You are on page 1of 12

Rulebook

Components: Others:

8 Oversized Rings 4 Hero Rings


1.
2 5.
2
6.
3
9.
2
4.
5
2.
3
3.
2

8.
3 10.
4
3
7.
5 80 Control
The Monster Die
20.

Markers
21.
5
19.
4 11.
2

13.
4 12.
3

18.
2
Rulebook
14.
4
15.
5
17.
4 16.
2 Rulebook

heim
e the
value 1.
by
Niflheim
Increas r Armies Move your Drakkar
up to 3 Seas
of you or place one
of one of your Armies

two-sided main board


on the board
into any Region
you control.

Tokens:
2 Realms
6 24 Army Dials
5
For 2 Players
MOBI LI Z E
4
VANAHEIM
3 6
RE

2 5
RE
M
IN

AL

PA
EI

4
F

FH
OR

LH
E

3 6
PR
EI
CE

5
M

2
NI

3 6
6 Forge Tokens 36 Rune Tokens
SV

2 5
M
AR S U R

E
EI
PL

4
TA

NH

M
U

3
LF

TE
TU

2
HE

D
P

JO

IL
I M

BU

MUSPELHEIM
MON S T ERS
4 Player Boards
6 Slayer Tokens 12 Attribute
Ragnar A sl aug Tokens
Action Wheel
T h e C h i e f ta i n T h e Volva

Snorri Lagertha Beowulf


T h e S k a l d SPECIAL ABILITY T h e S h i e l d m a i de n
SPECIAL ABILITY The Berserk
When in a Land with Ragnar, When applying Realm bonuses,
when you attack, gain +1 Battle you may treat Realms
value for each of your Armies adjacent to the Region
in that Battle. with Aslaug as allied.
Jotunheim
Increase the value
of one of your Armies by 1.
Alfheim
Place your Hero in any Region
or Heal 1 Injury.

SPECIAL ABILITY SPECIAL ABILITY


When in a Land with Snorri, SPECIAL ABILITY When you are dealt an Injury, Niflheim Svartalfheim
draw 1 Rune of your choice When in a Land with Lagertha, draw 1 Combat card. Move your Drakkar up to 3 Seas Draw 1 Comb
at card.
when you take control after you win a Battle, When in a Land with Beowulf, or place one of your Armies
of a Region with a Settlement increase the value of 1 Army you may deal yourself 1 Injury Muspelheim on the board into any Region Vanaheim
without Battling. that took part in the Battle by 1. before a Hunt or Battle. Recruit an Army with a value of 1 you control. Gain 1 Rune of your choice.
into any of your controlled Regions.

7 Temples (And Plastic Bases) 5 Hero Tiles 6 Realm Tokens


2
Cards:
7 9 Victory Feast
E VE N T C O M B AT
Songs and Afterstories
your Hunt,
ODIN
FREYA
Fafn ir
Heal 1 Injury. Monster Base: +1 Authority
When
Hero youofActivate your
Legends controlled Attack
during a Rune Action, you may move THOR1: Base: +1
+1 Authority. Increase theWisdom
value region

Tr ol l
of one of your Armies by 1. If there is an Army in the Region
this
After youMonster
end thebefore
Hunt, Activation. 1: +1 Wisdom.
Base: +1 Might with Fafnir, decrease its value by
2.
AXE This move
immediately may
gain the trigger Stomp.
bonuses 2: +1 Authority. Increase
Gain the valueof your choice.
1 Rune
If there is no Army in the Region

Ha t i & Sko ll
PLACE: Instead of dealin
g a Wound from all your allied Realms 1: +1 Might. of your Armies2:by+1
a total of 2.
Wisdom. with Fafnir, move Fafnir to any adjacent Attack
PLACE: SHIELD
symbol, you may
use it Draw 1 Combat card. region
You may use
this card to with the Axe any type in the order of your choice. Authority 3: +1 Authority. Increase
Gain the valueof one Rune
2 copies Region with any Army.
one Army
from a Mons d the Shield to deal
defenwith
B 2: +1 Might. of your Armies byofa your
total choice.
of 3. Decrease the value of
(but not a Spec ter Attack effect the Monster. Special and one Army
ial Attack). of Wound to LE Draw 2 Combat cards. +1 Wisdom.
Attack
Attack in a Region with the Troll
don’t check If you do, HUNT SSING Wisdom 3: region in any adjacent Region
by 1.

Special a
the Weak spot
2 Hu ldr
Gain 3 copies of one Rune Hunting player
value.
Might 3: +1 Might. Deal
The controller of The
2 Injuries. the Region
Rune.1 chosen
Draw 3 Combat cards. of your choice. discards 1 chosen
ll discards

1
with Hati & Sko
ACTIVATE ACTIVATE: HUNT
BATTLE or 1 chosen Rune. Then, Attack
Combat card Reward ends.
: The Hunt immediately

Gr en del
ll in another Region with
BATTLE
HUSCARLS place Hati & Sko
The Ring of Andvari
Deal 1 Injury.
Attack
value if the Battle (do not Stomp). region
The Monster places the Hunting
SHIELD MAI Gain +1 Battle a Monument or Temple Region.
DENS
is in a Land with
your Hero. player’s Hero in a chosenArmy
When apply
ing Casualties Special Increase the value of one
, in a Region Attack with Huldra
in a RegionReward
ignore 2 Casu If the Battle is

36 Blessing Cards 3 God Cards


alties. d. Attack by 1.
gain +2 instea region or any adjacent Region
Potion
with your Hero, The Hunting player Sleeping
Deal 2 Injuries.
Armies must withdraw from a Region
chooses half of their Combat
with Grendel. Discard
and discards them if(rounding
cards
marker
a Controlup).
there is none,
Dr au gr
Special
Attack
from that Region or ARMY +1 ARMY +1
PRIEST RUNE
in another Region The Hunt immediately ends.
Attack
Reward
place Grendel player discards

21 Event Cards 35 Combat Cards


in this Land not Stomp).
(doUlfednar Coat The Hunting
region
The
all Combat cards. with the Draugr
Special All Heroes in the Region
Reward
and all adjacent Regions are dealt 1 Injury.
Attack
MONUMENT BUILDER Deal 1 Injury. The Hunting
player REALM
Huldra’s Tail
Special
RUNE RUNE
by 1. Attack
decreases a chosen Attribute
ends. discards
The Hunt immediately ARMY +1 Deal 1 Injury. The Monster

1
RUNE ARMY +1 the Draugr’s
1 Control marker from
GREAT DOMAIN
2 3
PRIEST
Reward a Reward.
chosen Wound slot without
Grendel’s Arm

F R E YA S S O N
One fully built Monument.
2 3 Draft Reward
Blood of Undead
INSD OT TIR MONUMENT BUILDER Draft
1 4
ARMY +1
OD
RUNE
E R AT TA
REALM
Dr aft
N
ST C
K ORSSON E I M DA L L S D O
One entire Land controlled Draft 5 6
5
ARMY +1
O H TT by one player. RUNE
TH
PRIEST
IR Draft RUNE

4
M

One fully built Monument.


R
A
R GNA OK
EQ R
7Draft
The Monster draws 2 cards. Gain 2 chose
n Runes UISITE REALM RUNE
Become of one type.
The Monster
draws 2 cards. the first player. Form an Allia
with 1 chos nce
4 7 Draw 1 Com
bat Card. (do not draw en Realm
the
card for bein Combat
5 5
6 Monster Trays
g first).
RECALL

10 Ragnarok 2 Temple Tracks


The Hunt immediately ends.
RAMPAGE
Deal Injuries
to all Attributes
without Injurie
s.

