Myth Quest Cards that need a reprint
Alex
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Update: 3/18/15

Outstanding news! Our hard efforts of driving quest changes paid off.

Journeyman Quest Card Update


===========================================================================

Update: 3/9/15

The MegaCon team reviewed all my feedback (thanks BGG) on this topic and decided a reprint of Quest cards was indeed appropriate! I huge thanks to everyone who participated in this "quest"! Based on the amount of editing, the reprinted quest cards will be delivered with the Journeyman KS (for those ordering).

I don't know this for sure, but if they follow precedent, they will post these quests in an update. More to come.

===========================================================================

BGG - one of the topics that I've seen discussed a few times in the forums are quest cards and their wording. Several have made remarks like "they are confusing" or "they need to be reprinted", etc.

I'd like to compile a list of the cards that really need a reprint. My ask is to explain what's confusing, and possibly how you'd like to see this changed. I talked to the MegaCon team and they've received little direct feedback on quest cards. I told them about the community suggesting they were confusing and their ask of me was to find out which ones were causing pain.

If we can gather a real list, they are willing to review them and possibly include in the next KS like they are doing the updated hero and item cards.

Please create a geeklist entry for every card.

Thanks all.
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1. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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I reserve this first entry for my summary/notes for MegaCon. I will continue to add/edit this entry.

Challenges
- Quests sometimes clash with the story and this forces you to either redraw or make the quest fit.

- Some quests described an entity needing aid or protection but didn't give enough information about that entity. Example: "Protect the soldiers". How much HP does a soldier have? How much MP? What is their TN? Do they fight back? Do they have a threat range? etc.

- Often need to flip through the available quest cards 1, 2, 3 times before I find something suitable for the tile/story. Breaks flow of game.

- Nice to know what kind of quest at quick glance. Maybe a symbol or keyword.

- Win/Fail conditions should be on all cards. If there's no condition, state it.

- Chapter quests need to be separated into specific encounters (where a setting is dictated), and "generic". This way you know when a quest is going to change a setting. (Again, a symbol on the card could be all that's needed here).

- Act and Chapter quests frequently interfere with each other, especially when they are both on a timer.

- It takes too long to actually figure out what most quests want us to do.

- if possible, quests should be made generic in terms of tile size, location, and monster type.

- very difficult to know how much time a particular quest adds to the overall game play. It would be nice to have a time estimate on these quests.

- It would help if the quests were written in past tense, as a flashback, or reminiscence... in this manner, lack coherence is not all that bad and fits with the storytelling theme

- On acts when it doesn't specify number of tiles, do we simply decide ourselves how many? Is there a minimum number of tiles to qualify for an act?
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2. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Emile de Maat
Netherlands
Hengelo
Overijssel
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Act Quest: Set the Trap
The Heroes are provided 6 single-use traps: (2) Whirlwind of Steel, (2) Dragon's Breath, (1) Poison Dart, (1) Chain Lightning. All Tiles are 6x6. They place 2 traps per tile and decide when to activate them. The Darkness escort consists of 15 Grubbers, 2 Muckers and 1 Mini-Boss VIP.

This quest is definitely one that could use some explanation. Apparently, the heroes are not on the board, and the hero cards are not used. The enemies walk across the board, and must be killed using the traps. This I can make out, but it could be explained a bit better.

I've got a few questions:
- What is the turn sequence? Creatures move, then heroes may set off traps? Or creatures move, and heroes can set off the traps during the movement?
- What governs the creature's movement? Do the simply move to the opposing edge? In what order should they activate?
- Are Darkness cards drawn at the start of each movement phase (is it a "full" darkness cycle)?
- Can the quest be failed?
- Are you allowed to use more than three tiles (and use less than two traps per tile)?
- Are all tiles set up at the start, or is a new tile set up when a creature enters it?



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3. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Michael Hancock-Parmer
United States
Bloomington
Indiana
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Going to the Chapel
This card has the players place a 4X6 tile (to start, then advancing to other tiles) without traps, treasure, lairs, or monsters. They populate the tiles with tokens by size and "approach" them, looking for Areva. 4X6 tiles have 1 token, 6X6 3 tokens, 12x12 6 tokens. As per usual, there is no suggestion as to where the tokens go (or heroes, if this is their first tile). When activating the token, the heroes draw from a special treasure bag of 1 green, 4 white, 1 blue -- they are trying to draw the blue. If they draw white, nothing happens. If they draw green, they can take a white out of the bag.

