Game at a Glance
- IV Games
- Players: 1-4
- Time: 45-90
- Ages: 14+
- Availability: Coming to Kickstarter on September 12, 2023

The game shown in this preview is a prototype; components and gameplay in the final version are subject to change; This copy was a gift for preview purposes
Mythic Mischief Vol. II is a standalone sequel to IV Game’s original monster mash strategy game. In this iteration, the students of Mythic Manor have taken their hilarious hijinks outdoors to the Hedgemaze – a strictly off-limits area. Anyone who’s seen The Shining might agree that’s sensible… The students must maneuver through the maze and figure how how to trip up their foes all while keeping themselves hidden from the mysterious Groundskeeper.
Impressions
Gameplay
Each player chooses a Mythic faction (Fairies, Werewolves, Gnomes, or Gargoyles) with a board, action dice, Tomes, and three unique student miniatures. The faction board is used for upgrading and determining actions, but all the main actions take place on the Hedgemaze Board, a grid chock full of clutter, hedges, and the constantly moving Groundskeeper.
Turns are divided into three phases: the Mythic phase, the Groundskeeper phase, and the cleanup phase. Actions taken during the Mythic phase tend to consist of moving the Mythics about the Hedgemaze. After the actions are performed, the Groundskeeper is moved along the quickest path toward his next destination token, catching any students foolish enough to be caught in his path. Points are awarded for all enemy Mythics the Groundskeeper catches, and removed for any allied Mythics he finds. Once the Groundskeeper has moved, the active player then cleans up their board by resetting their actions and adding Tomes, boosting their abilities, etc. After all phases are complete, the next player becomes the active player. Turns continue until the Groundskeeper reaches all of his final destination (Destination 3 on the After Dark phase) or one team reaches 10 Mischief Points.
Each faction has a unique way of moving the other Mythics and hedges around the board and can also distract the Groundskeeper to lure them towards one of their Mythics. Players also have unique actions that activate less frequently but can be very powerful when timed correctly.
Actions are tracked using a dice-and-cube system. When taken, the dice are rotated down a number to show how many actions remain. The Tomes collected throughout the game are used to upgrade these actions, making your Mythic faction more powerful on future turns.
This is an abstract strategy game battle where players attempt to remove their opponent’s pieces from the board, similar to Chess. Unlike Chess, players have several actions to spend per turn and have asymmetrical abilities. For those familiar with the gameplay in the first volume, the core rules are identical – you are getting a new setting and factions that can be mixed and matched with the original game.
Alternate Play Modes – Mythic Mischief Vol. II strikes me as a primarily two-player experience; however, it includes alternate play modes that allow up to four players to join in on the fun via team play. In addition, there is a solo mode that utilizes an automa deck.
Weight
The theme and visual style are charming and sure to appeal to many casual gamers. The rules are simple and the turn structure is laid out with handy reference cards. From this perspective, the game is not incredibly heavy. That being said, there almost seems to be a disconnect between the game’s simple rule set and quirky theme and the cerebral challenge it presents. Mythic Mischief is a tough puzzle.
Determining how to manipulate the board state to not only knock off as many opponent’s miniatures as possible but also to anticipate how they might retaliate on their turn and how to best protect yours in the future can be mind-bending. The ability to think ahead in 3-dimensions is a crucial skill to playing well. There are up to six miniatures to manipulate through movement and special abilities, not to mention the ability to literally move the very shape of the Hedgemaze, completely transforming the Groundskeeper’s path, and distracting him to move in a different direction prematurely to his movement phase. These actions can be broken up and taken in any order, giving the player incredible flexibility on how they can manipulate the board state to their advantage. The board may not seem large at first glance, but the possibilities begin to feel endless very quickly. Combine this with the fact that as the game progresses players upgrade their actions giving themselves even more action space and you increase that complexity even more. That’s not even taking into account that a player should be trying to anticipate what their opponent might be able to do on their own turn, and what their asymmetric abilities are… There is so much involved here in such a seemingly simple space that it can start feeling incredibly heavy very quickly.
Replayability
This is a game with a ton of replayability. First of all, four asymmetric factions can be upgraded differently from game to game. Secondly, the hedge maze has a few basic setup variations along with several Before Dark and After Dark cards which completely alter the Groundskeeper’s pathway and the clutter. I have noticed a vast difference in how various Mythics abilities can interact with each other, making some games feel more offensive and others more defensive. The landscape and characters will be different each time the game is played. And for those who already own the original Mythic Mischief, this replayability opens up even more because the games are compatible and can be mixed together!