Requisite Cards
14 Monster 6 Origin Cards Lok i
Special

Attack Cards
Attack
Passive skill: Deal 2 Injuries.
Armies CANNOT be placed If the Hunting player’s Wisdom
SP EC HUNT or moved into a Region with Loki. is lower than 4, the Hunt immediately
ends.
Mobil IA L AC Start of the Hunt:
WIN COND on the ize – Activa Loki may only be Hunted
ITIO board te all TION
S • The Hunting player draws cards
by players with 2 slain Monsters
Event Activation:
• Great Jarl: NS Prepa . your Loki
Draw another Event card and place
Armies equal to their Might .
• Great Goth Control all Regions in re
(1 Monster in a 2 player game).
BLOOD OF BUILD MONUMENT • Inc – Choose ION S
(DRAGUR) UNDEAD PLAYER TURN i:
(4 for 2 player Control 5 Regions with
3 Lands. rease two: RUN E ACT • The Monster draws 2 Monster Attack cards.
in a Region indicated by that card.
R) GUNGNIR (ODI THE ULFHEDNAR COAT s). Temples A player may choose the Build Monument in one Specialthe val
of you ue of one
Monster
1 corresponding
Rune to:
round: Rune :
MJÖLNIR (THO N) • Slayer: •
MONSTER ARTIFA Slay 2 Mons Player can spend
GOD ARTIFA
BRISING (HATI & SKOLL) CT SLEEPI 1. Prayer: ters and then Action only if they have at least oneDra w 1 Comarker
Control r con
trolled Army by 1 over a neutral
Check ifr the Monster Attack deck is empty.
• Monste
GOD ARTIFA
CT CT
NG • Sending a Priest – place a Priest
(1 Monster
and the Boss the Boss • Ga mb • Take control Place Loki in any Region
GOD AMEN
ARTIFAC (FREYA
MONSTER ARTIFACT (TROLL) POTION on a Monument.
• Ragnarok for
: When the third 2 players).
on the Action Wheel. in
• He 1 Rune of card.
at Se ttleme
nts. in a Region with
• The Monster plays one Monster Attack card
their Hero.
(do not Stomp).
T ) MONSTER a Rune is placed Ragna rok Requisite 1. Build the next level of a Uschosen
al 1 Inju
Monument. your
cho e the Boss
a Region
Ability in and discards the rest.
• Rune Forging – Pick face down, ry. ice. • Activat
I FAC T I FAC T ARTIFACT one more turn. each player urp
– If you • The Hunting player may defend – if they didn’t
RT with a player’s Hero. The player contro plays 2. Check the Ragnarok Requisites.
than with their Hero. Realm
ntsuccessfully,
RT
the r Mig defend
with an adjace the Attack effect is applied.
Regio ns adjacent lling the mo 3. Each player: of a Re Populati ht is equ
A 2. Hero – Choose one: to the Yggdrasi st gio wit on Streng al to or • Form an Alliance • The are player draws 1 Combat card.
Hunting
if they
A the game. In Combat card
• Heal the Hero. case l wins • Removes their Priests otherall nMonuments.
no from h you th/Tot hig (they draw a • Then they check the Weak Spot value – if it’s
their turn earlier of a tie, the player who • Removes their Control markers Hero r He al Arm her to do so).
• Move the Hero by up to 2 Regions. wins. took Withd
raw the there, tak ro and the y value the first player reached, they draw 1 additional Combat card.
re t Runes to:
• Move the Drakkar by up to 2 Seas. ATT from the Action Wheel.
an Arm oppo e con
trol ove is spend 2 differen • The Monster draws by 1.new Monster Attack cards.
Action. RIB UTE y in nen A player may one of their Armies
3. Rune Action – Choose 1 Rune Authority S Buildcards.the Regio t’s Armies
• Recharges their Artifact r the
Re • Increase the
value ofHero round: led Monster.
n.
Army
4. Maneuvers – Activate onethey are placed – When a play 4. Refresh all Forges on Te
the board.
Regio mple and Recru gion. neutral or their
control
er
if in a players’ on the board Recruits Armies, n withgains – Build it • Activate a • The Hunting
. player may decide to end the Hunt.
value to
(Move or increase its equal 5. The Builder of the and
Monument
gain 1 a Shrine
1 Priesta Tem Hero in any•Region
player ’s Autho
doesn’t have with their value and wit ple in you • Place their The Hunting player plays at least 1 Combat card
controlled Settlement). If a player rity. for each controlled Region with
Reinf
a Temple
Priest
. hout r con • Draw 1 Comba
t card.
to deal Wounds to the Monster.
Use in Battle an Army on the board, theyMigh may Recruit
t – When a and picks up the equ
Runes or
from
ce each Forge a Tem trolled t Runes to:
when applyin player starts al to you – Place ple spend 3 differen
End of the Hunt:
Casualties to g 1 Army instead. they draw a they control. A player may Attribute lowest
number a Hunt, to the r Autho a new Arm
your Armies. their Mightone:
5. Special Actions – Choose . When a player of Combat cards equal 6. Draw and resolve Sea card. • Increase their tracks• by Successful
1. – The Hunting player gains
Ignore all Casual Rean Event
gion wit with your
rity in
any
y with te
ties they comp Action Wheel takes the Usurp to Drakka Region
a value on the Attribu the Monster’s miniature. Others may gain
Use at the start Use in a Battle (both from played Comba • A Special Action from the are their Action, h a Se t cards.
Total Army marker).Might to the Popul Mons ttleme r or in adj acent • Draw 2 Comba a Slayer token.
of your turn.
when you play a Combat card. and losing Battle).
t cards
Use at the
start or end (without that player’s Control value in a ation Streng te
with you rs – Hu nt. your
of your turn. Increase the
• Build a Monument (onlyWisd if a player hasRegion. th/ contro • Unsuccessful – The Hunting Hero is dealt 1 Injury.
Use at the start value
Add 2 to the Battle value.
of your Hero nt
contro r Hero OR a Monster
lled
• Check if the Hunting player gains Monster’s
t card. of one of your Armies Use Decrease step.
any Control markers on the Action
Wheel).
om – Limits
Draw 1 Comba by 1.at the star the value the Combat lled Mo Ac in
t in a Regio of one Army a player can cards and Runes nsters tivate 2 neu a Region Artifact card.
Gain 1 cho of your turn. n with your During a Hunt, have at any
given mome . tral or

Loki Boss Tray


sen Run Hero by 2. a nt. your
e. Spot value and player uses it to check
draw more the
Combat cards. Weak

3 God Artifacts 6 Monster Artifacts 4 Help Cards #1 4 Help Cards #2 4 Help Cards #3

Miniatures:

Freya’s Monument (Disassembled) 5 Hero Miniatures 24 Army Miniatures

4 Drakkar Miniatures

Odin’s Monument (Disassembled)

6 Monster Miniatures
16 Priest Miniatures

Thor’s Monument (Disassembled)

