In this game, two players face each other with two unique decks. One controls the Vikings, while the other controls the Anglo-Saxons. Both players draw cards from their own faction's deck, so they can play and win with different cards and tactics.

The players will alternate turns. The player who is currently playing his/her turn is the active player while his/her opponent is the passive player. The passive player cannot play in the active player's turn.

The players play their cards from their hand by paying their costs. The cards then take place as units on the Battlefield or on the Wall of the Fortress.

The active player gets his/her resources at the beginning of his/her round.

The active player can attack his/her opponent using the cards he has played. The player can defeat enemy units or siege the opponent's Fortress.

The goal of the game is to destroy the opponent's Fortress. The player whose Fortress' Structure-points drops to zero instantly loses the game.





The text on some cards may contradict the basic rules. This mostly occurs in the Kings' abilities. The golden rule is that a card's text always overrides the basic rules!

The King cards affect the game permanently. They are never shuffled into any decks; instead at the beginning of the game the players place them before themselves. They provide their abilities to their players from the beginning of the game. Furthermore, they define the starting Structure-points of the players' Fortresses.

Every King card is two-sided. Both sides have different abilities and Structure-points. The players must decide which side of their king will be used, and they must do so at the beginning of the game. Once decided, the side cannot be changed during the game!

The game can be played without kings, however, it won't be that colorful. In this case, neither player can have them and set the Fortress' Structure-points to 40.

If you are learning the rules just now, we recommend you to play without kings to understand the basics of the game quicker.


The First Game:

Before your first game, gently punch out the tokens from the punchboard!

If this is your first time playing the game, we recommend you to remove some cards from the decks to make the game less complicated. This way you can focus more on the basic rules.

These cards are the Heroes , the Castle Folks  and Peasants  from the Anglo-Saxons deck, the Berserkers  and the Pillagers  from the Vikings deck.

Preparing to Play:

Choosing sides:

The players decide which deck they will use. Select it randomly, or by discussing it.

After choosing, the players get their faction's deck. Each player shuffles their own deck, then place it face-down before them. They will draw cards from these decks.

Choosing Kings, building Fortresses:

Place the Fortress, Gold-production, and Faith-production cards on the playing area. Then both players choose their king, and decide which side of their king they will use. Place them next to the Fortress cards. Then place the exact value of Structure-Point tokens onto the Fortress cards defined by the chosen kings.

Creating the Battlefield:

Create the Battlefield by placing the three Lane-markers in between the players. Leave enough space for the cards!

Create the Supply by preparing all the Gold, Faith, Damage and ‘Shot’ markers and the Dice near the playing area.

Starting Hand:

Both players have a hand limit of 5 cards. It cannot be changed during the game.

Draw your hands up to the hand limit! Then the players can do a one-time-reshuffle: both players may put aside as many cards as they want, then draw their hands back to the limit. These will be the players' starting hand. After that they must shuffle the cards set aside back into their decks. This one-time-reshuffle is not mandatory, but can increase the players’ chance of a better start.

During the game, put the discarded cards and the fallen units into a face-up pile next to decks. These will be the discard piles.

The cards in the discard piles are open information for both players, so anyone may check it anytime.

Dividing Production-markers:

Now that the players know which cards they will begin the game with, they can divide their 7 production-markers between their Gold and Faith Production Cards. It is worth setting the dispersion of them according to the starting hand, since the production-markers define the amount and type of resources the players will get at the beginning of their first turn.

Starting player:

The Viking player always starts the game. As compensation, the Anglo-Saxon player gets 3 Gold at the beginning of every game.

The Viking player can now take his/her first turn.


Production-phase and Resources

The players can get two types of resources: Gold and Faith. Both can be used to pay the cards’ and abilities' cost. To play a card, a player must pay the card's cost, both in Gold and Faith. When a player pays a card's cost, he puts the paid amount of resources back to the Supply from his/her Hoard. The card now comes into play as a unit.

The players earn Gold and Faith in their own Production-phase. The players receive the amount of Gold that matches the number of production-markers on their Gold Production Card, and the amount of Faith as the number of production-markers on their Faith Production Card.

An example of Production:

The Viking player has 4 production-markers on his/her Gold Production Card, and 3 production-markers on his/her Faith Production Card. He/She takes 4 Gold and 3 Faith worth of tokens from the supply. In this case, one ‘1 Gold’ token and one ‘3 Gold’ token, and one ‘3 Faith’ token, and places them into his/her Hoard.


