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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

  1. Place Main board (2-player side marked with icon) [p.7 — Game Setup]
  2. Place Realm tokens; use 2-player variants of Niflheim/Jotunheim if applicable [p.7]
  3. Place Action Wheel on Yggdrasil, matching player count side up [p.7]
  4. Place Temple track for your player count; fill all spaces with Temples [p.7]
  5. Randomly place Forge tokens on Forge Regions; add 1 matching Rune to each (2-player: 3 different types + 1 random) [p.7]
  6. Place Monument bases in matching Attribute Regions; place God Artifact cards beside them [p.7]
  7. Pair Monster trays by Rune symbol (same Rune stacked); place Monster Artifacts and miniatures beside trays [p.7]
  8. Place Boss (Loki) tray and miniature beside board [p.7]
  9. Shuffle Combat, Monster Attack, Blessing, and Event decks (remove Event cards >16 for 2-player) [p.7]
  10. Place 5 Ragnarok Requisite cards (matching player count) face up above board [p.7]
  11. 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]
  12. Draw 1 Event card to place Loki; draw 1 Event card per player to place starting Monsters [p.7]
  13. 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]

  1. 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]
  2. Hero – Choose one: move Hero up to 2 Regions, move Drakkar up to 2 Seas, or Heal 1 Injury [p.8]
  3. Rune Actions – Spend Runes to perform ONE Rune Action (see Actions) [p.8]
  4. Maneuvers – Activate 1 Army (move or increase value at Settlement) OR Recruit 1 Army if none on board [p.8]
  5. 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]

  1. 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]
  2. Count Battle value – Sum of Combat card values + Total Army value + other effects; highest wins; ties go to defender [p.12]
  3. Loser Casualties – Loser reduces each Army in Region by 1, then additional –1 per Casualty symbol on their played cards [p.12]
  4. Loser Withdraws – All losing Armies move to one adjacent Region (must be owner-controlled; if none, Armies are killed) [p.12]
  5. Winner Casualties – Winner reduces Armies by Casualty symbols on their own played cards only [p.12]
  6. 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]

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