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Web Rulebook

In God of War: The Card Game, 1 to 4 players take control of Heroes under the guidance of the Norns to try and stop Ragnarök from occurring. Players must complete quests represented by Scene cards, deal with special events, and battle enemies on their journey. Their ultimate goal is to defeat the Final Boss. If players succeed, they have found a way to change fate and survive Ragnarök. But if they lose, the Norns will have seen only a path leading to destruction.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views

Web Rulebook

In God of War: The Card Game, 1 to 4 players take control of Heroes under the guidance of the Norns to try and stop Ragnarök from occurring. Players must complete quests represented by Scene cards, deal with special events, and battle enemies on their journey. Their ultimate goal is to defeat the Final Boss. If players succeed, they have found a way to change fate and survive Ragnarök. But if they lose, the Norns will have seen only a path leading to destruction.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

TA B L E O F C O N T E N T S

Introduction--------------------------------------------------------------------- 2
Overview--------------------------------------------------------------------------- 2
Components- --------------------------------------------------------------------- 3
Setup-------------------------------------------------------------------------------- 4
The Scenes------------------------------------------------------------------------ 6
Objective--------------------------------------------------------------------------- 6
How to Play---------------------------------------------------------------------- 6
Preparation phase----------------------------------------------------------- 6
Activation phase------------------------------------------------------------ 6
Games are such an intrinsic part of the human experience.Yet,
Hero Activation--------------------------------------------------------- 6
throughout time, the sheer breadth of what games can mean to us
• Move----------------------------------------------------------------- 7 is often little understood or even wholly overlooked.
• Play Action cards----------------------------------------------- 7 Video games opened up my mind to seemingly endless creative
» Action cards-------------------------------------------------- 7 possibilities. The incredible wonder that I felt the first time
» Attack----------------------------------------------------------- 8 I saw the glowing digital bits on screen responding to my inputs
• Use Rage Ability------------------------------------------------- 8 was truly transformative.
• Interact------------------------------------------------------------ 8 For me, though, it was tabletop games that provided a sense
Scene Activation-------------------------------------------------------- 9
of connection and community at a time in my life when I felt
• Knock Down------------------------------------------------------ 9 disconnected from so much of what everyone else considered
Extra Scene Activation phase----------------------------------------- 10
normal and fun. They allowed me to find others who shared my
Upgrade phase------------------------------------------------------------- 10
interests. But they didn’t just bring together those of us on the
Flip Conditions- ------------------------------------------------------ 11 outer edge of the social circles whose weekends were not filled
Completing Quests--------------------------------------------------- 12 with athletics and parties. They also served as a nexus for the
Tracking Card--------------------------------------------------------- 13 creation of great stories that we would remember throughout our
Shatter Crystal------------------------------------------------------- 13 lives…stories of heroes, monsters, triumph, teamwork, love, and loss.
Solo Player Mode---------------------------------------------------- 13 Games did not save my life, but they did illuminate the path
Hand Limit-------------------------------------------------------------- 13 to a life I had not yet known was possible.
Heroes------------------------------------------------------------------- 14 Cory Barlog
Credits--------------------------------------------------------------------------- 15 Creative Director, Santa Monica Studio
Summary-------------------------------------------------------------------------- 16

INTRODUCTION OVERVIEW

The mystical Norns, seers of possible futures and masters of destiny, realize In God of War: The Card Game, 1 to 4 players take control of Heroes
the seeds of Ragnarök have been planted. Hoping to find a path through under the guidance of the Norns in their attempt to stop Ragnarök.
the coming destruction, they gaze into the well of Fate and its many future Together they must travel across multiple unique Quests embodied by
possibilities, allowing for many timelines of events to be played. Each Norn takes Scene cards, deal with special events, and battle enemies in their journey
control of one of the major protagonists who fate has tied to Ragnarök, steering to reach their ultimate challenge: the Final Boss. Winning a game means
their actions and decisions during the vision. With the fate of Gods and mortals the players have found a viable way to guide fate and possibly even
at stake, it’s up to the players to explore possible futures and find the secrets to survive Ragnarök. Losing means the Norns have seen a path that leads
surviving the end of days. only to destruction.

2
COMPONENTS

2 Freya tokens 12 Hand


Limit tokens

1 First Player
token

6 Stun tokens 10 Death tokens

4
4
4
4

3
5 44 Damage tokens
1
= 5
Damage +
divided into 3 denominations
3 2
5

When all Enemies =


are defeated 1 Enemy die 20 Common
3 5 Rage trackers 5

tokens
1
6 Hero standees and S VA
DAR
R TÁ
K EL
F

6 plastic stands
LJ O
FUR
R

Back Back
50
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s.I N D R Fire
ANCE Brok and Sindri could re as Hræzlyr. HINDR
ANCE
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Place one next
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lies in weapons, armor V Eand hide.
yer takes 9:44 PMnd,
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all
62 4
mage.
Place one
= on an available slot
3
Removcarea
d from the
If thet
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SPECIAL RUL
ES ir deck.
0 0 5
Remove a Fire. If the All other Enemies Heal
Place 3
3 slots
Fire on the
are
respe
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empty,
ctive
13 3
2
1
ES
SPECIAL RUL
slots on
1 4
3 slots are empty, 1 all their Damage
ONDITIONS
4
Each part of Hræz
lyr is considered 1 4
4
4
WINNING C Scene . in the to be an independen
t Enemy.
2 3
4 6 Defeat all Enemies
60 5
ONDITIONS
3
5 N S
LOSIN G CONDITIO 4/26/19 2:49 PM
WINNING C Hræzlyr.
uished and its Rune defeat
Defeat the Head to
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Scene
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92 Scene cards
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6 Quest cards 4 Final Boss cards 5 Hero dashboards