In this phase, the active player can execute attacks against the opposing player's units, and can siege the enemy Fortress. During the combat, we call the active player the Attacker, and the passive player the Defender. All units of the Attacker on the Battlefield are attacking units, and all units of the Defender are defending units.


First, the Attacker has an opportunity to regroup all of his/her units, moving them freely between any position on the Battlefield or on the Wall.

An example of Regrouping:

The Viking player has one Axemen (2/2) unit on the Battlefield and one on the Wall too. His/Her opponent has a Thegn Spearmen (4/6) unit, so the Viking player moves both of his/her Axemen units into the lane of the Theng Spearmen. Since the Anglo-Saxon player has a Swordsmen (4/4) on the Battlefield too, the Viking player moves his/her Spearmen (2/4) back onto the Wall to protect it. Now the position is more advantageous for him, he/she may proceed to the Battle-step.


The Attacker chooses units one by one to attack, then fights with them according to the rules of Fighting. (See Fighting on page xy.) He/She may repeat it until he/she stops this step, has no units left that are able to attack, or has all his/her units sieged the enemy Fortress.

First Burial step:

After the Battle-step ends, both players may use the Heal ability of their Priest units in this step. (See Healing on page xy.)

At the end of this step, all fallen units have to be removed and placed into their own player’s discard pile.

Living units on the Battlefield remain in their position, don't move them!




Reorder Production-markers:

During the Main-phase, the active player can freely re-organise his/her production-markers anytime. It means that the player moves one or more production-markers from his/her Gold Production Card to his/her Faith Production Card, or vice versa. At his/her next Production-phase, he/she will receive resources according to this newly set proportion.

This reordering is optional, the player may leave the proportion of his/her production-markers as they are.

An example of reordering Production-markers:

Since the Viking player has three Priest units in his/her hand that have a high cost of Faith, he/she chooses to move 2 Production-markers from his/her Gold Production Card to his/her Faith Production Card. This will only have an effect on his/her next turn, but it is wise to plan ahead.


Play Cards or Trade:

In this step, the active player may choose to do one of two options. He/She either plays cards or Trade.
He/She may choose not to do any of these options, but in case he/she won’t play cards it is recommended to Trade since it can cause no disadvantage to the player.

Play Cards:

A player may play any number of cards from his/her hand. The conditions of playing a card are paying its cost, and placing it to an empty position. A card can be placed either onto the Battlefield or onto the Wall. Keep in mind that only specific units can be in the third row!

When playing a card onto the Battlefield, the player must decide which lane and row to place it into. That unit may not move from this position until the next Regroup-step of the player.

If there are no empty position either on the Battlefield or on the Wall, then there is no way to play a card. However, during the Main-phase the player may freely sacrifice any unit. Remove the sacrificed units from the Battlefield or from the Wall and place it into the discard pile.

An example of Playing Cards:

The Viking player has 4 Gold and 4 Faith. He/She plays a Vanguards unit from his/her hand. He/She puts back 4 Gold and 2 Faith worth of tokens from his/her Hoard to the Supply since that is the cost of a Vanguards unit. After this, he/she places it on the Battlefield. From the remaining 2 Faith he/she plays an Odin’s Sacrifice unit onto the Wall, and then puts his/her remaining Faith tokens back to the Supply.


In the case a player did not play cards then he/she may choose to Trade. He/She rolls a die three times, then he/she receives as many resources as the sum value of these rolls. He/She can decide how to divide this value between the two resources, then he/she receives the chosen resources from the Supply and places them into his/her Hoard.

An example of Trading:

It is the Main-phase of the Anglo-Saxon player. He/She received a reduced amount of resources at the beginning of his/her turn due to the Viking player’s Pillagers, so he/she chooses to Trade instead of Playing Cards. He rolls the die three times – he/she rolls 1, 1, and 3. The sum value of the rolls is 5, so he/she chooses to divide this value between Gold and Faith in a 3-2 ratio. He/She takes 3 Gold and 2 Faith worth of tokens from the Supply and places them into his/her Hoard.

Second Burial step:

This step is completely identical to the First Burial-step at the Combat-phase. It is necessary to the game due to the Long-ranged units and other damaging abilities that can cause units to suffer damage and fall during the Main-phase.



