Mythwind Reprint & New Content Kickstarter Review from Jazz Paladin

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Quick Look: Mythwind Reprint & New Content

Designers: Nathan Lige, Brendan McCaskell
Artist: Amanda Kadatz
Publisher: Open Owl Studio
Year Published: Currently on Kickstarter (link at the bottom of this review)

No. of Players: 1-4
Ages: 13+
Playing Time: 30-60 minutes.
Find more info HERE.
From the Publisher:
Mythwind is an asymmetrical and cooperative board game for 1-4 players where you live the life of a pioneer in a whimsical, persistent, fantasy world.
Disclaimer: The publisher provided the copy of Mythwind. The opinions expressed in the review are completely my own.



It was almost inevitable that one day I would be put into the uncomfortable predicament of pitting Stardew Valley’s board game against the (non-official and non-related) spiritual successor of Mythwind. 

Given that both were designed to capture the magic of the Stardew Valley video game, most people would reasonably ask which one is better at taking on the relatively complex task of translating the experience over to the table on game night. 

And thanks to Open Own Studios and their review copy, I am now in a position to put both games into the arena. Which one will be left standing in the end? Let’s find out…


Now since this review is first and foremost about Mythwind, I need to share my first impressions on playing the game? 

“Oh great, not again…”

This was the first thought that entered my mind during my first game with my wife. 



Now before you jump to a false conclusion that the game failed miserably, think again. My interior statement could perhaps best be described as a form of mourning, as the last time my wife had an introduction to Stardew Valley (the video game) it meant that I had to forsake almost every evening’s activities such as movies, board games, and other quality activities in favor of seeing her glued to the TV every night with her controller in hand. 

This was the norm for almost a year as she plowed through virtually every achievement possible in the game. 

And while I had no shortage of hours playing the game myself, she was definitely a completionist heck-bent on doing everything possible in the game, easily spending over 100 hours in the game as opposed to my more meager 30 or so. 

You might think that it would bring me some joy to find that my wife noticed right away that Mythwind felt much more like Stardew Valley than its official board game counterpart (which we recently reviewed), but in my case, this may not be a good thing…

So you can almost imagine my dismay when I saw the same look on her face as she grew accustomed to her farmer in Mythwind ; the cogs and wheels were definitely turning. I had seen that look before, and the signs for having a more varied amount of evening activities for the next few weeks are now indeed looking grim.

But to be honest, she had a point when she claimed right-off-the-bat that Mythwind felt much more like the beloved video game than the “official” board game did. Even I could see that. 

And it’s not that the rendition by Cole Madeiros is bad — rather the opposite we “liked” it. 

But you could easily see where its shortcomings were in comparison to the video game, and what compromises had to be made for the tabletop adaption given the direction they wanted to go. 



Mythwind immediately seemed to offer everything that enamored my wife in the first place ; The Stardew board game easily could have been “any” game out there, that just happened to use the art and assets from the video game copied and pasted onto it. (Sure, the characters, fruits, items, and layout looked identical to the video game, but things did not necessarily function the same way. And that is what was most apparent).

Now before you go thinking that this is a slam dunk, I will say that there are some elements that Stardew’s board game does right. The most evident is the “clock” against the adversary, notably the “evil” Joja corporation, which needs to be defeated in order to save the town of Pelican Bay, an aspect which stays true to the original game—and there is a real “pressure” to get this done.

But other than that, other than the visual aesthetics, not a lot else manages to “feel” equivalent to the video game. 


Thus far, our experience with Mythwind feels much less of a time-crunch to achieve an objective. And for the most part, this was the case in the Stardew video game, if that is the type of comparison you are looking for. Yes, there was initially some pressure to “rebuild the community center” in the video game, but once that was done (and even before, if you didn’t care), you could really do anything at your own pace, without any sense of urgency. And that aspect is perhaps the most radical difference between the Mythwind and Stardew board games.

But there is more. Stardew : The Board Game was more for one-off for game nights. 

Mythwind keeps the legacy alive each and every playthrough, always adapting and changing, which was also one of my criticisms and observations of what was lacking during the Stardew review. 

If you had been accustomed to building and crafting things in the video game, many aspects of town life were missing from the board Medeiros’ game adaptation. 



With Mythwind, almost everything that I found to be missing is there for the most part. Given the ever expanding way things are developing, I am not sure if some elements of the video game are missing or not (there doesn’t seem to be a “relationships” function as of yet), but what I can tell is definitely present in Mythwind that was absent in the Stardew game are as follows (And if Stardew did have it, I am *noting* below that Mythwind does it better) :

Building / Construction

Farming *

Unique Events

Weather Events 

Seasonal Events *

Dungeon Delving / Exploring *

Cleaning land

Upgrading buildings

Seasonal Goals  /Achievements


A real Ending (possibility remains to keep playing, though)



Now there is sometimes a little bit of overlap between the two games, but most of the time, things feel completely different ; while the spirit can be said to originate from the same source, it really comes down with the “focus” of Mythwind being completely different than its competitor. And that is okay!