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70 Starting cards 88 Upgrade cards 10 Stun cards 5/6/19

10 Poison cards 10 Shatter


Crystal cards
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14 for each player


2
4

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immediate aw this card, to draw a this card
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Pa nora4/2 ly discard , and draw it, take card.
it. a new ca At the end
At the end rd.
of
Stun cardsthis Quest: Remove
At the end Remove all of the Quest:
from your all all Poison of this Quest: Rem Shatter Cr
cards from ysta
6
deck. cards from ove
your deck. your deck. l
PN-01
UP-05

SC-01
ST-02
K-01

158 Action cards


3
1 S VA R TÁ L J O F U R R

SETUP

50
1. Each player selects a Hero and takes that Hero’s dashboard, Starting TRACKING
CARD
5 cards, and Hero standee. Make sure that each Hero standee
5 is attached 5
to a plastic stand. Return any unused dashboards, Starting cards, and
5
= standees + tobe the box.

2 Note: Cannot
Kratos, Atreus, and Mimir’s dashboards are double-sided, with Solo
Damage
blocked
Mode by denoted on their back. See page 13 for Solo Mode rules.
versions
2. Each player shuffles their Starting cards and creates a facedown deck
3 DARK ELF
near their Hero dashboard.
3. Each player places a Rage tracker on the “0” slot on the Rage Ability 1 S VA R TÁ L J O F U R R
track on their Hero dashboards.
Note: If a player chooses Freya, they must also take both Freya tokens.
4. Shuffle the Quest cards, draw 3, and place them faceup forming an
inverse pyramid.
5. Take the pack of Scene cards that matches the bottommost Quest

50
card’s number and Scene
layCards
5/6/19
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outPMas follows:
3 Scene Cards
5/6/1905 9:44
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The Sequence in each 5/6/19 9:44 PM

• Create the top row of cards placing them faceup from left to right
as indicated by the position of the on the card Sequence (see
Scene card indicates its
placement when laying out
the image to the right). TH T RE
the Scene. CH IV
A Their
KIN E
Gposition

• Then lay out the bottom row of cards below the top row, following
the same procedure.
CARD
on the card (top or
bottom) indicates whether
6. Shuffle the Final Boss cards, draw 3, and arrange them on the top layer the card is laid out in the

2
of the pyramid,
Cannot be as shown. Return all remaining Quest and Final Boss top or bottom row. The
cards to the
blocked by box. indicates the front side
7. Shuffle the Upgrade cards and create a facedown deck near the of the card and the
Scene cards. indicates the back side of
8. Take the Stun cards and create a faceup deck near the Scene cards, the card. 60
then do the same with the Poison cards and Shatter Crystal cards.
9. Create individual pools for Damage, Stun, Death, Hand Limit, and
Common tokens within reach of all players.
10. Place the Enemy die near the play area.
11. The player who most recently played any God of War game
takes the First Scene Player token
Cards
5/6/19
05 9:44
3
and places
FRONT.indd
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5/6/1905 9:44
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PM 4 5/6/19 9:44 PM

Scene card in the bottom row. The other players then follow in
clockwise order placing their standees. There can be at most 2
1
standees (lined up) facing each Scene card (see more on page 7). THE HIVE
Note: If this is your first game, we recommend players to use = 30
Quest 1 - The Travelers, and place 1 standee facing each Scene card from Damage
left to right, starting with the leftmost Scene card.
5 5 5
You’re now ready to start!

Scene Cards
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60 5/6/19 9:44 PM

4
7 8 9 7
FINAL BOSS FINAL BOSS FINAL BOSS
H R Æ Z LY R MAGNI AND MODI B A L D U R ’ S FO RG I V E N E S S

Sons of Thor, living in their father’s titanic shadow, Only fools eschew prophecy. The moment
Brok and Sindri could make good use Baldur is killed, Ragnarök is triggered. Abating
Magni and Modi forever seek to measure up

6
of such a mythic creature as Hræzlyr. Baldur’s anger could prevent this tragedy.
Not alive, of course. Perhaps the key to him. The Norns see that a desperate Modi
to surviving Ragnarök and defeating Odin is wielding a Legendary Hammer, in hope
of stopping the party and impressing his Father. SPECIAL RULES
lies in weapons, armor, and upgrades from
the Dragon’s bones and hide. Now is the perfect opportunity to claim Mjölnir represent Mistletoes.
and survive Ragnarök.
SPECIAL SETUP
Once Scene 9A is complete, replace
SPECIAL RULES SPECIAL RULES with Scene 9B. Keep the Mistletoes.
Each part of Hræzlyr is considered Use to represent the Lanterns.
to be an independent Enemy. When an Enemy goes back WINNING CONDITIONS
into the fog, it is fully healed. Trap Baldur.
WINNING CONDITIONS LOSING CONDITIONS
Defeat the Head to defeat Hræzlyr. WINNING CONDITIONS The game ends in defeat if Baldur
Defeat Magni and Modi. is defeated.

2 1

GRENDELS
OF AS HES AND FROST T H E T R AV E L E R S

You may use +3


playing if one of them is Knocked Down.
You may move once with Brok and once

0
with Sindri in each Round. You continue

2
6
To prevent Ragnarök, one must acquire the
Black Rune. But, like all steps in this journey,
the way forward is blocked. Men from distant lands, wandering

3
1
the world for knowledge and power.
The Norns predict a fearsome battle ahead.
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

= = 5= 5=+5+5+ +
SPECIAL RULES
Add 2 Power to each Pedestal.
The number of tokens represent
=5 =5
= Damage=+5
Damage +5+ +
Damage
Damage
Damage
Damage
Damage
Damage
3333 3333
the Attack’s strength and the Defense
DA DRADKRAD
KERALK
ERFLKEFLEFL F
of the respective Grendel.
WINNING CONDITIONS
3333 1111 3333 1111 D
S VSAVRAA
S D
V
TSRA
RA
ÁD
V
TK
RRA
LA
ÁJD
TK
REÁ
L
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JLK
T EÁ
F
L
ORFJU
LK
EF
F
L
O LF
RJUEF
O
R LFRF
RU RURR R
Defeat both Travelers on 1111 1111 S VSAVS
RAV
TS
RA
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TR
LA
ÁT
JRL
OÁT
JFL
OÁJUFL
ORJUF
O
RRUFRRURR R

4
WINNING CONDITIONS

You may use +3


Defeat both Grendels.