Questions:
1) Do the heroes receive their doubled movement, considering there are no monsters on these tiles?
2) Even without doubled movement, this quest is crushingly simple. The darkness does not activate, while the heroes have many, many movement cards in their decks.
3) "When the heroes approach a person" -- what does this mean? Figures adjacent? Hero figures landing on a quest token? If you are adjacent to more than one figure (since we can place them wherever we want), do they both activate at once? In that case, do I do my draws separately (allowing me to pull green twice) or simultaneously (adding in strategy, since only possible to pull green once).
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4. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Michael Hancock-Parmer
United States
Bloomington
Indiana
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The Muse of Death

I think this is the last item I'll add, to show my opinion of the futility of this Geek List. Many of the quest cards need similar editing.

"1 or 2 lairs on a 12x12 tile. The Heroes must kill 12 enemies in 1 HC."

Questions:

1) Like many quest cards, this one opens the possibility of my party walking into a 6x6 or 12x12 and drawing this card, which then places and populates a 12x12 with 2 lairs. However, elsewhere the game rules prohibit (because reasons) placing two identical tiles side-by-side. To not be overrun is an astonishingly difficult task, even with 1 lair, unless you purposefully leave the initial tile empty.

2) The number of lairs is a bit unclear. There is a "Lair" symbol with a number "2" beside it, but on the game tiles that would signify "place one or two." Is that the case on Quest Cards as well?

3) The text must instead read "must kill 12 enemies in a single HC, since obviously their first HC is unlikely to kill a single enemy, at least none of the enemies that just spawned.

4) And here we can add for the uninitiated a mention that this card directly implores the player to spend money to purchase another quest pack if they want to continue the quest chain "Land of My Sojourn." A bold move by any game company, but one would expect such a strategy would require better content on the cards.
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5. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Jeremy Steward
Canada
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Cursed Council

Chapter Quest
A Hero, selected at random with a FD roll, is cursed before the Act begins. Place a Curse Token in that Hero's Status area. This isn't a normal curse. The Hero receives double threat for damage done, but every 2 kills drop treasure.

This should be an Act quest, as chapter quests are not in play "before the Act begins".
 
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6. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: The Key to Freedom

Questions:
Can the merchant attack or be attacked? If so, what are his stats? If not, is he simply a block to LOS and/or movement? Which ones?

Score: 4/5 - I'd likely play this out if we drew it at random
 
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7. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: A Chance Meeting

Questions:
What is the victory condition? Do the Heroes simply defeat the Agent, or must they also clear the tile(s)?

Comments:
This seems like it should be an Act quest since it's asking to have 4 tiles set up.

Score: 2/5 - I'd almost always draw a new card if this came up at random. If it were pre-selected, I might go to 4.
 
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8. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: Ruins of the Tu Mau

Questions:
What is the victory condition? Do the heroes just use the keys, or does the tile need to be cleared?

Comments:
The card should call out that using the key is an NCA - assuming that it is.
This is a great example of a decent single-tile card that would completely throw a session off balance if it was drawn at random. I'd suggest incorporating it with the Temple of Tu Mau as an Act Quest.

Score: 2/5 - I'd almost always draw a new card if this came up at random. If it were pre-selected, I'd go to 4. I like the concept and theme.
 
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9. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: The Temple of Tu Mau

Questions:
What is the victory condition? Is it defeating the AGent, or must the tile be cleared as well?
Resolution describes the heroes being transported back to their own time - when did they leave it?

Comments:
Like its predecessor, this is a neat idea but would throw off a game session if it wasn't expected. I'd suggest incorporating it with Ruins of the Tu Mau as an Act Quest.

Score: 2/5 - I'd almost always draw a new card if this came up at random. If it were pre-selected, I'd go to 4. I like the concept and theme.
 
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10. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Act Quest: Jewel of Ages

Questions:
What is the victory condition? Do the Heroes just have to make Syclopt flee, or does the Agent need to be defeated as well?

If I'm reading the card right (and the boss power card right), all the hero with the jewel has to do is stand in front of Syclopt, which will trigger his attack, which will get reflected, causing him to flee?

Is Kelish's 2 damage undefendable?

Comments:
The battle at the end seems very anti-climactic, especially since the Heroes know what they need to do. I don't know how you'd hide the mechanic without an overlord though. The story just seems like a big build up to a lackluster resolution. Even the Resolution text is bland.

Score: 4/5 - I would probably play this if drawn at random. The theme is pretty cool. The final battle seems a bit lame though.
 
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11. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: The Faithful Assistant

Questions:
Does Corbin move during the refresh phase with other quest stuff?

Is the victory condition to clear the tile with Corbin alive or get Corbin to a particular spot?

