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Valhalla RULES ENG-WIP

The document describes the setup and components of a Viking-themed board game called Valhalla. Players take on the roles of Jarls and lead their warriors into battle to earn the most glory and a place in Valhalla. The game includes various warrior cards, battle dice, and expansion packs that can be added to change gameplay.
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0% found this document useful (0 votes)
115 views16 pages

Valhalla RULES ENG-WIP

The document describes the setup and components of a Viking-themed board game called Valhalla. Players take on the roles of Jarls and lead their warriors into battle to earn the most glory and a place in Valhalla. The game includes various warrior cards, battle dice, and expansion packs that can be added to change gameplay.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

R U L E B O O K

The world is coming to an end...


The seers had foretold this day for a long time, while the sun was slowly fading
in the sky. The warriors of the most powerful clans, however, will not let their eternal
fate depend on someone else. These are the descendants of Odin himself, taught never
to retreat, never to give up. They will not wait for the end to come, so they go to meet
it in the final battle. To accept defeat without a fight is unthinkable, and death
on the battlefield is the greatest honor.
They stand in the fight for glory, for honor, for blood. They are fighting for a place
in eternal Valhalla.
Valhalla - a mythical paradise to which the worthy fallen are borne in glory, where
the most prominent places are reserved for the gods, great jarls and kings. This is a land
of eternal happiness, where fighters battle each day and feast every night. Ragnarök
is coming, and every Viking worthy of the name wants to prove themselves in battle
and secure their place in Valhalla.

2 — 6 PLAYERS | 13+ | 30 — 60 MINUTES


CREDITS
Game mechanics and development: Łukasz Woźniak Main game testers:

Artwork: Barbara Gołębiewska Przemysław Ciemniejewski Jonasz Skrzypkowski


Ola Woźniak Maciej Białecki
Additional Jarl illustration: Paweł Latkowski
Szymon Woźniak Krystian Zaremba
Graphic design and composition: Jakub Majzel Dominik Kurowski Przemysław Wojtkowiak
Dawid Bartłomiejczyk Adrian Lipko Marcin Gwiazda
Samuel Skrzypkowski Marcin Pawlicki
Jakub Majchrzak Jakub Pawlicki
Tymo Mysakowski Paweł Ciemniejewski
Łukasz Simiński Konrad Dawidowicz
Oliwia Simińska Piotr Gruchała
Paweł Podgrudny

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
2
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

WARRIOR CARD BATTLE TACTIC CARD

Strength Symbol representing


and clan color
the card’s effect
Special features

Weapons needed
to activate warrior

Description
Glory Points of the card’s effect

JARL CARD

Primary ability of the Jarl

Condition that needs to be met in order


to utilise the Jarl’s secondary ability

Secondary ability of the Jarl

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.

3
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
5
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.

4
Example of a player area after setup:

2 1 5

8 9

9
8
2 3

8
4

The deck and the discard pile


Players can look through the cards in the discard pile at any time, but they cannot change their
order. Players can also count how many cards are left in the deck, which can be of great importance
when the game is approaching the end.

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.

5
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

On their turn, a player can perform 1 of the following 4 actions.

1) Add 1 warrior from their hand to their battle party

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

3) Attack another player

4) Draw 2 cards and keep 1 of them

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.

1) Add 1 warrior from their hand to their battle party.


The player chooses any warrior from their hand and adds it to their battle party. A player can have
a maximum of 4 fighters in their battle party. If a player already has 4 warriors in their battle party and
wants to add another, they must discard 1 warrior from their battle party.

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.

3) Attack another player.


The player chooses another player and attacks that player’s battle party with their own. The player first
declares who they want to attack, then takes 6 dice and starts the battle.
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. The course of the battle is described in the next section of this rulebook.

4) 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.

6
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

1) Throw 6 weapon dice


At the beginning of their phase, the attacker rolls 6 dice, which are used to arm and send his warriors into battle.

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.

3) Play battle tactic cards


The attacker can play any number of battle tactic cards during the fight. The attacker can play cards after rolling
the dice, while rerolling or after rerolls.
The attacker cannot use battle tactic cards after finishing their phase. They must decide to play cards before
they end their attack and the defender throws their dice.
Battle tactic cards raise the overall strength of the battle party and assist in rerolling and arming
more warriors. After the battle, any battle tactic cards which have been used are discarded.

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.

7
SPECIAL ABILITIES THAT APPEAR ON WARRIORS

LUST FOR REVENGE:


If a warrior has this ability, he adds 3 to his strength value when there is a warrior of the in-
dicated color (in this example, green) in the opponent’s battle party (as indicated by the red
player icon).

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.

1) End of the attacker’s phase


When the player does not want to reroll any more dice or play any additional battle tactic cards, they end
the attack and add up the achieved strength.
Attack Strength is the sum of the strength of completely armed warriors and played action cards.

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.

