Blood Rage - Reprisal
A new design that uses Blood Rage components. It’s for 3 to 5 players.
Each player takes a clan (8 warriors, 1 leader, 1 drakkar) and place his Glory marker on position zero on the
game board. Place the pillage token with the green border on the Yggdrasil province at the center of the board,
with the reward side face up. Shu e the other 8 pillage tokens and place them randomly, face up, one on each
of the other 8 provinces surrounding Yggdrasil. Yggdrasil is considered as both a province and a region. Go
through those 7 phases 3 times (3 ages):
1. Doom: Place the doom token on one random outer province.
2. Quest: Roll one die to determine the active common quest (“most gures” below also means at least one. Re-
roll when the mission is unachievable eg. all gray provinces are destroyed):
1. Most gures in Alfheim 3. Most gures in Manheim 5. Most gures in Valhalla
2. Most gures in Jotunheim 4. Most gures in Yggdrasil 6. Least gure in Valhalla
3. Action: For age 1, determine the rst player, randomly. Else, just continue from last age. Here, players take
turns (in clockwise order) doing one or two di erent actions, in listed order, among:
a. Pillage: A player may pillage an un-pillaged province if his clan is present in it or in its fjords. The battle is
resolved as described in the pillage resolution box. If the pillage was successful, its pillage token, is
ipped. When all but one, two, or three provinces respectively of the current age have been successfully
plundered, this phase ends immediately.
b. March: Select two provinces (they need not be adjacent). Move any of your clan gures located in the rst
province to empty villages in the second province. Yggdrasil province is considered having unlimited
amount of villages. If your only action is this turn is March or if your did not take any action, you stop
taking turn this age.
c. Invade: Take up to [1 + the number of Fists you have] gures from your reserve and place them on empty
villages. The land gures must be placed in di erent provinces. Drakkars and the sea monster must be
place in fjords. Fjords and Yggdrasil have no gure limits. A clan can have at most [4 + the number of
Helmets you have] gures on the board.
4. Quest resolution: Clans having ful lled the active quest get, in random order, one monster of their choice,
but in age three they get 5 Glory instead. Clans ranking second place for the quest get, in random order, one
random monster, but in age three they get 3 Glory instead. Monster are taken from the monster pool.
5. Ragnarök: Destroy all the gures that are in the doom province including the ones in its fjords. Each gure
destroyed by Ragnarök bestow their strength in Glory to their clan. The province is restored for the next age.
6. Scoring: Each player gets as many victory points as the number of players having less Glory than they have.
7. Reset: Figures from Valhalla are returned to their players’ reserve. Pillage tokens are set to reward face up.
Move all Glory markers to position zero - each generation had to earn it. Gods and rented monster return to
their respective pool.
Ranking is based on victory points earned. The tie breaker between all tied players
is the counterclockwise order of the rst turn of the rst rst age.
Players earn as many tournament points as there are players ranked below them.
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Pillage Resolution
Leaders and drakkars (langskip is in fact the proper name) have a strength of 2. Warriors and Mystics have a
strength of 1. All gures in the province been pillaged (and in its fjord), must battle.
To resolve the battle, the pillager rolls an exploding battle die: count one battle point when the die shows a 4
or a 5 and two battle points when it shows a 6. Furthermore, each time a 6 is shown, re-throw the die and
add-up the battle points. The battle points are added to the strength of one clan involved in the battle. Such
clan is determined by choosing a random clan, at random, among the clans having their leader in the ght. If
no leaders are involved, just choose a clan at random. The winner is the clan having the most strength. In
case of a tie, everyone lose and all gures go to Valhalla.
When no other clan is present in the province been pillaged: No battle happens. The pillager just get the
reward.
When at least one other clan is present in the province been pillaged: The winner of the ght gains the
reward and then one Glory per interfering clans plus one more per Axe he has. For Yggdrasil, the pillage
reward is to chose one among: Axe, Fist, Helmet. The rewards are yours throughout the ages. Consider the
+5 reward as just a Helmet reward.
Note: Use pencil and paper or poker chips to keep track of collected Axe, Fist, Helmet. You can use acrylic
blank dice, putting two pips on one side and one pip on two opposing sides.
Gods
Gods don’t occupy villages. Gods a ect province they are in.