3
1
6
50
50
50
50

2
5

ALFHEIM
50
50
50
50
T RTARCTAKRCT
T RTC ATC
ARC AR
KRC
IAN
AD
IC
T
KRCIG
R
AN AD
KRC
AN
C
IG
KCIGN
R
ANAD
KC
K IGN G
R
KD
IGN IGN G
C ACRAD CRAD CRADR D

A realm plagued by endless war, locked

222 2
in an eternal battle for the Light of Alfheim. Cannot
Cannot
Cannot
be
Cannot
be be be

222 2
The Norns see no winner to this senseless war. blocked
blocked
blocked
Cannotby
blocked
Cannotbybebybebybe
Cannot
be
Cannot
Instead, a party of legendary figures claimed
the Light for themselves. blocked
blocked
blocked
by
blocked
by by by

WINNING CONDITIONS
Defeat Svartáljǫfurr
and destroy the Hive.
Scene
Scene
Cards
Scene
Cards
Scene
05Cards
FRONT.indd
05Cards
FRONT.indd
05 FRONT.indd
05 FRONT.indd
1 1 1 1 Scene
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05 9:44
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05 9:44
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2 PM
2 2 2 Scene
Scene
Cards
5
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05 9:44
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3 PM
3 3 3 Scene
Scene
Cards
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4 PM
4 4 4 5/6/19
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Scene
Scene
Cards
Scene
Cards
Scene
05Cards
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05Cards
FRONT.indd
05 FRONT.indd
05 FRONT.indd
1 1 1 1 Scene
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Cards
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05Cards
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05 9:44
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05 9:44
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2 PM
2 2 2 Scene
Scene
Cards
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Cards
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05Cards
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05 9:44
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3 PM
3 3 3 Scene
Scene
Cards
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05Cards
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4 PM
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TH
THT
EHT
EHH
EH
IE
VH
IE
VH
IE
VI E
VE
TH
THT
EHT
EHH
EH
IE
VH
IE
VH
IE
VI E
VE

60
60
60
60
60
60
60
60

3333 3333
3333 1111 3333 1111
1111 1111

A Freya token may be discarded to cancel


all incoming Damage from 1 source.
STUN POISON = =30=30
=3030

5
Place a Freya token on any Hero.
=30=30
=30
= Damage
Damage 30
Damage
Damage
When you draw this card, Damage
Damage
Damage
Damage
When you draw this card, 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
immediately discard it, take

4
6
immediately discard it. 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
1 Damage, and draw a new card.
At the end of this Quest: Remove all At the end of this Quest: Remove

8
Stun cards from your deck.

3
all Poison cards from your deck.
PN-02
ST-01

Scene
Scene
Cards
Scene
Cards
Scene
05Cards
FRONT.indd
05Cards
FRONT.indd
05 FRONT.indd
05 FRONT.indd
5 5 5 5 Scene
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6 PM
6 6 6 Scene
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7 PM
7 7 7 Scene
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8
Scene
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6 6 6 Scene
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2
10 11

1
S H AT T E R C RY S TA L

You may discard this card


to draw a card.
At the end of the Quest:
Remove all Shatter Crystal
cards from your deck.
SC-02

10 7 9
9 Add +3 to your next Attack and Heal 3 Damage. 2 Deal 2 Damage to up to 2 Enemies

3
(cannot be blocked).

0 2 4 0 2 4
1 3 5 1 3

5
THE SCENES
A 4444
4444
C4444
4444
4444
4444
4444
4444

B 3 A. Scene card D. Enemy


33
33
33
3 2
When
When
When
When
When
When
When
are
allallEnemies
When
areallare
are
allEnemies
allEnemies
allEnemies
defeated
Enemies
allEnemies
defeated ====
allEnemies
defeated Enemies
defeated====
22
22
22
2
are
are
are
defeated
are
defeated
defeated
defeated

B. Flip Condition E. Enemy’s stats

C. Column F. Rune
F FI F
RI F
RIERIERE
PEPI P
LI P
LIELIELEE F FI F
RI F
RIERIERE
PEPI P
LI P
LIELIELEE
F FI F
RI F
RIERIERE
PEPI P
LI P
LIELIELEE F FI F
RI F
RIERIERE
PEPI P
LI P
LIELIELEE
Panorama_04_front.indd
Panorama_04_front.indd
Panorama_04_front.indd
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1 1 1 1 Panorama_04_front.indd
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15
15
1515
1515
15
15 3
33
33
33
3

D Throughout the game the Heroes will face various challenges


in their journey, fighting Enemies, and overcoming obstacles
E in the Scenes. The Heroes’ actions will change the Scene, by flipping
5
55
55
55
Place
Place
Place
Place
one
one
one
oneFire
Fire
Fire
Fire Place
Place
Place
Place
one
one
one
oneFire
Fire
Fire
Fire
5 its cards and introducing events and new monsters to it.
== = =
Place
Place
Place
Place
oneone
one
oneFire
Fire
Fire
Fire == = =
Place
Place
Place
Place
oneone
one
oneFire
Fire
Fire
Fire
==
on= =
onan
onan
ononan
on
available
onan
on
anavailable
anavailable
available
available
slot
anavailable
anavailable
slot
available
slot
slot
slot
slot
slot
slot 2
22
22
22
2
==
on= =
onan
onan
ononan
on
available
onan
on
anavailable
anavailable
available
available
slot
anavailable
anavailable
slot
available
slot
slot
slot
slot
slot
slot