1 Loki Boss Miniature Solo components are listed in the Solo Rulebook.

3
Key Concepts
Goal Of The Game
Slayer  – A  player wins the  game immediately when they slay Ragnarok
the Boss (Loki). The Boss can only be Hunted by players who have Ragnarok is coming. Great winter is here and three roosters are
In Lords of Ragnarok players take the  roles of Heroes from already slain 2 other Monsters. If any player successfully Hunts ready to crow. During the  game various Ragnarok Requisites
Norse myths to conquer territories, fight ferocious Monsters, Loki, the game immediately ends and that player wins. will be fulfilled. Each time a Monument is built players should
and build great Monuments of Norse Gods. They will be taking check if any Ragnarok Requisites are fulfilled and if so, flip
their turns one after another in clockwise order until somebody 2. that  Ragnarok Requisite card face down. When at least 3 of
wins by fulfilling 1 of the 3 Victory Conditions OR the game ends them are face down after the Build Monument Special Action
with Ragnarok. Ragnarok will begin.
After this, each player will play their last turn. It means the last turn
THE THREE Victory Conditions of the whole game will be played by the same player who takes
In The Game Are: the  Build Monument Special Action that  starts Ragnarok. After
Great Jarl – A player wins the game immediately when they that, if none of the  players win by fulfilling any of the  Victory
have control over all Regions in 3 Lands. Conditions (if somebody fulfills any of them during Ragnarok
1. this ends the game immediately and that player wins), the player
who controls the most Regions adjacent to Yggdrasil (the central
In a 2-player game players need only 1 slain Monster to start spot of the map with the Action Wheel on it) wins. In case of a tie,
Hunting the Boss (instead of 2). the player who took their last turn earlier wins the game.

BOSS
The Boss is a powerful entity that alters game rules. Before
starting the game, make sure all players are familiar with
the  rules on the  Boss tray. If any player slays the  Boss
they fulfill the  Slayer Victory Condition and immediately
win the game. The Boss IS NOT a Monster – any effects
that can target only Monsters cannot be used on a Boss
unless specifically stated.

In each game there can be only one Boss – players choose it


before the game starts. Loki is the only Boss in the base game,
but more of them are available in expansions.

Great Gothi  – A  player wins the  game immediately when


they have control over 5 Regions with a  built Temple. When
a  player controls 4 Regions with Temples this condition can
be fulfilled by gaining control over a  Region with a  Temple or
building a Temple in one of their Regions.


In a 2-player game the players need to control only 4 Regions
with a Temple to win (instead of 5).

4
The Board RUNES
Players can gain Runes during the game in various ways.
Realms And Seas
Aside from Regions, there are also two other types of territories
The  map in Lords of Ragnarok is divided into three types of There are 3 types of Runes in the game – each one with on the map:
territories separated by borders: Regions, Realms, and Seas. a different symbol: Uruz , Othala and Algiz .
Seas – Marine territories around the whole map. Only Drakkars
The  round area in the  center of the  board where  the  Action Runes are mostly picked up from the Forges by Heroes can stay and move on the Seas. Drakkars of different players
Wheel will be is Yggdrasil. during the Prayer step but players can also obtain them in can be on the same Sea. Seas cannot be controlled and there
different ways. When a player gains a Rune from the Forge are no Battles between Drakkars.
they take that specific Rune token from there and put it
A Player may move their Armies and Hero using their Drakkar
into their Pool. If players gain Runes from other sources
from one Region adjacent to the Sea with their Drakkar to another.
they take them from the Supply (and in most cases can
In terms of Army and Hero movement (but only for movement
choose which type of Rune they take) to their Pool.
purposes) all Regions adjacent to a Sea with a player’s Drakkar
All Runes a player has are in their player Pool and they may are adjacent to each other for that player.
use them for Rune Actions. The number of Runes players
can have in their Pools is limited by Heroes’ Wisdom .

Population Strength
And Control Over Regions
Regions can be neutral or controlled by one of the players (it is
considered as their Region) and marked with their Control markers.
There can only be Armies of a single player in each Region (with
Lands And Regions the exception of a Battle). If at the end of any step during the game A green player may move an Army by Drakkar to all marked Regions.

Land – consists of 3 or 4 Regions in the  same color (also any player has Armies in a neutral Region with a total Army value Realms – Territories that are not part of any Lands. Nothing can be
marked with a  unique symbol). A  player controlling all such equal to or higher than the  Population Strength of the  Region, moved or placed into Realms with the exception of Control markers
Regions is considered to control the Land. Controlling 3 Lands the player immediately takes control over the Region. They place that  players can place there to show that  they have an  Alliance
allow players to win the game by the Great Jarl Victory Condition a Control marker on this Region so that it covers its Population with that Realm. Many players can have an Alliance with the same
or to fulfill some of the Ragnarok Requisites. Strength – it is no longer relevant in the game. Realm and each player can have an Alliance with each Realm.
Regions are the most common territories in the game. Regions
are numbered from 1 to 21 (or 1 to 16 if players use the 2-player 1. FORMING ALLIANCES
side of the map). Each of them have a Population Strength and Players can form Alliances with Realms to gain Realm
one or more symbols on it: bonuses during Special Actions. The  base way to do
Monument   – There are 3 Regions with Monuments, 2. this is to have a Hero in a Region adjacent to a Realm and
spend a specific Rune (see Rune Actions later). To mark
represented by 4-piece miniatures that  will be built during
that a player has an Alliance, place a Control marker on
the game. Players can send Priests to Monuments to increase
the  Realm. When the  player is the  first one who  forms
Attributes and receive other God bonuses. Each Monument
an Alliance with that specific Realm (there are no Control
starts on level 0 (base) and can be built up to level 3. There is
markers on that  Realm yet), they additionally draw
also a special God’s Artifact card connected to each Monument
1  Combat card. Each player may form an  Alliance with
shown by an Artifact symbol on such Region. Players who have
each Realm only once and when an Alliance is formed it
control over a Region with the Monument also gain that Artifact.
lasts until the end of the game.
Settlement   – When a  player Activates an  Army in
a  Region with a  Settlement they may choose to increase
the Army value. They may also Recruit new Armies in the Region The green player Activates an Army and moves it to an adjacent
using the Reinforce Special Action. Region (19). Because the Army value is 4 and the Population Strength
Shrine – If there is a  Shrine in a  Region, the  player of that Region is also 4, the green player immediately takes control
who controls that Region may place a Temple there using one over that Region and covers the Population Strength number
with a Control marker.
of the Special Actions. There may only ever be one Temple in
each Region with a Shrine. Controlled Regions are treated as if their Population Strength is 0.
Forge  – At the start of the game, players randomly place That means that any Army can easily take control over that Region
Forge tokens in these Regions. This tells them what  type of just by entering there. If there is already an Army there, it will start
Rune can be gained there. One Rune token of the same type a Battle, and depending on the result, the Region will be taken
will be placed there at the start of the game and again each time over or remain in the original player’s control.
someone Builds a  Monument. Runes can be picked up from
the Forges by Heroes during the Prayer step or players can gain
them from their Regions when they Build a Monument. Forge
tokens can never be taken from the board.