If the attacking player won the battle:


1) They take one of the defending player’s shields (i.e. the ones which that player started the game with) and
places it next to their battle party. You can never lose a shield gained from your opponent - only your own.
2) All the warriors they activated are sent to their Valhalla. They place them face down on the right side of their
player board.
3) Warriors that were only partially armed remain in the player’s battle party.

8
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.

If the defending player won the battle:


1. He does not lose or gain a shield.
2. They can choose which of their activated warriors go to Valhalla.
They may decide not to send any warriors to Valhalla, choose some, or send each one they activated.

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.

END OF THE GAME


When an active player has completed their turn — that is, they finish phase B — play passes to the player sitting to
their left (i.e. it proceeds clockwise).
The game continues in this way until one of the conditions for ending the game is met:

1 — One of the players loses their last shield

— OR —

2 — The last card in the deck is drawn

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.

COUNTING GLORY POINTS


Players add up the points gained for their shields and for the cards in their Valhalla.

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.

9
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.

ADVANCED VARIANT: DRAFT STARTING HAND OF CARDS


This option is recommended for players who have already played Valhalla and want to add more strategy to the process
of selecting their starting hand.
This process replaces step 8 of the setup. Players draw 5 cards each (rather than 7). Then 2 cards are drawn and placed
face up on the table. The first player starts the draft stage and has two options:
A) Place 1 card from their hand face up on the table.
B) Complete their hand and drop out of the draft stage.
In the case of option A, the player simply lays 1 card from their hand face up next to the other face-up cards on the
table. Together these cards form a common pool. If there is a situation in which the player no longer has cards in their
hand, they must choose option B.
By choosing option B the player completes their hand by taking cards from the open pot until they have a total of 5
cards in their hand. For example, if they have 3 cards in their hand, they select 2 cards from the table to add to their
hand. After completing their hand, the player takes no further part in the draft. Before the next player makes a move,
2 more cards are drawn from the deck and added face up to the common pool.
As soon as there is only 1 player left in the draft, that player can choose option A 1 more time (assuming they still have
at least 1 card in their hand) before they are forced to take option B and complete their hand. All cards remaining in
the pool at the end of the draft are discarded.

ADVANCED OPTION: CHOOSE FROM 5 JARLS


This variant gives the player an even wider choice of Jarls at the beginning of the game. In step 3 of the setup, players
draw 5 Jarl cards instead of 3 and choose 1 of them.
This can be combined with the draft variant described above.

10
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.

THOR’S SUPPORT (3+ players)


Thor is the god of storms and thunder, son of Odin, and a mighty warrior. In Ragrarӧk he is summoned
to support warriors, joining battle parties.

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:

They receive a 2 or 3 Strength


They draw a card before the battle.
point bonus.
They may perform one free re-roll.
They gain an additional die.
They may draw a random card from
their opponents hand.

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.

11
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.

CHANGES TO THE RULES:


Gameplay with these additional cards only differs in phase B of each player’s turn. Players draw 3 cards instead of 2,
then keep 1 of them, discarding the others. The remaining cards are placed face up on the discard pile.

NEW CARDS:

Cards of warriors with the blessing of Valkyries

Many warrior cards have a special scoring rule described in the


bottom left corner of the card. When such a warrior leaves for
Valhalla, it should be checked whether any additional points have
been scored. If this is the case, cards with this point value should
be found in the discard pile and added to Valhalla with that war-
rior.
Whether additional points are awarded depends on whether the
warriors who are going to Valhalla have fulfilled the Valkyrie’s
condition given at the bottom of the card. Some of the Valkyries
award warriors that leave to Valhalla alone, others a big group,
and others leaving with a warrior from a specific clan.

Valkyrie mission cards

Mission cards give an additional 2 Glory Points when a player


wins a battle while meeting the requirements presented on the
card. You can only play one such card per battle.
A completed mission should be placed in Valhalla and the points
added to the player’s total at the end of the game.
Aside from these changes, new battle tactic and warriors appear
in the game.

The Valkyries expansion may not be combined with the Dwarves of Svartalfheim expansion.

12
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.

CHANGES TO THE RULES:


Gameplay with these additional cards only differs in phase B of each player’s turn. Players draw 3 cards instead of 2,
then keep 1 of them, discarding the others. The remaining cards are placed face up on the discard pile.

NEW CARDS

Special powers on Dwarves of the Svartalfheim cards

Dwarves have special abilities that may be used in a battle after a


card has been activated. Each Dwarf may only be used once in each
battle. After a player uses a Dwarf’s special power, they may not
take away the dice used for the dwarf’s activation. Using a dwarf’s
special power is optional.

This power works only while attacking, and allows
a player to block one of their opponent’s warriors.
After the attacking player activates this Dwarf
card, the opponent slightly tilts the attacker’s
chosen warrior card to mark it as blocked – this
warrior may not be activated during the battle.
This ability can’t be used when attacking a team
with only one warrior.

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.

13
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...

