Northgard Core Rules Final en
Northgard Core Rules Final en
News came of a bountiful land beyond the seas, ripe for the taking. In this game, each player controls a clan of the Northgard universe. By building
Vying for fame and power, warchiefs from every clan sent their bravest war- a unique deck of cards, players have a chance to alter the course of history for
riors on a journey to explore those distant shores… their people. As clan leaders, they will have to take tough decisions in order to
win this ruthless race for new territories, fame and prosperity.
And claim for themselves the uncharted lands of Northgard.
COMPONENTS
70 units (14 for each player, in 5 30 Starting cards (6 for each player, 21 Clan cards (1 initial card and 52 Development cards (16 Early Develop-
different colors) with a special banner bearing the color 2 upgrade cards for each of the ment and 36 Advanced Development)
of the player) 7 clans)
56 Building tokens
(7 for each of the 8 types)
35 Map tiles
(including 1 starting tile) 5 Player’s aid cards 10 Unrest cards 7 Achievement cards
2
GOAL OF THE GAME
G LO S SA RY
• Control three closed territories with large buildings at the end of any year.
OR Borders: The lines displayed on the Map tiles.
• Have the most fame points at the end of the seventh year. Territory: Space created between several borders and/or
the edge of the Map tiles. Units can be physically placed
anywhere inside a territory’s borders (even spread out on
THE MAP TILES different tiles of a same territory for easy manipulation).
Adjacent territories: Two territories are adjacent if they
The Map tiles may contain borders that delimit up to four territories. White bor-
have at least one common border (touching by a point or
ders with small dotted lines are regular borders, while yellow borders with large
corner of a tile doesn’t count).
dotted lines are Rough borders (for more details, see the Move action p. 11).
Map tiles may contain resources: food , wood and/or lore . Closed territory: A territory that has been totally defined
by borders. Such territory cannot be explored (extended)
The tiles also have spaces for small and large buildings further.
(see the build action p. 10).
Open territory: A territory that has not been closed
Some of those spaces contain a Carved Stone symbol: . yet, around which the borders are not complete. In such
This is the only place where you can build a Carved Stone building. situations the edges of the Map tiles mark their (evolving)
Some territories might contain a creature’s lair . They have rules which borders.
can be added to the game through the Creatures module.
Rough border Small space with Territory owner (controller): The player that has at least
Carved Stone one unit in that territory controls it. In combat, the defender
One food
controls the territory until its resolution.
Neutral territory: A territory that has no units on it.
Large Although it can have buildings created by previous owners.
space
Combat: Conflict happening whenever units of two
players are in the same territory.
Small Resource: Food, wood or lore.
space
S TA RT I N G T I L E S F O R 5 P L AY E R S
Regular border
Rough border One lore
Small space Creature’s lair The starting tile for five players has a regular back, but
Regular border One wood a 5 symbol on its front. At five players, place both tiles
next to each other with the food symbol in the middle
S TA RT I N G T I L E territory.
Front Back
Regular border Large space
3
GAME SETUP
A. Place the dice and fame , Resource (food , wood ,
lore ) and Building tokens on the table, creating a common reserve in
easy reach of all players.
D
B. Place the turn track on the table, the Year token on its first space.
C. Place the Unrest cards in a face up deck on the table.
A C
D. Shuffle all the Early Development cards and take 2 cards per player
(4/6/8/10 cards depending on player count) to form a face down pile. Re-
peat the process with the Advanced Development cards, taking 4 cards
per player (8/12/16/20 cards) to form a second face down pile. Place the
Early Development pile over the Advanced Development pile, forming a
single Development deck. Return the unused cards to the game box.
E. Shuffle all the Achievement cards and randomly take cards equal to the
number of players, placing them face up next to each other, on the table.
Return the unused cards to the game box.
F. Place the starting Map tile at the center of the table. At five players, search
for the corresponding starting tile and place them as described on p.3.
Shuffle the remaining Map tiles and place them in a face down pile on
the table.
G. Each player chooses a color and takes the corresponding six Starting cards.
They place their corresponding fourteen units next to them.
H. Each player chooses a clan and takes the corresponding Clan cards: one
B
initial Clan card and two Clan upgrade cards (set aside for a later use).
M
I. Each player shuffles their deck of six Starting cards plus their initial Clan
card (a total of seven cards), and places them face down as their draw pile.
J. Randomly determine the starting player by rolling two dice. Give the first
player token to the player who rolls the most axes (re-rolling any ties).
K. Give to each player their starting resources, starting with the first player
and going clockwise around the table:
4
E Once all players have placed one Map tile each, repeat the process once
more, following these placement rules:
• A player’s second Map tile must orthogonally touch any placed tile, it doesn’t
have to be the starting Map tile(s).
