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Mythling Mayhemβ 1/7 Β· 1/7
Rival
Turn 1β¦
You
Pass the device to
Player
No peeking, mortals.
Settings
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Sound
Animations
Coach marks
MYTHLING MAYHEMadorable chaos, professional grade
AI mood
First Mythler to corral 7 Critters into their Glade wins. Ages 12+. No levels, no grind β one glorious match, wildly different every time.
Rules of the Grove
Goal β easy scoring: first player with 7 Critters in their Glade wins. That's it. Your score is just your Critter count (the diamonds β under your name). Critters cursed with Not It! don't count. π
Your turn (3 tiny steps)
1οΈβ£ Draw a card. 2οΈβ£ Play ONE card β or π Panic Rummage: chuck your whole hand, draw 3. 3οΈβ£ End turn β discard down to your hand limit (7, +2 per Enchanted Teapot). Click or tap a READY card to play it immediately. If it needs a target or an Epic snack, the game switches straight into that choice.
The four card types (97-card deck + your imprinted starter)
CRITTER Γ48 Friends that fill your Glade. Epic Critters β demand a snack: discard 1 extra card to play them. CHARM Γ14 Buffs that hang out in your grove. CURSE Γ15 Attach to an enemy Critter. Rude. Effective. ZAP Γ20 Instants. Immediate mayhem.
Key tricks
β¨ Ward shrugs off the next hostile spell. π¦ The Chosen Duck saves one Critter from destruction per turn. πΏ Guardian Gargoyle eats the first Curse each turn. π΄ Panic Button nukes your rival's next card. Stealing, bouncing, blanking, hand-swapping β all legal, all hilarious.
Why every match differs
36 unique cards, random shuffle, snack economy, tempo gambles (Rummage vs. hoarding), and an AI that adapts to what you build. Go tall with Epics or wide with fast Critters β both roads lead to glory (or comedy).
Online Duel (P2P)
No servers, no accounts. One player hosts, you swap two magic codes (any messenger works).