How to Play

The game in one breath

Ages of Myth is a collectible card battler. You collect legendary figures from the world’s great mythologies, build a deck, and face another player in a quick match on a living board. Deploy your figures across three Realms, watch them march and clash as the Ages turn, and win by earning the most Renown by the final Age. Easy to learn, genuinely hard to master.

This is a friendly overview, not a full rulebook — the game teaches you everything hands-on through The Academy, a short optional campaign that walks you through each mechanic one match at a time. Read on if you like to know the shape of things first.

The board: three Realms

Every match is played across three Realms stacked from the heavens to the underworld. Figures you deploy live in a Realm, and where they stand decides who controls it.

The Heavens

The realm above — sky-gods, sun, and storm.

The Mortal World

The middle realm — heroes, kings, and beasts. It borders both others.

The Underworld

The realm below — the dead, the deep, and the hidden.

The Realms are adjacent in a line: the heavens and the underworld each touch the mortal world, but never each other. That ordering matters — figures can only march to a Realm next door.

A living board

Unlike a static lane game, the board in Ages of Myth moves and changes:

Figures march

Some figures are Swift — once per round they can march one step to an adjacent Realm, shifting where their power counts. Repositioning is part of the game, not a one-time placement.

The Realms have rules and rewards

Each Realm carries its own active Rule (a twist on how it scores or what can happen there) and a boon (a lasting reward the side controlling it carries forward). And every Realm shows a coming rule — a telegraph of how it will change — so the board is readable, never random.

The Ages turn

A match plays out over two Ages. Realms rotate their rules between Ages, so a position that wins now may not win later. Plan a few steps ahead.

How you win: Renown

At the close of each Age, whoever has the most power in a Realm controls it and earns Renown — the game’s score. A tie means neither side controls it that Age.

One nice twist: whoever is behind in Renown reveals their plays first — a small edge that helps the trailing player fight back rather than fall further behind.

A turn, briefly

  1. You draw and deploy figures into the Realms you want to fight for.
  2. Figures’ abilities fire as they reveal; Swift figures may march.
  3. At the Age’s close, control is scored and Renown is awarded.
  4. The Realms shift, a new Age begins, and you adjust your plan.

The whole thing takes about three minutes — short enough for a coffee break.

The vocabulary: keywords

Figures’ abilities are written in a small shared vocabulary. You don’t need to memorize it — the game explains each one as it comes up — but here’s the gist:

Summon
Put a figure straight onto the board, skipping the normal deploy.
Revive
Bring one of your fallen figures back from the discard.
Destroy
Remove an enemy figure — it goes to the discard, where it could be Revived.
Banish
Remove a figure from the match entirely — no discard, no coming back. The rare, permanent answer.
Silence
Switch off a figure’s abilities for a while — its body stays, its tricks stop.
Bind
Pin a figure in place so it can’t march.
Ward
Protect a figure so enemies can’t Silence, Bind, Destroy, Banish, or move it.
Foresee
Peek at the top of your own deck and line up your strongest draw — consistency, not extra cards.
Swift
The trait that lets a figure march to an adjacent Realm.

Summon and Revive build your forces; Destroy, Banish, Silence, Bind, and Ward are how you answer the other player; Foresee smooths your draws. Strategy lives in how you combine them.

Clan wars: how they work

A clan is your standing team — up to 30 players who share a banner, a chat, and a war. Founding or joining one is free, and every clan fights the same weekly war.

Every match you play scores for your clan

There is no separate war mode to queue for. Play the matches you were going to play anyway: a win is worth 3 points to your clan, and a draw or a hard-fought loss still earns 1 — showing up counts. Practice matches against the AI score nothing, so the war is always human against human.

A new war every Monday

The war week runs from Monday 00:00 UTC to the next. Clans are sorted into divisions — Bronze up to Mythic — and each one competes against a group of around ten rivals at its own level. Finish near the top and your clan is promoted; finish at the bottom, or never turn up, and it slips a division. Nobody drops out of the game — you just find your level. Where we are right now: the ladder is still filling out, so every clan currently shares a single Bronze pool and nobody has been promoted or relegated yet. Divisions start moving once enough clans are competing each week — until then, your group ranking is what counts.

Spoils are shared, not hoarded

When the week closes, every member who fought is paid in dinar — plus najm for top finishers in the highest divisions — and your share is weighted by how many matches you contributed, up to a cap. The cap is deliberate: one obsessive player can’t take the whole pot, and a handful of matches from each member beats a heroic solo run. The clan itself also banks clan points into a shared treasury that leaders and officers spend on clan-only decoration — banners, crests, wall art, chat themes.

Your own war missions

Each war also deals you a small personal set of objectives. Finishing one drops a chunk of points straight into the clan’s total, so your weekly to-do list is your contribution — and if you don’t like the hand you were dealt, you can re-roll it.

The clan boss

Not everything is clan against clan. Your clan also shares a boss — a fearsome opponent with a health bar the whole roster chips away at, three attempts per player per day. Every damage milestone the clan crosses pays a chest to everyone who joined the fight, and landing the kill earns the contributors a slayer trophy for their cards. Beat it and a tougher one rises in its place.

And the moment you all show up

At a fixed hour each war, the group fights over a map of five territories. Leaders plant banners on the ground they intend to take, members register as fighters, and the battles play out as a bracket of ordinary three-minute matches at that hour. It is the one appointment in the week where the whole clan is online at once — and holding a territory pays the clan for as long as you keep it.

Between wars, a clan is a place to be: a chat that translates a clanmate’s message into your language on request, a wall you decorate together as you win, and a request board where you can ask your clanmates for a card you’re still missing.

One thing clan wars never sell is power. Points come only from playing, everything the treasury buys is decoration, and no clan can buy its way up a division.

Collect, build, and compete fairly

Ready to play?

The best way to learn the rest is a match or two. The Academy will take it from here.

Join our Discord