Rising From The Deep
Out of the depths he comes; Poseidon, Lord of the Depths, is here to greet you!
Our second big expansion is the water to quench the fire of Hephaistos. It allows you to take your Mythic Battles to sea, and fight the legendary sea monsters that lurk along the rugged coasts of the Mediterranean.
For just $59 you get:
- A 2-4 player narrative campaign in 8 scenarios
- 1 new board, with 2 new maps
- Punch boards containing 8 ships
- 1 new God: Poseidon
- 4 new Heroes: Theseus, Andromeda, Periphetes (Kickstarter Exclusive), Antaeus
- 3 new Monsters: Polyphemus, Scylla, Charybdis
- 15 new Troops: Harpies (2), Sirens (5), Tentacles (8)
The Campaign: Blood Tide
Poseidon was lucky. Of all Greece, his realm was the least affected by the return of the Titans and the resulting devastation. Now, he thought, was his chance to step from his brother’s shadow and claim the crown for himself. But first there was a small matter of revenge. That upstart favourite of Zeus: Athena. She was going to pay for winning Athens from him.
This 8-scenario campaign follows Poseidon as he lays a trap from Athena, and tries to conquer the remains of Athens and Troy in a bid for both revenge and domination.
The campaign is playable with 2, 3, or 4 players.
A New Battleground As well as the campaign, this expansion includes a new board, with two new maps to play on.
Now you may think that maps full of sea aren’t as much fun as fiery forges or portals to the Underworld. However, they are the setting for a whole new sort of battle…
War At Sea
When Mythic Battles: Pantheon goes to the beach, it’s not all sandcastles and ice cream. Not by a long chalk.
This expansion includes two new boards to take the war to sea. Aquatic creatures will find this entirely to their liking as it means they get a movement boost. Land units will be less happy about the watery deeps, but war isn’t supposed to be fair, and they have their own new toys: ships.
The 8 ships provided allow the land units to compete on a more even playing field, even if that field is rather soggy. And, given that Omphalos don’t float, the sea monsters will have to lumber on shore at some point, and then the tables are turned. But wait, it’s not that simple. Ships aren’t indestructible, and your brave warriors may end up clinging to the wreckage before they reach the safety of the shores.
These new maps, new ships, and new rules offer a very different style of play for your games of Mythic Battles.
New Gods, Heroes, Monsters and Troops
This expansion adds many new units to your games of Mythic Battles: Pantheon.
Poseidon is the only aquatic God, and this gives him the advantage when the map contains a lot of watery areas. Obviously he is most at home on the sea boards that come with this expansion, but streams and lakes are present in many other boards too.
Just like the raging sea, Poseidon is famed for his destructive power. He is also known for his resilience, and is almost as hard to vanquish as the ocean itself.
In Mythic Battles: Pantheon his first power, Trident, is like the sudden anger he barely contains. Temporarily increasing his range, it makes a devastating attack on several areas at once.
His second power, Divine Storm, pushes all units out of his area. This gives you control on the ground, allowing you to move your troops to a safe place or force your enemies into traps to be destroyed.
Lord of the seas, Poseidon lurks at the centre of a storm his foes should approach with care!
Theseus is an odd Hero, with unique Powers. Both are clearly useful, and enhance the Hero’s already good basic stats to make him a deadly foe.
Shining Strike is a new Power that allows you to search for an activation card, and then gives you the Initiative Talent, and a +2 bonus in attack and defence for the rest of the turn. That makes him extremely powerful when he can afford to pay for the Power, and allows him to take on opponents who are normally too dangerous for him to face.
His second Power, Ariadne’s Thread, enhances his survival. This lets him avoid one attack per turn, moving one area before the attack lands. Even the most dangerous foe is not much threat if they can’t hit you.
If you can time the use of his Powers right, Theseus can beat almost any hero or monster in a straight fight.
