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Mythic Mischief Vol. II box art

Mythic Mischief Vol. II

Game ID: GID0222375
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

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
Mentions per page
Showing 1–3 of 3
Video gFS76af9CjY Board Games UnLocked Review at 0:16 sentiment: positive
video_pk 112854 · mention_pk 324521
Board Games UnLocked - Mythic Mischief Vol. II video thumbnail
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
Brains On Games - Mythic Mischief Vol. II video thumbnail
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
Tim Chuon - Mythic Mischief Vol. II video thumbnail
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.
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