Demayth

Chapter 6: Game Types & Victory

While the core mechanics of combat remain consistent, the conditions for victory shift based on the format of the duel. Choose your game type before the Pre-Battle Ritual begins.

1. Standard Duel (1v1)

The classic trial of skill and power. Two Demigods face off on the 16x10 grid to prove who holds the superior spark.

  • Victory: The duel ends when one Demigod is removed from the battlefield through Health Depletion, Toxic Overload, or Corruptive Decay.

2. Demayth Demigod Battles (Team Duel)

A team-based confrontation where two sides face off in an all-out war. Teams can consist of 2 to 6 players per side.

  • Team Initiative: Team Captains each roll a d6. The captain with the highest roll determines which team acts first.
  • Turn Order: Once the starting team is decided, players within each team strategically decide their own internal turn order. A team may choose exactly who goes first, second, third, etc. (for example, choosing to have a support player act before a heavy attacker).
  • Locked Sequence: The established turn order within a team must remain exactly the same for the entire game. For example, if Team 1 decides their order is Player B, then Player A, then Player C, they must take their turns in that exact sequence during every single rotation. This order cannot be changed for the remainder of the battle.
  • Victory: A team wins immediately once they have eliminated all Demigods from the opposing side. As long as one Demigod remains standing for a team, the battle continues.

3. King Slayer

A tactical mission for teams of 6. Each team must declare one player as the King or Queen; the remaining five act as the King’s Knights.

  • The Knights: Knights are the protectors of the crown. A Knight can be defeated multiple times. When a Knight falls, they are removed from the board for 3 Rotations. After the third rotation ends, they may redeploy at their team's starting line.
  • Victory: The game ends the moment a King falls. The opposing team wins immediately, regardless of how many Knights remain on the field.

4. Capture the Flag

A high-stakes objective mode for teams of 4 to 6 players. Flags are placed on the furthest edges of the board.

  • The Objective: Seize the enemy’s flag and return it to your own flag spot.
  • Capturing the Flag: To pick up the flag, a Demigod must be adjacent to the enemy flag token. Spend 1 Action and play an Inventory Card to "equip" the flag to your Weapon Slot. Note: While carrying the flag, you cannot use any other weapon in that slot.
  • Scoring: To score, the carrier must be adjacent to their team’s flag spot. Spend 1 Action and play an Inventory Card to plant the flag and secure the win.
  • Reinforcements: When a Demigod is defeated, they are removed from the board for 3 Rotations. After the third rotation ends, they may redeploy at their team's starting line.
  • Dropped Flags: If a flag-carrier is defeated, the flag is dropped in the space they previously occupied.