In case a player has remaining cards in his/her hand after the Main-phase, he/she may choose to discard one of them into his/her discard pile.

It is optional, but a good tactical opportunity to get rid of cards that won't help the player at the current state of the game.


No matter how many cards the player has left in hand, he/she has to draw cards until he/she reaches his/her hand limit, which is 5 by default.

If a player's deck runs out, simply shuffle his/her discard pile, and make a new deck from it.

A player can't draw cards in the Draw-step when he/she is at his/her hand limit (e.g. when he/she chose to Trade).

Keep in mind that when a player is in his/her Draw-phase, his/her Main-phase has already ended, so he/she cannot reorder his/her Production-markers after drawing cards!


At this phase, both players remove all Damage-tokens from their wounded units and all ‘Shot’ markers from their Long-ranged units.

The active player then indicates he/she has finished, and the other player may begin his/her turn.


In this chapter, you can read about the second step of the Combat-phase, the Battle-step. However, when something refers to fighting or to attacking in the game (usually during the Main-phase) then you have to act as described here!

A Fight

When two units clash, we call it a Fight. They damage each other at the same time, then the players deduct the caused damage from their unit's health. If a unit’s health is reduced to 0 or below, then it has fallen.

The damage a unit can cause is defined by the sum of its base power and a rolled value of a die. This sum value is removed from the enemy unit's health.

When units suffer damage, the players have to place damage-tokens on them, to indicate that the health of those units was reduced. These tokens stay on the cards until the end of the turn.

When a unit falls, don't place any Damage-token on it, instead; turn it sideways. If an already damaged unit falls, remove all damage-tokens from it!

In case a unit can defeat an enemy with its base power, the player may skip rolling.

An example of a Fighting:

A Viking Axemen (2/2) unit fights with an Anglo-Saxon Peasants (1/1) unit. The Viking player rolls 2 with a die and adds it to the Axemen’s power, which becomes 4. The Anglo-Saxon player rolls 0, so the Peasants unit’s power remains 1. The Peasants unit falls, since its health is only 1. The Anglo-Saxon player marks this by turning the Peasants' card sideways. The Axemen could have defeated this unit even without rolling. The Axemen unit only suffered 1 point of damage, so it has survived the fight but the Viking player has to place 1 Damage-token on it. Until the end of the turn, this unit's health counts as 1.


Before the explanation read about these terms first!

Basic Unit:

We call the melee , the spearmen  and the cavalry  units basic units. They make up most of the decks, have tactical bonuses fighting against each other, and they can enter formations.


When a row (whether the first or the second) is filled by 3 basic units of the same type, they create a formation. They increase their stats this way.

Fallen units provide their formational bonuses until the next Burial-step.

Combat Penalty:

Using dice is a significant part of fighting. When a unit suffers penalty during a fight, it can’t roll die, so it can only cause damage by its base power. Since there is no value on a die that would decrease the power of a unit, it is a big disadvantage not being able to roll. Combat penalty occurs when different basic units fight each other, or when a long-ranged unit is defending.

An example of Combat penalty:

A Viking Shieldmaidens (4/4) unit and an Anglo-Saxon Armored Spearmen (3/5) unit are fighting. The Viking player could boldly attack since the Armored Spearmen unit is suffering combat penalty fighting against the Shieldmaiden units, so the Anglo-Saxon player can’t roll. Without rolling a die, the Armored Spearmen unit can’t defeat the Shieldmaidens unit in one Fight. The Viking player rolls 2 with a die. The Shieldmaidens unit suffers only 3 points of damage while the Armored Spearmen unit falls.

Supporting unit:

If there is a unit before another within the same lane, than we call the one in the back a supporting unit. Supporting units cover the units before them when defending.

Long-ranged fight:

Long-ranged units  can attack from the second row even when they have a unit before them and can attack units within their own lane in any row.



Retaliation is the caused damage by the defending unit in a fight. Long-ranged units can never be retaliated.


Living unit:

Every unit counts as a living unit which has not been turned sideways, even the ones with damage-tokens on them.


Fallen unit:

Every unit that has been turned sideways is fallen. The abilities of these units do not work, and they cannot participate in a fight.

