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Reavers of Midgard

Reavers of Midgard Rulebook

Table of Contents

Table of Contents

  • Actions
    • Recruit Reavers
    • Trade with Villages
    • Battle at Sea
    • Raid Villages
    • Raid Keeps
    • Subdue Territories
    • Rest
  • Gaining Reaver Cards
    • Rally
    • Specialise
    • Promote
  • Cards
  • Combat
  • Cleanup Phase
  • Icons
  • Ship Upgrades
  • Dice and Territory Tile Spreads
  • Scoring
    • 1. Terror Tokens
    • 2. Farm/Wall/Tower Tokens
    • 3. Artifacts
    • 4. Keep Spoils
    • 5. Prophecies
    • 6. Most Glory wins

Actions

  1. On your turn, choose 1 available action (1 without a Longship pawn). Place your Longship pawn.
  2. Each player may activate the effects of Reaver cards in their corresponding Specialise slot.
  3. Each other player may also pay the cost to complete the action, or REST.
  4. If you complete the action, gain Bonus based on proximity to the active player, not in order of activation.

Recruit Reavers

Cost: None

Take a stack of 2 Reavers cards, or draw 2 from the deck.

Trade with Villages

Cost: None

The active player takes the Start Player token. If they already have it then pass it clockwise. Take rewards the indicated number of times, you may take the same reward multiple times.

You may collect cards from the face-up Display or from the draw deck.

Battle at Sea

Cost: 4 Food

  1. Reveal and resolve 1 Sea Journey card, either resolve the text or pay the top-right cost.
  2. Encounter 1 Sea Battle card (from the top of deck or face-up cards).

Raid Villages

Cost: 1 Food, 2 Treasure Chest dice

Take 2 Village Spoils cards, either 2 linked face-up cards or 2 from the deck.

Raid Keeps

Cost: 2 Food, 2 Shield dice

Take 2 Keep Spoils cards, either 2 linked face-up cards or 2 from the deck.

Subdue Territories

Cost: Variable

Attempt to Subdue the indicated number of Territory Tiles by Force or Peace, if successful, gain rewards on reverse and add the Tile to your Glory pile. If you are allowed to take multiple Tiles, do this separately for each Tile.

FORCE - Make a COMBAT roll against the Shield value. PEACE - Discard the indicated number of resources.

Rest

Whenever a player cannot or does not want to do an action, either:

Gain 2 Food or 1 die of any colour on any chosen side.

Gaining Reaver Cards

  1. Whenever you gain a Reaver card, first gain the die/dice indicated in the top-left corner of the card.
  2. Then choose to use the card in 1 of 3 ways:

Rally

Take the dice depicted in the top-right corner of the card on a side of your choice. Discard the card to your Glory pile.

Specialise

Place the card in 1 of your 4 Specialise Slots. You may have a maximum of 3 cards in each slot. Whenever any player takes an action, you may activate any of the cards in that corresponding slot.

Promote

Place the card in your Leader slot, discarding any Leader card you may already have to your Glory pile.

Gain the bonus corresponding to the colour of the Reaver.

You may use any die showing your Leader's Clan icon as a Shield, Chest, Ship, or Hammer icon.

Cards

  • Prophesy cards are scored at the end of the game. Keep their information hidden from the other players.
  • Armour/Treasure/Art/Linen cards are scored based on how many you have of each set. When you gain a Finnish Linen card, also gain 1 Terror token.
  • Tapestries are scored in sets of 3 different types.
  • Artifact cards are used to hold extra dice and score VP at the end of the game.
    • They can be discarded to activate their power after the indicated action (or at any time if ANY is written).
    • You may only ever have 4 in play at any time.
    • If you gain an Artifact card but don't have room for it, either discard 1 to your Glory Pile, or place it directly into your Glory Pile.

Combat

  1. Discard Crew dice showing a single or double Hammer. For each Hammer, roll 1 Combat die.
  2. Count the number of successes (axes).
  3. If the number of successes is greater than, or equal to the target's defence, the roll succeeds.

After any Combat roll, a player may discard 1 Favour token to re-roll any number of Combat dice.

Cleanup Phase

  1. If it's the end of Round 6 - Proceed to Final Scoring, otherwise move the Round Marker 1 space clockwise. 3 player game only - the Honour Ship token passes clockwise to the next player.
  2. Each player gains 1 Glory for each Territory tile they have.
  3. Flip all used Ship Upgrade tokens back face-up.
  4. Clear all dice from the Trade with Villages location and replace them.
  5. Discard any remaining face-up cards on the Game Board and refill from the corresponding decks.

Icons

If you're asked to draw a card due to a card or tile, always draw from the deck.

