Lords of Ragnarok · Reference sheet
Lords of Ragnarok reference sheet
Overview
- 1–4 players compete as Norse Heroes conquering territories, slaying Monsters, and building Monuments [p.4 — Goal of the Game]
- Win immediately by fulfilling one of 3 Victory Conditions, or survive until Ragnarok [p.4 — Goal of the Game]
- Great Jarl: control all Regions in 3 Lands [p.4]
- Great Goth: control 5 Regions with Temples (4 in 2-player) [p.4]
- Slayer: slay the Boss (Loki) after slaying 2 Monsters (1 in 2-player) [p.4]
- If Ragnarok triggers, each player takes one final turn; most Regions adjacent to Yggdrasil wins [p.4 — Ragnarok]
Setup
- Place Main board (2-player side marked with icon) [p.7 — Game Setup]
- Place Realm tokens; use 2-player variants of Niflheim/Jotunheim if applicable [p.7]
- Place Action Wheel on Yggdrasil, matching player count side up [p.7]
- Place Temple track for your player count; fill all spaces with Temples [p.7]
- Randomly place Forge tokens on Forge Regions; add 1 matching Rune to each (2-player: 3 different types + 1 random) [p.7]
- Place Monument bases in matching Attribute Regions; place God Artifact cards beside them [p.7]
- Pair Monster trays by Rune symbol (same Rune stacked); place Monster Artifacts and miniatures beside trays [p.7]
- Place Boss (Loki) tray and miniature beside board [p.7]
- Shuffle Combat, Monster Attack, Blessing, and Event decks (remove Event cards >16 for 2-player) [p.7]
- Place 5 Ragnarok Requisite cards (matching player count) face up above board [p.7]
- Each player takes Player board, 6 Armies, 4 Priests (4 go to Supply), 1 Drakkar, 20 Control markers, 2 oversized rings, 1 Hero ring, 3 Help cards, 3 Attribute tokens [p.7]
- Draw 1 Event card to place Loki; draw 1 Event card per player to place starting Monsters [p.7]
- Perform Hero Draft; player who chose Odinsson/Odinsdottir goes first [p.8 — Hero Draft]
Turn structure
Each turn has 5 steps in order; only the Special Action step is mandatory [p.8 — Player's Turn]
- Prayer – Send 1 Priest to a Monument (gain Attribute +1 and possible bonus) AND/OR pick up a Rune from a Forge your Hero occupies [p.8]
- Hero – Choose one: move Hero up to 2 Regions, move Drakkar up to 2 Seas, or Heal 1 Injury [p.8]
- Rune Actions – Spend Runes to perform ONE Rune Action (see Actions) [p.8]
- Maneuvers – Activate 1 Army (move or increase value at Settlement) OR Recruit 1 Army if none on board [p.8]
- Special Action – Must choose and resolve 1 Special Action from the Action Wheel [p.9]
Actions
Rune Actions (step 3 of turn) — spend Runes from Pool, ONE action per turn [p.8]
| Cost | Effect |
|---|---|
| 1 matching Rune | Activate Boss in Hero's Region |
| 1 matching Rune | Take control of neutral Monster in Hero's Region |
| 1 matching Rune | Form Alliance with adjacent Realm (draw 1 Combat card if first marker there) |
| 2 different Runes | Increase 1 Army value by 1 (anywhere on board) |
| 2 different Runes | Activate 1 Monster (controlled or neutral) |
| 2 different Runes | Draw 1 Combat card |
| 2 different Runes | Place Hero in any Region |
| 3 different Runes | Increase lowest Attribute by 1 |
| 3 different Runes | Draw 2 Combat cards |
Special Actions (step 5 of turn) — place Control marker on Action Wheel slot (not your own existing marker) [p.9]
| Action | Effect |
|---|---|
| Reinforce | Recruit 1 Army |
| Mobilize | Activate as many of your Armies as you want (at least 1) |
| Prepare | Choose 2 (repeatable): Heal 1 Injury / Draw 1 Combat card / Gain 1 Rune / Increase Army at Settlement by 1 |
| Build Temple | Place Temple in your Shrine Region; gain 1 Priest; may trigger Blessing Draft |