5
Heroes Movement
Heroes and their development is one of the  main parts of Most miniatures can move during the  game. This refers to
the game. Each Hero has a Special Ability on its Hero tile and Heroes, Armies, Drakkars, Monsters, and the  Boss. Other
an Origin bonus from a card chosen at the beginning of the game. miniatures (like Monuments or Priests) cannot be moved. There
The Special Ability works for the whole game while the Origin are different movement rules for different types of miniatures.
bonus is given to the player only at the start of the game. Moving a Hero – Heroes may move to any adjacent Region
Each Hero has three Attributes that start with a value of 2 and regardless of the  controller of that  Region or what  other
can be increased to a maximum of 6: miniatures are there. Heroes may move by Drakkar. They move
Authority   – defines the  starting value of each Army mostly during the Hero step.
the player Recruits during the game. Moving an Army – Armies may move to any adjacent Regions
Might   – shows how many Combat cards the  player will regardless of the controller of that Region or what other miniatures
draw at the start of each Hunt. Also, it defines which Regions are there. When an Army moves into a Region with other players’
can be taken over by the Usurp Special Action. Heroes can only Armies, a Battle will start immediately at the end of this turn step
Usurp Regions with the  Population Strength (neutral Regions) (see Battle resolution on page 12). Armies may move by Drakkar
or Total Army value (other players Regions) equal to or lower and they mostly move during the Maneuvers step or when a player
than their Might. performs the  Mobilize Special Action. Armies cannot move into
a Region with Loki (this is his special Boss rule).
Wisdom  – used during the Hunt when checking the Weak
Spot value. It also defines separate limits of Combat cards and Withdraw  – Armies sometimes may have to withdraw. This
Runes that players can have in their Pool at any given moment. means that the player who owns them must move them from
It means a Hero with 2 Wisdom can have 2 Combat cards AND a Region they are in to any adjacent Region controlled by their
2 Runes at the  same time in their Pool. Each time any player owner. If there is no such Region, the  player must kill them
takes a Combat card or Rune which exceeds this limit, they take (remove those Armies from the  board to their Pool). During
it but immediately after that they must discard chosen Runes/ withdrawal, Armies can move by Drakkar. In most cases Armies
Combat cards down to their Pool limit. The  only exception must withdraw after losing a Battle but some Monster or other
to this  rule is the  Hunt, when players can have an  unlimited effects in game can also force players to withdraw their Armies.
number of Combat cards – they must discard them to their Pool Withdrawal is not considered movement for the purposes of the
limit immediately after the Hunt. in-game effects.
Moving a Drakkar  – Drakkar may move to any adjacent
Other Player Sea regardless of other Drakkars. They mostly move during

Components
the Hero step.
Moving a Monster  – they may move to any adjacent
Player board  – board with Attribute tracks, and a  place Region regardless of the controller of that Region or any other
for Hero tiles, Origin cards, Priests, and Runes that players have miniatures that  are there. Monsters CANNOT use Drakkars
in their Pools. during movement. They move during their activation.
Army – each Army is represented by a miniature with an Army Boss movement  – each Boss has different move options
value from 1 to 6 shown on its base. This value can be increased described on its tray.
during the  game as a  result of Army Activation or from other
sources. It may also be decreased due to losing Battles, MOVING AND PLACING
Casualties, and effects from Combat cards, Monster Stomps, Some game effects tell players to “place” components
and Region Attacks or some other effects. When the Army value on the board. Placing is not considered a movement so
is decreased below 1 it is killed and the player must remove it any effects referring to movement do not apply here. In
from the board and back to their Pool. The total Army value is case of “placing,” the player just takes a given miniature
a sum of all Army values of one player from one Region. (from board, Supply, or Pool) and puts it on the board in
Drakkar  – a  miniature that  can only move on Seas. Armies a space described by the effect.
and Heroes may use Drakkar as bridges during movement,
which means that all Regions adjacent to a Sea with a player’s
Drakkar are treated as adjacent for that player for the purposes
Owning
of movement. And Player Pools
Priest  – each Priest is represented by a miniature. Players In Lords of Ragnarok players may own many different things.
gain a Priest of their color from the Supply and add it to their Pool If a player owns something it means that it is theirs. Players own
(placed on the player’s board) as a result of Building Temples all elements in their Pools. This refers to undeployed Armies,
and Monuments, or as a  Reward during a  Hunt. Priests from Priests, and Runes from their Pool (but not those from Supply),
the  player Pool can be placed on any Monument (players do as well as Combat cards in their hands, and Artifacts and
not have to control a Region with a Monument or have a Hero Blessing cards that  they gain during the  game. A  player also
there) with an empty Priest slot during the Prayer step. Priests owns all elements from the board that are under their control:
are never placed on the other places of the board. Regions with their Control marker and Monsters with their rings.
Players cannot own Realms, Seas, Monuments (but they can
own Regions with them) and the Boss. All things that are not on
the board or in player Pools are in the common Supply.

6
Preparation
6. Place each Monument base in the  Regions with their 11. Place 5 Ragnarok Requisite cards appropriate for  your
Game Setup corresponding Attribute symbol (Odin on spot with Authority
Thor  – Might and Freya  – Wisdom ). Keep the  rest of
, player count (marked with player icon) above the  board in
a row face up.
1. Place the  Main board on the  table face up on the  side
the  pieces of each Monument close to the  Region with its 12. Each player takes 3  Help cards, 3  Attribute tokens, and all
appropriate for your player count. The 2-player side is marked
base. Place the  God’s Artifact card on the  board next to each components in their chosen color (Player board, 6 Army miniatures,
with .
Monument. 4  Priest miniatures, 1  Drakkar miniature, 20  Control markers,
2. Place the Realm tokens in their respective places. Tokens of
7. Take 6 Monster trays. Each Monster tray has a Rune symbol 2 oversized rings, and 1 Hero ring). Place 4 Priests in the Supply
Niflheim and Jotunheim are different for 2-player games than
in the  upper right corner. Take two Monster trays with and the rest of these components near the Player board.
they are for  3 or 4-player games so use the  ones that  fits
the same Rune symbol and place them randomly one above 13. Draw an Event card and place the Boss (Loki) miniature in
your player count.
another. Take the next pair of Monster trays with the same a Region indicated by the number from the drawn card. Put
3. Place the Action Wheel (with the side corresponding to your Rune and place them in the same way on the right side of that card on the Event discard pile.
player count face up) on the Yggdrasil in a way that Actions the previous pair. Do the same with the last pair of Monster
will be pointing toward the corresponding Realms. 14. Now draw Event cards to place some Monsters on the board.
trays. Then place the  Monster Artifact cards and Monster
The number of cards to draw in this step is equal to the number
4. Take the  Temple card appropriate for  your player count, miniatures next to the corresponding Monster trays.
of players. Draw the  first Event card and check the  Rune
choose one of its sides (the  side with 2 Draft keywords is 8. Place the Boss (Loki) tray and its miniature next to the board. where  it says, “PLACE,” then take the  Monster miniature
suggested for  the  first play), and place it near the  board.
9. Shuffle each of the  decks: Combat cards, Monster Attack with the matching Rune on its tray and place it in the Region
Place the Temples on this card until all spaces are filled. Put
cards, Blessing cards, and Event cards. Place them close indicated by the number from the drawn Event card. If there
all unused Temples back in the box.
to the board. are still two Monsters with the  same Rune use the  one
5. Randomly place Forge tokens face up on their spots in When playing a 2-player game, before shuffling the cards, whose tray is above the  other. If there is no Monster with
Regions with Forge symbols. Place a  corresponding Rune remove cards with numbers higher than 16 from the  Event the  corresponding Rune left (both are already on board) do
on each Forge. deck and place them back in the box. nothing. Regardless of if the Monster was placed on the board
In 2-player games use 3 Forges with different Rune types 10. Place all Rune tokens near the board to create a common or not, the  drawn card counts to the  number that  must be
on them and a random additional one from the rest. Supply. drawn. Place it on the Event discard pile. Repeat this step until
the number of drawn cards is equal to the number of players.
15. Perform the Hero Draft described on the next page.