Fallen units stay on the Battlefield or on the Wall until the next Burial-step. Their presence count in formations and in supporting, but they don’t block any further attacks. So a formation has its bonuses, even if there are fallen units in it. Likewise, supporting units in the second row still count as supporters even if there are fallen supported units before them.

When a formation breaks, units lose their bonus points. In case a unit had bonus health due to a formation and survived the Battle-step, it loses the bonus. This unit falls too if the value of the damage-tokens on it now exceeds the unit's base health. Units falling this way cannot be restored in the same Burial-step their formation has broken, because when fallen units go to the discard pile, the Burial-step is already over.

If there are any fallen units on the Battlefield at the end of a turn, place them into their owner's discard pile.


Fights can only be initiated by the active player.

The Attacker, during his/her Combat-phase, after regrouping, can decide in which lane or lanes he/she would like to attack. He/She chooses the order of the attacks. He/She may decide not to attack at all.

The processes of an Attack are the following:

The player chooses an attacking unit in the selected lane. If there are no long-ranged units in this lane, he/she must attack with the frontmost unit. It is the ‘First-with-the-First’ rule. If there is a long-ranged unit, then he/she may specify the order. Except the long-ranged units, no unit can attack if there is a living unit in front of it.

Then, unless the attacker is a long-ranged unit, it must attack the frontmost enemy unit in the opposing lane (‘First-with-the-First’) according to the rules of fighting.

After an attack, one or both units may survive the fight:

  1. 1. If both units survive, the Attacker may decide whether to continue attacking with the same unit or not. If he/she attacks again, everything is done as previously, except the units probably have damage-tokens on them. The Attacker can choose to attack with a unit as many times as he/she wants while that unit is alive. In case the player chooses not to continue attacking, then that unit cannot attack again within the same Combat-phase. If there is a unit behind this stopped unit (unless it is a long-ranged unit), then it cannot attack either, since the unit before it blocks the way (‘First-with-the-First’).

An example: The Viking player attacks the Anglo-Saxon’s Armored Spearmen (3/5) unit with his/her Shieldmaidens (4/4) unit. The Anglo-Saxon player can’t roll due to suffering Combat penalty, the Viking player rolls 0. Both units survive the battle. The Shieldmaidens unit receives 3 damage, while the Armored Spearmen unit gets 4 damage.

The Viking player decides to stop attacking. Since he/she stopped attacking, the Horsemen (4/5) unit behind his/her Shieldmaidens unit cannot attack this turn.


  1. If only the attacking unit survives, then it must immediately attack the supporting unit behind the defeated one, if there is any. We call this the covering. Covering is the only case when it is mandatory to attack. Covering works just like a normal fight, so if the attacking unit survives the fight with the supporting unit, then the player may choose not to attack again. If the attacking unit falls and there is a unit behind it, the player do not have to attack the supporter with that one.

An example: At the last example if the Viking player had not rolled 0, then he/she would have defeated the Armored Spearmen (3/5) unit while his/her Shieldmaidens (4/4) unit would have survived with 1 health. Let’s say he/she rolled 2. Now his/her Shieldmaidens unit has to attack the Anglo-Saxon's Theng Cavalry (5/6) unit once since it is supporting the Armored Spearmen. No matter what the Anglo-Saxon rolls, the Shieldmaidens unit falls, but the Thegn Cavalry unit survives with 2 health left, due to the combat penalty it causes to the Shieldmaidens unit.

Now the Viking player may decide whether to attack the Thegn Cavalry unit with his/her Horsemen (4/5) unit or not.

  1. If both units or only the attacking one falls, then the Attacker may choose a new unit to attack with (if there is an able, alive unit in the lane) or end attacking within the lane.

An example: If at the last example the Anglo-Saxon player had a Swordsmen (4/4) unit instead of an Armored Spearmen (3/5) unit, then both the Shieldmaidens unit and the Swordsmen unit would have fallen. In this case, no covering will occur. Also, in this case, the Viking player may decide whether to attack the Thegn Cavalry (5/6) unit behind the now fallen Swordsmen unit with his/her Horsemen (4/5) unit or not.

The Attacker can attack as long as he/she wants to. When he/she stops attacking within a lane, then he/she may attack within other lanes. However, if he/she stopped attacking in a lane, he/she may not attack again with that lane anymore in that turn.

