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Gamehelpmicromidgard

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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.

3. Check for Ragnarok

If, at the end of a players turn, a Wolf marker has passed the end of its track (indicated by a non-matching space) perform the following steps to resolve Ragnarok:

  1. SCORE the leftmost Prophecy corresponding to the Wolf (Sun or Moon) that reached the end of its track. Award the points shown to the winning player (or neither in the event of a tie) and then discard both Prophecies.

In the rare event that both Wolf tokens have passed the end of their tracks, the current player chooses which Prophecy scores.

  1. DESTROY the Realm shown on the Ragnarok token. Flip it to the destroyed side and place the token in the space next to it.
  2. RESET both Wolf markers, placing them on the furthest available starting space.

End of the Game

The game ends immediately when either:

  • a player reaches 9 points, or
  • the final Prophecy has been scored

The winner is the player with the most points at the end of the game. In the event of a tie, the player with the most remaining resources is the winner.