4. 9. 11.
10.
8.
2. 6. 2.
2. 5.
5. 5. 7.
5.
6. 3.

5. 2.
2. 5.
2. 6.

7
Playing The Game
Hero Draft 1. 3. Rune Actions
The  Active Player may spend Runes from their Pool during this
Randomly choose a first player – they will start the Hero Draft: step to perform ONE Rune Action, which costs from 1 to 3 Runes.
1. The player draws two random Hero tiles and two random Origin All base Rune Actions that cost 1 Rune demand a specific Rune
cards. They also take the Odinsson/Odinsdottir Origin card. to spend. For  example, if a  player wants to take control over
2. Then they choose 1 Hero tile and 1 Origin card from 3. a Monster they must spend a Rune corresponding to the Rune
symbol from its Monster tray.
what they drew. If the player does not choose the Odinsson/
Odinsdottir Origin card they give it to the  player sitting on More expensive Rune Actions require a set of 2 or 3 Runes. In
their left. The rest of the Origin cards and Hero tiles (not taken that case, all Runes in that set must be of different types (with
by a  player) go back to the  Supply (shuffle them because different symbols on them). There are 9 different basic Rune
other players may draw them when performing their draft). 2. 4. Actions but players can gain access to new ones from Blessing
cards or other sources.
After choosing their Hero and Origin card, that player:
The green player places a Priest on the fully built Thor Monument
and increases the Might Attribute value by 1 (in this example from 2 to 3).
Basic Rune Actions:
3. Take a miniature of the Hero they chose and place their color 1 Rune (same as on a Monster/Boss tray or on a Realm):
Additionally, the green player draws 3 Combat cards since the Monument
ring on its base. – The player Activates the Boss in a Region with their Hero.
is on level 3.
4. Place all Attribute tokens face up on the  Uninjured side – The  player takes control over a  neutral Monster in
(without a “2” on them) on the first slot of each Attribute track. Rune forging  – if the  player’s Hero is in a  Region with a Region with their Hero (for controlling Monsters see
The  Slot covered by an  Attribute token shows the  current a Forge and a Rune on it they can pick up the Rune and place page 10).
Attribute value (so the starting value is 2). it in their Pool. Each time any player takes a Rune that exceeds – The  player forms an  Alliance with a  Realm adjacent to
their Wisdom limit, they take it but must immediately discard a Region with their Hero. Additionally they draw 1 Combat
5. Draw 1 Combat card.
a Rune of their choice down to their Pool limit (discarded Runes card if they are the first player that places their Control
6. Place their Drakkar on any chosen Sea (even with other are placed in the Supply). marker on that Realm.
player’s Drakkars). Then place their Hero and 2 Armies with
value 1 in one Region that  is adjacent to the  Sea with their 2. Hero Set of 2 Runes (of different types):
Drakkar. They cannot place their Hero and Armies in a Region During this step a player may choose one of the following: – The  player increases the  value of one of their Armies
with other player’s Armies or Control markers. If the Region on the board by 1 (the Army doesn’t have to be in their
the player chooses has Population Strength of 2, they place a. Move their Hero by up to two Regions. Region with a Settlement).
their Control marker on that Region and take control over it. b. Move their Drakkar by up to two Seas. – The  player Activates one Monster controlled by them
c. Heal 1 Injury of their Hero by flipping over one of their or a neutral one (for Monster Activation see page 10).
7. Place the  Origin card on their Player board and apply all
Attribute tokens if it was on Injury side. The token stays – The player draws 1 Combat card.
the bonuses from it.
in the same position on the Attribute track after Healing. – The player places their Hero in any Region.
8. Place the Hero tile on top of their Origin card on their board.
Set of 3 Runes (all of different types):
INJURIES AND HEALING
In clockwise order, each player repeats all these steps until – The player increases one of their lowest Attributes by 1.
When a Hero is dealt an Injury, flip one chosen Uninjured
each player has completed a Hero Draft. – The Player draws 2 Combat cards.
Attribute token to its Injured side without changing its
The player who chose the Odinsson/Odinsdottir Origin card will position on the track. If a player already has all 3 tokens 4. Maneuvers
be the first player to start the game. If nobody chooses that Origin on their Injured side they cannot take more Injuries (ignore The  Active Player may Activate one Army during this step.
card, the player who started the Hero Draft remains the first player. them). When an  Attribute token is on its Injured side If  they don’t have an  Army on the  board, they may instead
Players are now ready to start the game. the value of it is 2, regardless of its position on the track. Recruit one Army.
The token may still be moved if the Attribute is increased
Player’s Turn or decreased. When a player Heals an Injury, flip it from
its Injured side to its Uninjured side.
ACTIVATING AND RECRUITING AN ARMY
Activate 1 Army – each time a player Activates an Army
Lords of Ragnarok is played in a series of turns taken by each
they can chose one of the following:
player in clockwise order until the game ends. The player who is
– Move a chosen Army to any adjacent Region.
resolving their turn is considered as the Active Player. A player’s
– Increase an Army value by 1, but only if that Army is
turn is divided into steps that  must be taken in a  given order.
in that player’s Region with a Settlement.
The only step that is required is the Special Action step – others
can be skipped if the Active Player wants to. Recruit 1 Army – each time a player Recruits an Army they
place one new Army from their Pool on the  board with
1. Prayer an Army value equal to their Authority . The Recruited
The Active Player may resolve both: Army may be placed in any Region adjacent to their
Drakkar or in their Region with a  Settlement. They can
Sending a Priest – The Active Player may place 1 Priest from
place their Army in a Region with other players’ Armies
their Pool on any chosen Monument if there is at least one free
(if that Region is adjacent to the Sea with their Drakkar)
spot there. To place a Priest, the player doesn’t have to control
but this will start a Battle.
the Region with the Monument nor have their Hero there. Once
a Priest is placed on the Monument it stays there (and blocks
one spot of that Monument) until someone Builds a Monument.
When a  player sends a  Priest to a  Monument they receive
bonuses from the  God represented by it. Sending a  Priest
always permanently increases one of Attributes depending
which Monument the player chose and if that Monument is on
level 1 or higher, the player also receives an additional bonus
described on the  God’s card. Higher Monuments give more
powerful bonuses but the  Attribute is always increased by 1.
The Active Player can send a Priest to a chosen Monument even
if they cannot take every bonus from it.