As you would expect from his story, Antaeus can regenerate one lost Vitality at the end of every activation, just like the Hydra. This means that you need to kill him in a very short space of time, because he will simply get better if you don’t finish him off quickly.
When it comes to the offence, Antaeus has his Wrestler Power, which means that any unit in melee with him is at -1 attack and -1 defence. He also has Mighty Throw, to cast aside unworthy opponents, and Block to keep those he wants to fight nearby.
At range, Antaeus uses his Force of Nature Talent to throw pieces of scenery at his enemies.
Andromeda is all about self-sacrifice. She has an attack of zero and a defence of only 4. However, her first Power cancels all damage done to her or any friendly units that turn, leaving just a single wound on Andromeda as payment. She is, therefore, an amazing guardian, despite not having Guard or any other Talent.
She can also ensnare her enemies, just as she was bound to the rock, by using her Andromeda’s Chains Power. This places 4 tokens on an enemy unit, which can then do nothing but attack them until it is free.
A strange unit in every way, Andromeda cannot help but make any army that includes her a bit out of the ordinary.
Periphetes (Kickstarter Exclusive)
With an attack of 6, and defence of 7, Periphetes is not a bad fighter before you consider his Talents and Powers. Sneak Attack gives him +1 attack if a friendly unit is in the same area, making him a social fighter rather than a loner. More importantly, his Bronze Club Power effectively causes a unit struck by Periphetes to miss a turn. And while they are stunned, he can hit them again, and again…
Periphetes’ second Power is related to his brigandry. Whenever he attacks a unit, he can steal an Omphalos held by them.
The size of Polyphemus is a clue to his strength. With attack and defence of 8, and a range of 1, he is a major threat to his foes. His Cyclopean Strength Power allows him to turn a piece of terrain in his area into a missile, making a 7 dice attack up to 3 areas away. This reflects the boulders he hurled at Odysseus as he sailed away.
As he is so strong, Polyphemus can use his second Power to gain the effect of Mighty Throw on every attack, regardless of the dice roll. In the game, this means he is the perfect unit to clear the enemy out of an area.
Finally, because he has such a long reach and a special tool, Polyphemus can claim Omphalos from adjacent areas, not just his own. This can have a big impact on the game, sneaking Omphalos out from under the noses of enemy units, to pass back to his patron God.
Scylla, aided by her many tentacles, is capable of inflicting a large number of attacks on adjacent enemies at once. She can, through her powers of Tentacles and Scylla’s Fury, regenerate her tentacles and use them as protection as well as weapons, which makes her extremely versatile and difficult to overcome. Like Charybdis, Scylla has very high characteristics and will be a major thorn in the enemy’s side.
Charybdis is slow-moving, but very dangerous. She is always alone in an area, pushing aside any who get in her way with her Groundswell power. Her second power, Sea Abyss, is a violent area attack, which combines with her Mighty Throw to cause serious damage to an opposing force. Charybdis’ extremely high characteristics make her ideal to control an area of the battlefield, destroying everything that comes within reach.
These are the only unit of flying Troops available so far, which gives the army that recruits them a unique tactical option. Flying allows a unit to cross areas containing enemy units or impassable terrain, and also gives the unit the ability to evade attacks. By paying an Art of War card, the flyer can dodge any attack from a unit without a range of 2 or greater, or the ability to fly themselves.
Probably the most interesting feature of the Sirens as a unit in the game is their ability to sing. This draws enemy units closer to the Sirens where they can attack them in melee. They find strength in numbers, gaining +1 attack for every 2 Sirens remaining. This is coupled with Torment to make their attacks land more easily.
Teaming the Sirens up with a powerful melee unit can be a deadly combination, drawing in the enemy, regardless of their own plans.
While these characters are all part of this campaign, don’t forget that they all work just as well in the skirmish mode of the game too. Simply add them to the draft when you next play, and see how they change the tactics of the familiar Gods, and add new synergies to familiar units.
Voice of Olympus