F
Remove
Remove
Remove
Remove
a a a Fire.
a Fire.
Fire.
Fire.
If Ifthe
Ifthe
Ifthe
the Remove
Remove
Remove
Remove
a a a Fire.
a Fire.
Fire.
Fire.
If Ifthe
Ifthe
Ifthe
the
Remove
Remove
Remove
Remove
a a a Fire.
a Fire.
Fire.
Fire.
If Ifthe
Ifthe
Ifthe
the Remove
Remove
Remove
Remove
a a a Fire.
a Fire.
Fire.
Fire.
If Ifthe
Ifthe
Ifthe
the
AllAllother
Allother
Allotherother
Enemies
Enemies
Enemies
Enemies
Heal
Heal
Heal
Heal
3 3slots
3slots
3slots
slots
are
are
are
empty,
are
empty,
empty,
empty, AllAllother
Allother
Allotherother
Enemies
Enemies
Enemies
Enemies
Heal
Heal
Heal
Heal 3 3slots
3slots
3slots
slots
are
are
are
empty,
are
empty,
empty,
empty,
3 3slots
3slots
3slots
slots
are
are
are
empty,
are
empty,
empty,
empty, allalltheir
alltheir
alltheir
their
Damage
Damage
Damage
Damage 3 3slots
3slots
3slots
slots
are
are
are
empty,
are
empty,
empty,
empty,
allalltheir
alltheir
alltheir
their
Damage
Damage
Damage
Damage
4444 4444 4444 4444
4444 4444 4444 4444

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1. PREPARATION PHASE
O B J EC T I V E
Each player draws cards from their deck up to their hand limit, which starts
at 7. If a player has no cards left in their deck, they shuffle their discard pile to
God of War: The Card Game is a cooperative game: players either win form a new deck and continue drawing cards until their hand limit is reached.
or lose as a group. In order to win the game, the players must successfully Note that some in-game effects may modify the player’s hand limit (see page 13).
complete 2 Quests and defeat a Final Boss. The players lose the game if
at any point all their Heroes are Knocked Down or if a Quest’s Losing 2. ACTIVATION PHASE
Condition is met.
This is the main phase of the game, when players interact with the
H O W T O P L AY Scene, fight enemies, and try to complete the Quest objective(s). It is also
when enemies try to halt the Heroes’ progress.

Starting with the first player and proceeding clockwise, each player will
The game is played over a series of rounds. Each round has 4 phases: perform the Activation phase, which is divided in 2 steps:
• Hero Activation
1. Preparation • Scene Activation

2. Activation Hero Activation


• Hero Activation
• Scene Activation The Hero may, in any order:
• Move
3. Extra Scene Activation • Play Action cards
• Use Rage Ability
4. Upgrade • Interact

6
MOVE
A Hero can move to any column with at least one free space. Each IMPORTANT: Mimir doesn’t count for the limit of Heroes in the
column has 2 spaces that can be occupied by Heroes: 1 in the front position columns. See page 14.
(placed next to the Scene card) and 1 in the back (placed behind the Hero
in the front position). When moving to a different column with an Ally (any Heroes can move before, after, or in between playing Action cards, but
Hero other than yourself), the Hero may choose to occupy the front or
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
they may only move once per turn.
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

back position. The Hero in the front position will always take the Damage
Only
Only
use
Only
use
Only
when
use
when
use
the
when
when
the
Ogre
the
Ogre
the
below
Ogre
Ogre
below
below
below Only
Only
use
Only
use
Only
when
use
when
use
the
when
when
the
Ogre
the
Ogre
the
below
Ogre
Ogre
below
below
below Only
Only
use
Only
use
Only
when
use
when
use
the
when
when
the
Ogre
the
Ogre
the
below
Ogre
Ogre
below
below
below
hashas
20 has
or
20has
less
or
2020
less
or
health
or
less
health
less
health
health hashas
20 has
or
20has
less
or
2020
less
or
health
or
less
health
less
health
health hashas
20 has
or
20has
less
or
2020
less
or
health
or
less
health
less
health
health

= = == = = == = = ==
6 6 66 6 6 66 6 6 66 6 6 66 6 6 66 6 6 66
from Enemies and/or elements that target that same column (see page 9). A Hero can also choose to simply swap positions with another Hero in
1 1 11 1 1 11 1 1 11 1 1 11 1 1 11 1 1 11

If a column has only 1 Hero on it, that Hero is considered to be in front. the same column instead of moving to another column.
6 6 66 6 6 66 6 6 66
1 1 11 1 1 11 1 1 11

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2 2 22 2 2 22 2 2 22

4 4 44 353535
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35 4 4 44
2 2 22 4 4 44 2 2 22 2 2 22 4 4 44 2 2 22 2 2 22 4 4 44 2 2 22

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

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Example: Kratos would like to move to the column to his right, but with Freya and Brok there, there are no available spaces he can occupy.
Kratos then decides to move to the column on the far right. He places his standee there, and after discussing with Atreus, he takes the front
position. Sindri is now the only Hero in the leftmost column, and therefore assumes the front position.

PLAY ACTION CARDS


The player can play as many Action cards and sets (see below) as they wish (and are able) during their turn. After resolving each action, the played cards and/or
sets are discarded into the player’s own discard pile. Players are allowed to discuss openly which cards they have in hand and plan their actions together.