In case there are no living enemy units in the lane when attacking, then the attacker units can siege. During a siege, a player can attack the enemy Fortress. This works like a normal fight, but there is no retaliation and the damage caused by the attacking unit is reduced from the Fortress’ Structure-Points. If there are more than one attacking unit in a lane, then they don’t block each other from sieging, so all of them can damage the Fortress, even the ones that have units before them.

During a turn, a unit can siege the Fortress only once!

An example of sieging:

The Viking player attacks a Peasants (1/1) unit with his/her Shieldmaidens (4/4) unit within the same lane. The Anglo-Saxon player rolls 2. While the Shieldmaidens unit survives the fight with 1 health, the Peasants unit falls regardless of the roll of the Viking. The Peasants unit does not have a supporting unit, so the lane becomes empty. The Shieldmaidens unit now sieges the Anglo-Saxon Fortress. The Viking player rolls 1, so the Anglo-Saxon player removes 5 Structure-point tokens from his/her Fortress. The Shieldmaidens may not attack anymore this turn, but the Horsemen (4/5) unit behind the Shieldmaidens can siege the Fortress once too. The Viking player rolls 1 again, so the Anglo-Saxon player removes 5 Structure-point tokens from his/her Fortress again. For this turn, the Battle-step for this lane is over, since all units have sieged already.

The function of the Wall and Protection of the Fortress

When playing cards or during the Regroup-step, a player may decide to place units onto the Wall.

There can be only up to 2 units on the Wall. This is the Wall limit.

The abilities of the units do not work while they are on the Wall and they cannot attack.

Units on the Wall cannot be attacked during the Combat-phase.

Units on the Wall grant Protection to the Fortress. Protection means that when the Fortress might suffer damage, the damage is reduced by the number of the units on that Wall.

An example of the Protection:

The Viking player sieges the Fortress of the Anglo-Saxon player. In the selected lane, he/she has a Spearmen (2/4) unit and a Vanguards (5/5) unit. Both attack the Anglo-Saxon Fortress beginning with the Spearmen. The Viking player rolls 1, so the power of the Spearmen unit is 3, but since there are two Peasants units on the Wall of the Anglo-Saxon Fortress, the Fortress only loses 1 Structure-point instead of 3. The Anglo-Saxon player removes 1 Structure-point token from his/her Fortress. Then the Vanguards unit sieges next. The Viking player rolls 3, so the power of the Vanguards unit is 8. Due to the two Peasants on the Anglo-Saxon Wall, the Fortress only suffers 6 points of damage instead of 8. The Anglo-Saxon player now removes 6 Structure-point worth of tokens from his/her Fortress.

In total, the Anglo-Saxon Fortress suffered 7 points of damage. If there had been only one Peasants unit on the Wall, the Fortress would have suffered 9 points of damage in total.



Base units, therefore they can enter into a formation. They suffer combat penalty against Melee units . In formation, their power and their health both increase with +1, while attacking or defending.


Base units, therefore they can enter into a formation. They suffer combat penalty against Cavalry units . In formation, when defending, their health increases with +2. Defending in this case means during the passive turn of their owning player. So, when attacking, they don’t get any bonus points.


Base units, therefore they can enter into a formation. They suffer combat penalty against Spearmen units . In formation, when attacking, their power increases with +2. Attacking in this case means during the active turn of their owning player. So, when defending, they don’t get any bonus points.


After a unit with this ability defeats an enemy unit, it may attack an enemy unit in an adjacent lane within the same row instead of the unit behind the defeated one. In this case, they don’t have to fight the supporting unit.

When a unit starts flanking, it can only defeat one enemy unit, and cannot do anything else!

If the Flanking unit survives, it cannot siege the enemy Fortress (not even if any lane it has attacked in is empty)!

Keep in mind that the Flanking unit does not move away from its lane, so if it survives the flank then units behind it (unless they are long-ranged) cannot attack since they are blocked (‘First-with-the-First’). But in such a lane, if it has no alive enemy units, the units behind the flanking one can siege (in a siege, units don't block each other).

An example of Flanking:

The Viking player attacks the Anglo-Saxon Peasants (1/1) unit with his/her Horsemen (4/5) unit. The Anglo-Saxon player rolls 0. The Peasants unit falls, the Horsemen unit survives with 4 health. Even though there is a Swordsmen (4/4) unit behind the Peasants unit, the Viking player decides to Flank the Anglo-Saxon Scouts (3/3) unit in the adjacent lane’s first row. In this case the Viking player avoids the fight with the supporting Swordsmen unit.

