Mythereum is a multiplayer digital trading card game built on the Ethereum blockchain where players build unique decks of collectible cards and challenge others to engage in battle. Oh, and mind the dragons...
Each Mythereum Card is a unique Ethereum blockchain-based asset that you can trade, transfer, or sell. Cards are available individually and in booster packs which include five random cards from the latest edition. As you play, you'll gain Mythereum XP which you can redeem for new cards or upgrades to ones you already own.
Note: Each time a new 125-card edition is released, the previous edition will no longer be available for purchase and the only way to obtain any cards from that edition is from a player who is willing to part with them. The current edition is Mythereum: Genesis.
Mythereum is a last-man-standing card game where players pit their decks against 2-4 other players. In turn, players can launch attacks while attempting to protect their own Health and outlive every other player, earning Mythereum XP along the way.
Navigate to the Mythereum "Battleground" tab, and you’ll see a list of open games that are in progress as well as some you can join. If there are no open games to join, you can create one by clicking the “Create a Game” button.
You can view the current state of any game by clicking the “Open Game” button next to it. If you created your own game and at least one other person has joined it, you must click the “Start Game” button to begin the match.
Note: If you have joined a game, but do not see it in the browser, make sure you click the "My Games" filter. You should see all games you are currently participating in.
Each player chooses which of their cards to bring to battle. There's no maximum number of cards you can have in your deck, but the minimum to play is 5 cards. Each player's deck is automatically shuffled, and players are dealt five cards from their deck to make up their initial hand. Each player starts the game with 250 Health Points (HP).
A leader card is randomly chosen for each player to start the game and, one player is chosen at random to go first. All players are given the same set of random magicks at the beginning of the game. After the first turn, each player will get (3 random) magicks at the beginning of their turn. The first player cannot use an ability on the first turn, as there is a significant advantage to going first
Above is an example of a clean playfield:
- The Game hasn't started yet (person who created the game must click Start)
- Both players' magicks are set to 0
- Both players have a full hand of cards
- Both players have 250 Health Points.
- It will be your turn once the game starts.
- You are on the left, and your opponent is on the right.
This is the card with which you attack (or defend) each turn. You may only have one leader card active at a time. Leader cards have basic stats which determine their attack and defense, as well as special abilities which will be activated if the necessary magicks are available.
During each game turn, a player can perform one of the following actions:
- Switch to a different Leader
- Attack another player
- Exchange cards
- Switching Leaders
If you have cards in your hand, you may switch your current leader for one of those. This does not end your turn, and allows you to attack, or prepare to defend, strategically. Sometimes, it might make sense for you to select your weakest leader (expecting it to die), so that you can exchange your hand for new cards which may give you an advantage later on.
In the example playfield, the opponent's Leader stats aren't very high and they don't have any defense ability, so let's pick a Leader that doesn't need to waste our Magicks and has good defense of its own.
In this scenario, let's select Lyeyeru, since she can overwhelm the opponent's Leader without wasting Magicks and has a great Shield stat!
Note that during your turn, the attack button will be situated under each of the other players’ cards but not your own cards. This is so that you can specify which leader card you want to attack. You will be able to use a new leader card that you set during your next turn.
If a player chooses to attack another card and has the appropriate number of magicks, their attack will automatically be increased by the number indicated by the ability of their leader card (unless this is the first turn of the game). If they do not have the appropriate magicks, they may still attack with their leader card’s basic attack points.
If a leader card is attacked and their shield is overwhelmed, that leader card is defeated. However, if the attacked player has the appropriate magicks to increase their leader card’s shield and fend off the attack, the ability points will be automatically added and their leader card may remain standing. Defending against an attack does not require a separate turn but happens automatically as a consequence of an attack. Whether the leader card is defeated or not, the player who attacked finishes their turn and play moves to the next player.
When a leader card is defeated, a new leader card must be chosen. Scope out your opponents’ leader cards, abilities, and magicks when making your choice! Choosing a new leader card doesn't count as a turn, so you can attack your aggressor right back!
An attack that overwhelms the shield of a leader card will reduce that player’s health points by the excess of the attack.
Now that we know how this all works, let's attack with Lyeyeru!
Now we wait for our opponent to respond...
You may choose to exchange as many cards from your hand as you want (up to the number of cards that are currently in your hand, or available in your deck). Once you’ve selected cards to exchange, they will be removed from the game and that number of cards will be dealt from your full deck. If one of your cards has been defeated, your hand will show one less card and you will only be able to exchange that number of cards moving forward. You skip your attack phase in a turn if you exchange cards.
The game ends when only one player has one or more cards left standing, or when one player's Health is reduced to 0.
Each player earns XP for actions taken throughout agame, such as:
- Starting a game (1 XP)
- Defeating a leader card (1 XP)
- Damaging a player’s health (XP = Damage / 100; for example, 200 damage would be 2 XP)
- Winning a game (2 XP).
- XP can be used to improve cards (5 XP used per damage or shield point).
In-game deck-building is not quite ready yet. But do not despair; there is a temporary solution!
First, if you don't already have one, create a second Ethereum wallet which you will use specifically for Battling (and upgrading your cards, once you earn XP). We recommend sending yourself some ETH to this wallet, but it's not quite necessary yet.
From your main account holding all of your cards, transfer at least 5 cards that you want to battle with to your new account. This will be your battle-deck. Login to that account via Metamask, and use that account to battle in Mythereum!
This is a very common basic strategy in most trading card games, that seems to work very well here. You stack your deck with a combination of cheap cards (low magicka cost) and/or high Damage cards (Damage boost only).
An example of this might be a deck full of cards with high damage booster abilities (Clobber, Maul, Superior Wit, Agility, etc).
The idea here is that you will likely perform significantly more damage than your opponent's leader can defend, and you might be able to reduce your opponent's health to 0 without even killing all 5 of their cards!
Another deck idea might be cards with high Shield Leaders and Defense boosting abilities, where you attempt to hold off your opponent until you can unleash a strong enough attack to kill all 5 of their Leaders. It's very unlikely you will get your opponent's health to 0, but you might be able to strategically use your magicks to overwhelm all of their Leaders.
A deck we've seen being used in a few matches, is one filled mostly with Instant Kill Leaders (i.e. Nyx), and 1 or 2 Block leaders (i.e. Navbot). It can be quite risky due to their lack of stat boosts and high ability cost, but if your magicks line up correctly, you could end up killing all 5 of your opponent's leaders, while still retaining several of your own!