• Action cards
There are 5 different kinds of Action cards: Melee (red cards), Ranged
(yellow cards), Defense (blue cards), Special (purple cards), and Number
(black cards). Some cards include a combination of kinds (for example
Melee + Number), and some cards are wild, and show different options of
Actions (for example, Melee OR Attack) that can be used. Whenever a Hero
plays a wild card they must announce which option they are choosing to use.
+1 +2
K-010

K-05

K-011
In order to perform a , or , or action, they must be accompanied
by 1 or more Numbers, either on their own card, or in a combination of cards,
called Action sets. The strength of the Action is the combined value of the played
numbers. This means , or , or can’t be played alone, unless they are
accompanied by a Number.

While and cards are played during the Hero Activation step, +2 +1 +1
K-03

Defense cards are used by players during the Scene Activation step (see more
K-08

K-011
on page 9). Special cards can be played at any time during any turn.

7
3

• Attack ARMOR
In order to attack an Enemy, a Hero must occupy a space on the same
column as the target.
Some Enemies are protected by armor, and therefore
cannot take any Damage until the armor is destroyed.
actions can only target Enemies on the bottom row. actions
In order to do that, a Hero must perform a single
target Enemies on the top or bottom row.
Attack with strength equal to or greater than the armor
value. The Enemy die isn’t rolled on Attacks against armor. When
After playing an Attack, the player rolls the Enemy
an Enemy’s armor is destroyed, place a Common token on it as a
die to determine how much Damage has been
6 reminder that subsequent Attacks will affect the Enemy normally.
1 blocked by the Enemy. The difference between the
Attack’s strength and the rolled result determines
IMPORTANT: If the Enemy has more than 1 armor listed, they
how much Damage is dealt to the Enemy. Place Damage tokens on top of
have to be destroyed from higher to lower value.
the Enemy to track the amount of Damage it has suffered. Damage dealt
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adds to any Damage from previous attacks and remains on the Enemy until Use Rage Ability
a game effect removes them or they are defeated. When an Enemy has Each Hero has a unique Rage Ability that allows them to perform
accumulated Damage equal to or greater than its health (as listed in extraordinary feats. Each Attack that a Hero performs (or cards featuring
the Scene card, in the Enemy’s stats), it has been defeated. If the Scene card ) increases the Hero’s Rage by 1 (regardless if the attack dealt any Damage
with the Enemy shows , its Flip Condition is triggered (see page 11). or not). Rage is tracked on the Hero’s dashboard by the Rage tracker ,
Otherwise, place a Death token on the Enemy to serve as a reminder that and when the tracker reaches the last Rage slot, the Hero’s Rage Ability
it no longer activates. Defeating Enemies can often be an important part of becomes ready to use. At any point during their turn, a Hero may use a
completing a Quest (see Completing Quests on page 12). ready Rage Ability to perform its listed effect and return the tracker back to
4 the “0” slot (see page 14).
2
3 3 3 3 3 3
3 3 3 Only use when 3the Ogre below 3 3
has 20
Only use or less
when healthbelow
the Ogre
has 20 or less health
=
6 6 = 6
6 1 6 1 6 1
1 1 1

3
Example: Each Attack played this turn
6
6 1
1
6
6 1
1
increased Kratos’ Rage by 1, moving his
Rage tracker from ‘3’ to ‘5’ and reaching
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4 4
the last slot of the track. Kratos’
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2 2

10 Spartan Rage is now ready to use


+3 and he decides to use it immediately,
+2
K-06

which will increase his next Attack and


Add +3 to your next Attack
and Heal 3 Damage.

4 4 35 4
K-04

4 4 2 2 35 4 4 2
2 2 4 2
0
instantly heal 3 Damage. Kratos’ Rage
2 4
tracker is returned to the ‘0’ slot.
3 3 3 3 3 3
3 3 3 3 3 3

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+1
8
K-0

+1
1
K-01

Example: Kratos plays along with +3 to attack the Enemy


3
Interact3 3
in his column. Since this is a Attack, Kratos can target either the Some Scene cards feature special
Enemy in the bottom row or the one in the top row. Kratos decides Only use when the Ogre below
has 20 or less health elements called Interaction Spots. These
to attack the Enemy in the top row and rolls the Enemy die, which spots allow players to interact with the
results in , so 1 Damage token is placed on its card. Kratos still has = scene to achieve goals, receive attack
6
Action cards left and decides to attack again.This time, he attacks with
6 enemies, flip cards, etc.
bonuses, defeat
+1/ +1 and +2, choosing the +1 option of1 the card Each spot has its own requirement. 1 A
to target the same Enemy, and has a combined strength of 3. As the Hero on the matching column’s space can discard the listed requirements to
Enemy die results in , 3 more Damage tokens are dealt to the Enemy. trigger the spot’s effect. Interacting with Scenes does not increase a Hero’s Rage.

8
3 3 3 3 3 3 3 3 3 3 3
Activating a Scene will result in different consequences, depending on which4
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Example: Freya decides


3 3 3 OnlyOnly
use use
when 3the3the
when Ogre3Ogre 3 3 3 3 3 3
Only use when thebelow
below
Ogre below
has has
OnlyOnly
use
20 or
Only
use
when
has has
20less
has
use
when
20 or
has
or
20
the
less
when
20less
or
health
the
Ogre
20less
health
or less
the
Ogre
health
or less
health
below
Ogre
health
below
health
below
Rune was activated and which Scene is in play: enemies might attack, specific
to interact with 6 6 6 an
= = =

