide if you will use the optional replacement rule.

Set up the maps as described in the previous section. The two armies set up on opposite sides of the map, using the two rows of hexes nearest the edge. Roll a die to see who goes first.

V. Playing the Game

Each game turn goes through the following phases:
  1. Player-1 movement phase: player 1 moves as many of his units as he wants to.
  2. Player-1 combat phase: resolve all combats that result from player 1's movements.
  3. Player-2 movement phase: player 2 moves as many of his units as he wants to.
  4. Player-2 combat phase: resolve all combats that result from player 2's movements.
  5. Replacement phase: if you are playing with the optional replacement rule, add replacement points. Spend the replacement points on new units and place these on the edge of the map.
  6. Victory phase: check to see if either side has won the game.

VI. Movement

VI-a. Basic Movement

A unit can move as many hexes as its speed rating, subject to terrain limits. No unit ever has to move its full distance, or move at all. A counter's facing does not matter. A unit can move through a friendly unit, as long as it ends its move in an available hex.

VI-b. Zones of Control

All units exert a zone of control in the six hexes surrounding them. Any enemy unit that enters one of those hexes must stop moving for that turn.

VI-c. Air Movement

A unit with a "#A" speed can fly. Such a unit, when flying, can ignore the zone of control of a unit moving on land, and vice-versa. Flying units ignore terrain restrictions when moving.

If a unit has both land and air movement, the player must announce which kind of movement it is using at the start of its move. A land/air unit must land or take off at the start of its move, not in the middle or at the end.

VI-d. Stacking

A unit cannot end its move in an occupied hex, with the following exceptions:
  1. A unit moving in the air can stack with a friendly unit on the ground.
  2. A unit that can carry a man-type unit can stack with that unit.
For a man-type to mount a creature, he/she must enter the creature's hex; the creature can't come to the rider. Likewise, to dismount, the rider must do the moving. A man-type can mount or dismount at the beginning or end of the creature's move, but not in the middle. A flying creature must be on land in order for a man-type to mount and dismount. A man-type riding a flying creature does not exert a zone of control on land-moving creatures.

VI-e. Leadership

Any creature within 4 hexes of a Hero, or 3 hexes of a Man, can move and attack at will. If out of range of a Hero or Man, a creature can attack any enemy within range, but cannot move unless you first roll a 5-6 on a die for that unit. Treat an Icarus in the air as a Man for giving leadership to flying creatures.

Amazons and Centaurs are self-directed -- they do not have to be near a Hero or Man to move freely, but they give no leadership to other creatures.

VII. Combat

VII-a. Basic Rules

  1. Any unit with enemy units in range can take part in combat, but is not required to do so.
  2. Multiple units can attack a single foe. Exception: a Hero cannot join other units in attacking another Hero.
  3. A strong unit can spread its attack among several defenders, as long as the defender(s) are adjacent to each other and in range of the attacker. Some units are restricted in this.
  4. A unit without an Air attack can't harm a flying unit.
  5. A unit riding another unit cannot attack, unless the riding unit is an Amazon.
  6. A man-type riding a creature counts as two separate enemies. Forcing one to retreat will make them both retreat, but if one is destroyed, the other will not be harmed. To attack them both, you must treat them as two adjacent units and combine their defense ratings.

VII-b. Resolving Combat

Add up the Attack ratings for each unit attacking a particular enemy unit. If the total Attack rating is greater than the defending unit's Defend rating, then divide the total Attack rating by the Defend rating, dropping any fractions. If the Defend rating is equal to or greater than the total Attack rating, then divide the Defend rating by the total Attack rating, drop any fractions, and make the result a negative number. This result is called the combat odds.

Now modify the combat odds, if any modification is required for terrain or other situations. Roll one die, modify that roll if needed, and find the number you rolled in the appropriate column of the Combat Results Table. This tells you how the combat occurred, as follows:

Units attacking from a range greater than 1 ignore "attacker retreat" and "attacker destroyed" results. Attackers also ignore unfavorable results if they attack a creature that can't attack them (such as Harpies attacking a Roc, which has no air attack). Treat such combats as "no result."

VII-c. Divine Intervention

If your army includes a Hero, then once per game, that Hero can call on the deity of his choice for help. This means that, once per game, a player with a Hero can dictate the result of one die roll. It must be one of his own rolls, not his opponent's roll. Deities will not intervene in a fight between two Heroes. If the Hero is killed before he calls for his divine intervention, it's too late.

VIII. Winning the Game

The last army with surviving units is the winner of a major victory.

A fight to the finish may be impossible. For instance, if one player has nothing left but a Roc, and the other player has only a Goblin, they can't attack each other. In such cases, add up each player's surviving Attack points; whoever has the most gets a minor victory. If it's still a tie, it's a tie.

IX. Optional Replacement Rule

If you choose to use this rule, each player gets a fixed number of replacement points each turn, which he can use like buy points to add new creatures to his army. The number of these replacement points is 1/10 of the buy points each player started with. So if you're playing a 30-point game, each player would get 3 replacement points each turn.

During the replacement phase, each player can spend his replacement points on new creatures, or save them and spend them later. Replacement creatures must start the game at the edge of the map where that army started the game.

A player whose army has just been wiped out gets no replacement points.

X. Game Tables

Creature Table
CreatureCostQtySizeSpeedAttack RangeDefendSpecial
Amazon16S11A21Man-type
Centaur46M21A22Carry man-type
Chimera42L12,1,112Heads cannot combine attacks
Cyclops52L132-33Cannot attack adjacent unit
Dragon51L1; 1A3,213Fire hits multiple hexes
Giant52L1414
Goblin14S21/211
Griffin44M2; 1A213
Harpy16S2A1/2A11
Hero31S12A12Man-type; special attack, defend
Hippogriff24M2; 2A1A11Carry hero
Hydra52L12,2,2,2,213Heads can combine attacks
Icarus14S1; 2A111Man-type
Minotaur34S1212Resist retreat
Men16S1111Man-type
Ogre33M1312
Pegasus24M2; 3A1A11Carry man-type
Roc52L2A412Cannot attack small units
Skeleton14S11/211Fear vs man-types
Unicorn24M3111Carry amazon

Terrain-Effects Table
TerrainMovement EffectCombat Effect
Grasslandnonenone
Desert/Beachnonenone
ForestUnit entering Forest must end its moveNo ranged attacks
SwampUnit entering Swamp must end its move-1 on attack rolls
Hills-1 on speed (not less than 1) +1 on attack rolls if attacker is higher, -1 if lower
Hilltops (closed contour lines) are higher than hillsides (open lines)
Depression2 move units to enter or leave -1 on attack rolls against enemies on normal land
Water, RiverCannot enternone
RoadDouble movenone
TownSame as Roadsame as Forest
BridgeDouble move; can't pass through friendly unitsnone

Combat Results Table
Combat Odds< -3-3-2-112345> 5
Die
Roll
-1-A XA XA XA XA XA R2A R1n/rD R1D R2
-2-A XA XA XA XA R2A R1n/rD R1D R2D X
-3-A XA XA XA R2A R1n/rD R1D R2D XD X
-4-A XA XA R2A R1n/rD R1D R2D XD XD X
-5-A XA R2A R1n/rD R1D R2D XD XD XD X
-6-A R2A R1n/rD R1D R2D XD XD XD XD X

XI. Designer's Notes

Why did I design this game? For one thing, it was easy; most of the rules are from what I'm calling "the Gator engine," the rules for my modern USMC game, Gators! The myth theme gives the same old rules a different flavor. And who wouldn't enjoy directing a battle of rock-lobbing cyclopses, club-swinging ogres, and rattling skeletons?