Comments:
Chapter quests that force immediate quest chains are bad. They derail my story into a story I may not have wanted to play. This should be an Act quest. Otherwise, change the quest so you stumble on him and have to free him and that unlocks an Act quest.

Score: 2/5. I don't like the immediate next quest and I'm unclear on the victory condition, so I'd probably redraw.
 
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12. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: Crushing Darkness

Questions:
Where are Corbin's stats? Are they the same as before? These should be on a separate stat card with some artwork.

Comments:
As before, telling me to immediately play another quest tells me this should be an Act quest.

Score: 3/5 - I guess if I'm in this I'd want to see it through, but if I had a fun story going I'd be annoyed at this chain of chapters derailing it.
 
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13. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: The Master Revealed

Questions:
Where are Corbin's stats? Are they the same as before? These should be on a separate stat card with some artwork.

So Corbin gets one shot at breaking the spell and then Yardu is summoned?

What is the victory condition? Kill Yardu? Rescue ALanina? Clear the tile?

Comments:
This should have all been an Act quest chain since you end up playing multiple tiles back to back.

Score: 3/5 - I guess if I'm in this I'd want to see it through, but if I had a fun story going I'd be annoyed at this chain of chapters derailing it.
 
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14. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: A New Master

Questions:
Where are Corbin's stats? Are they the same as before? These should be on a separate stat card with some artwork.

What is the purpose of the altar in this quest? It's called out but nothing references it.

What is the victory condition?

Comments:
This should be in the same Act chain as the previous ones.

Score: 3/5 - I guess if I'm in this I'd want to see it through, but if I had a fun story going I'd be annoyed at this chain of chapters derailing it.
 
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15. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: A Desperate Act

Questions:
What do the fighters do? What are their stats? Can they attack? Can they be attacked?

Comments:
The quest breaks immersion sending me off to Waconda suddenly. I'd tweak it to be the party finding a camp under siege by the Darkness.

Seems a little easy for something that would offer the heroes a chance to flee.

Score: 4/5 - Assuming I make the text more generic
 
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16. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Shawn Hubbard
United States
Texas
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Chapter Quest: A Song to Sing

Comments:
It would be nice to have some failure flavor text.

Score: 5/5 - The quest is simple and straightforward. I'd play it every time I drew it until I got bored of it.
 
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17. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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See You At Five
This quest seems to be a drinking competition between the heroes and Marcus the Ready. Not entirely sure if there are supposed to be any monsters involved or not. Please advise.
 
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18. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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Of Two Minds

This one is the end of the Mysterious Skull chain.

- Losing your secondary slot is NASTY, and presumably lasts forever?

Problem is here is that the Setup is incoherent. It mentions that ‘each’ 12 x 12 and 6 x 6 tile has certain undead things on it, but not how many to use. Maybe we just decide for ourselves how many tiles we want? And where is Sir Archeron? I get that we’re supposed to fight through various tiles to reach him, but it doesn't say where he is.! On the last tile presumably but where? Can he appear right next to us?
 
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19. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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Escort the Mystic

The card tells us how the monsters try to drag Sarah off while the heroes are escorting her. It tells us her Threat and we can work out that the heroes should try and manage this and draw attacks meant for her.

But it doesn't tell us what tiles we use.

It lists success and fail resolutions, but doesn't tell us how to get them!. Okay, it tells us Sarah is lost when they take her to a tile edge, so that's probably a Failure. BUT it doesn't tell us how to succeed.
 
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20. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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Defend the Abbey

What are the conditions for success?
 
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21. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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Two Thieves in the Bush

Quest says they need to catch the thief within 5 rounds (what’s a ‘round’? A Hero cycle?). There is no failure resolution.

 
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22. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Alex
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I Like My Odds

The quest is unclear. It lists a fail resolution but not how its reached. Does the Slaughterfield battle end if they don’t kill 10 monsters in 5 Hero Cycles?

what is the win con? clear the tile or just survivial for X rounds?

 
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23. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Jonathan Ricks

Texas
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Chapter. Drums of the world.


do you roll the fate dice only once? Or do you roll once per hero cycle? Are the rolls stackable, meaning two guile doubles that effect? ?
 
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24. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Jonathan Ricks

Texas
msg tools
Chapter. Dr ember weaves cure all

What is meant by 'exploding lair'? I assume it fits instantly but does it dodamage to adjacent squares? Or works as a flavor word but not as a mechanical one.
Is putting the cure all an nca? With tn zero?
 
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25. Board Game: Myth [Average Rating:6.70 Overall Rank:1850]
Jonathan Ricks

Texas
msg tools
Chapter. Catch a tailless

How do you set up the rules?
How does it disappear and when does it reappear?
 
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