Valhalla RULES ENG-WIP
Valhalla RULES ENG-WIP
Players take on the roles of Jarls — Viking commanders who want to lead their parties into battle and earn a glorious
death. The player who scores the most points for fallen warriors and from capturing enemy shields becomes The Last
King of the Vikings.
CONTENTS
a b c 120 cards:
a) Viking cards
• Bear clan — orange
• Wolf clan — green
• Boar clan — yellow
• Deer clan — purple
b) Ice Giant cards
From here on, the Viking cards and Ice Giant cards will
be referred to collectively as “Warrior cards” for simplicity.
c) Single-use Battle Tactic cards
40 cards 40 cards
for the Valkyries expansion for the Dwarves of Svartalfheim expansion
6 cards
10 cards for the Loki’s for the Brothers-in-Arms 14 cards for the Thor’s 8 cards for the
Deception expansion expansion Support expansion King of the Hill expansion
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15 battle dice:
— 6 red dice
— 6 black dice
— 3 white dice
25 Jarl cards
reference cards
24 shield tokens
- 4 tokens for each player
6 player boards
Weapons needed
to activate warrior
Description
Glory Points of the card’s effect
JARL CARD
Each Jarl has two abilities that may be used during the game. The Jarl’s primary ability may
always be used. In order to use the Jarl’s secondary ability, a special condition — written in
red — must be met.
On the left side of the Jarl card, there is a symbol which shows how the Jarl’s abilities work
together:
This symbol indicates that This symbol indicates that
a player may use both a player may only use
of the abilities together. one of the two abilities — if he
Secondary ability is usually an chooses to use one of them,
extension of the primary ability. he may not use the other one.
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SETUP
Valhalla consists of several Expansions that are explained at the end of this rulebook. The first time you play
Valhalla, we recommend playing without any Expansions, then adding expansions as you please in subsequent
games. Any expansion components that will not used during gameplay should be placed back in the game box.
Shuffle and place a deck of all 120 Warrior and Battle Tactic cards within easy reach of all players.
1 Leave some room for a discard pile near the deck.
2 Place the appropriate points card for the number of players. Place all dice on the table.
Each player takes a player board and 4 shields with the symbol of their chosen clan. Each player
3 may keep a summary card near their board.
Shuffle the Jarl cards and deal 3 face down to each player. Each player chooses 1 to keep
4 and places it face down in their player area, returning the other 2 cards to the box. Once
all players have chosen their Jarl, the Jarl cards are turned face up and each player in turn
reads out the abilities of their Jarl. In a 2-player game, put all cards marked with “3+”
symbol aside before you deal 3 cards to each player.
First game: If you want to simplify this step, we suggest that for your first game you
shuffle together all the Jarl cards with a symbol and deal 1 to each player instead of
giving them a choice.
Discard cards from the top of the deck (depending on the number of players), forming a face-up discard
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pile. Whenever you are told to discard cards, they should be placed face up on this pile.
Number of players Number of cards discarded from the deck before the game starts
2 40 cards
3 20 cards
4 10 cards
5 0 cards
6 0 cards
Additionally, after players select their starting hands, shuffle the 12 cards
rejected by the players back into the deck.
The player with the longest beard will be the starting player. If you have trouble determining who this is,
6 the starting player can be selected at random, or it can be the youngest player.
Deal cards from the deck face up onto the table until there is 1 more Warrior card than the number of
7 players. For example, in a 4-player game, there should be 5 face-up Warrior cards. Any other face-up
cards (i.e. battle tactic cards) should be shuffled back into the deck.
The player sitting to the right of the starting player chooses one of the warriors from the table and puts it
8 in their player area (still face up). Then the remaining players, in counter-clockwise order, choose one Warrior
card each. The starting player chooses 1 of the 2 remaining Warrior cards, and the last one should be shuffled
back into the deck.
Each player draws 7 cards from the deck and discards 2 into the open discard pile. Players choose
9 cards to reject at the same time and, after selecting them, place them face down in front of them. Once
everyone has chosen their cards to reject, they place them face up on the discard pile.