What is nice and better about Mythwind is sometimes it’s Achilles heel ; It is great, for example, to have 4 unique roles / classes that are much more intricate and fleshed-out in design when compared to those of Stardew Valley’s ; each of the four roles have a hefty 30-ish page book of unique rules that function differently than the regular “town” actions that everyone takes during their day. 

And the farmer, for example, is really everything that I expect it to be, giving a wealth of options to till the land and raise livestock.

But the unfortunate reality is that not everyone can be a farmer! Which is a shame, because I do feel that because of the more fleshed-out roles, everyone could benefit from being able to start with an “easy” character like this to get used to the game. While the farmer is rated at a level 1 difficulty (out of 5 levels, with 5 being the hardest), the next step up is to a difficulty level 3 in learning, and then a 4! 

And I lost the fight / coin toss with my wife for our first character selection, so I ended up as the ranger (difficulty level 3). And while I have managed to fill these shoes, it was a bit more of an uphill battle than learning Stardew’s board game. And while I am aware of several “learning to play” videos for each of the roles on YouTube, I do feel that an easier way to break yourself into the game world would have been welcome.

Once over that hurdle, though, things flow. Quite well. What is remarkable is that players can do things on their own independently most of the time, and usually I am not too much of a fan of this particular style of “multi-player solitaire”. But in this context, it is part of the charm that makes it appealing. I do not need to wait for my wife most of the time, and she doesn’t need to wait for me. If one of us is lagging in the Daytime phase a bit while waiting for dusk, the wait is never long, and in a short time, we are already starting the next day of town life.

Characters will build up new skills, have new adventures, and encounter odd little situations that make you feel like a part of this world. 

All of this would be moot without solid organization, and this is one of the highlights. The game sports really wonderfully done character boards, which are both aesthetically pleasing and practical, making for easy “saving” and “reloading” between game seasons in case you need to put the game away. Thankfully, we have a dedicated game table where we will leave things out if needed, which brings me to the next point ; given my wife’s seemingly new “Mythwind” addiction, the game might not be going anywhere anytime soon


Are there any other thoughts or criticisms?

Well…Again, that element of the “time crunch” is missing. If you miss that feeling of working against a timer, Cole Medeiros’ version does a better job, but keep in mind that the fight against the Joja corporation was just ONE aspect of the Stardew experience. 

The components are really fantastic! I especially love how the minis are both big and detailed, which will make painting them more fun than arduously struggling with a paintbrush over smaller minis.

Because of its vastly different “classes” or roles, Mythwind can be harder to teach than Stardew. Whatever you learned for your character will not apply to others, so if you are leading game night, you might have a small chore in learning all the roles well enough to teach.

Verdict :

As a whole, both my wife and myself feel that Mythwind manages to successfully capture more elements of the Stardew experience than Stardew itself does. If (in keeping with the alignment of my previous review) Stardew’s board game captured a 7 or 8 out of 10 in terms of being “just like” the video game, Mythwind would be a 9/10 (or higher). This is not an easy medium to capture and translate, however, so I would expect neither game to be “perfect” in this regard. It just so happens that if I were to measure each element of “translatable” material in the transition from video to board game, Mythwind ironically checks off more of those boxes than its more “official” competitor.

But in closing, to tell the truth, after having spent a fair amount of time with both games, I cannot say that it is fair to deliver a knockout punch to one game or the other. They both have different styles and strengths. In some respects, Mythwind is always better, while the “official” Stardew game has its own merits and strengths.



Mythwind gets 9 out of 10 Junimos / Sprites for its representation of its spiritual forebear.

As a whole game? It is hard to say, as things may change as time goes on in this ever-changing world.

We will certainly play it out until its very “end”, but at this point in time, we feel that it deserves at least an 8/10. Will update as our impressions change. In the meantime…time to start another season!



After reading Jazz’s review, if this sounds like a game for you at the time of this posting Mythwind Reprint & New Content will be live on KICKSTARTER until DATE, and has a funding goal of $xxxxx. check it out and back it HERE.

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Check out Mythwind Reprint & New Content and Open Owl Studio on:













Jazz Paladin- Reviewer


Jazz Paladin is an eccentric at heart — When he is not learning to make exotic new foods at home, such as Queso Fresco cheese and Oaxacan molé, he is busy collecting vintage saxophones, harps, and other music-related paraphernalia. An avid music enthusiast, when he is not pining over the latest board games that are yet-to-be-released, his is probably hard at work making jazzy renditions of classic/retro video game music tunes as Jazz Paladin on Spotify and other digital music services.

CD’s are also available here!
See Jazz Paladin’s reviews HERE.

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