8
5. Special Actions Special Actions f. Usurp
In this step, the Active Player must choose one Special Action The Active Player can make this Special Action only if their Hero is
from the  Action Wheel by placing their Control marker on The 7 Special Actions described below: in a Region without other Heroes. They can perform it in a neutral
that Action slot.To choose a Special Action, the player must be Region if their Might is equal to or higher than the Population
able to resolve its effect (for example, a player cannot choose a. Reinforce Strength of that Region. Other player Armies present in that Region
the  Reinforce Special Action when all of their Armies are on The Active Player Recruits 1 Army (see Activating and Recruiting must withdraw. The Active Player gains control over that Region
the board). A player can choose an Action with Control markers an Army on the previous page). and can immediately Recruit one Army there.
of other players but not with their own. If there are Control
markers of other players, they place their marker on top of b. Mobilize It is also possible to perform this Special Action in a  controlled
The player Activates as many of their Armies from the board as Region of another player. To do this, the player’s Might must
the stack (all Control markers on one Action slot on the Action be equal to or higher than the Total Army value in that Region if
Wheel should be stacked one on top of another). they want (but at least one). After resolving all Activations check if
they gain control over any neutral Region and resolve any Battles there are any Armies there. All of those Armies must withdraw from
If this is the first Control marker placed on that Action slot, all in Regions with Armies of two different players. In the case when that Region. If the controller of that Region has no Armies there,
players that  have an  Alliance with a  Realm corresponding to more than one Battle would have to be resolved, the  Active then Usurp may be performed regardless of the value of the Hero’s
that  Action may take bonuses from that  Realm starting with Player chooses which order they should be resolved. Might . In each case, the Usurping player takes control over
the player to the left from the Active Player (so the Active Player that Region and can immediately Recruit one Army there.
will gain the bonus last). c. Prepare 3.
The  Active Player chooses two of the  following options (they 1.
1. can choose the same option twice):
a. Heal 1 Injury.
b. Draw 1 Combat card.
c. Gain 1 chosen Rune (from Supply).
d. Increase an Army value by 1, but only if that Army is in
that players Region with a Settlement. 2.
2. d. Build Temple
The Active Player chooses one of their Regions with a Shrine
and without a Temple. They take a Temple from the space with
The green player places a Control marker on the Monster Special
Action. Green and red players may gain Realm bonuses since this the lowest covered number from the Temple track and place it in
is the first Control marker placed on that Action and they are both that Region. Then, that player gains 1 Priest. If they just revealed
allied to the Realm connected to that Action (in this case Muspelheim). the Draft keyword on the Temple track, the Blessing Draft starts. The green player chooses the Usurp Special Action placing a Control
The red player will gain the bonus before the green player. marker on the Action Wheel. The player compares the Might Attribute
BLESSING DRAFT value to the Population Strength of the Region with their Hero.
If there are one or more Control markers on an  Action slot, Since both values are 2, the green player places a Control marker
The Blessing Draft triggers when somebody Builds a Temple
the player whose Control marker is just covered gains 1 chosen in that Region and Recruits 1 Army there (with a value equal to Authority).
and as a result of that they uncover the Draft keyword on
Rune from the Supply.
a Temple track. The player who just Built a Temple draws
1. a number of Blessing cards equal to the number of players
plus one and places them face up in the center of the table.
The Active Player chooses and places one of the cards near
their Player board. Then, moving counter-clockwise, each
player chooses one of the Blessing cards and places it near
their Player board. Once each players has chosen one of
the  cards, the  Blessing Draft is over, and the  remaining
2. unchosen Blessing card is discarded.
Blessings give players unique abilities that last from now
The red player places a Control marker on the top of the green until the end of the game.
Control marker. This means that the green player immediately gains
1 chosen Rune. e. Monsters
Players receive Runes or resolve Realm bonuses before The Active Player chooses one:
resolving a chosen Special Action. a. Activate 1 or 2 different Monsters in a chosen order. They
The Build Monument Special Action is an exception and works choose from Monsters controlled by them or neutral ones.
differently. It may only be chosen by a player who has at least one b. Hunt a Monster that is in the same Region as their Hero
Control marker on any Action slot on the Action Wheel. The Active (for Hunt resolution see page 10).
Player does not place a Control marker when they decide to take c. Hunt the  Boss if it is in the  same Region as their Hero,
the  Build Monument Special Action – also no Realm bonuses this can be done only if that player has already slain two
are gained (there is no spot for a Control marker and no Realm is Monsters (or one in a 2-player game).
assigned to the Build Monument Special Action).
After players resolve a chosen Special Action, their turn is over. SLAIN MONSTERS AND SLAYER TOKENS
Then the player in clockwise order may start their turn. When a  Monster is slain, the  player who  deals the  last
Wound to that Monster gains its miniature and puts it close
to their Player board. Also, if any other player has at least
4 Control markers on Wound slots of that Monster tray they
gain one Slayer token. Both miniatures of slain Monsters
and Slayer tokens count when a player checks if they can
start to Hunt the Boss. So a player who has two Monster
miniatures, one Monster miniature, and one Slayer token
or two Slayer tokens can start to Hunt the Boss.

9
g. Build Monument ( )
To choose this Special Action, the  player must have at least
one Control marker on any Action slot of the  Action Wheel.
Monsters And Hunting
When a player perform this Special Action they take the steps
below in order:
Activating Controlling Monsters
Control over a  Monster is marked by a  ring of the  controlling
1. Choose one of the Monuments and add the next level to it
(add the next part of the miniature). A player cannot choose And Controlling player’s color. Each player has only two rings, which means they
can only control a maximum of two Monsters at once. If they
a fully built Monument (with all 3 levels already built).
2. Check all face up Ragnarok Requisite cards. If any
Monsters already have two Monsters under their control and want to
When a  Monster is Activated it will either move or perform control a new Monster, they must remove their ring from another
Requisite is met, turn this card face down. If then there a Region Attack. If the Monster is controlled by any player, this of their Monsters (and lose control of it immediately). A player
are at least 3 Ragnarok Requisite cards that  are face player decides what  to do. If they chose to resolve a  Region can never take control over a  Boss or Monster that  is under
down, Ragnarok begins (see Goal of the game, page 4). Attack they must resolve every effect, even if some of them control of any other player.
3. All players: can apply to themselves. If a  neutral Monster was Activated,
– Remove their Priests from all Monuments and put
them back to the Supply (not to their Pools).
the  Active Player must roll a  Monster die to determine Starting A Hunt
what that Monster will do. There are 3 different results on the die: Hunt is a  combat between a  Hero and Monster/Boss. To start
– Remove their Control markers from the Action Wheel. a Hunt, player’s Hero must be in the same Region as the Monster/
– Recharge all their Artifacts. Boss they want to Hunt. Then the  Active Player must perform
4. Refresh all Forges by adding the  corresponding Runes the  Monsters Special Action. During a  Hunt, players ignore
to empty ones. Combat card limits from their Wisdom .
 – The Active Player moves the Monster to a chosen adjacent
Region. Moving a Monster can trigger Stomp.
1.
– Resolve the  Monster Region Attack (described on its tray).
If any decision has to be made here the Active Player decides.
– The  Active Player may choose to treat this result as
a  or .
SAEX
All decisions that must be made about neutral Monsters are made
3.
Instead of dealing a Wound
with the Saex symbol, you may use it

by the Active Player. All decisions about controlled Monsters are with the Shield to deal any type
of Wound to the Monster.

chosen by their controllers.


2. 3
HUNT

BATTLE

STOMP
5.
BERSERKERS

Each time a Monster moves to a Region with any Armies, 4. Gain +2 Battle value
if you are the attacker.

5. The builder of the Monument gains 1 Priest to their Pool decrease the value of one of these Armies by 1. If there is
for each Temple in their Regions. Also, that player picks COMBAT CARDS  – These cards are used by players during
more than one Army, the player who moved the Monster
up Runes from Forges in their Regions. Battles between Armies and when they Hunt Monsters/Boss.
(the  Active Player or controller of the  Monster) decides
6. Draw and resolve one Event card: which Army decreases their value. If the  Monster is Each Combat card has:
– The  Active Player checks the  Rune symbol from controlled by a  player, they may choose not to resolve 1. Weapon symbol.
the  Place section on the  drawn Event card. If there the  Stomp when the  Monster moves. Neutral Monsters 2. Value.
is any Monster left with that  Rune symbol on its tray Stomp every time they enter a Region with any Armies. 3. Hunt effect.
that is not already on the board or was not slain, place 4. Battle effect.
that Monster in a Region indicated by the number on 5. Casualty symbols (present only on some Combat cards).
the drawn Event card (top part of it). If there are still both 1.
Monsters with that Rune symbol, take the one whose
Monster tray is above the  other (see Setup step  7).
If there is no Monster left with the corresponding Rune
symbol, (both are already on the board or are slain) do
not place any new Monster on the board.
– Go to the  Activate section of the  drawn Event card
and check the  first Rune symbol (from the  left).
The Monster draws 4 cards. 3.
Activate all Monsters with the  corresponding Rune
symbols that  are already on the  board starting with
1. 2 6 2.
the one whose Monster tray is above the other. Then 4. VICIOUS ATTACK
Deal 1 Injury.
do the  same with the  second Rune symbol from If the Hero’s Might is lower than 4,

the Activate section of the Event card. 2. the Monster draws 2 more cards.

