• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Each tavern in MM7/MM8 has it's own setup and victory condition variables, and the commercial release, at least as far as I'm aware, has some additional custom setups. However, all players will draw five cards from their deck, and have a certain amount of Tower, Wall, Quarry, Brick, Magic, Gems, Dungeon, and Beasts to start with. Let's define what these things are!

This is essentially your life total in that if it falls below 0, you loose. However, one of the possible win conditions of a game is to have a high Tower value.

A protective barrier, physical or otherwise, that protects the Tower from damage. There are a few cards that deal damage to Tower directly, but, for the most part, damage will be dealt to Wall first. Damage can overflow from Wall to Tower, if Wall isn't high enough for the incoming damage.

This is one of the resources players can use for cards. At the start of each player's turn, they gain Brick equal to their Quarry. Cards with a Brick cost tend to focus on making your Wall higher.

Some cards will reduce Brick/Quarry values. In such cases, a player may not fall below 1 Quarry, or 0 Brick.

Another resource. At the start of each player's turn, they gain Gems equal to their Magic. Cards with a Gem cost tend to increase that player's Tower, though, there are cases of Cards that deal Tower damage. Sometimes with additional costs.

Such additional costs are NOT included in the calculation to determine if a card can be played. However, players can still use the cards even if they don't have enough resources for the additional cost. Players do, however, pay as much of that cost as possible.

As with Quarry/Brick, Magic cannot fall below 1, and Gems cannot fall below 0.

Another resource. At the start of each player's turn, they gain Beasts equal to their Dungeon. Cards with a Beast cost tend to deal damage. As with other resource types, Dungeon cannot fall below 1, and Beasts cannot fall below 0.

Sequence of play
The human player is always the starting player. The game will automatically draw your initial hand, and your initial resources, and perform the start-of-turn sequence of drawing a card, and gaining resources.

The window on the bottom represents your hand. The window in the center represents the card you are currently looking at. You may play a card, and activate it's affect, with the Action button (Z/Enter/Space bar). Some cards will have additional costs, but the initial cost must be paid for a card to be playable. Cards that cannot be paid for this way will be grayed out.

You can choose to "pass turn", and discard a card, without applying it's affect. You can do this by pressing the Cancel button (X/Escape).

Some cards will allow you to "play again". Playing those cards will activate a pop-up window at the top to show what cards you've played this turn so far.

When your turn is over, the card that you activated goes into a discard pile, as with whatever other cards you may have used this turn.

At this point, play will pass to the AI player, and they will get their start-of-turn sequence, and perform whatever action.

Play proceeds from human to AI player in this fashion until a player wins. There is no singular objective to win a game, and some have been spoken of previously. However, let's go over them anyway.

Tower Victory
A player can achieve a Tower Victory in one of two ways. One is to deplete the opponent's Tower to 0 or below. The other is to have a Tower value at, or above, a certain amount. This amount can vary between games, but, it is based on the starting Tower value.

Resource Victory
To achieve a Resource Victory, a player must accumulate a certain number of a single type of resources. This is not intended to be a total accumulation of all of a player's resources. It's a single type of resource. So, it's either 250 Brick, Gems, or Beasts, as a quick example.