Now multiple things can happen (these are important considering the ‘First-with-the-First rule’):

  1. The Anglo-Saxon player rolls 0. The Viking Horsemen unit survives the fight and defeats the Scouts unit. Even though the Horsemen unit survived the fight, it can't attack more, since a unit can only defeat one enemy unit with flanking. The Vanguards (5/5) unit behind the Horsemen may not attack the Swordsmen unit since there is an alive unit in front of it blocking the way.
  2. The Anglo-Saxon player rolls 1 or higher, and both units fall. In this case, the Vanguards unit behind the now fallen Horsemen can freely attack the Swordsmen unit in the same lane.

If in the example above there had not been a Swordsmen unit behind the Peasants unit, the Viking player still could have chosen to flank with the Horsemen unit after defeating the Peasants unit instead of sieging. The Vanguards units could siege the Anglo-Saxon Fortress in both cases, only the Horsemen unit may not siege because it had flanked a unit.


Their tactical advantage is huge because they are free from many limitations of combat.

  • They can attack from the second row, even if there is an alive, allied unit in front of them.
  • They can attack any enemy unit in their lane, even the ones in the second row behind other enemy units.

However, like other units, they can only siege if there are no enemy units in their lane.

Direct shot:

Long-ranged units can cause damage during the Main-phase. When a long-ranged unit is played, it can execute an instant shot anywhere. It means that the long-ranged unit can attack an enemy unit on the Battlefield, on the Wall or even the Fortress itself. This works according to the rules of attacking, and since they are long-ranged, they won’t suffer retaliation. The unit attacked by the direct shot does not have to be in the same lane as the long-ranged unit.

Example of Direct shot:

The Viking player plays an Archer (2/3) unit onto the Battlefield, then chooses the Court Chaplain (0/5) unit on Anglo-Saxon’s Wall as the target of its direct shot. The Viking rolls 3 with a die, so the Court Chaplain unit falls, but it won’t go to the discard pile yet, since it is still the Main-phase. After this the Viking plays an Elite Archers (3/4) unit onto the Battlefield, and chooses the Anglo-Saxon Swordsmen (4/4) unit on the Battlefield as the target of its direct shot. The Viking rolls 1, so the Swordsmen unit falls. The Viking player declares he/she won’t play units anymore so the Second Burial-step begins. Both the Court Chaplain and the Swordsmen go to the discard pile of the Anglo-Saxon player.



Keep in mind that this ability does not work when playing the long-ranged unit onto the Wall.


  • They can only attack once per turn. If a Long-ranged unit has already attacked, then mark it by placing a ‘Shot’ marker on it, indicating that it may not attack again in this turn.
  • During their passive turn, when defending, they always suffer combat-penalty when fighting. No matter what unit attacks them, they can’t roll.

Siege engines, like the Onager and the Mangonel have further abilities that are useful when sieging. When these units attack the Fortress, including their direct shot, they can always roll two dice, and add both results to their base Power.

An example of Long-ranged fight:

In a lane the Viking player has a Shieldmaidens (4/4) unit, behind it a supporting Archers (2/3) unit. In the same lane, the Anglo-Saxon has a Scout (3/3) unit in front, behind it a supporting Elite Archers (3/4) unit. The Viking player attacks, and since he/she has a long-ranged unit, he/she decides to attack with it first. He/She chooses to attack the Scouts unit. The Viking rolls 2, the Scouts unit falls, and since he attacked with a long-ranged unit, the Scouts can’t retaliate. The Viking player places a ‘Shot’ marker on the Archers. Then he/she attacks the Elite Archers unit with his/her Shieldmaidens unit. The Anglo-Saxon can’t roll due to suffering combat penalty, and the Elite Archers unit falls, no matter what the Viking rolls. The Shieldmaidens unit survives with 1 health. There are no units left on the Anglo-Saxon side, so the Shieldmaidens unit does not have to fight with more enemy units, it can freely siege the enemy Fortress. However, the Archers unit can’t siege, since it has already attacked this turn.

It is not mandatory to place the Long-ranged units into the second row. They can occupy the first row, and there can be more than one in a lane.


Priest units only have a supporting role. Their Heal ability can prove useful after a battle, and since they can be placed into the third row, they don’t block the way of the warrior units.