The King of the Hill expansion consists of:


— 2 King cards
— 6 two-sided bonus cards (each marked with the number of players on the bottom)

KING OF THE HILL (2-5 PLAYERS)


At the beginning of the game, place the King card and the bonus card
corresponding to the number of players in the game on the table. If you
have the version of the game with the King of the Hill figurine, every
time the rules mention the King card, use the figurine in its place.
All rules remain exactly the same as in the basic game with one difference:
The player who wins the first battle of the game puts the bonus card
in their player area and uses the King card to mark level 1 on the bo-
nus card. They are now the King of the Hill. When anyone wins a battle
against the King of the Hill (in attack or defense), that player becomes
the new King of the Hill and must take the bonus card and King card,
put it in their player area, and reset themselves to the first bonus level.
At the beginning of their turn, the King of the Hill checks whether they
have warriors in their battle party. If they have no warriors, they take
their turn as usual. If they have warriors, they receive a bonus point as
indicated by the level of the bonus card. After receiving the bonus, they
slide the King card up by 1 level and then they take their turn as usual.
The bonus points are added by finding cards in the discard pile which two sides of the bonus card: on the left — to use with
King’s card (example below), on the right — to use
add up to the required amount and adding them to that player’s Valhalla.
with figurine
From the second level, in addition to the growing points bonus for
the King of the Hill, there is also a bonus for the player who attacks them.
Every time someone attacks the King of the Hill at level 2 or higher, they
get a bonus die (or dice, depending on the level) in attack.
At the end of the game, the player who is the King of the Hill gets 1 extra
Glory Point.

KINGS OF THE MOUNTAIN (6 PLAYERS)


The gameplay with this addition differs slightly from the variant for 2-5 players:
In this variant, you use 2 bonus cards and 2 King cards.
The first player to win a battle in the game receives the King of the Hill card. The
winner of the next battle (that doesn’t involve the first King of the Hill) receives the
second King card (and bonus card).
After defeating one of the players that currently is the King, the winner takes his card
and places it in their player area on the first level.
Whenever there is a battle between 2 Kings of the Hill, the defeated player returns
their bonus card and King card to the middle of the table, ready to be claimed in
the next battle that doesn’t involve the remaining King of the Hill.
All other rules are the same as in the King of Hill variant described above. King of the Hill card placed
at first level

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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.

Changes to the rules in this variant:


—— For the purposes of meeting the requirements to activate warriors’ special abilities:
—— For a deer clan (purple) bonus, the player treats warriors from their
partner’s battle party as if they were in their own battle party.
—— The player grants a warrior bonus from boar clan (yellow) if the clan
indicated on the card appears in their opponent’s battle party,
or in their opponent’s partner’s battle party.
—— In combat (both attacking and defending), the player can activate warriors
in their partner’s battle party. After the battle, those warriors remain in the own-
er’s team – they don’t go to Valhalla.
—— For the purposes of all Jarl cards and battle tactic cards, the player’s battle party refers only
to the warriors in their battle party. It does not include warriors in their partner’s battle party.
—— You cannot attack a player who has no warriors in their battle party, even if their partner has warriors in their
battle party.
—— At the end of the game, each player takes 1 of their partner’s shields. If that player has none of their own shields
left, they do not transfer a shield to their partner.
—— Despite cooperating, players count their points separately and only one player is the winner.

All other rules are unchanged.

ALLIANCE OF THE JARLS (4 OR 6 PLAYERS)


When playing with this expansion, players use special cards to show who they are allied with. Each player takes the card
bearing the shield of the player sitting opposite them; this player will be their ally for the duration of the game.

Changes to the rules in this variant:


—— For the purposes of meeting the requirements to activate warriors’ special abilities:
—— For a deer clan (purple) bonus, the player treats warriors from their ally’s battle party as if they were
in their own battle party.
—— The player grants a warrior bonus from boar clan (yellow) if the clan indicated on the card appears in their
opponent’s battle party, or in their opponent’s ally’s battle party.
—— In combat (both attacking and defending), the player can activate warriors in their ally’s battle party. After win-
ning the battle, activated warriors in their ally’s battle party go to the owner’s Valhalla.
—— After winning a battle, players send activated warriors (both their own and their ally’s) to Valhalla, following
the standard battle rules.
—— For the purposes of all Jarl cards and battle tactic cards, the player’s battle party refers only to the warriors in their
battle party. It does not include warriors in their ally’s battle party.
—— You cannot attack a player who has no warriors in their battle party, even if their ally has warriors in their battle party.
—— At the end of the game, each alliance counts their points together. Players add up all points for the warriors
in their Valhalla and add them to those of their ally. When it comes to counting bonuses for shields, points are
awarded for players’ own shields which they managed to keep as normal, but then each alliance pools together
the shields won from their opponents to make sets.
—— In a 4-player game, use the 3-player points card. In a 6-player game, use the 5-player points card.
—— Finally, compare the points totals to see which is the winning alliance.
All other rules are unchanged.

15
GAME PART N E RS

ME DIA PART N E RS

© 2018 Go On Board

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