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Gargoyles, Fairies, Gnomes, and Werewolves join the class.



Every game of Mythic Mischief is a thinky head-to-head puzzle. Wield the unique abilities of each faction with thoughtful strategy to prove, once and for all, who is best in class.




Use assymmetric abilities to manipulate your own mythics, your opponent’s mythics, the groundskeeper, and even the environment.




The groundskeeper moves at the end of every turn, heading towards their next destination token. Use your turn to move your opponents into the groundskeeper’s path—or move some hedge walls and change the path entirely!


Mythics that have been caught use secret entrances to re-enter the hedge maze at the beginning of every turn. The first player to reach 10 catches, or the player with the most points when the groundskeeper reaches their final destination, wins!