• Map tiles must be placed so that the border lines are continued (see Forbidden
Placements on p.12 for examples).
• A player’s second group of units must be placed in an empty territory of this
new tile. Even if it is connected to their first tile, the two groups of units cannot
be placed in the same territory.
Once it is done, the players end up with two groups of three units in different
territories. They place their unused third Map tile in the tile deck and shuffle it.
G I Important: The players may not gain any resource, fame or other benefit
from their special powers during the setup phase.
M. The game can begin with the first year, and the player with the First Player
marker goes first.
H
DECK BUILDING
K
Each player has their own deck of cards with 4 distinct zones: draw pile
(face down - to draw cards from), hand (hidden to others - to play the
L J cards from), active area (where the cards are played face up during the
F current turn) and the discard pile (face up - where cards go at the end of
the year). The cards go from the draw pile to the hand, then to the active
area, then to the discard pile, then back to the draw pile.
Important: A player will reshuffle their discard pile to form a new draw
pile only when they need to draw a card from their empty draw pile.
Each player should place their player’s aid card in front of themselves.
Always place the draw pile on the left side of the player’s aid and the
discard pile visible on its the right side.
Hand
5
GAME PLAY Flash cards, displaying this symbol , are special. The player may
play any number of these cards before and after the main action card.
In such cases, the cards must be played one at a time, as a card action
PHASES OF A YEAR has to be resolved completely in order to play another card. Note that
the player can also choose to play only a Flash card and nothing else
(effectively ignoring the Flash bonus).
1. START OF YEAR
2. ACTIONS B. Wait
3. HARVEST The current player picks a card from their hand and places it into the
active area, without resolving its effects.
4. WINTER
C. Replace a card
5. END OF YEAR
The current player picks a card from their hand and places it into the
active area without resolving its effects and spends one . Then, they
Once the set up is done, the game begins. The game consists of a series of draw a new card from their own draw pile.
years, or rounds, divided in five phases.
D. Remove a card
1. START OF YEAR The current player picks a card from their hand and places it in the
game box, effectively removing it from the game, and spends two .
At the beginning of each year, each player draws four cards from their own Then, they draw two new cards from their own draw pile.
deck. Whenever a player no longer has any cards in their draw pile, they
must shuffle their discard pile and create a new draw pile.
E. Upgrade
The current player picks a card from their hand and places it into the
Important: this draw pile renewal takes place any other time a player
active area without resolving its effects OR remove it from the game
must draw a card from an empty draw pile, including the other phases.
(their choice) and spends an additional three to get an upgrade.
The first player then draws cards equal to the number of players from the Deve- They pick one of their Clan upgrade cards and place it in their hand.
lopment deck and places them visible on the table next to it. This card can be played in a subsequent turn and is therefore inte-
Due to the set up, Early Developments are drawn during the first and second grated in the player’s deck.
years, and Advanced Development cards are drawn at the beginning of years
three through six.
F. Pass
The current player discards all cards left in their hand (if any) to their
On the seventh year (last round of the game), Achievement cards replace the
discard pile and all played cards from the active area, and then picks
Development cards.
a new card from the Development cards displayed on the table (or an
Achievement card if this is the seventh year). They MUST place this
2. ACTIONS new card on the top of their draw pile.
The first player to pass also takes the First Player marker.
This phase is a sequence of player turns. Starting with the first player and
following clockwise, each player takes turns to play one after another, un- Note: when the player has no cards left in hand, they can only Pass.
til all players have passed. Each player may take multiple turns during this
phase. During their turn, the current player needs to choose one of the fol-
lowing possible actions: Important: The current player will not play anymore this phase,
while the others continue until they have also passed.
A. Play card(s)
The current player plays one card from their hand and places it face
up in their active area, then resolves its action. The card actions are
described later in the rules.
6
3. HARVEST
Example of Harvest and Winter
Starting with the first player, players gain fame and collect resources in
the territories they control.
7
ANATOMY OF A CARD
All cards share a similar layout but feature a few differences depending on their type:
Picture
Player color’s banner Title of Fame value
(starting cards only) the card (if any)
Bottom box
with rules exceptions
Picture and effects (if any)
Early Development cards
Advanced
Development card
UPPER BOX LAYOUTS
Achievement
cards
8
ACTIONS
The following actions correspond to the cards a player may play during The cards are always right
Phase 2 – Actions.
Northgard: Uncharted Lands is a game where the text on the cards
The icons in the top box of each card describe the effect of the action, can contradict what is written in this rulebook, to create more power-
while a bottom box specifies if there are any exceptions to the usual rules ful effects. In that case, the rules stated on the cards take priority over
applying to this action. this rulebook.