666 1 1 1
= = = 666
666 1 1 1 rules may be added or changed, elements of the Scene may react, cards may be
Interaction Spot in her 1 1 1 1 1 1
flipped, etc.Whenever a Rune is activated, look for Enemies stats and Activation
column. As the Ogre boxes with colors that match the Rune’s. When a Scene card with an Enemy
has 18 health left, the is activated, that Enemy attacks. Note that some Runes are enclosured inside
listed requirement is boxes: unless stated otherwise these Runes do not activate Enemies’ attacks.
fulfilled, so Freya discards 666 Check
1 1 1 the Enemy stats to determine the characteristics of the attack:
666
a and a Action 1 1 1 3

cards to trigger the


Interaction Spot which
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444
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A C 35
E
Only us
ha
222
2 4 C

F-01
results in Scene cards
6
being flipped.
+1 B
D
1

F-02
3 3

Scene Activation 444


444 222
353535
353535 444
444
444 A.
2 2 Attack
2 type: Melee D. Attack type: Ranged. This
222 444
B.
222
Melee attacks may target the
Panorama_03_front.indd 5 attack targets the furthest column Panorama_03_front.indd
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Once the Hero Activation is finished, the player reveals


3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
column to the left, right, and its from the Enemy. In the case of a
Panorama_03_front.indd the top card from the Upgrade deck to activate the
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own column, depending on the
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tie, players choose among the tied
Scene’s elements. Place the revealed card near the Scene - indicated directions targets.
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this Upgrade card will later on be available to be acquired C. Attack strength E. Enemy ability
during the Upgrade phase and improve the Heroes’ decks.
Check the Rune shown on the revealed Upgrade card and If there is more than one Hero in the targeted column, only the Hero
activate each Scene card with a matching Rune. on the front position takes the attack.

If multiple Scene cards have a matching Rune, resolve activation from Heroes can play a Defense card or Action sets to try and defend Panorama_03_front.indd 1 Panorama_03_front.indd
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+2
left to right, starting from the top row, then proceeding to the bottom row. themselves. The difference between the Enemy’s Attack strength and the
3
3
3
3 Only
Only
useuse
when
3

when
3
3the3the
Ogre
Ogre
below
below
3
3
3
3
combined Defense strength determines how much Damage is dealt to the
3
3
3
3

Only
hashas
Only
20 or
useuse
hashas
20 less
when
when
20 or
or less
health
thethe
20 less
health
Ogre
or less
= =
Ogre
health
below
health
below
Hero. Place Damage tokens on the Hero’s dashboard to track the amount
66 66
of
1 1 Damage they have suffered. Some attacks may also trigger effects listed
= =
66 11 66
11 11
on the Scene cards. If a Hero defends all incoming Damage, no effects that
would be triggered by the Enemy’s attack are activated.

KNOCK
66
66
1 1 DOWN
11
UP-012

When a Hero has accumulated Damage equal


to or greater than their 4 35
+2
2
44
health, they get Knocked
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22
Down. Place their standee on their dashboard as a
reminder. The Hero is out for the remainder of this
UP-01

Scene. Knocked Down Heroes: 3


• Don’t occupy any spaces in the Scene

44 3535 44
44 22 3535 44 44 22
22 44 22
10 No longer get a Hero Activation (i.e. they can’t
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3 3 3 3 3 3 3 3
Move or Attack)
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AM 7AM 7 Add +3 to your next Attack and Heal 3 Damage.
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Example: Freya just finished her Activation and play moves to the However, a Scene Activation step still takes place for the Knocked Down
Scene Activation. She reveals an Upgrade card from the deck, which Hero0 (i.e.2 an 4Upgrade card is revealed and Scene cards with a matching
contains the Rune. She checks for matching Runes in the Scene, 1
Rune get
3 5
activated).
and identifies 2 cards with it: on the top and bottom of the leftmost
column, each with 1 Enemy that will be activated. IMPORTANT: If all Heroes in play are Knocked Down, the game ends
in defeat!
9
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
3 3 3 3 3thewhen
3the 3Ogre
3the 3 3 3 3 3 3 3 3

STUN AND POISON


Only
Only
useuse
when
Only
Only when
useusewhen Ogre
the below
below
Ogre
Ogre below
below
hashas
20 has
or
20has
less
or
20 less
20health
ororhealth
less
less health
health
Only
Only
use
Only
use
Only
when
use
when
use
the
when
when
the
Ogre
the
Ogre
the
below
Ogre
Ogre
below
below
below
hashas
20 has
or
20has
less
or
2020less
or
health
or
less
health
less
health
health
= = ==
6 6 66 = = == 6 6 66
6 6 66 1 1 11 6 6 66 1 1 11
1 1 11 1 1 11
Some game effects allow Heroes to Stun Enemies. It is not
required that the Attack deals Damage in order to stun the target
(but the attack must still be composed of or and a ).
6 6 66
6 6 66 1 1 11
1 1 11 Place a Stun token on the Enemy as a reminder. When
a stunned Enemy activates, it simply removes the Stun
4 4 44
token instead of performing its activation.
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2 2 22

+1 If an Enemy’s attack with the deals any Damage to


the Hero, they must take a Stun card and place it on top
of their deck. In future turns, whenever a Stun card is

4
K-01
4 4 44
4 4 44 2 2 22
353535
35
353535
35 4 4 44
4 4 44
4 4 44 2 2 22 drawn, it must be discarded immediately.
2 2 22 4 4 44 2 2 22

3
3
3
3
3 3
3 3
3
3
3
3
3 3
3 3
3
3
3
3
3 3
3 3
3
3
3
3
3 3
3 3 If an Enemy’s attack with the deals any Damage
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to the Hero, they must take a Poison card and place it
on top of their deck. In future turns, whenever a Poison
card is drawn, it must be discarded immediately, the
Hero takes 1 Damage, and draws a new card.
Note: when playing with Brok and Sindri, the player
chooses which Hero takes the Damage.

