Game Info
Year
2024
Players
1-4
Age
14+
Playtime
60 min
Complexity
2.4/5
Collection
Your Tier
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Description
A standalone sequel in which mythic factions manipulate a hedge maze to get rival students caught by the Groundskeeper
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–3 of 3
Video gFS76af9CjY
Board Games UnLocked Review at 0:16 sentiment: positive
video_pk 112854 · mention_pk 324521
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Great factions
- Gameplay is the exact same as Volume 1, which is great
- Factions are balanced and fun
- Thematic abstract game that works well
- High replayability due to faction combinations
Cons
- Standalone Volume 2 box size and storage issues
- Re-themed maze setting is less thematic than the original library setting
- Pre-painted miniatures are poorly done and do not match character art
- Wander ability for fairies is situational as it uses diagonal movement when adjacency is more common.
Thematic elements
- Mythic creatures vying for dominance
- Maze
Comparison games
- Chess
- Onitama
- Smash Up
Mechanics (from transcript analysis)
- Area Control — The ability to manipulate hedges, create barriers ('Stone' ability), and control destination points implies an element of area control.
- faction abilities — Each faction has unique abilities that define their playstyle, such as the Gargoyles' 'Glide' and 'Perch', Fairies' 'Wander' and 'Antics', Werewolves' 'Fling' and 'Heave', and Gnomes' 'Burrow' and 'Shifty'.
- Modular Board — The game uses hedges and potentially other elements that can be moved or manipulated on the board.
- movement manipulation — Many faction abilities focus on moving own pieces, opponent pieces, or game elements like hedges to alter the board state.
- Set Collection — The game involves collecting points, with a race to 10, and losing points is detrimental.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- if you don't like original Mythic Mischief this is doing nothing for you
- if you are a fan of the volume one then get volume two because it is more factions
- I paid extra for pre painted Miniatures that's probably the last time I'm doing that because I get it it's Mass Market just mass produced painting of Miniatures but these These are bad these are really bad painted minis
- this game continues to be great
- Gnomes became my favorite mainly because of their of their movement honestly
- I really hope again that they do more because this game will just continue to sing with more factions
- I really like Volume 2 and this is one of the few skirmish games that I still own that I think is absolutely phenomenal
References (from this video)
No references stored for this video.
Video XelVt63k_mE
Brains On Games Review at 0:00
video_pk 86819 · mention_pk 323493
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
- Array
- Array
- students at a mythical school pranking each other while avoiding the grounds keeper
- Array
- Mythic Manor hedge maze/prank setting with student factions
- Array
- Array
- Array
- positive
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Mythic Mischief is a rules light strategy game but the strategy itself is much heavier
- There is no randomness here
- it's a spatial puzzle that you're solving on every single term
- great theme great components and gameplay
- the game is gorgeous and sucks you in
References (from this video)
No references stored for this video.
Video rZwJSvc5wKk
Tim Chuon Review at 0:04 sentiment: positive
video_pk 66267 · mention_pk 323515
Click to watch at 0:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Engaging thinky puzzle with tight interaction
- High replayability due to multiple factions and dynamic map state
- Great for game nights; quick to teach and quick to play
- Asymmetric factions add variety and strategic depth
- Reactionary gameplay creates exciting decision space
- Two-player mode is notably strong and niche-friendly
- Chest-like run-it-back feel encourages repeated plays
Cons
- Gargoyle ability feels underwhelming relative to others
- Analysis paralysis at four players can slow the game down
- Waiting time and map interaction can lead to slower pacing in larger groups
- Balance concerns around certain abilities (e.g., fairies’ power level) may require house rules
- Potentially less engaging for players who prefer solo or direct confrontation rather than coordination
- Volume 2 adds more complexity and pieces, which may increase setup and learning curve
Thematic elements
- Asymmetric, pursuit/puzzle structure where players vie to avoid being caught by a Groundskeeper while setting up opponents.
- Magical woodland with hedges and a small map featuring factions like Gargoyles, Gnomes, Fairies, and others.
- Abstract/conflict-driven rather than narrative-driven; emphasis on strategic interaction and dynamic board state.
Comparison games
- Chess
- Checkers
Mechanics (from transcript analysis)
- Action Points — Players spend dice as action points to perform up to four actions per turn, plus a potential legendary ability.
- action_points_and_turn_structure — Players spend dice as action points to perform up to four actions per turn, plus a potential legendary ability.
- Asymmetric Mechanics — Four factions each provide unique abilities that affect movement, blocking, or scoring, while maintaining a common core mechanic.
- asymmetric_factions_with_shared_core_mechanics — Four factions each provide unique abilities that affect movement, blocking, or scoring, while maintaining a common core mechanic.
- boss_swapping_and_manipulation — Fairies can swap the boss with another miniature, enabling tactical repositioning.
- fairies_stone_transformation — Fairies can turn into stone in a space, offering a defensive option and affecting planning.
- gnomes_bypass_walls — Gnomes can bypass walls, enabling unusual movement strategies and map interaction.
- groundkeeper_and_hedge_mechanics — A Groundskeeper moves toward spaces on the map, with hedges influencing route and engagement; map manipulation affects outcomes.
- reactionary_gameplay_and_analysis_paralysis — Turns are highly reactive; players often need to coordinate with partners, leading to analysis paralysis at higher player counts.
- scoring_via_capture_and_avoidance — Points are awarded based on setting up or avoiding capture as the Groundskeeper moves across the board.
- short_and_teachable_pace — Core rules are quick to teach and table presence is strong on a small map.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Mythic Mischief is an abstract game
- it's a very very thinky puzzly
- I absolutely love that my favorite thing about this game is this constant tug of war that you're playing
- Gnomes they can bypass through walls
- it's a reactionary game
- the replayability here is very high
- the fairies are so op definitely my favorite fashion
- the legendary ability is completely broken
- it's fun to get everyone involved
- I'll see you all in the next one
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–3 of 3