Four actions are displayed on the Starting cards: Recruit, Explore, Move and Note: Some cards, like Spy, have multiple effects. As long as these ef-
Build. Feast is a wild card that allows you to play the action of your choice fects are not dependent on each other (do X to do Y), the player may
among these. Development and Clan cards feature a greater variety of ef- choose however many of them they wish to perform.
fects, which includes Draw and Special actions.
Example
RECRUIT ACTION
The current player places up to the given number (displayed by the The Red player uses a Recruit-2 action and adds two units on the map,
card) of new units on the map, with the following conditions: on two different territories, both of them with a Training Camp on it.
• The new units can only be placed in a territory they control. As both units are added on a territory with a Training Camp, they
trigger an additional unit recruitment in their respective territories,
• T he new units may be placed in different territories allowing the player to place four units with the same action.
if several units are recruited.
Before
• T here is no limit to the number of units that can be placed
in one single territory.
• T he number of units a player may have on the map is only limited
by the number of models available in their reserve.
• W
hen recruiting at least one unit in a territory with a Training Camp,
another extra unit may be added per Training Camp in that territory.
• If the player has no units left on the map and plays a Recruit action,
they can choose a neutral territory to place the units.
After
9
BUILD ACTION SMALL BUILDINGS
The current player places one new Building token on the map Wood
Building Placement Benefits
needed
with the following conditions:
• T he new building must be placed inside a territory they own, Food Silo:
on a corresponding available space. Phase 3 - Collect one .
• T he current player pays one for a small building, or three
for a large building.
Woodcutter Lodge:
• S mall buildings can only be built on small spaces, large buildings only
Phase 3 - Collect one .
on large spaces.
• A
Carved Stone can be built only on a small space Defense Tower:
with the Carved Stone icon. During Combat, the defender gets
one additional per Defense
• T he player cannot build a type of building that already exists
Tower to be added to their die result.
in the same territory.
• T he total number of buildings that can be built is limited Training Camp:
Phase 2 - Each time a player recruits
to the number of Building tokens. unit(s) in a territory with Training
• Once built, the buildings cannot be moved or removed. Camp(s), they may add one more unit
for each Training Camp. Note: This benefit
only applies for a Recruit action, or if the
card text contains the word recruit.
Forge:
Phase 1 - draw one more card per
Altar of Kings:
Phase 3 - receive three for
each controlled Altar of Kings.
10
MOVE ACTION
Example
The current player can make as many independent moves as the card
displays, as part of a single Move action.
The Red player uses a x4 action.
• A
move is to take any number of units from a controlled territory (from
one unit to all of the units) and move them to an adjacent territory by
crossing one border per move. • First, they move one unit from territory A to B x1 .
• Second, they move one unit from territory A to C x1 .
• T he Starting card only displays one move, but Development cards and • Third, they leave one unit in territory C before passing the
Clan cards can display several moves. Rough border to territory D with the remaining four units .
x2
x1 x2 x3 x4 x? At the end of the Move action, the Red player controls territories B,
C and D.
• These multiple moves are played consecutively, meaning that the Initial position
current player can gather units in another controlled territory before
moving out of it with a greater number of units. They may also be split
between different groups of units. A player doesn't have to use all the D
moves displayed by the card.
A
• If the Move action specifies a combat bonus (extra or
special effect, it applies to any combat generated by the move.
) or
B C
• C
rossing each Rough border uses an additional move of the Move
action (it usually requires a Move action displaying at least two moves). First
This penalty applies when no other regular border exists between the
two adjacent territories. The Rough border cannot be crossed by using
two different Move actions.
• A
player cannot cross enemy territories. Upon entering an enemy
territory, all units moving there must stop, triggering a combat. A Move
action with multiple moves may trigger multiple combats.
• W
hen a Move action triggers one or multiple combats, complete all the
moves first and then resolve all the combats. See the Combat section. Second
Combats are considered to be a part of the Move action.
• Reminder: When using multiple Move actions in the same round due to
cards, the actions must be resolved separately, and their conditions
respected individually. Therefore, the player cannot combine multiple
cards to pass Rough borders, and the player needs to resolve combats
triggered by one card before using the next.
Third
11
EXPLORE ACTION
The current player draws one new Map tile from the pile and places it on
Forbidden placements
the table with the following conditions:
• A
player can only explore from an open territory (not closed) they control. Red uses an Explore action and they have two potential placements.
They must place the new Map tile next to any of their open territories.