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Example of a player area after setup:
2 1 5
8 9
9
8
2 3
8
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Card text
If any card, e.g. a Jarl card or a battle tactic card, has text which contradicts this rulebook,
priority is always given to the rules described on the card.
Additional Dice
There are 3 additional dice in the common pool. If at any time of the battle, you run out of additional
dice, do not replace them with any others – they are limited.
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GAMEPLAY
The first player (the one who had last-choice of the face-up warrior cards) begins the game. Play continues in a clock-
wise direction.
Each player’s turn is divided into 2 parts:
A — Perform an action
B — Draw 2 cards and keep 1 of them
A — ACTION
2) Add 2 warriors from their hand to their battle party if the total number of
weapons on these cards is no more than 3
If a player has no warriors in their battle party, they must perform action 1) or 2). The “!”
symbol on the turn overview card and player mat serve as a reminder of this rule. If a player
has no warriors in their battle party and no warrior cards in their hand, they must show their
hand to the other players and perform action 3 in phase A: draw 2 cards and keep one of them.
Players are not obliged to keep a warrior when they draw cards.
2) Add 2 warriors from their hand to their battle party if the total number of weapons on these
cards is no more than 3.
This action is similar to the first, except that the player adds two warrior cards. The sum of the weapons
(shown on the left side of the card, beneath the strength) on the 2 warriors cannot exceed 3. This means
that the player can either play 2 warriors with 1 weapon each, or 1 with 1 weapon and 1 with 2 weapons.
As with action 1, if the player exceeds the limit of 4 warriors in their battle party, they simply must discard
warriors until they are left with only 4.
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B — DRAW 2 CARDS AND KEEP 1 OF THEM
The player draws 2 cards, then chooses 1 to add to their hand and discards the other —
exactly as in action 3.
BATTLES
The players fight battles using their warriors, battle tactic cards and their Jarl’s special abilities. First, the attacker’s
phase takes place, and then the defender’s phase. The battle ends with a comparison of strength.
You cannot attack a player who has no warriors in their battle party OR a player who does not have any of their own
shields left.
Before the attacker’s phase, each player has a chance to use 1 or more Battle Tactic cards that must be used before the
battle (those that have ‘use this card before the battle’ written on them).
AT T AC K E R ’ S PH A S E
2) Rerolls
During their phase, the attacker may discard one die in order to reroll any or all of the other weapon dice in
their pool. The attacker chooses which dice to reroll and which to keep, but all those that they wish to reroll
must be rolled together.
The attacker can reroll their dice any number of times in combat, although they must first discard one die each
time they do so.
Discarded dice are set aside and are unavailable to the attacker for the rest of the battle.
4) Arming warriors
The purpose of rolling the dice is to arm warriors. The attacker chooses
weapons from their rolled (and rerolled) dice and places them on the
matching symbols on their warrior cards. If the attacker covers all the
weapon symbols on a warrior with the required dice, that warrior is
activated and the strength value shown on the card is added to the
attacker’s Attack Strength.
The player can activate their warriors with the weapon dice in any combination
they choose. The player does not have to activate a particular warrior, even if
they have rolled the necessary weapons.
All dice with the symbol may be rerolled using rerolls or battle tactic cards.
symbols may not be used to activate ice giants.
The attacker can freely move dice between their warrior cards until they choose to end their phase.
If a player is unable to arm at least one of their warriors, they lose the battle. If the attacking player fails
to arm even a single warrior, the battle ends immediately; the defender wins without playing their phase.
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SPECIAL ABILITIES THAT APPEAR ON WARRIORS
WALL OF SHIELDS:
If a warrior has this ability, he adds 2 to his strength value when there are 3 different clans
(warriors of 3 different colors) in the player’s battle party (as indicated by the black player icon).
When there are 4 different clans in the player’s team (warriors of 4 different colors), he adds 5
to his strength instead of 2.
BLOOD BROTHERS:
If a warrior has this ability, he adds 2 to his strength value when there is a warrior of the indi-
cated color (in this example, yellow) in the player’s battle party (as indicated by the black player
icon). When the player’s team has 2 warriors of the indicated color, he adds 5 to his strength
value instead of 2.