d
ce
on ue Stun and Poison cards are only removed from a player’s deck
an ntin n.
ok co Dow
Br u
ti h . Yo cked at the end of the Quest or during the Upgrade phase (see below).
+1
d
e w un no
nc Ro is K
eo h
ov ac em
m n e th
ay dri i e of
u
m in
Yo ith S g if
w yin
on
IMPORTANT: When Enemies attack, Poison and Stun aren’t
F-05

pla
applied unless their Attack deals Damage.
6

+2 3. EXTRA SCENE ACTIVATION PHASE


1

3
F-01

e+
us
ay
6 Yo
u
m

0
e+
3 Once all players have performed the Activation phase, an Extra Scene
us 1 2
Yo
u
m
ay
Activation phase takes place. The players reveal the top card from the
Example: After revealing the Upgrade card with a Rune, the 2 cards Upgrade deck to activate the Scene’s elements that match the Rune.
0 1 3
in the leftmost column get activated.The Enemy on the top card has a
Ranged attack with2 strength
3 1, targeting Kratos, the Hero in the front 4. UPGRADE PHASE
position of the furthest column. Kratos plays +1, effectively defending
himself from the incoming Damage.The Enemy on the bottom has a Once the Extra Scene Activation phase is finished, the Upgrade phase starts.
Melee attack with strength 2, targeting Sindri, the only Hero occupying
the same column and Freya, the Heroine in the column to the right. Freya First, all players discard any cards left in their hands.
plays a +1 +2 and defends the Attack. Sindri doesn’t have
cards in hand and takes the 2 Damage, bringing him down to 0, and Then, starting with the first player and going in turn order, each player
Knocking him Down. His standee is returned to his dashboard. Sindri will (including players with Knocked Down Heroes) must choose 1 revealed
no longer participate in this Scene but will be able to rejoin the group in Upgrade card and place it on top of their deck. Players may freely discuss
the next one. Remember that Scene Activation steps will still take place which card should be taken by whom. In the case of a dispute, the first
for Sindri, even after being Knocked Down. player has the final call.

10
Players may choose to remove a card from their discard pile instead
of getting a new one. These cards are removed from the game and should Flip Conditions
be returned to the game box. Status cards (Stun and Poison) and Shatter
Crystals (see page 13) can also be removed from a player’s discard pile in : Indicates Flip Conditions, featured in some Scene cards. When
this manner. If you do, return the cards to their respective decks. a card’s Flip Condition is met, its Flip is triggered and the card
itself gets flipped to its backside and placed back in the same position.
Place any unselected Upgrade card facedown in the bottom of the
Upgrade deck. When a Scene card flips, any Damage tokens present on the card must
be placed back on it after it is flipped. Any other tokens are removed and
IMPORTANT: Once taken by a player, the Runes on Upgrade cards returned to the pool.
no longer have any effect (i.e. they don’t trigger any effect on the
Scene when played by a player). : When shown, it is always associated with a Flip Condition
and determines the group of cards to be flipped: the line
Finally, pass the First Player token to the next player in clockwise order represents the Scene cards and their positions in the Scene’s
and start a new round. lineup. White and Red diamonds indicate which cards
must be flipped, while Empty diamonds indicate the cards that
remain in place as they are. Red diamonds indicate the back
side of
6 the card.

+4
Whenever the Stone
: Flips
Ancient after the
is attacked, placeEnemy on this card is defeated.

+3
an Ancient’s Heart
Discard a + to Heal

+2 : Flips
Piece after
on this the enemy on the card performs its attack.
card

+2
Cannot be played
any 1 Hero
with other + .
that same amount.
UP-062

UP-023

UP-027

: Flips when all the Enemy’s armor has been broken.


3
UP-016

2
UP-01

: Flips when an Upgrade card with a matching Rune is revealed


during4 the Scene Activation step.

SCENE ELEMENTS
Instruction Boxes contain special rules
When all Enemies
that affect the Scene. Some may have an
are defeated = icon that connects it to an Enemy.
ANCIENT’S
H E A RT P I E C E
1

All Heroes take 1 Damage These areas as used to hold and


Example: After all Heroes have been activated and an Extra Scene track tokens.
Activation has taken place, the game continues to the Upgrade phase.
There are 5 cards available to be acquired by the Heroes.They discuss
which cards should be acquired by whom and Freya takes the Special After flipping a Scene card, its back
card, Atreus takes the Ranged card, Kratos the +4. They place their side 5/2/19
may5:50show Reward boxes. The
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new cards on top of their respective decks. Brok and Sindri decide to Hero that triggered the Flip condition
remove 1 card from their discard pile instead.They search their discard immediately reads and follows the
Heal 3 Damage
pile, choose 1 card and return it to the box. The 2 unselected cards instructions in the box.
are then placed on the bottom of the Upgrade deck. The First Player
token is moved from Atreus to Brok and Sindri and a new round begins.

11 Rune stone

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Completing Quests

3
33
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22
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HELHEIM Quest name


magic
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Narrative text
should be impossi
F FI F
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RIERIERE
PEPI P
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LIELIELEE F FI F
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15
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HELH
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2
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Narrative text Midgard
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When all Enemies
are defeated =

Hindrance
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To complete a Quest, the players must meet the winning conditions


1 listed on the active Quest card.
F I RFEI RPEI LPEI L E F I RFEI RPEI LPEI L E
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15 15
F I3R3 E P I L E When a Quest’s winning conditions are met, discard all Scene cards in
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play, remove all Damage from Heroes, including Knocked Down Heroes
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(who will be able to participate in the next Quest normally) and remove all
15 the Stun, Poison, and Shatter Crystal cards from the Heroes’ decks. Return
==
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all Heroes’ Rage trackers back to the ‘0’ slot on their dashboards.
= an available
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After the first Quest is complete, players must together choose the next
All other
All other
Enemies
Enemies
Heal Heal
3You’re
3 slots You’re
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Quest from the 2 above it in the pyramid. Once the second Quest is chosen,
take the matching Scene and perform its setup. Check any Special Rules, and
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Example: While playing Scene 4, Helheim, the Heroes were able to defeat Winning and Losing conditions. Then, flip the unchosen Quest card to its
all Enemies seen on the Scene, triggering the condition on the leftmost back, and check its Hindrance. The Hindrance listed will only be in effect
column: all the 4 cards in the top row along with the 2 central cards in the during the second Quest, however any permanent effects will affect the rest
bottom row are flipped to their backside, revealing 2 new Enemies ( 1 and 2 ). of the game, such as removing cards from the Action cards deck.

