Table of Contents
Game Rules
Card Types
Each player starts with a Jarl (1), Shield Deck (24) & a Ritual Deck (45)
Jarl
Your Jarl is the fearless leader of your Nordic Glory shield walls. Choose wisely which abilities best fit your shields and style of play.
Place your Jarl directly in front of you at the back of the battlefield. Your Jarl is safe from direct attacks, however there are ways for damage to be dealt through ritual cards and battle phases.
Each Jarl has 3 unique abilities that can be activated by attaching Element Cards to your Jarl. Activate your Jarl’s abilities by attaching one Element Card per turn. This can be done by simply placing it under/near your Jarl. Abilities are unlocked with 1, 2, or 3 of the same element cards. These abilities are only activated for shields with the corresponding Base Element to the attached Element Cards. Multiple abilities can be active simultaneously.
Matching sub elements do not count towards the ability bonus.
Element
Element Cards represent the energetic connection between your Jarl and their loyal shield walls. Each player’s Element Cards are shuffled with their Ritual Cards in their Ritual Deck.
When an Element Card is attached to a Jarl, it activates the ability for all shields on your side of the battlefield with the respective Base Element.
Shield
Your Nordic Glory Shield Cards represent the Einherjar that make up your shield walls. You must have 24 Shield Cards in your Shield Deck and meet the following requirements:
- Max 6 shields with the same Base Element. (Snow, Sand, etc.)
- Max 3 shields with the same Shield Enhancement. (Arrows, Daggers, etc.)
This is your shield’s base attack when calculating your attack totals.
This is your shield’s base defense when calculating damage dealt. Defense also acts as the health of each shield. Use damage counters to track the reduction of defense as the game progresses.
Increase your attack total by aligning shields in row 1 with the same Attack Gem
Gain Damage Resistance (DmgRes) by aligning shields in row 1 with the same Defense Gem.
Runes have a special ability or bonus that are activated by the Rune Die each turn.
The Base Element is determined by the background art and larger element icon. Attach matching Element Cards to your Jarl to activate new abilities. Earn attack bonuses by aligning shields with the same Base Element in row 1.
Each Shield Card has 2-5 Sub Elements. They are displayed by small icons at the bottom of the card. Earn attack bonuses by aligning shields with the same Sub Element in row 1.
Each shield bears a Norse symbol that can be associated to various Ritual Cards. This is displayed on the shield itself as well as the icon in the bottom right corner of each shield card.
Shields with an enhancement will have an identifying icon at the top of the card.
Ritual
Ritual Cards represent the magic and chaos that is taking place on the battlefield.
Each player can have up to 45 Ritual cards in their Ritual Deck. Remember, Element Cards count towards the max total count of 45 cards in your Ritual Deck as well.
Follow the instructions on each card as it is played during the Ritual Phase of each turn.
Attachable Ritual Cards can be attached to a shield. These are noted by a chain icon in the top left corner of the card. Only 1 card can be attached to each shield.
Set Up
Each player places their Jarl on the battlefield and greets their opponent. Players shuffle their Shield Deck and Ritual Deck separately and offer their opponent to cut both decks. From your Shield Deck, draw 6 Shield Cards laying them face-up on the battlefield, left to right, top to bottom in the order drawn (Spots 1-6 on the gameboard). The remaining cards are placed in the Shield Deck location on the gameboard.
Each player then draws 7 cards from their Ritual Deck and 3 cards from their Shield Deck to their hand.
Roll a die, or flip a coin to determine who goes first on the first turn.
Playing the Game
Turn Phases
Shield Enhancements
Shields with an enhancement have these identifying icons at the top of the card. Enhancements like Ravens or Ice manipulate movement while the weapons provide attack bonuses IF they are on the correct row.
Shields with Ravens on the axes can swap places with an adjacent shield (up, down, left or right), or move to an adjacent open space (left or right) once per turn during the movement phase.
Shields frozen in ice prevent an opponent's shield movement if positioned across from them in the Row 1.
Shields that bear the daggers add +2 attack if they are positioned in the Row 1.
Shields with a large Sword strapped to it add +2 attack if they are positioned in the Row 2.
Shields that bear the Arrows add +2 attack if they are positioned in the Row 3.
Rune Abilities
Runes have a special ability or bonus that are activated by the Rune Die each turn.
If activated, shields in row 2 with the Courage Rune can add their base attack to the total attack this turn.
If activated, shields with the Energy Rune can swap places with any shield in front of them.
If activated, shields with the Grace Rune can swap places with any shield behind them.
If activated, shields with the Healing Rune can heal an adjacent shield up to 6 damage.
If activated, shields in row 1 with the Love Rune gain 6 damage resistance this turn.
If activated, shields in row 1 with the Peace Rune negate the alignments of their opponent’s shield directly across from them.
If activated, shields with the Protection Rune can choose to absorb any damage taken this turn.
If activated, shields in row 1 with the Strength Rune can roll an additional attack die.
Activated by rolling the same rune as the previous turn, each shield with the Luck Rune gives you the option to reroll 1 battle die. (multiple can occur).
Alignment Bonuses
In addition to any Jarl, Ritual and Shield Enhancements, Alignment Bonuses grant players additional attack and damage resistance based on the alignments of the shields in row 1.
Apply the following bonuses to your shields with matching attributes in Row 1
Attack Gems
1 Pair = +2 Attack
3-of-a-kind = +4 Attack
Defense Gems
1 Pair = +2 Damage Resistance per Shield
3-of-a-kind = +4 Damage Resistance per Shield
Sub Elements
1 Pair = +1 Attack per Match
3-of-a-kind = +2 Attack per Match
Base Elements
1 Pair = +4 Attack
3-of-a-kind = +8 Attack
Attack Roll
Players roll 1 d6 for each shield in row 1 on their side of the battlefield. The dice totals are compared using the Battle Slider to determine the final attack advantage.
Game Items
- 6, 6-sided die(d6).
- 1, 8-sided die(d8). Rune Die
- 1, Gameboard
- 1, Battle Pawn
- Battle Counters
Deck Limits
Shield Deck
24 Shield Cards
Ritual Deck
45 Ritual and Element Cards
Shield Card Max Limits
6 Base Elements of the same type
3 Shield Enhancements of the same type