Mysticana: A Foundation Deck (UK ONLY)
Mysticana: A Foundation Deck (UK ONLY)
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Living elements interweave throughout the realm. A water guardian extinguishes a roaring wildfire that leaves behind unrecognizably scorched earth. The seared avatar of that earth rises and consumes the water of a dozen seas. With infinite variations on their eternal cycle, no element can ever reign supreme.
Mysticana is a Foundation Deck: an 18-card deck that includes multiple core games using just the base cards with even more games added through small expansions. The deck features cards numbered 1-6 across 3 suits (elements) which have a “rock-paper-scissors” hierarchy. While each game might make use of the deck’s design in different ways, the flexible foundation enables new games to fit in seamlessly alongside previous entries.
The base deck includes rules for three core games: Nine Perils, Sorcerers' Showdown, and The Path Ahead.
More expansions will come out over the course of a year.
The Mysticana Expansion Games wallet is the perfect storage solution for your chosen Mysticana expansions.
- 1-6 Players (game dependent)
- 15 Minutes
- Ages 8+
EXPANSIONS
Cave of Djinns is a solo-only expansion game for the Mysticana deck. In this evolving puzzle, the player must solve the djinns’ riddles through careful card placement. Each of the 6 double-sided djinns are placed in a loose pyramid shape, with space around each djinn to play a card in each orthogonal direction. The player draws 2 cards and plays them both in sequence each turn. Each djinn shows a specific arrangement of cards around them which must be fulfilled to solve their riddle and earn an immediate one-time bonus. Solved djinns are covered by an adjacent Mysticana card. Complete all 6 riddles to escape the cave with wits intact!
Arcane Artifacts is a multiplayer expansion game for the Mysticana deck. In this lightweight game of chance and skill, each player receives 2 cards and hopes to have the best combination for the round. After the initial deal, players may discard 1 of their cards to draw a replacement, then each player decides whether to stay in the play or resign for the round. Once all players have committed, a new card is flipped; this determines scoring for the round and also changes the value of each Avatar (rank ⟐). Players reveal their hands to see who holds the best score. Each round also features one of 12 Artifacts, which offer a bonus to the player's hand who meets their criteria most effectively. Rounds are cumulative, and the first player to win a round and have 30+ points is declared the final victor!
Wild Magic is an expansion to the Mysticana deck for 1-2 players. The players compete to have the strongest collection of magical energy, denoted by cards they’ve captured from the shared Aether. Each turn, the active player adds one card from their hand to the Aether. This determines which cards they may capture. Newly added cards capture anything of the same rank as well as anything which is the same element and exactly one rank lower. A 7 also captures the lowest card of the weaker element. At the end of play, each player checks for any Backfires: if a player has exactly 2 cards of the same rank, the weaker element is flipped down and provides a penalty. Next, the two players compare their total score across each of the 3 elements; the player with the higher total rank in each element wins that element, and the player who scores the most elements wins the game. Optional Discipline cards add strategy-shaping special abilities for each player.
Harbingers is an expansion to the Mysticana deck that can be played solo or in a 2-players co-op mode. It is based on the gameplay of Nine Perils and introduces 6 double-sided cards with Harbingers on the front and Visions on the back. Each game uses 3 Harbingers and 3 Visions: Harbingers are placed above the timeline and introduce additional restrictions to some perils, while Visions provide one-time effects that help the player. The game is played over 3 rounds, with an increasing number of Harbingers in play each round. Win all 3 rounds to win the game. In the cooperative mode, players strategize together without revealing their cards and, each turn, choose one player to play.
Curse of Dragons is a solo-only expansion to the Mysticana deck. Begin with 3 of the 5 unique dragons in play. You must banish all three to win. Each turn, draw a new card into your hand or deploy one to a battlefield by discarding cards that match or exceed its value. Deployed cards have an immediate effect based on their element type, though you can gain even greater abilities by holding groups of the same element in your hand. When drawing a card, be wary of the dragons’ curse: should your hand's ranks ever total 15 or more, the dragons steal cards from your hand for their hoard. If their hoard reaches 15, you lose! Arrange one of the battlefields to include only the cards required by a dragon’s unique requirement in order to banish it. Once all three dragons are banished, you win and the realm is safe once more.
Element of Surprise is a 1-2 player expansion to the Mysticana deck. In this game of strategy and manipulation, players battle to control the shifting power among the factions. The game is played over a series of battles. For each battle, players first build up the three elemental factions by allocating cards from their hand to the three elemental factions. Next, they secretly assign two cards to the shadows and select a Herald by placing a card face-down, which represents the faction they wish to support. Battle is then joined: each player reveals their Herald, totals the value of their chosen faction, and multiplies that value by the lowest matching element card in the shadows. The player with the highest total wins the battle, and the first player to win 3 battles wins control of the realm!
Realmseekers is a 1-6 player expansion to the Mysticana deck. Start a new expedition by assigning each player an adventurer card and shuffling the Mysticana deck. Create a protection pile of 3 face-down cards and an expedition pile of 3 face-up cards. The expedition always includes 3 threats (one for each Mysticana element) with a threat’s value equal to the total of its ranks showing in the expedition. Each turn the current leader adds a new card to the expedition pile, then each player may choose whether to stay on the expedition or quit it to immediately score 1 point per card in the expedition pile plus the value of the lowest threat. Once the deck is out of cards or all players opt to leave the expedition, each player still in the expedition determines whether they were successful. Reveal the 3 cards in the protection pile and total their ranks to determine the expedition’s base defense. Each player then adds the specialized defense gained from their unique role card and compares this total to each threat to determine whether they defeat it (matching or exceeding the threat value). If an Avatar is in the protection pile, it automatically defeats the threat of the weaker element. A player is successful if they defeat all three threats; otherwise, they fail and get zero points. Successful players score 1 point per card in the expedition plus the value of the lowest threat. If only one player faced the threats and succeeded, they score 1 point per card in the expedition plus the value of the second-highest threat. If any player reaches at least 50 points at the end of a round, the game ends and the player with the highest score wins!
CREDITS:
Foundation Deck Designed by Dustin Dobson & Jamie Thul
Expansions designed by Dustin Dobson & Jamie Thul, Roshni Patel
Art by Filip Popovic
VARIANTS:
Mysticana: A Foundation Deck - the base deck, required for all games
Cave of Djinns - a 6 card solo Expansion Game packed in a card sleeve (requires Mysticana: Foundation Deck)
Arcane Artifacts - a 6 card 2-6 player Expansion Game packed in a card sleeve (requires Mysticana: Foundation Deck)
Mysticana: Wild Magic - six-card 1-2 player expansion game packed in a card sleeve (requires Mysticana Foundation Deck).
Mysticana: Harbingers - six-card 1-2 player expansion game packed in a card sleeve (requires Mysticana Foundation Deck).
Mysticana: Curse of Dragons - six-card solo expansion game packed in a card sleeve (requires Mysticana Foundation Deck).
Mysticana: Curse of Dragons - six-card solo game expansion packed in a card sleeve (requires Mysticana Foundation Deck).
Mysticana: Element of Surprise - six-card 1-2 player expansion packed in a card sleeve (requires Mysticana Foundation Deck).
Mysticana: Realmseekers - six-card 1-6 player expansion packed in a card sleeve (requires Mysticana Foundation Deck).
Mysticana Expansion Games EMPTY wallet - one empty wallet for Mysticana Expansion Games
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