• The new Map tile may only be placed adjacent orthogonally to the
present Map tiles (not diagonally). B
• T he borders cannot be discontinued, meaning that the new Map tile
cannot be placed if it causes a border to stop suddenly in the middle
of the surrounding Map tiles.
• I f none of the drawn tiles (some cards allow to draw several tiles with a
single action) can be placed by any means, place them at the bottom
A
of the pile and draw a new one.
• W
hen there are no Map tiles left in the pile, players can no longer use
the Explore action.
• I f the Explore action merges different territories to create a bigger one,
the resulting territory may contain several buildings of the same type, However, the new tile drawn cannot be placed in B, as any orientation
if they were previously in the two original territories. would result either in a discontinued border, and/or merging Red and
• It is allowed to leave “holes” on the map. Purple units in the same territory, which is not allowed.
• It is not allowed to place the new tile so that different players have
units in the same merged territory. In other words, a combat cannot be
triggered by exploring and merging territories.
d border
ue
Earning fame at territory completion
disc ntin
o
Whenever the current player closes one or more territories, they earn fame
for each controlled territory that they just closed. If they close a territory
controlled by another player, this player does not earn any fame.
Reminder: A territory is controlled only if there are units in it.
The current player earns as many as the number of Map tiles forming
the newly closed territory. d border d border
ue ue
disc ntin
disc ntin
o
o
Example dP
urple
merge
n
Case 1: If the Red player is the current player and places this tile, they e da
R
close the territory in which the Yellow player already had units. In this
case nobody gains any fame, as the closed territory is not controlled
by Red and Yellow is not the current player closing their own territory.
d border
ue
Case 2: If Yellow is
disc ntin
12
DRAW ACTIONS SPECIAL ACTIONS
The current player may use Draw actions to draw more cards from their Cards displaying a Special action symbol indicate an action (descri-
own draw pile. bed in the card’s text) that is usually too exotic to be illustrated by the other
A Draw action might require the current player to draw several cards and symbols. Simply follow the instructions on the card and resolve the action
some of them will be kept in hand, others placed back on the draw pile or accordingly.
discarded. Simply follow the instructions on the card; colored symbols act as
a visual reminder of these instructions.
Keep card in hand Discard Put on top of the
draw pile
• T hese effects apply only to the cards just drawn by this action.
A player cannot discard or put back in the draw pile one of the
cards they had in hand before the Draw action.
• W
hen a player has several cards to discard or put back on the top
of their draw pile, they choose the order in which they place them
back.
emember that the Draw action just played is placed in the ac-
• R
tive area of the game, and NOT the discard pile; meaning that if
a player needs to reshuffle their discard pile to create a new draw
pile, this card (and all the other cards in the active area) will not be
available to be drawn again immediately.
• If there are not enough cards in the draw and/or discard piles to
draw the number of cards required, the Draw action cannot be
played.
13
COMBAT ICONS AND COMBAT POINTS
A combat is triggered automatically whenever there are units belonging to
different players in a same territory (usually as a consequence of a Move x1 x2 x 3 : one / two / three combat point(s)
action).
: one casualty inflicted to the opponent
The attacker is the player whose units just moved into an enemy territory
and the player controlling that enemy territory is the defender. POTENTIAL DICE RESULTS :
The combat involves only the units in that territory. If multiple territories x 2 : two combat points
have units belonging to different players, then there are multiple combats
and must be resolved one at a time, with the active player choosing in which x 3 : three combat points
order.
/ : choose between one combat point and one casualty
: two combats points and one casualty
COMBAT FACTORS: x2
: two casualties
The combat is resolved using 4 factors:
: one combat point and one casualty
• number of participating units.
• potential bonus coming from the Move action (for the attacker)
or buildings (for the defender).
• number of discarded food (well fed warriors fight better). Step 5: Determine the winner
• the uncertainty of fate, represented by the roll of a die Determine the combat score: for each player, add up the total num-
for each player involved. ber of from the previous steps.
Determine the casualties: for each player, add up the total number
of inflicted to the opponent. They can be inflicted by cards +
THE COMBAT STEPS IN DETAIL: buildings + die result + clan powers. We suggest to lay the miniatures
on the side to count casualties.
Step 1: Count starting forces
If a player is inflicted as many as their number of units, they
Involved players count their number of units in the combat. Each unit lose the fight. It may happen rarely that both players lose all of their
is worth (combat point). units and in such a case, nobody wins.
x1
Step 2: Factor in eventual bonuses Otherwise, the winner is the player with the highest combat score.
In case of a tie, the defender wins.
The attacker adds any number of displayed on their Move action
and/or clan powers. Step 6: Apply casualties
The defender adds from buildings and/or clan powers. Each player removes one unit per inflicted by the opponent,
and places them back in their reserve.
