Mythic Mischief Vol. II cover
2024BGG rank #5,908

Mythic Mischief Vol. II

by Max Anderson, Zac Dixon, Austin Harrison · IV Studio

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Players1–4
Time45–90m
ComplexityMedium-Light
Age14+

About the game

What is Mythic Mischief Vol. II?

In the standalone sequel to Mythic Mischief, you play as a faction of Mythic Manor students competing to get as many of the other students caught by the Groundskeeper as you can without getting caught yourself. The Gargoyles, Gnomes, Werewolves, and Fairies each have their own unique set of abilities to move around the board, move the other factions into the path of the Groundskeeper, and even alter the course of the Groundskeeper by moving hedge walls. Players are able to upgrade their Faction’s abilities throughout the game by collecting powerful Tomes from around the hedge maze. The winner is the first Team to score 10 Mischief Points or the Team with the most points when the Groundskeeper finishes returning all of the Tomes after lunch! —description from the publisher

How it plays

Mechanics

Action PointsGrid MovementVariable Player Powers

On the shelf

Categories

Abstract StrategyFantasyMiniatures

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Mythic Mischief Vol. II?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?