| Monsters | Activate 1–2 Monsters OR Hunt Monster/Boss in Hero's Region |
| Usurp | Hero must be alone in Region; take control (Might ≥ Pop. Strength or Total Army value); Recruit 1 Army there |
| Build Monument | Requires ≥1 own marker on Wheel; add next level to a Monument; triggers Ragnarok check and Event card |
- Build Monument: no Control marker placed, no Realm bonus, removes all markers from Wheel after resolving [p.10]
Combat
Battle triggers when Armies of 2 players occupy the same Region at end of any step [p.12]
- Play Combat cards – Defender plays first, then alternate; each player may play 1 card or pass; once passed cannot play more; Casualty-symbol cards limited by your Total Army value [p.12]
- Count Battle value – Sum of Combat card values + Total Army value + other effects; highest wins; ties go to defender [p.12]
- Loser Casualties – Loser reduces each Army in Region by 1, then additional –1 per Casualty symbol on their played cards [p.12]
- Loser Withdraws – All losing Armies move to one adjacent Region (must be owner-controlled; if none, Armies are killed) [p.12]
- Winner Casualties – Winner reduces Armies by Casualty symbols on their own played cards only [p.12]
- Region Control – Winner takes control if Total Army value ≥ Population Strength [p.12]
- Army killed if value drops below 1 or cannot withdraw [p.12]
- Controlled Regions have Population Strength 0 — any Army entering triggers a Battle if enemy Armies present [p.5]
End of game
Immediate win — any Victory Condition fulfilled at any point ends the game instantly [p.4]
- Great Jarl: control all Regions in 3 Lands [p.4]
- Great Goth: control 5 Regions with Temples (4 in 2-player) [p.4]
- Slayer: slay Loki after slaying 2 Monsters (1 in 2-player) [p.4]
Ragnarok — triggered when ≥3 Ragnarok Requisite cards are face down after a Build Monument action [p.4]
- Each player takes one final turn starting with the player to the left of the builder [p.4]
- If no Victory Condition is met, player controlling the most Regions adjacent to Yggdrasil wins [p.4]
- Tiebreaker: player who took their last turn earlier wins [p.4]
Glossary
- Population Strength: number on a Region; Army total must meet or exceed it to take control of a neutral Region [p.5 — Population Strength and Control]
- Authority: Hero Attribute; sets starting value of each newly Recruited Army [p.6 — Heroes]
- Might: Hero Attribute; sets Combat cards drawn at Hunt start; limits Usurp targets [p.6 — Heroes]
- Wisdom: Hero Attribute; sets max Combat cards AND max Runes in Pool; used in Hunt Weak Spot check [p.6 — Heroes]
- Injury: flip one Attribute token to Injured side; that Attribute counts as 2 regardless of track position [p.8 — Injuries and Healing]
- Stomp: when a Monster moves into a Region with Armies, reduce one Army value by 1 [p.10 — Stomp]
- Withdraw: losing Armies move to one adjacent owner-controlled Region; if none exists, Armies are killed [p.6 — Withdraw]
- Slayer Token: gained by any player with ≥4 Control markers on a slain Monster's tray; counts toward Boss Hunt eligibility [p.9 — Slain Monsters]
- Ragnarok Requisite: one of 5 face-up cards tracking end-game triggers; flipped face down when its condition is met after Build Monument [p.4 — Ragnarok]
- Charged/Exhausted: Artifacts are gained Charged (ready); rotate 90° to exhaust and use effect; recharged when any player Builds a Monument [p.12 — Artifacts]
- Weak Spot: value on Monster Attack card; if (Wisdom + total value of cards played to defend) ≥ Weak Spot, draw 1 extra Combat card [p.11 — Monster Round]
- Rage: value on Monster Attack card; Hero must match or exceed it with Combat cards to defend successfully [p.11 — Monster Round]