Their great disadvantage is that they cannot fight; however, they can be attacked. This means that they cannot initiate attacks and cannot retaliate when defending.

Keep in mind that a unit can attack as long as it is alive, and the Priests can’t cause damage to their attackers, so any unit can defeat a Priest alone. Place Priests with careful consideration to the right position, where other units can defend them, else they will fall easily.


Every Priest unit has a value of Healing. This is an ability that can be used during a Burial-step. A player may sacrifice a Priest unit to fully restore the health of fallen units (put all sacrificed units into their owner's discard pile). Simply turn the restored units back into their living position. The maximum  number of fallen units a Priest unit can restore is less, or equal to its Heal value. Priests can only Heal when they can use their abilities. This usually means that they are on the Battlefield. The abilities of fallen cards do not work, so the fallen Priests can’t Heal. However, if a Priest restores an other Priest, then the freshly restored Priest unit can use its abilities, this means it can Heal during the same Burial-step too.

An example of Healing:

It is the First Burial-step of the Viking player. During the Battle-step, a Vanguards unit has fallen (it is turned sideways), but he/she has an alive Odin’s Sacrifice unit. He/She uses the Heal 1 ability of the Odin’s Sacrifice unit, he/she places this unit into the discard pile and then turns the Vanguards unit back by 90 degrees, indicating that it is alive again.

The Anglo-Saxon player suffered severe loss in the same Battle-step. A Swordsmen, a Thegn Spearmen and a Catholic Priest unit have fallen. Luckily for him, he/she still has a Catholic Monk alive on the Battlefield. During the First Burial-step of the Viking player, the Anglo-Saxon player uses the ability of his/her unit too. He/She places his/her Catholic Monk into his/her discard pile, since he/she used its Heal 1 ability to restore the Catholic Priest. Now he/she uses the turned back, alive Catholic Priest’s Heal 2 ability. He/She places the Catholic Priest into the discard pile, and then turns back the restored, now alive Swordsmen and Thegn Spearmen units into their original position.


The Heroes are incredibly powerful units; however, it does not always show in high values, but their abilities. Every Hero has a unique one-time ‘Heroic Arrival’. Their abilities work instantly at the moment they enter the Battlefield, but only then, and only once. As any other ability, Heroic Arrival does not work when the Hero is played onto the Wall.


Berserkers are special warriors, all with their own unique abilities that work continuously.

Castle Folk

Castle Folk are unique units with diverse abilities. Their common trait is that their abilities work on the Wall, and they do not count towards the Wall limit. However, with the exception of the Helpful Castle Folk (Builders), they do not grant Protection to the Fortress.

Treat the Castle Defenders unit just like any long-ranged unit, but it can attack from the Wall, and its Direct Shot ability also works when played onto the Wall.

The Court Chaplain unit is identical to a Priest unit, but it can also use its Heal ability on the Wall too.

The Builders unit is more special, because it grants Protection to the Fortress, despite it does not count towards the Wall limit. Furthermore, as a one time bonus, when entering the game, just like the Heroic Arrival, it restores the Structure-points of the Fortress by 5. Keep in mind that the Structure-points of the Fortresses cannot go above their initial value.


Their role is to pillage the enemy, so they cannot be played nor moved onto the Wall.

When entering the game, they can Lock a production-marker of the opponent on them (chosen by the Pillager’s owning player). The locked production-marker has to be placed on the Pillager card, and while it is there, the original owner of it can't use it to produce. When the Pillager falls, the owner of the locked production-marker instantly gets it back, and he/she may decide which Production Card to put it back on. When a fallen Pillager unit gets restored, it may not lock a Production-marker again.

An example of Locking a production-marker:

The Viking player plays a Looters unit onto the Battlefield. He decides to Lock the production-marker from the Anglo-Saxon player’s Faith Production Card, so he/she grabs it and places on the Looters' card. At the beginning of the next turn, the Anglo-Saxon will produce one less Faith. Later, the Anglo-Saxon player defeats the Looters unit in his/her Battle-step, and decides to place the Production-marker back on his/her Gold Production Card.


They don't have abilities. They have flavor text, which has no effect on the game.


Runes of Mayhem Expansion Rules

New abilities and notes

Med-ranged: Can attack the second row too, even if it has a unit before it, and won't suffer retaliation. Can attack from the second row. Cannot attack the third row, but if able, you can siege.