BREATH OF COLD:
This ability appears on ice giants. When the attacker activates an ice giant, the defender loses
1 die for the duration of the fight. Note that this ability only activates when attacking, and the
opponent can only lose 1 die per battle in this way, no matter how many ice giants they are
being attacked by.
DE F E N D E R ’ S PH A S E
The defender’s phase looks exactly the same as the attacker’s phase.
There are 3 additional dice in the game – if the attacker used some of them to activate his warriors, the defender may
be unable to use his Jarl’s ability or play battle tactic cards.
C O MP AR I SO N O F S T R E NG T H
After completing the defender’s phase, players compare their Attack Strength. The player with the higher Attack
Strength wins the battle. In the case of a tie: the attacker wins.
Remember: The attacker cannot play any more Battle Tactic cards once their phase is over.
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Valhalla is a personal stack of player points. Cards that have been sent there cannot be looked at again
until the end of the game.
Warriors who win in battle go away in glory. Odin opens the gate and sits with them at the table in Valhalla.
The player who lost the fight, whether they were an attacker or a defender, they cannot send any warriors to Valhalla.
The warriors who lost the battle return to heal their wounds with their heads bowed in shame. Participation in the fight
is not enough - Odin welcomes only the victorious to Valhalla.
After the battle is resolved, all of the dice are removed from the warriors and additional dice are returned to the
common pool.
— OR —
In both cases, the active player ends their turn. Then, each player (including the player who has just finished their
turn) performs one final turn.
If the cards in the deck run out, at the end of the game it may happen that players are unable to draw cards when they
normally would, or are unable to draw as many cards as they should.
After the last round, the mythical Ragnarӧk takes place. Each player has one last chance to attack with their
warriors.
In Ragnarӧk, each player in turn rolls 6 dice, arms their warriors, and if they want, they can use battle tactic cards and/
or rerolls, just as they would in a normal battle, except that they are not attacking a specific player, but rather they are
simply trying to activate warriors in order to send them to Valhalla. If the player has activated all of their warriors,
or they are unable to activate another one, they complete this phase and pass the dice to the next player. All activated
warriors go to their Valhalla, and all others (including those remaining in players’ hands) are discarded.
During Ragnarӧk, players can still use their Jarl cards. For the purposes of using the Jarls’ special abilities, all players
should be treated as attackers during Ragnarӧk.
Shields:
2 players Each shield won from your opponent is worth 2 points. No points are awarded for keeping your own
shields.
3 players Each shield you have (both your own and those won from your enemies) is worth 2 points. In addition,
each set of 2 different shields from your enemies is worth 2 additional points.
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4 players Each shield you have (both your own and those won from your enemies) is worth 2 points. In addition,
each set of 3 different shields from your enemies is worth 3 additional points.
5 players Each shield you have (both your own and those won from your enemies) is worth 2 points. In addition,
each set of 3 different shields from your enemies is worth 2 additional points, and each set of 4 different
shields from your enemies is worth 4 additional points. Each shield can only be used in 1 set.
6 players Each shield you have (both your own and those won from your enemies) is worth 2 points. In addition,
each set of 3 different shields from your enemies is worth 3 additional points, and a set of 4 different
shields from your enemies is worth 5 additional points. Each shield can be used in only 1 set.
Cards in Valhalla:
Each warrior gives points as indicated in the lower-left corner of the card.
The player with the most Glory Points wins the game. In the case of a tie, the player who has more of their opponents’
shields wins. If there is still a tie, the player who has more of their own shields remaining wins. If there is still a tie,
players share the victory.
GAME VARIANTS
SIMPLIFIED VARIANT
This variant may be useful in playing with younger players. In order to shorten and simplify the game a bit, you can
make two small changes to the game.
1) First of all, skip step 3 of the setup, i.e. play without the Jarl cards.
2) Secondly, instead of step 8 of the setup, players simply draw 5 cards to make their starting hand.
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EXPANSIONS
Unless otherwise stated, expansions can be used with the main game on their own or with other expansions.
Expansions add new aspects to the gameplay, or make the game more fun for larger groups.
The only limitation for some expansions is that they are for a specific number of players.
LOKI’S DECEPTION
Loki is the god of tricks, lies and mischief. In Ragnarök, Loki stands in opposition to the other gods and helps
those who are losing in battle.