• Frigga: After the pillage, clans may revive (to their reserve) any one gure that just fought.
• Heimdall: The battle die goes to the pillaging clan. The latter picks his battle card after the reveal.
• Loki: The battles are won by the clans with the lowest strength (after battle die or battle card e ect).
• Odin: Clans may engage only one gure in the ght. The losers only lose the gure they have chosen.
• Thor: After a battle, the winner, if any, gains three more Glory.
• Tyr: Each army has a strength of just one.
Monsters
Monsters are controlled by clans through mystic rituals. They all have a strength 2, except giants having 3.
• Dwarf: When defeated (even Ragnarök), roll a die: on 1 to 4, he survives (he stays in place).
• Elf: When defeated in battles in outside provinces, he may ee to Yggdrasil.
• Giants: Fire Giant, Frost Giant, Sea Serpent (lives in fjords).
• Hel Soldier: When it dies (in any phase), replace it with any one of your land gure in Valhalla.
• Troll: It’s never defeated in battles unless the victor sacri ces a gure from the battle eld.
• Valkyrie: She can go into fully occupied provinces as she doesn’t occupy villages. +2 Glory when winning
battles with her.
• Witch: She can invade Yggdrasil.
Life involves Con icts; Con icts bring Battles; Battles give Glory.
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Game Options
To spice up the game, choose any number of options below. I suggest you to use all of them - all at once !
Prayers for the Gods
Right before phase three of each age, players simultaneously produce one to ve ngers - so choosing the
corresponding gift. Each player that produced a unique value, have their gift granted. Tied players repeat the
process, but they cannot pick gifts that has just been granted. Further tied players get no gift! Gifts are only valid
in the age they were granted. Make, strategic non-bounded deals - prior revealing what you pray for.
1. Navigation: After your march actions, you may freely move your sea gures.
2. Rent a Monster: put one monster of your choosing (from the monster pool) to your reserve.
3. Spirit: Your leader gets the battle die. After your battles, you may discard one of your battle card in hand.
4. Spy: When any battle resolves to no winner, you may choose a winner among any of the clans that fought.
5. Strategist: When you fail your pillages, take back to your reserve one gure you just lost.
Sub Option 1: You may show zero nger (your st), meaning Blessing. Each clan that pray for this purpose,
receive one Glory.
Sub Option 2: Each clan that did not received a gift must, in random order, add a god of their choosing to any
province, including Yggdrasil. When a province containing gods is is successfully pillaged, each clan that put a
god in there must, in random order, either remove it from the board or move it to any un-pillaged province.
Call to Arms
The pillaging of outer provinces now starts with a call to arms step: starting with the player at the left of the
pillager, each player may move one of his gures from a province adjacent to the province been pillaged
(Yggdrasil is adjacent to all outer provinces), to a free village in the province been pillaged. Repeat this process
until all players have passed in a row.
Mystics
Clans have two mystics. They can only invade un-pillages outer provinces. After the Ragnarök phase, mystics on
the board provide one Glory each.
Battle Cards
Instead of throwing dice, each ghting clan (even if there is just one) must simultaneously reveal one of its battle
cards in hand and add its power (top left number) to his army strength. At the start of age one only, the players
get their eight battle cards in hand. After been played, battle cards are discarded face down in front of each
player. Each player gets back his discarded cards once he have none left to play. Cards special e ects are
resolved by the pillager, then in clockwise order. Battle cards e ects only a ect the province where the battle
happen - the battle eld.
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The Battle Cards (the upper left numbers are the battle values)
-∞ -∞ 0 1
If your leader is If your leader is After the ght, you If you lose, one of
present in the present in the may add any one your gures
battle eld, this card battle eld, this card gure from your survives - your
power becomes 1. power becomes 1. reserve to this pick.
province.
2 2 3 4
No special effect No special effect If you win, lose one No special effect
engaged gure -
your pick.
-∞ -∞ 0 1
If your leader is If your leader is After the ght, you If you lose, one of
present in the present in the may add any one your gures
battle eld, this card battle eld, this card gure from your survives - your
power becomes 1. power becomes 1. reserve to this pick.
province.
2 2 3 4
No special effect No special effect If you win, lose one No special effect
engaged gure -
your pick.
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