Step 3: Food bonus
Starting with the attacker, both players decide how many they Step 7: Loser retreats
discard for this fight. The loser takes all their remaining units and places them in any num-
A player can only spend a maximum of one per unit involved. ber of adjacent territories separated by a regular border (Rough bor-
ders cannot be crossed) that are either friendly or neutral, and not
Each discarded will add to their player’s result. currently in any combat(s).
x1
Step 4: Roll the dice If there are no such territories, then all units that have to retreat are
removed and placed back in the player’s reserve.
Starting with the attacker, each player rolls one combat die.
If a / result is rolled, the player must decide Note: The buildings are not destroyed after combat. They stay in
place, now controlled by the new territory’s owner.
if it is considered as or as . The attacker has to decide
x1
14 before the defender rolls.
Combat example #1 Combat example #2
Red attacked Purple using a basic Move action (no combat bonus). Red plays a Move action and attacks Purple by moving only four units
Red has five units and no bonus points. Red adds two and this to Purple’s territory. Red has four units and one bonus point from their
gives a starting number of seven combat points. Purple has two units card. Red adds no , for a starting number of five combat points.
and two bonus points (due to the Fortress) and decides to add two Purple has two units and two bonus points from the fortress. Purple
(they cannot add more with only two units), totalling six combat points. adds two , for a starting number of six combat points.
Red rolls the die and gets . Red inflicts two casualties and this
would make them victorious. Purple rolls the die and gets x 2 . Red rolls the die and gets . Purple gets / .
Purple chooses the to inflict one casualty.
Total points: Seven for Red and eight for Purple.
Total points: Six for Red and six for Purple.
Casualties: Red lost one unit (due to the Defense Tower) and Purple
lost two units (due to the die roll). Casualties: Red lost two units (one from the die and one from
the Defense Tower). Purple lost one unit (due to the die roll).
Combat aftermath: Red is the winner as Purple is left with no units.
Red takes the ownership of the territory. Combat aftermath: As this is a tie, the winner is the defender.
Purple keeps the ownership of their territory.
Retreat: No need to retreat, as Purple has no remaining units after
the combat. Retreat: Red lost and retreats with their two units left, one to its
starting territory and one other to an adjacent neutral territory.
Before
Before
After
After
15
END OF THE GAME AND WINNER
AS A REMINDER is gained during the game by:
The game can end in two different ways:
Exploration (Action): number of tiles forming the closed territory.
1. A PLAYER OWNS AT LEAST THREE Control of closed territories (Harvest): one or two per closed
territory.
CLOSED TERRITORIES WITH AT LEAST
Control of buildings (Harvest): three per Altar of Kings.
ONE LARGE BUILDING IN EACH.
Cards (End of game): Development and Achievement cards have an
This can happen during the End of Year phase of any year. In this case, indicated value.
the winner is the owner of those territories. Resources (End of game): one per any three Resource tokens
If multiple players reach this condition at the same time, then the tie in the player’s reserve.
is broken first by the greatest number of (see below), then by Creatures removal (part of a move): Module only (see p.21).
the greatest number of territories (open or closed) controlled, then by
the most units on the map and if there is still a tie, then by the greatest
number of buildings on the map.
VARIANTS
OR If you are looking for ways to experience the game, you can try the
following variants.
2.THIS IS THE END OF THE SEVENTH
LONGER GAMES:
YEAR.
You can play the game over ten years instead of the standard seven.
In the seventh year, players pick Achievement cards instead of Flip the turn track to the other side.
Development cards. During the End of Year Phase, the game is over
even if the first victory condition (see above) hasn’t been fulfilled. During step D of set up, take three Early Development cards per player
(instead of two) and six Advanced Development cards per player
Each player calculates their total : (instead of four) to form the Development deck.
• Adds the total value of their tokens in their reserve. The first victory condition doesn’t apply, the game can only be won by
• Adds one extra per set of three resources of any type still in their total at the end of the tenth year.
reserve.
• Adds the value displayed on all their Development and TEAM PLAY:
Achievement cards. The Achievement cards’ value is variable and is
If you are exactly four players, you can split in two teams of two players.
calculated at this point.
Teammates have to sit opposite each other, alternating team turns.
• Substract five per Unrest card in their deck.
Teammates can discuss their options and share between them their
The player with the most fame wins the game. current fame score, but they are not allowed to show their hands of cards.
If there is a tie, it is broken by the greatest number of controlled territories Teammates’ units cannot coexist in the same territories, but they can
(open or closed), then by the most units on the map, and then by the move through each others’ territories when playing a card with multiple
greatest number of buildings on the map. moves.