  • Any colour die — a plain die icon.
  • Any colour die on a side of your choice — a die icon marked with an asterisk.
  • Any colour die on the indicated side — a die icon showing a specific face.
  • The depicted colour of die on a rolled side — a die icon shown in red, blue, or yellow.
  • The depicted colour of die on a side of your choice — a die icon (in red, blue, or yellow) marked with an asterisk.
  • Food token — a drumstick icon.
  • Favour token — a drinking horn icon.
  • Terror token — a snarling wolf-mask icon.
  • Wall token — a grey token showing a stone wall.
  • Tower token — a blue token showing a tower.
  • Farm token — an orange token showing a farmhouse.
  • Gain '?' Glory — a Glory coin icon with a question mark, meaning the amount depends on the card/tile.
  • Keep Spoils card — a teal-bordered card back.
  • Reaver card — a red-bordered card back.
  • Prophecy card — a purple-bordered card back.
  • Village Spoils card — a brown-bordered card back.
  • Defence Value — a shield icon.
  • Discard the indicated token, die, or card — a red X icon.
  • Spend the item on the left to gain the item on the right — an arrow icon ( → ).
  • " | " (a vertical bar) — you resolve the action on the left, and may also resolve the action on the right.
  • " ◆ ◆ " (two diamonds) — you resolve the action on the left, and then resolve the action on the right.
  • " / " (a forward slash) — you resolve the action on the left OR the action on the right.
  • " = " (equals sign) — the items on the left and right must be the same.
  • " ≠ " (not-equal sign) — the items on the left and right must not be the same.
  • Draw 2 '?' cards, discard 1 of them — two question-mark icons followed by a bracketed crossed-out question mark.
  • Draw 1 '?' card, discard any 1 '?' card you own — a question-mark icon followed by a crossed-out question mark.

Glory Pile - player's personal discard pile for end game scoring.

Ship Upgrades

  • Flip to act as a Shield Die in all situations.

  • Flip to act as a Chest Die in all situations.

  • Flip to act as a Ship or a Hammer Die in all situations.

  • You may have a maximum of 3 active Ship Upgrades.

  • If you gain a Ship Upgrade but don't have room for it, either discard 1 on your Player Board to your Glory Pile to make room, or place it directly into your Glory Pile.

Dice and Territory Tile Spreads

This reference shows, for each Reaver card tier (1, 2, or 3 pips) of each Clan colour (magenta, purple, teal), the die/dice gained when the card is taken (before the colon) and the reward options depicted on the card (after the colon, alternatives separated by a slash):

  • Magenta, tier 1: gain 1 die : take 1 die of any colour on a chosen side plus 1 Favour token, OR 1 die of any colour on a chosen side plus Gain 2 Glory.
  • Magenta, tier 2: gain 2 dice : take 2 dice of any colour on a chosen side, OR 1 die of any colour on a chosen side plus 2 Favour tokens.
  • Magenta, tier 3: gain 3 dice : Gain 2 Glory plus 1 Reaver card, OR 2 dice of any colour on a chosen side plus 1 Keep Spoils card.
  • Purple, tier 1: gain 1 die : 2 Food plus 1 Favour token, OR 2 Food plus Gain 2 Glory.
  • Purple, tier 2: gain 2 dice : 2 Food plus 1 Keep Spoils card, OR 2 Food plus 1 Village Spoils card.
  • Purple, tier 3: gain 3 dice : 3 Food plus 1 Farm token, OR 2 Food plus 1 Wall token, OR 1 Tower token.
  • Teal, tier 1: gain 1 die : 1 die of any colour on a chosen side plus Gain 2 Glory, OR 1 Village Spoils card.
  • Teal, tier 2: gain 2 dice : 1 Reaver card, OR 1 Keep Spoils card plus 1 Prophecy card.
  • Teal, tier 3: gain 3 dice : 1 Village Spoils card plus 1 Prophecy card, OR 1 die of any colour on a chosen side plus discard 1 Terror token.

Dice faces reference — the game's dice are printed with the following face distributions:

  • Yellow die (Village): village x2, longship x2, crossed hammers x1, treasure chest x1.
  • Blue die (Sea): wave/knot x2, treasure chest x2, hammer x1, shield x1.
  • Red die (Keep): keep/mountain x2, shield x2, hammer x1, longship x1.
  • Black die (Combat): double axes x2, single axe x2, blank x2.

Scoring

Transfer all cards and tiles on your player board into your Glory pile.

1. Terror Tokens

Lose indicated Glory for the first 6 terror tokens you own:

Terror tokensGlory lost
1-1
2-3
3-6
4-10
5-15
6-21

Then lose 6 Glory for each additional terror token you own.

2. Farm/Wall/Tower Tokens

Score each token separately according to the charts below. Ties = all tied players gain the full amount of Glory.

Farm tokens: 1-3 Farm tokens = 1 Glory each; 4-5 Farm tokens = 2 Glory each; 6+ Farm tokens = 3 Glory each. Majority Bonus: 3 Glory.

Wall tokens: 1-3 Wall tokens = 2 Glory each; 4-5 Wall tokens = 3 Glory each; 6+ Wall tokens = 4 Glory each. Majority Bonus: 4 Glory.

Tower tokens: 1-3 Tower tokens = 3 Glory each; 4-5 Tower tokens = 4 Glory each; 6+ Tower tokens = 5 Glory each. Majority Bonus: 5 Glory.

3. Artifacts

Gain the amount of Glory listed on each card.

4. Keep Spoils

Sort Armour/Treasure/Art/Linen cards based on sets, gain Glory according to the size of each set:

  • Armour: 1 = 1 Glory, 2 = 2 Glory, 3 = 6 Glory, 4 = 12 Glory, 5 = 20 Glory, 6 = 30 Glory.
  • Treasure: 1 = 2 Glory, 2 = 4 Glory, 3 = 9 Glory, 4 = 16 Glory.
  • Art: 1 = 3 Glory, 2 = 6 Glory, 3 = 10 Glory.
  • Linen: 1 = 2 Glory, 2 = 6 Glory, 3 = 13 Glory, 4 = 24 Glory, 5 = 38 Glory, 6 = 57 Glory.

Tapestries are scored in sets of 3 different types.

5. Prophecies

Gain the amount of Glory as indicated on each Prophecy card in your player area.

6. Most Glory wins

Ties are broken by most Favour tokens remaining.