How to play
Official rules · version 4.0Mythfate is a 1v1 turn-based card game where you command armies from three real mythologies. It takes five minutes to learn and does not run out after a hundred games, because combat does not depend on luck: it depends on whether you can count.
1. The goal: your hand is your life
There are no health points in Mythfate. Your hand is your health bar: if you are left with zero cards in hand, you lose immediately. And mind the detail that decides half the matches: the card on the table does not count as part of your hand.
That changes how you think about every play. Each card is both a weapon and a piece of your life, and the whole game is about spending less than your opponent while forcing them to spend more.
2. The deck
| Rule | Value |
|---|---|
| Deck size | Exactly 20 cards |
| Copies of the same card | 2 maximum |
| Copies of a legendary | 1 (they are unique) |
| Point budget | 40 per deck |
| Mixing factions | Free |
Every card spends budget according to its rarity: common 1, rare 2, epic 3 and legendary 6. In practice a deck fits four legendaries at most, so stacking bombs is expensive: you have to choose.
3. Starting a match
- Both players shuffle their 20-card deck.
- Each draws an opening hand of 5 cards. There is no mulligan.
- Who goes first is decided at random.
Your hand is capped at 8 cards — anything drawn above that is lost — and each turn lasts 60 seconds; when time runs out, the turn passes automatically.
4. The turn: the table rules
Mythfate works through exchanges. Whoever holds the table sets the threat, and the opponent must beat it or pay the price of passing.
Action phase (optional)
You may use one special ability card per turn. It resolves without fighting, goes to the graveyard, and afterwards you can still attack on the same turn.
Combat phase
- Empty table: you have the initiative. Play any unit, it stays as the threat, you draw 1 and the turn passes.
- An enemy card is on the table: you may only play cards that win the clash. The game never lets you attack and lose, so failed attacks do not exist.
- The card on the table is yours: you place another on top without fighting, the previous one goes to the graveyard and you draw 1.
Passing
You can always pass, even holding cards that would win. Declining to attack is a legitimate tactical play. But passing has a price: you discard a card from your hand (your choice), you do not draw, and your opponent keeps the initiative.
The golden rule of drawing: playing a card always draws 1. Only passing discards instead of drawing.
5. The elemental cycle
Every card has an element and an elemental bonus from 1 to 3. The cycle: water beats fire, fire beats wind, wind beats earth and earth beats water.
- Advantage: your element dominates the defender's and you add your bonus to the attack.
- Disadvantage: your element is weak against theirs and you subtract it.
- Neutral: no relation between elements, no modifier.
Only the attacker gets the modifier. The defending card's defence is always its own, unless an ability changes it.
6. Resolving a clash
This is the only formula you need:
Effective attack > effective defence → victory.
Strictly greater: ties go to the defender. Effective attack is base ATK plus or minus the elemental bonus and any ability modifiers; effective defence is the DEF of the card on the table with its own modifiers. That is all. No dice are rolled and no cards are drawn to resolve: before you play the card you already know the outcome.
When the attacker wins, the defeated card goes to the graveyard, the attacking card stays as the new threat, you draw 1 and its passive abilities trigger.
7. Team attack
This is the weapon of common cards, which have no abilities. Two basic units of the same profession can charge together from your hand, adding their attacks — each with its own elemental modifier — to bring down a threat neither could beat alone.
The leader stays on the table; the partner goes to the graveyard along with the defeated card. It is the reason a deck full of legendaries does not win by itself: commons have their own way of breaking walls.
8. Zones
| Zone | What it is |
|---|---|
| Hand | Your life. 8 cards maximum |
| Deck | Your reinforcements. No fatigue: if it empties, you simply stop drawing |
| Table | A single active card: the threat |
| Graveyard | Shared by both players. Several abilities steal from it |
| Exile | Cards removed from the match. They never come back |
9. Ending the match
The match ends when a player is left with 0 cards in hand. Running out of deck does not kill you directly — there is no fatigue — but it dooms you: with no refills, every turn leaves you one card poorer.
Frequently asked questions
Is it a luck-based card game?
The deal is random: you shuffle and you draw. Combat is not. You never lose a clash to a bad roll, only to bad maths.
Can I play offline?
Yes, against the AI. Ranked PvP and Arena need a connection.
Do I need to pay for good cards?
No. Every card is obtainable by playing, and any card can be crafted with arcane dust at a published cost. The full commitment is in our fair play promise.