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(Created page with "= Playing the Game = Your objective is to end the game with the most Victory Points (VP ), gained from Prophecies, Blessing abilities, and your crafted Relics. == Taking a Turn == Players alternate taking turns, performing the following steps in order: # MOVE an unmarked meeple to an adjacent empty Realm. Then place your Player marker on that meeple. # ACTIVATE the Realm. # CHECK FOR RAGNAROK. Each of these steps is explained in more detail below")
 
Line 7: Line 7:
# ACTIVATE the Realm.
# ACTIVATE the Realm.
# CHECK FOR RAGNAROK.
# CHECK FOR RAGNAROK.
Each of these steps is explained in more detail below
Each of these steps is explained in more detail below.
 
=== 1. Move ===
On your turn, a you must move a meeple to an adjacent connected Realm space. Each of the 9 Realm spaces is marked with a rune. Midgard is accessible from any of the 8 outer Realms, unless that Realm has been destroyed by Ragnarok. Note that:
 
* The chosen meeple must not already have a player marker on it.
* The chosen meeple may not remain on the same space.
* Meeples may not share the same Realm space.
* In the rare event that no legal moves are possible, you may move an
unmarked meeple to Midgard.
 
=== 2. Activate ===
After moving a meeple, you must resolve the abilities of the Realm space. You may resolve these abilities in any order. Abilities include:
 
'''Gain resources'''
Gain the amount of Gold or Mead shown.
''Note: Players may have a maximum of 7 of each resource''
 
'''Move a Wolf'''
Move the corresponding Wolf marker clockwise to the next available
space. Then gain a Sun or Moon Action.
 
'''Sun/Moon/Craft action'''
You may spend each Sun, Moon or Craft action to either:
 
* Activate a Blessing track
* Activate the ability of a Relic
 
'''''Activating a Blessing track'''''
Blessing tracks are activated by spending the action shown at the bottom of the card, to either:
 
* MOVE your Blessing marker one space up.
* ACTIVATE the abilities of a chosen square at your level or below, then move your Blessing marker to the level “1” of that track. For squares covered by a Relic (on Blue and Red tracks), instead claim that Relic, placing it in front of you.
 
'''''Activating a Relic'''''
Your Relics may be activated by spending the Action or
resources shown to gain the benefit.
You may only activate each Relic once per turn.
 
''Abilities are typically represented in the form '''cost:effect.''' ''

Revision as of 15:11, 3 April 2024

Playing the Game

Your objective is to end the game with the most Victory Points (VP ), gained from Prophecies, Blessing abilities, and your crafted Relics.

Taking a Turn

Players alternate taking turns, performing the following steps in order:

  1. MOVE an unmarked meeple to an adjacent empty Realm. Then place your Player marker on that meeple.
  2. ACTIVATE the Realm.
  3. CHECK FOR RAGNAROK.

Each of these steps is explained in more detail below.

1. Move

On your turn, a you must move a meeple to an adjacent connected Realm space. Each of the 9 Realm spaces is marked with a rune. Midgard is accessible from any of the 8 outer Realms, unless that Realm has been destroyed by Ragnarok. Note that:

  • The chosen meeple must not already have a player marker on it.
  • The chosen meeple may not remain on the same space.
  • Meeples may not share the same Realm space.
  • In the rare event that no legal moves are possible, you may move an

unmarked meeple to Midgard.

2. Activate

After moving a meeple, you must resolve the abilities of the Realm space. You may resolve these abilities in any order. Abilities include:

Gain resources Gain the amount of Gold or Mead shown. Note: Players may have a maximum of 7 of each resource

Move a Wolf Move the corresponding Wolf marker clockwise to the next available space. Then gain a Sun or Moon Action.

Sun/Moon/Craft action You may spend each Sun, Moon or Craft action to either:

  • Activate a Blessing track
  • Activate the ability of a Relic

Activating a Blessing track Blessing tracks are activated by spending the action shown at the bottom of the card, to either:

  • MOVE your Blessing marker one space up.
  • ACTIVATE the abilities of a chosen square at your level or below, then move your Blessing marker to the level “1” of that track. For squares covered by a Relic (on Blue and Red tracks), instead claim that Relic, placing it in front of you.

Activating a Relic Your Relics may be activated by spending the Action or resources shown to gain the benefit. You may only activate each Relic once per turn.

Abilities are typically represented in the form cost:effect.