During the Trade Resource step of the Harvest phase, teammates can
Note: Winning with condition 1 takes priority over condition 2, meaning trade their resources between each other on a 1:1 basis.
that someone with three closed territories wins the game even if another Victory conditions (and tiebreakers) are fulfilled as a team rather than
player has more in the last year of the game. individual players, adding their scores together into one.
The first victory condition is only achieved when a team has five closed
territories with at least one large building, instead of three.
16
CLAN POWERS > SNAKE CLAN:
Cunning and deceitful, they work in the shadows and use guerrilla tactics
A clan grants a special power and access to unique cards: one Clan initial rather than open warfare.
card and two Clan upgrade cards. Clan special powers are described below. Clan Power: The Snake clan has access to a special effect, Scorched Earth,
symbolized by a token (see below for its effects).
> BEAR CLAN Before resolving the effects of a Clan card (whether it is an initial card or an
upgrade card), they may place this token into a neutral or enemy territory
Stalwart protectors of the land supported by their armored bear Kaija,
adjacent to their controlled territories.
they are the toughest warriors, a military force to be reckoned with.
Note: the initial Clan card therefore allows the player to place the token
Clan Power: the Bear clan has access to a special unit, Kaija the Armored
before AND after the Move action, if they wish.
Bear, symbolized by a token (see below for its effects).
If the token was already in a territory, simply remove it from there and place
it in the new territory.
THE BEAR TOKEN
This token behaves mostly as a regular unit, with some additional THE SNAKE TOKEN
powers:
The Snake clan uses cunning ruses and ruthless tactics to outsmart
• Whenever the Bear clan recruits, they can place Kaija as they and outlive their opponents, scorching their lands to facilitate their
would place any regular unit (including during setup) raids and pillages. The Scorched Earth token has the following effects:
• When involved in a combat, Kaija is worth x2 • Whenever the Snake clan fights in a territory with this token,
• Whenever the Bear clan moves, they can move Kaija with other they get an extra bonus. This applies whether they are
x1
units, but it cannot enter in an enemy territory attacking or defending
• During the winter phase, Kaija doesn’t count towards the total • During the Harvest phase, if this token is in an enemy territory,
number of Bear clan units on the map to calculate the resources the Snake clan may choose to collect any one resource from that
to pay territority (including a resource produced by a building) instead
of the territory’s owner
18
COMPONENTS
9 creatures, including miniatures and their corresponding cards:
• 3 Wolves (beige, brown, dark brown)
• 2 Brown Bears (beige, brown)
• 2 Draugar (beige, brown)
• 2 Fallen Valkyries (beige, brown)
CREATURE CARD
ANATOMY
CREATURE COLORS
All creature cards share a similar layout:
Creatures can exist in several different colors: beige, brown and
dark brown. This is made to differentiate each model and its order of
activation: both the miniature’s plastic and the icon in the card’s box
Move priority
text share a matching color.
Color code
Combat value
Creature
name
19
SETUP CREATURES SHARING A TERRITORY
The majority of creatures can coexist with player units in a territory. They
After step K of setup and before step L: do not trigger combats (except if their special effect specifically say so). Their
effects can however hinder players in a variety of ways.
Shuffle all the creature cards with a combat value of six or less, then place
N+1 of these cards in a face down pile (N being the number of players). If a creature is encountered during a move, the player’s units may continue
Shuffle the remaining creature cards to form another pile and place it below moving through that territory without stopping.
the first pile, creating one single creature draw pile. It is possible for several creatures to coexist in the same territory (ie: when
During step L of setup: they appear). All their effects apply normally.
After a Map tile with a (typically a creature’s lair) is placed and before CREATURES WHO DO NOT SHARE A TERRITORY
the current player places their units, a creature apparition is triggered. See A handful of creatures, like the Fallen Valkyrie, do not share their territories
Creature Apparition below. with units. It is indicated in their effects. They always trigger combats.
During setup, creatures do not move, activate, or apply their special If a player’s units move into a territory with at least one of these creatures, the
effects. They simply appear. units must stop their movement and will resolve a combat against that creature
After the creature appears, the player can choose to place their three units once all movements are made.
following the usual rules (including in the same territory as the creature) . These creatures will also attack players’ territories during the Creature phase.
See the Combat Against Creatures section.
GENERAL CREATURE RULES Important: If several such creatures happen to coexist in the same ter-
CREATURE APPARITION ritory, then the player cannot move into that territory at all; it is im-
possible to fight two creatures in the same territory at the same time.