Howl: When it enters the Battlefield, you can search your deck or discard pile for a Hound card, and place it into your hand.

King unit: When a king card (King Edward the Elder or King Ragnar Lothbrok) turns into a unit, you have to move it to the battlefield. Note these king unit cards may not go to the third row. If there is no empty spot in the first or the second row, you have to sacrifice a unit to move the king unit onto the battlefield.

New units: New unit types of the expansion packs never suffer combat penalty, and units fighting them do not suffer combat penalty either unless it is specified on the cards or in the rulebook.


Setting up your deck

If you have more than 52 Runes of Mayhem cards of a faction, then you may set your deck before playing according to the following rules:

- Your deck must contain exactly 52 cards

- Your deck must contain all basic unit cards. You cannot remove any Spearmen, Melee or Cavalry units from your deck.

- If you use a card, then your deck must contain all copies of that card. For example, if you decide to have the Poisoner card in your deck then you must place all 4 copies of the same card into your deck, and therefore you have to remove 4 other cards, so your deck has exactly 52 cards in it.

- Consider not the type, but the name of the units when adding/removing cards. For example, you may remove all two Norse Priest cards from your deck without having to remove all Priest type cards.

- It is up to the players whether they decide to show their deck to each other before playing or not.


Mercenary Expansion

Decide whether you will use mercenaries or not during the game. If yes, shuffle the mercenary cards and create a deck of them. Place the deck face down next to the playing surface. Place three mercenary cards from the top of the mercenary deck face up next to it. These three cards form the Lodge.

During the active player's Main-phase, the active player can hire one Mercenary from the Lodge. Pick a mercenary unit and place it onto your battlefield at an empty spot. During the End-phase, you have to fill the Lodge back to three mercenary cards, if you can. Reduce your hand size by the number of mercenaries that you control. (If a mercenary unit falls that you controlled, and you place it back into the mercenary deck, increase your hand size by one.)

Place every fallen, not healed mercenary card back into the mercenary deck.

Hire: Discard 1 card to choose one Mercenary from the Lodge, and place it onto the Battlefield on your side.


Traps Expansion

Decide whether you will use traps or not during the game. If yes, create a deck of them and place the deck face down next to the playing surface. As the Vikings, once in your Main-phase, you can lay a Trap onto the Battlefield at the opponent’ side at a spot that has no building or enemy unit on it.

Laying Trap: Pay 1 Gold to choose one Trap card, and place it face-down onto an empty position at the opponent’s side.

The Viking’s opponent may freely play or move cards onto a trap without revealing it. Whenever an enemy unit is attacking on or through a trap, reveal it. Act according to the card, then shuffle it back into the traps deck. The Viking player has to decide between its options always before rolling dice.

As the Vikings, you attack on or through a trap without the option of revealing it. A trap may not reveal during the Vikings’ turn.


Towers Expansion

Decide whether you will use buildings or not during the game. If yes, create a deck of them and place the deck face down next to the playing surface. As the Anglo-Saxons, once in your Main-phase, you can build.

Build: Choose one of your buildings, and place it into the Battlefield face-down at a spot with no trap on it, and put one of your Production-markers on it. At your Production-phase, turn the building face-up (the card becomes active) and return your Production-marker onto your Production-card of your choice (those markers don't produce that turn).

You may freely play or move a unit onto a spot with a tower on it, whether the tower is being built or already face-up. You can build a tower on a spot with a unit on it. As an Anglo-Saxon, you can attack with your unit that is in a tower, and you may attack with units behind the tower through it according to the rules of attack.

As the Vikings, you may not lay traps on a spot with a tower on it, whether the tower is face-down or face-up.

As an opponent of the Anglo-Saxons, you can attack units in the towers according to the rules of attack.

To destroy a tower, you have to siege it according to the rules of siege. Placing a unit into a tower does not decrease the incoming damage to the tower since you must fight and defeat the unit in the tower before you may siege it. In a lane, every sieging unit either sieges a tower or the fortress, but may not siege both or multiple towers. Note that you can decide what each unit may siege, and not all units have to siege the same building or the fortress. Units may pass by an empty tower to attack other units behind it or siege the fortress or other towers unless the tower card specifies otherwise. You may not siege towers that are being built.

Place every destroyed tower back into the towers deck.


Thanks for playing!