When playing with the Loki’s Deception expansion, players choose a specific card or draw one
at random. Some of them may influence the number of dicarded cards in game preparation.
When you play for the first time with this addition, place the card marked “Recommended
for the first game” ( ) next to the reference cards on the table. In subsequent games using
this expansion, you can choose any card or draw one at random. The remaining 9 cards are
returned to the box.
The Loki’s deception card describes what bonus the player who lost a battle receives. After
each battle, the Attack Strength of the players participating in it should be compared. De-
pending on what the difference was, the player who lost receives the corresponding bonus
indicated on the card.
The player can choose not to use the bonus and can also take advantage of the bonus that
is below the one he is entitled to.
Apart from this change, battles and their consequences remain the same.
When you play with this expansion, you should shuffle the 14 Thor’s Support cards into
the deck before step 5 of the game setup.
If a player has such a card in his hand, he may play it before the beginning of a battle be-
tween two other players. Thor’s Support cards show who can be the receiver of its power:
This card may only be used on a player who has less warriors in a battle than
his opponent.
This card may only be used on a player who has less or the same number of
warriors in a battle as his opponent.
The player who is the recipient of the Thor’s support gains a battle advantage:
If the supported player wins the battle, the Thor’s support card goes to the Valhalla of the player that played it. It will
bring them more Glory Points at the end of the game. If the supported player loses the battle, the card is discarded.
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VALKYRIES
Valkyries are daughters of Odin, minor goddesses who bring the souls of the bravest warriors killed in battle
— known as the Einherjar — to Valhalla. Valkyries seek both those who found a glorious death fighting alone
against impossible odds, and those who distinguished themselves in battle alongside their brothers-in-arms.
SETUP:
The Valkyries expansion consists of 40 additional cards which should be shuffled into the deck in step 1 of the setup.
The discard pile is created only after the Valkyries cards have been added to the deck.
Players use special reference cards ( +40 ), which remind them about the changes in the rules.
NEW CARDS:
Cards of warriors with the blessing of Valkyries
The Valkyries expansion may not be combined with the Dwarves of Svartalfheim expansion.
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DWARVES OF SVARTALFHEIM
Greedy, cunning, treacherous creatures dwelling in Svartalfheim — the underground world between Midgard
and Nilfheim — Dwarves are exceptionally talented blacksmiths, wielding magical, mighty weapons and
talismans. They are also extremely dangerous in the battlefield.
SETUP:
The Dwarves of Svartalfheim expansion consists of 40 additional cards which should be shuffled into the deck in step
1 of the setup. The discard pile is created only after the Dwarves of Svartalfheim cards have been added the deck.
Players use special reference cards ( +40 ), which remind them about the changes in the rules.
NEW CARDS
Special powers on Dwarves of the Svartalfheim cards
This ability is used after a battle is over, when warriors leave to Valhalla. If a
player played a Dwarf card with this ability and their opponent sends warriors
to Valhalla, the player can choose one of their opponent’s warriors that may not
leave to Valhalla.
This power forces an opponent to discard one battle tactic card immediately.
The opponent chooses which card to discard on their own. If they don’t have
any battle tactic cards in their hand, they must reveal their hand to the other
players in order to prove it.
This ability allows a player who has activated a warrior on their team to add 3
to their total Attack Strength, but only if they discard one card from their hand.
Aside from these changes, new battle tactic and warriors appear in the game.
The Dwarves of Svartalfheim expansion may not be combined with the Valkyries expansion.
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KING OF THE HILL
In the final battle, as the ground collapses and the flames surround the last patch of earth untouched by de-
struction, the one who has earned the respect of the gods stands tall. He is not the king of any land or clan, but
the most powerful of all jarls. He is the king of the hill, taunting his enemies, challenging them to one last fight...
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BROTHERS-IN-ARMS (4 or 6 players)
PARTNERSHIP OF THE JARLS (4 OR 6 PLAYERS)
When playing with this expansion, players use special cards to show who they are partnered with. Each player takes
the card bearing the shield of the player sitting opposite them; this player will be their partner for the duration
of the game.
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GAME PART N E RS
ME DIA PART N E RS
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