Mythos Rules
This page demonstrates three nested heading levels you can use to structure the full rules for Mythos. Replace the placeholder text with your final rules content.
1. Core Concepts
Core concepts introduce players to the fundamental ideas behind Mythos: heroes, mythologies, and the flow of play.
1.1 Heroes and Avatars
Heroes represent the player’s presence in the world. Avatars are powerful manifestations of mythic forces that fight on their behalf.
1.1.1 Hero Health and Defeat
Each hero begins the game with a set amount of health. When a hero’s health is reduced to zero, that player is defeated and removed from the game.
2. Turn Structure
Each turn follows a clear sequence of phases. Players complete all phases in order before passing the turn.
2.1 Phases of a Turn
A standard turn is divided into several phases, such as the Start Phase, Main Phase, Combat Phase, and End Phase.
2.1.1 Start Phase
During the Start Phase, players ready their cards, resolve any “at the beginning of your turn” effects, and draw a card if appropriate.
3. Card Types and Mythologies
Cards in Mythos belong to different types and mythologies, which determine how they interact with each other and with the rules.
3.1 Mythology Tags
Each card may have one or more mythology tags, such as “Ouroboros Pantheon” or “First Flame.” These tags are referenced by abilities and deck-building rules.
3.1.1 Shared Mythology Effects
Some abilities become stronger when multiple cards share the same mythology. For example, a card might grant bonuses if you control three or more cards from the same pantheon.