This game is played in two phases. In the first phase, players race to build a puzzle of MYST®
island—each player (or team) has a complete puzzle that is identical to the
other puzzle except for its color. The
end result will be a complete image of the island made up of two different
colors. In the second phase, players
move around MYST® island, attempting to reach and control key Landmarks. At the end of the game, players earn points
for the Landmarks that they control.
- 2 Complete
Arrow and Base
To earn the most points; players earn points by controlling
Key Landmarks and Marker Switches on MYST® island.
MYST® is played in teams.
If two people are playing, each team will have one player. If more than two people are playing, split
the players into two teams. MYST®
should be played on a large table so that both teams can spread out their
the Spinner: Insert the axle of
the spinner arrow through the hole in the top of the spinner (the side
with the numbers). Snap the base
onto the arrow through the bottom of the spinner.
the Cards: Shuffle the cards and
deal five cards, face down, to each team.
a Color: Each team takes a playing
piece. The team with the blue
playing piece takes the complete set of blue puzzle pieces; the team with
the yellow playing piece takes the complete set of yellow puzzle pieces.
STARTING THE GAME
teams look at their cards. Based
on the point values on the cards (see Landmark Cards and Scoring, below),
each team secretly decides which Landmark it would like to control first.
Landmark has one puzzle piece with the MYST® logo on it. This is called the Key Landmark
Piece. Each team finds the Key
Landmark Piece of its own color for the Landmark that it has chosen.
team with the youngest player goes first by placing the Key Landmark Piece
that it chose on the board, in position (see rule #4 in The Puzzle Phase—Building
MYST® Island, below).
other team places the Key Landmark Piece that it chose on the board in its
position. If the second team chose
the same Key Landmark Piece that the first team played, the second team
chooses another Key Landmark Piece and places it on the board, in
THE PUZZLE PHASE—BUILDING MYST ISLAND
each team has placed its first Key Landmark Piece, the race to build the
do not have to take turns; they build the puzzle, using puzzled pieces of
their color, as quickly as they can.
may only place puzzle pieces that touch a puzzle piece of their color
already on the board. For example,
if a team starts with the Key Landmark Piece for the rocket ship, the
second piece that team plays must touch that piece. The third piece that it plays must
touch one of the first two pieces.
pieces must be placed so that the image on the piece matches the image
that it covers on the game board.
Puzzle Phase continues until the puzzle is finished and the tame board is
THE EXPLORATION PHASE—MOVING AROUND MYST® ISLAND
start the Exploration Phase, the youngest player spines the spinner. The arrow will point to a number on the
inner ring of the spinner card; this number is the number of turns that
will be played in this game. One
turn consists of both teams moving (just like a complete inning in
team places its playing piece on the first Key Landmark Piece that it
placed on the board.
team that placed the fewest puzzle pieces on the board goes first, by
spinning the spinner, and moving the number of spaces indicated on the
outer ring of the spinner. Each
puzzle piece on the board counts as one space.
may move fewer spaces than the number indicated, at their option.
pieces may not share a space.
exploration phase ends when both teams have moved the number of times that
the youngest player spun. Except
for scoring the game is over.
REACHING AND CONTROLLING LANDMARKS
- When a
team reaches a Key landmark Piece that the other team placed, it may, at
its option, lay its Key Landmark Piece for that Landmark on top of the
other team’s piece.
- When a
team reaches a Key Landmark Piece that the other team laid on top of its
Key Landmark Piece, it may, at its option remove the other team’s Key
Landmark Piece. The removed Key
Landmark Piece is put aside; it may not be used again during this game.
- At the
end of the Exploration Phase, the yellow team controls the Landmarks that
show yellow Key Landmark Pieces and the blue team controls the Landmarks
that show blue Key Landmark Pieces.
For example, the yellow team places
the Key Landmark Piece for the rocket ship during the Puzzle Phase. During the Exploration Phase, The blue team
moves to the rocket ship’s Key Landmark Piece.
The blue team places the blue rocket ship Key Landmark Piece on top of
the yellow rocket ship Key Landmark Piece.
Later in the game, the yellow team moves to the rocket ship’s Key
Landmark Piece. The yellow team removes
the blue team’s piece and places it out of play. At the end of the Exploration Phase, the yellow team controls the
LINKING BOOK CARDS
are two Linking Book Cards in the game.
These cards have different uses, depending on when they are played.
the Puzzle Phase, a team may only play its Linking Book Card if the team
is unable to place a puzzle piece on the board. The team turns over its Linking Book Card, and then places a
puzzle piece on an open space on the board. A team may not replace one of the other team’s with its
For example, one team’s puzzle
pieces are surrounded or completely cut off, so that it cannot place a piece
that will touch one of its pieces already on the board. This team turns over a Linking Book Card,
and then places one of its pieces on an open spot on the board.
the Exploration Phase, a team may use its Linking Book Card to jump to any
space on the board. A team may
play a Linking Book Card either before or after moving.
being played in either phase, the Linking Book Card is discarded. Each Linking Book Card may be played
only once per game.
Landmark Card has two types of point printed on it. The team that controls a Landmark at
the end of the game earns the “Value” points on the card for that
addition, the team that controls a Landmark at the end of the game earns
the “Bonus” points shown on the Landmark Card if it placed that Key
Landmark Piece on the board during the Puzzle Phase. Bonuses are always worth two points.
that hold more than one card for a Landmark earn Value points for every
card that they hold for that Landmark, but may only earn one Bonus for
For example, the yellow team holds
two rocket ships Key Landmarks Cards; one has a value of 4, one has a value of
5. If the yellow team controls the
rocket ship Key Landmark Piece at the end of the Exploration Phase, it will
earn 9 points from these cards. If the
yellow team placed the rocket ship Key Landmark Piece during the Puzzle Phase,
it earns an additional 2 points (for a total of 11 points.)
addition to the points that they earn from Landmark Cards, teams also earn
1 point for each Marker Switch that they control at the end of the
game. Only the Marker Switches
that appear on their own puzzle pieces count toward these totals (i.e.,
the Marker Switches that appear inside the Landmark images do not count
towards these totals.)
the Exploration Phase is over, the team that went first counts how many
Marker Switches it controls and announces its points.
team that went first then flips over one of its Landmark Cards, adds the
number of points that it earned from that card (Value and Bonus) to its
previous total, and announces its new total. The team that went last flips over one of its Landmark Cards
and announces its new total.
take turns flipping over Landmark Cards and announcing their totals until
the last card is flipped and the final totals are announced.
WINNING THE GAME
The team with the most points wins the game.
GETTING READY FOR THE NEXT GAME
Make sure to keep the puzzle pieces for each color
separate. For ease of sorting, each set
of pieces has a different color on the bottom of the pieces.
For an extra challenge, play the game with the board flipped
over so that the puzzle image is not visible.