Whenever a creature appears, the current player draws a card from the
creature draw pile, takes the corresponding colored miniature and places
the new card in the creature line. CREATURE EFFECTS AND ACTIVATION
Creature cards are placed face up on the table, so that they form a line The creature card’s text describes its special effect and timing of resolution.
of cards: they will activate starting from the left and going right (players Some effects are ongoing, others trigger only when the creature appears,
determine which side is left and right). Whenever a new creature card is activates, moves in a territory, or any other condition stated on the card.
drawn, add it to the end of the right side of the line as they are revealed.
Once the card has been placed in the line, the creature’s miniature is placed PHASE 2 - EXPLORE ACTION
in the indicated territory (either by a or a special rule).
Example of creature line: First is Wolf, last is Draugr. By taking the Explore action, a player can encounter a creature! Whenever a
Map tile with a is placed on the map, a new creature appears, following
the Creature Apparition rules above.
Creatures appearing during an Explore action do not move, but they
immediately activate and all their special effects apply.
Creature draw and discard pile Once all moves are made, but before any combats are resolved, the player has
to declare which creatures are attacked by their units. They can choose up
Whenever a creature card must be drawn but the draw pile is empty,
to one creature in each territory currently shared with them (even if there are
shuffle the discard pile and create a new creature draw pile.
several creatures in the territory - the other ones remain unharmed).
20
These creatures are treated as enemy units for resolving combat order and Step 7: Loser retreats
retreat (a player cannot retreat in a territory where a creature is being attacked). A creature never retreats; either it wins, or it is eliminated. If the creature
Note: The current player can attack creatures in their territories even without lost the fight, remove the creature’s miniature from play and place the
moving their units, but playing a Move action is always necessary. creature’s card in the creature discard pile.
Depending on their effects, some creatures may also trigger combats by When a player is attacked by a creature and loses, they must retreat by
appearing or moving into a player's territory. following the usual rules.
When a player attacks a creature and loses, they must retreat only if that
COMBAT RESOLUTION creature doesn't share its territory. Otherwise, they do not retreat and
simply leave their units in the creature's territory.
Similarly to a combat between players, a combat against a creature is
resolved by four factors: number of participating units, potential bonuses Note: a player attacking a creature does not benefit from potential building
coming from actions/buildings/clan powers, number of discarded , and bonuses (like the fortress), as they are the attacker and not the defender.
the roll of a die.
A few changes apply to the combat steps: Creature combat example
Step 1: Count starting forces Red moves two units to attack the Wolf, using a Move action that has
no attack bonus. Red’s third unit is involved in the combat, as it is in
The creature’s total combat value is displayed on its card.
the same territory as the creature. Red spends one for a starting
Step 2: Factor in eventual bonuses score of four.
No changes here; the player adds any bonuses they might have in Red rolls the die and gets , for a total of five combat points
attack or defense. Usually a creature does not have any additional bonuses. (as do not count against a creature).
Step 3: Food bonus Another player rolls the die for the Wolf and gets / .
The player can increase their total combat score by discarding in the A creature always chooses , for a total score of five combat points.
usual way, but the creature cannot. Total combat scores: Five for the Wolf and five for Red.
Step 4: Roll the dice Combat aftermath: Since defenders win ties, the Wolf is the winner.
The player to the left of the player fighting the creature rolls that creature’s As the creature can share its territory, Red simply stays in it and does
die. Starting with the attacker, each party rolls one die. not retreat.
If the creature rolls a / , it always chooses .
Step 5: Determine the winner
If the player suffers a number of equal to their number of units, they
will apply the casualties and lose the combat — even if they have a highest
combat score than the creature.
Otherwise, the player calculates their combat score as usual. The creature’s
combat score is equal to the creature’s combat value plus the result of the
rolled die.
The combat winner is the player or creature with the highest score. In case Before movement and combat
of a tie, then the defender wins.
If the player is the winner, they gain as shown on the creature card.
Step 6: Apply casualties
The inflicted by the player to a creature does not count.
The inflicted by a creature to a player apply normally.
After combat 21
PHASE 2.5 - CREATURE PHASE
This new phase takes place just after the players’ actions (phase 2), and
before the harvest (phase 3).
All creatures in the creature card line activate and move one after another,
from left to right.
For each creature, apply the movement before its potential effect.
CREATURE MOVEMENT
A creature moves following these rules:
Creature activation example #1
• A creature must always move if possible. If not, the creature will activate
without moving. The Draugr is activated. First it will move into a
territory where units are present: Red’s territory
• A creature moves to an adjacent territory, ignoring rough borders. or Purple’s territory.
• A creature will not move into a territory where there is already another Priority 1: Most units - both have three, so they are tied.
creature (even if several creatures can sometimes coexist due to the
apparition rule). Priority 2: Most buildings - both have one, so they are tied.