Theme / Aesthetics
Mythic Mischief Vol. II is an abstract strategy game; however, there is a lot more theme here than is usually expected from the genre. The clever blending of stereotypical school cliques and familiar Mythical creatures is good-natured and playful. Much thought was put into the design of each of the four asymmetrical factions. Their unique abilities draw inspiration from who they are, such as the Gnomes being able to burrow underneath obstacles and the Gargoyles turning themselves to stone. Overall it’s charming, fun, and very well done, in my opinion.
The game itself is beautiful. IV Games has a reputation for creating games with high-quality components – this is no exception. The miniatures are unique and full of incredible details that add personality to the game. The box itself has a lovely linen finish, and the included Game Trayz are fantastic for setup and organization. If not for a few rulebook corrections, my preview copy would be ready for retail shelves in its preproduction state.
Interaction / Fun
The interaction on the Hedgemaze is very in-your-face. The whole point is to try to knock opponents off the board, so players spend their turns scheming to manipulate the miniatures and the Groundskeeper’s path to cause the most damage to their opponent. This is not a game for those who shy away from direct conflict.
Despite the conflict and interaction on the board, games may have long periods of quiet downtime and infrequent social interaction as players perform complex mental calculations. As the game progresses, your Mythic faction grows stronger and gains more action points to spend. This often leads to lengthier turns.
AP-prone players, beware: determining the best course of action can be time-consuming. It is not uncommon for players to start moving pieces and change their minds mid-turn, then start over. The downtime between turns can be significant. Mythic Mischief is more of a slow burn than a snappy, fast-paced battle.

Final Thoughts
This is not my first experience with Mythic Mischief. I have been playing the original version for a while now, and am very fond of it. Jumping into Vol. II was very straightforward having had experience with the first volume since the core rules are essentially identical.
This game might not be a good fit for people who do not care for direct conflict in games. In addition, it might be a grind for people who struggle a lot with “Analysis Paralysis” (AP). Examining every possible pathway to squeeze out the most optimal move is bound to lead to an aggravatingly long game. Drawn-out periods of silence, move-redos, and bored phone-scrolling are not uncommon issues caused by the extended downtime in more extreme cases of Mythic Mischief AP. I think the key to keeping the game length reasonable is being comfortable with finding a “good enough turn” and ignoring the urge to try to “solve” the game each round. If you or your main gaming partner struggles with a high level of analysis, Mythic Mischief may become more frustrating than fun.
Although I don’t think Mythic Mischief Vol. II is going to appeal to every type of gamer, it is a solid game that should not be overlooked. AP does rear its ugly head in my household, but it has not made the game unenjoyable for me. I never go into a game of Mythic Mischief expecting a swift, peppy duel. My husband and I know we are in for a more ponderous, demanding puzzle when we play. It is not a good choice for a night when we are pressed for time or low on mental energy, but there is a place for it in the rotation. The freedom offered by the action point system makes the puzzle difficult to crack, but it’s also what makes it so fun and satisfying when I can work out a good turn with my available actions. The tradeoff is worth it, in my opinion.
It’s not often that an abstract strategy game implements a theme so successfully. The miniatures are gorgeous and add plenty of charm, but the creativity that went into integrating the Mythic’s unique personalities into the mechanics is what makes the theme truly shine. The Mythic factions could have been one-dimensional but instead are a mish-mash of school cliques and Mythical beings. Both characteristics meld together to give the Mythics their well-thought-out abilities that add humor and fun to what could have easily been a dry abstract game. The fairies are class clowns and can use antics to move hedges in front of their enemies or perform a little switcheroo with the Groundskeeper like proper pranksters. The werewolves are rebellious rockers who rudely fling students around the Hedgemaze but also use their sweet shredding skills to obliterate hedges and clutter. It’s hard not to have fun when playing with these adorable characters.
I enjoy the heck out of this game. The creativity poured into the design, the thematic integration, the simplicity of the rules, and the mental challenge are all fantastic. The production quality is wonderful, too. The game length can run a bit long for us, and AP can become an issue with some turns dragging. But overall, Mythic Mischief Vol. II is well-received in my family.
This game may not be a fit for people who dislike direct conflict and who struggle with AP. I think it will appeal most to those who prefer slow, deliberate strategy games in the same vein as Chess and don’t mind taking their time.