– If there is a Boss symbol on a drawn Event card – MONSTER ATTACK CARDS – Cards that represent Monster
Activate the Boss (Loki). The green player Activates the Draugr and rolls the Monster die since
Attacks.
no player controls that Monster. The die result is move so the Draugr
must be moved to an adjacent Region. The green player decides to Each of these cards has:
1
move the Draugr to Region (19) with the red player’s Army. This move 1. Rage value.
triggers Stomp so the value of that Army is decreased by 1. 2. Weak Spot value.
3. Monster draw.
4. Attack effect.
PLACE:

ACTIVATE:

10
The Hunt ends unsuccessfully when:
Fa f n ir
Attack
2. a. The Hero is going to get an Injury and they already have
MONSTER ATTACK DECK
This deck is never reshuffled during a single Hunt. When
region
there are no more cards in the deck and Monster must
3. all their Attributes tokens on the Injured side.
If there is an Army in the Region
with Fafnir, decrease its value by 2.
If there is no Army in the Region
with Fafnir, move Fafnir to any adjacent
b. The  Monster Attack deck is empty at the  start of draw cards, they just draw as many as they can. Before
4.
Region with any Army.
Special
Attack the Monster round. each Hunt, the players shuffle all 14 cards from this deck
Deal 2 Injuries. The Hunting player
discards 1 chosen Rune. c. The effect from the Monster Attack card says the Hunt is over. to form the Monster Attack deck for the Hunt.
Reward
d. The  Hunting player cannot or does not want to deal at
5.
The Ring of Andvari

least one Wound during their round. Hero Round


1. PRIEST RUNE ARMY +1 ARMY +1
When the Hunt ends unsuccessfully (the Monster is still alive), During this round, the Hero deals Wounds to a Monster. To do
the Hero gets 1 Injury. so, the Hunting player must play Combat cards with a Weapon
MONSTER TRAYS  – trays that  contain all the  important symbol corresponding to any uncovered Wound slots on
information about a Monster. ENDING THE HUNT WITH THE BOSS the  Monster tray. When they play the  Combat card, they can
If any player ends the Hunt with a Boss by slaying it, the game resolve its Hunt effects and place a Control marker on a chosen
1. Monster’s Wound slots. Wound slot with a matching symbol from the Combat card just
immediately ends and that  player wins. Otherwise, if after
2. Monster’s Rune. played. If there is a Reward on the Wound slot that was covered,
a  Hunt, the  Boss is still alive it immediately regenerates  –
3. Region Attack. the Hunting player gains that Reward immediately.
remove all Control markers from Wound slots on the Boss tray.
4. Special Attack.
5. Rewards. Player can deal any number of Wounds to a Monster during their
Monster Round round. The Hero round ends in one of the three following cases:
Wound Slots And Rewards In this round, the  Monster attacks, and the  Hero tries to defend
1. The  Hero cannot or does not want to deal a  Wound to
These slots represent how resilient a Monster is and how hard themselves. Resolve the following steps in each Monster round:
a  Monster. In this case, the  Hunt immediately ends
it is to slay. Players will cover those slots with their Control
1. Check if the Monster Attack deck is empty – if it is, the Hunt unsuccessfully.
markers when they deal Wounds to a  Monster during Hunts.
Each slot has a  Weapon symbol, which the  Combat card immediately ends (unsuccessfully). 2. After dealing a Wound all Wound slots on the Monster tray
played during a Hunt must match in order to deal a Wound to 2. The Monster chooses one Monster Attack card from their are covered – this means Monster is slain and the Hunt
the  Monster. Some Wound slots have a  Reward assigned to hand and plays it. They discard the rest of the Monster immediately ends (successfully).
them. Players can gain this Reward during the Hunt after they Attack cards from their hand. 3. The  Hero decides to end their round after dealing at
deal that Wound. There are 4 types of Rewards: 3. The  Hero may play Combat cards to defend themselves least one Wound to a Monster. The Hunt continues, but
Realm – The player places their Control marker to any Realm from the Monster Attack effects. The Hunting player may the Hero round is over and a new Monster round begins.
without their marker. This Reward is considered as forming play as many Combat cards as they want (or may play
an  Alliance so the  player immediately draws 1 Combat card none). To defend successfully, the total value of the played
Slaying A Monster
When the  last Wound slot on the  Monster tray is covered,
if they put their Control marker on a  Realm without Control cards must be equal to or higher than the  Rage value of
that  Monster is slain. The  player who  covers the  last Wound
markers of any other players. the Monster Attack card played. As an alternative, the Hero
slot gains that Monster miniature and puts it near their Player
Priest – The player gains 1 Priest from the Supply and places may use Combat cards with a Shield symbol, which blocks
board. Any other player who has at least 4 Control markers on
it into their Pool. most Monster Attack effects and ignores their Rage value.
that  Monster tray takes one Slayer token. Remove all Control
Army +1 – The player increases the value of one of their Armies by 1 4. If the  Hero defends successfully, ignore the  Monster markers from that Monster tray and put that tray back to the box.
(that Army does not have to be in their Region with a Settlement). Attack effects from the Monster Attack card – otherwise
resolve them. WOUNDING MONSTER OUTSIDE THE HUNT
Rune  – The  player gains 1 chosen Rune from the  Supply to
their Pool. 5. The Hunting player draws 1 Combat card. There are possibilities to deal Wounds to a  Monster in
other ways than during a  Hunt. When a  player deals
6. Now add the Hero’s Wisdom to the value of all Combat
BOSS WOUND SLOTS a Wound to a Monster outside the Hunt they do not gain
cards played to defend from the Monster Attack effects.
Each Boss Wound slot has two Weapon symbols instead any Rewards for it nor can they gain a Monster Artifact
If that sum is equal or higher than the Weak Spot value
of one. This means that  players must play two Combat card that way. Monsters can still be slain outside the Hunt
from the Monster Attack card, the Hunting player draws
cards with the  two corresponding Weapon symbols if the last Wound slot is covered and the player who did
1 additional Combat card.
simultaneously in order to deal a Wound to the Boss. it gains that  Monster miniature. Also, any other player
1. who has at least 4 Control markers on that Monster tray

Resolving A Hunt
gains one Slayer token.

Each Hunt is divided into a  series of rounds that  alternate Artifact Reward
between a Monster/Boss and a Hero. During the Hunt, Monster/ If after the Hunt (no matter if the Monster was slain or not) there
Boss actions and decisions are taken by its controller or player is still an Artifact card assigned to that Monster (nobody gained
who sits to the right of the Hunting player. Before a Hunt starts, 2. it earlier) and all Wound slots with no assigned Rewards are
players should take the following steps: 3. 4. covered, the Hero gains that Monster Artifact card.

