Tor was constantly fighting against the powerful giants called Jotun. The other Gods had been too confident and left all the warfare to Tor. Odin with his wisdom understood that Jotun would be too difficult for them to handle in the future. To change this Odin and his wife, Frigg, created a tournament where the gods could hone their battle skills. Odin held the tournament in his home Asgard, and named the tournament “Battle of Asgard”. Battle of Asgard quickly became popular, and it was considered a great honor among the gods to win the tournament.
Goal of the game:
Both players fight for control over three holy lands in the middle of the game table. At the start of a player’s turn, he or she gains victory points for each holy lands with one or more characters in. The first player to get 10 victory points win the game. You can also win the game by having a character in you opponent homeland at the start of your turn.
The different type of cards in Battle of Asgard:
Æsir and Åsynjene: This is the Gods which represents you.
Seid: A seid is a magical ritual that Gods cast to gain advantages on the battlefield. Once used, it is sent directly to the discard pile.
Runegalder: Runegalder are magical runestones that are placed in one of the lands. Some of the runegalder can only be placed in specific lands, this is specified on the card. Runegalder will stay in the land until removed by other effects.
Character: Charater is a collective term for all characters in the game. There are four types of characters; viking, valkyrien, beast and jotne.
Vikings: Vikings have a variety of different abilities. Weak in power but relatively cheap to deploy.
Valkyrie: Valkyries are female figures who are stronger and more powerful than vikings.
Beasts: Beasts varies in powers and cost.
Holy land: Different places around the world players gain victory points for controlling. Each holy land has unique abilities. You can have as many characters in a holy land as you like, unless specified otherwise.
Setting up: Quick start
1. Decide who is going to start the game.
2. Each player draw two random Gods and select one to play with this turn.
3. Place three random holy lands face up and lands to move as showen in the picture below.
4. Shuffle the playing cards and place them on the right side of the table.
5. Each player then draws five cards from the deck.
The different phases of a turn:
1. Start phase: Gain 6 blue runestones.
Gain victory points equal to the number of holy lands you one or more characters in.
2. Action phase: You can pay 3 runestones to draw a card, activate seid, runegalder and/or deploy vikings, valkyries and beasts. You can do these actions in any sequence. During this phase you can move characters from one land to another. Characters must move in the directions shown on the next page. When a character you control is in a land where the opponent has one or more characters, you may conduct battle. Se more under combat and power. – When you do an action or activate an ability or effect, it will have to be resolved before you can do any other action.
3. End phase: All characters are now healed and you are finished with your turn.
Resource – Blue Runestones: is used to play cards you have in your hand and to activate your God’s ability. At the left side of each card, there is a number; this is the cost to activate seid or runegalder, or to deploy characters from your hand to the field.
The three rectangles in the middle of the game table are holy lands. At the start of your turn you gain a victory point for each holy land you have a character in. Below and above the holy lands close to each God are the homeland where the players deploy characters and equipment. Characters can only move in the direction that the lines show in the picture. Characters can only move once per turn, unless specified otherwise. The deck and discard pile are to the right side of the field. Both players draw from the same deck. All cards that are used are sent to the discard pile. When the deck is empty, shuffle all cards in the discard pile and place them as the deck.
Combat and power: You can only move one character at a time. When you decide to attack a character in the same land as your character, the player that controls the attacker decides which of the defending characters in that land to battle first. If the attacker destroys a defender and has more power left, the attacking player must decide which defender to battle next. Proceed until the attacker or all defenders are destroyed. The number inside the axe of the character card is the power it has. When in battle, the power of a character is reduced by the power of the character it is in combat with. If the power of a blocking character is reduced, it will deal the reduced amount of damage during the next combat that turn. When a character has zero power, it is destroyed and sent to the discard pile. At the end of the turn all characters are healed back to their original power. – Damage dealt in combat between two characters happens at the same time. – The attacking character is inside the land it moved to during combat, giving it bonuses or weaknesses from Holy land and runegalder affecting that land.
Adjacent: Adjacent lands to a land are lands closest in all directions. Adjacent land to a card in a homeland, are all three holy lands and the God. Adjacent lands to a card are in the middle homeland, are the two remaining holy land and both deploy land.
Combat: When a player has a character in a land that an opponent has one or more characters in he or she can choose to conduct combat. Se more under combat and power.
Deck: The deck or stack where the unplayed cards are.
Deploy: When a character is put from your hand to the homeland.
Draw: To draw a card from the deck.
Effect: Text listed on the card that affects the game in some way.
Haste: Character can move two times the turn it is deployed. If characters with haste move twice the turn deployed it cannot conduct battle.
Move: To move one character from a land to another. Characters can only move once per turn. You can only move one character at a time.
Orginal power: Number showen in the axe of a character.
Place: To put a character, seid or runegalder to a land. Cards that are placed is not affected by limitations to “move”.
Cards with abilities using the word “place” are not restricted by effects limiting the ability to move.
Power: The number inside the axe of characters is the strength and life. A character dies when its power reaches 0.
Select: Specify a card that an effect will influence. Some cards can only target specific types of cards.