• A creature first moves into territories where there are player units. They Priority 3: Most resources - Red has two and Purple has one, therefore
will only move to a neutral territory if there are no other eligible territories. it moves into Red’s territory.
Once these conditions are met, if there are several territories eligible for Creature effect: Once it has moved, the Draugr’s action removes one
movement, players will apply the priorities displayed on the creature’s card unit from Red’s territory.
in order, from left to right, proceeding to the next priority in line until the tie
is broken.
Here are the possible priorities:
End of activation
22
Creature activation example #2
The Fallen Valkyrie is already on the map. It moves into Red’s
territory as it is adjacent and has units on it. Then it applies
its effect, which is attacking after appearing or moving. The
Fallen Valkyrie attacks Red’s territory with a combat value of seven.
Red has three units and no defense bonus points. Red adds three
for a starting combat score of six.
The player to the left of Red rolls the die for the attacking creature and
gets / . A creature always chooses the when attacking,
for a total combat score of eight.
Red also rolls the die and gets two . However, does not
count against creatures.
Total combat scores: Eight for the Fallen Valkyrie and six for Red.
Combat aftermath: Red must retreat and decides to split in two groups VARIANT: MORE CREATURES!
in adjacent territories.
By following the core rules of this module, the players will make Northgard
Note: If Red had totalled a combat score of eight, they would have won a safer place, as the apparition of creatures is limited to the number of
the combat since defenders win ties. In this case, the Fallen Valkyrie lairs on the map. This variant will spice up the game for more warlike
would have been removed from the game and the player would have vikings, as they will actively bring new creatures to the game!
gained four .
End of activation 23
CREATURES DETAILS > DRAUGR
Draugar (plural for Draugr) are half-dead evil creatures that have infested
The uncharted lands of Northgard are home to a great variety of creatures. the islands of Northgard, and prey on its living inhabitants.
Below is a short description of the creatures in this module: Creature Power: When this creature appears or moves in a controlled
> BROWN BEAR territory, that player removes one unit from it.
These creatures fiercely defend their territory. They’ll prove challenging to > FALLEN VALKYRIE
even the most seasoned warriors and disrupting to any clan’s hold over Originally champions of the gods, some Valkyries have been corrupted by
their lands. the powers of Helheim. They will not share their lands with anyone!
Creature Power: A player cannot build or recruit in a territory with this Creature Power: This creature does not share its territory with a player and
creature, and they cannot explore or move units from it. attacks them when it appears or moves into a territory.
If that player is attacked by an opponent and loses the combat, they are > WOLF
however allowed to retreat normally.
There are vicious, giant wolves roaming the lands of Northgard. They hinder
Note: Units can therefore move into a territory with a Brown Bear, but not out humans from gathering resources by constantly harassing their territories.
of it. Also remember that a Move action can be played without moving units,
and combats against creatures are chosen in all territories shared with them, Creature Power: A territory with this creature on it does not generate any
even if you haven’t moved any units into the creature’s territory. fame or resources during the Harvest phase (except from buildings).
Note: The Snake clan cannot harvest a resource from a scorched territory
CREATURE ACTIVATION SUMMARY with a Wolf if it is not produced by a building.
PHASE Add one creature card? Where does it appear? Does it move?
Phase 2 - Explore
Yes In the territory with a . No
(tile with )
Phase 2.5
No No apparition. Yes, all creatures in line, one at a time.
Creature phase
CREDITS
Author Adrian Dinu Special thanks from the author to Jim Gaudin as without him
Art Grosnez this game would never be where it is now. Bruno Cathala,
3D Models EMAK, Valerio "Korax" Carbone, Benjamin Maillet for his help with the early rules of the game.
Graphic Design Franck Achard
Development Jim Gaudin Then I wish to thank my testing teams:
3D graphics Théo Jacquemin My family: Milena, Thomas, Eduard, Filip.
Production Nicolas Aubry (Synergy Games)
Proofreading Jonathan Caputo The Ludivers Club: Christophe Roulin, Christophe Rebetez,
Special thanks to Sébastien Vidal and Shiro Games, for entrus- Pascal Loutan, Cédric Stephens, Nils, Samuel Bovet.
ting your creation to us. Thanks to The Crowdfunding Agency and Tabletopia playtesters: Jam, Jakub Frąckowiak,
Caroline Imbert, for managing an incredible Kickstarter campaign, Hennii815, Samuel Klobučarić «Hutmacher», Tahsin Shamma.
and to the Atlangames crew, for many hours of playtesting! And, of course, all our backers around the world!