1. Play and resolve all effects that say “at the beginning of


a Hunt.”
2. The  Hunting player draws Combat cards equal to their
Might .
3. The  player who  controls the  Monster shuffles all cards The Monster player chooses to play the “Special Attack” Monster
from the Monster Attack deck and draws 2 of them. Attack card. The Hunting player discards 2 Combat cards with a total
Now the  Hunt begins from the  first Monster round. The  Hunt value of 4. It’s not only enough to defend successfully, but also allows
lasts until one of the ending conditions is fulfilled. the Hunting player to draw an additional Combat card since the total
value of discarded Combat cards (4) plus the Wisdom value (3) are
Ending The Hunt equal to the Special Attack’s Weak Spot value (7).
The Hunt ends successfully when Monster is slain which means 7. At the  end of the  Monster round, the  Monster draws
the last Wound slot on its Monster tray is covered. In that case new Monster Attack cards from the deck. The number of
the Hunt ends successfully. cards that should be drawn is shown on a Monster Attack
card that was played this round. After that, put that card
on the discard pile. Now a Hero round starts.

11
Battles And Other Rules
Battles
A Battle is a fight between the Armies of two players. A Battle 1. 3.
must be resolved at the end of any step of a turn in which two or
more Armies of different players are in the same Region. When
more than one Battle must be resolved, they are resolved one
by one in the order chosen by the Active Player.

Battle Sequence:
1. Playing Combat cards: Starting with the  defender,
each player may play one Combat card or pass. After
playing a Combat card, the player immediately resolves
its Battle effect and places it in front of them. The value 2.
of all cards placed in front of them increase that player’s
Battle value during the  next step. Cards with Casualty
The green player Activates an Army and moves it to an adjacent
symbols may be played only if the  total number of
Region with the red player’s Army. The green player’s Maneuvers
Casualty symbols played in this Battle does not exceed
step ends and now the battle is resolved. The red player plays
the Total Army value of that player’s Armies in the Region
a “Spear” Combat card (+2 Battle value). The green player plays
of the Battle. After a player passes, they cannot play any
the “Sword” Combat card (+3 Battle value). The red player
more Combat cards during the  Battle. Their opponent
passes and the green player also passes. The green player wins
may continue playing as many as they want. Once
the battle with a total Battle value of 7 (red player’s Battle value
both players have passed, continue to the  next step in
is 6) . The red player decreases their Army value by 1 for losing
the Battle Sequence.
the Battle and withdraws that Army. The green player decreases
2. Counting Battle value: Each player sums the values their Amy value by 1 for one Casualty symbol on the Combat
of the Combat cards they played, their total Army value of card they played. The green player takes control over the Region.
Armies in the  Region of the  Battle, and any other relevant
effects (Artifacts, Blessings, and Hero Special Abilities).
The total result is their Battle value. The player with the highest
Artifacts
Battle value wins. In the case of a tie, the defender wins. Whenever a  player obtains an  Artifact card they gain it
Charged. They can exhaust (rotate it 90 degrees) any of their
3. Casualties (LOSING side): First, the player who lost
Artifact cards to use its effect in the  moment described on
the  Battle must assign one Casualty to each Army
the Artifact card.
from the  Region of the  Battle. Each of their Armies
in the  Region must decrease their value by 1. Then, There are two types of Artifacts cards in the  game that  work
the losing player decreases the value of their Armies by exactly the same but can be gained in different ways:
1 for  each Casualty symbol on Combat cards that  they Monster’s Artifact cards  – each of them is linked to
played during the Battle. A player may freely decide how one specific Monster. Player can gain Monster Artifacts after
Game Design: Adam Kwapiński
to assign Casualties from played Combat cards (not the  Hunt (no matter if the  Monster is still alive or not) when
the ones for losing the Battle) between all their Armies in all Wound slots with no Rewards under them are covered by Game Development Lead: Ernest Kiedrowicz
that Region. In rare cases, there may be more Casualties Control markers. It can only be done if this Monster Artifact card Tests and Development: Krzysztof Belczyk, Wojciech Frelich,
than the player can assign, and if this happens, all Armies was not taken before by another player. Adrian Krawczyk, Łukasz Krawiec, Michał Lach,
are killed (removed from the board to the player’s Pool) Paweł Samborski, Filip Tomaszewski, Jan Truchanowicz
God’s Artifact cards  – these powerful items are linked
and the player ignores any additional Casualties.
to Regions with Monuments. When any player takes control Rulebook: Wojciech Frelich, Ernest Kiedrowicz,
4. Withdraw: The  player who  lost must withdraw all their over such a Region (regardless of Monument level) that player Adam Kwapiński
Armies from the Region of Battle. All Armies must withdraw takes the God’s Artifact linked to this Monument – no matter if Art direction: Patryk Jędraszek, Marcin Świerkot
to one single adjacent Region. it was in any other player possession or not. The player gains
Illustrations: Dominik Mayer, Ewa Labak,
5. Casualties (winner side): The  winner must assign the God’s Artifact Charged.
Patryk Jędraszek, Jakub Dzikowski, Pamela Łuniewska,
each of the  Casualties from their Combat cards they
played among their Armies as the defender did in step 3 Cards Piotr Foksowicz, Piotr Orleański
Graphic Design: Adrian Radziun, Michał Lechowski,
(but they do not suffer any Casualties for losing the Battle).
6. Region Control: Finally, players check if the  winner
And Discard Piles Klaudia Wójcik, Karolina Łaski, Patrycja Marzec
of the  Battle takes control of the  Region. If the  winners There are 4 decks in the  game: Event cards, Combat cards, DTP: Patrycja Marzec, Rafał Janiszewski, Jędrzej Cieślak
total Army value is equal to or higher than the Population Monster Attack cards, and Blessing cards. Blessing, Event, and 3D Graphics: Mateusz Modzelewski, Piotr Gacek,
Strength of that Region, the player takes control of it. Combat cards should be shuffled when their deck is empty Michał Lisek,Marek Kondratowicz, Jędrzej Chomicki
and the  player must draw another card. Take all cards from
Editor: Tyler Brown
KILLING AN ARMY the  corresponding discard pile, reshuffle it, and create a  new
draw deck. All Monster Attack cards are always reshuffled Proofreading: Tyler Brown, Justin Nnorom
If the  value of any Army has to be reduced below 1 or
the  Army could not withdraw, remove that  Army from before each Hunt. At any moment of the  game, players are Production: Olga Baraniak, Adrianna Kocięcka,
the board and place it into the owner’s Pool. allowed to look through the discard pile of each deck. Anna Czajka, Jacek Szczypiński, Dawid Przybyła,
Michał Matłosz, Witold Chudy
Limited Components Special Thanks: Mateusz Gospodarczyk, Piotr Kołodyński,
During the game, players use various components like Runes, Joanna Kurek, Martyna Machnica, Aleksandra Małek,
Armies, Temples, Priests, etc. Those resources are limited so Paweł Migryt, Michał Sieńko, Julia Sinielewicz, Jacek Toboła.
when any of them run out during the game it cannot be obtained Przemysław Kotliński with his testing team. Ken Cunningham
by any player. The  only unlimited components are players’ and CodedCardboard for making us a TTS prototype.
Control markers. In the rare case when somebody runs out of All people who spent their time and effort testing,
them, use any substitute. blind testing and participating in the development of the game.

12

You might also like