12

5
Place one Fire
= on an available slot
5

Once the second Quest is complete, players must choose any 1 of


Tracking Card
DARK ELF
the 3 available Final Bosses in the pyramid for their final confrontation. S VA R TÁ L J O F U R R

Set its Scene, then flip over the 2 remaining Final Boss cards: both of their
Hindrance effects will be applied to the boss fight. Players win the game if
they manage to defeat the Final Boss!
7 8 9
50
TRACKING
Some Scenes feature cards marked with to
track the health of some Enemies. Use these cards
FINAL BOSS
H R Æ Z LY R MAGNI
FINAL BOSS
AND MODI
FINAL BOSS
B A L D U R ’ S FO RG I V E N E S S
CARD
to hold the Damage tokens for those Enemies.
Sons of Thor, living in their father’s titanic shadow, Only fools eschew prophecy. The moment
Brok and Sindri could make good use Baldur is killed, Ragnarök is triggered. Abating
of such a mythic creature as Hræzlyr. Magni and Modi forever seek to measure up
to him. The Norns see that a desperate Modi Baldur’s anger could prevent this tragedy.
Not alive, of course. Perhaps the key
to surviving Ragnarök and defeating Odin is wielding a Legendary Hammer, in hope
of stopping the party and impressing his Father. SPECIAL RULES
lies in weapons, armor, and upgrades from
the Dragon’s bones and hide. Now is the perfect opportunity to claim Mjölnir represent Mistletoes.
and survive Ragnarök.
SPECIAL SETUP
Once Scene 9A is complete, replace
SPECIAL RULES SPECIAL RULES with Scene 9B. Keep the Mistletoes.
Each part of Hræzlyr is considered Use to represent the Lanterns.

Shatter Crystal
to be an independent Enemy. When an Enemy goes back WINNING CONDITIONS
into the fog, it is fully healed. Trap Baldur.
WINNING CONDITIONS LOSING CONDITIONS
Defeat the Head to defeat Hræzlyr. WINNING CONDITIONS The game ends in defeat if Baldur
Defeat Magni and Modi. is defeated.

5 1

ALFHEIM T H E T R AV E L E R S
Shatter Crystals are resources that can be acquired through different
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A realm plagued by endless war, locked
in an eternal battle for the Light of Alfheim.
The Norns see no winner to this senseless war.
Instead, a party of legendary figures claimed
Men from distant lands, wandering
the world for knowledge and power.
The Norns predict a fearsome battle ahead.
methods in the Scenes. They are used in combat with Enemies and to
achieve Quest’s objectives. Whenever a is acquired, the Hero must
the Light for themselves.

WINNING CONDITIONS
Defeat Svartáljǫfurr
and destroy the Hive.
WINNING CONDITIONS
Defeat both Travelers on
take a Shatter Crystal card and place it on top of their deck. Shatter
Crystals are only removed from a player’s deck at the end of the Quest or
3
during the Upgrade phase (see page 10).
THE OGRE

Solo Player Mode


Horrid creatures, built of muscle and hate.
Aggressive, instinctive, and deadly,
but for those with a mind for war,
their might can become yours to control.

SPECIAL RULES
After the Ogre is hit with the stone,
players may ride him and use it to attack
other monsters. Monsters attacked
this way don’t roll the Enemy die.
WINNING CONDITIONS

The dashboards for Kratos, Atreus and Mimir feature a Solo Mode
Defeat all Enemies.

LOSING CONDITIONS
If the Ogre is defeated and another
Enemy is alive, the game ends in defeat.

version on their back. When playing the game as a single player, most game
rules are followed normally, with a few exceptions:
1
ALFHEIM

All wars must end. If one or both


Your Hero will always be Kratos. Make sure to play using his dashboard
T H E T R AV E L E R S
sides claim the Light of Alfheim,
the end may come before Ragnarök in its Solo Player side. Atreus and Mimir will play as your companions, and
for Midgard and the Realms.

Men from distant lands, wandering


their dashboards should be on their Solo Player side as well. Note that only
Kratos’ standee will be used.
the world for knowledge and power.
The Norns predict a fearsome battle ahead.

HINDRANCE
Before the first round, each player
shuffles 1 card into their deck.
Mimir and Atreus have 2 unique abilities, each with 2 options. Each
WINNING CONDITIONS
Defeat both Travelers on ability can only be used once per Quest (except when refreshed by Kratos’
Rage Ability) and their use can be tracked by placing Common tokens on
3
the corresponding slot.

THE OGRE

Horrid creatures, built of muscle and hate.


Hand Limit
Aggressive, instinctive, and deadly,
but for those with a mind for war,
their might can become yours to control.

SPECIAL RULES All players start the game with a hand limit of 7 cards. As the game
After the Ogre is hit with the stone,
players may ride him and use it to attack
other monsters. Monsters attacked progresses, the amount of cards a player is allowed to have in hand can be
this way don’t roll the Enemy die.
WINNING CONDITIONS
increased or decreased by numerous game effects. A change in the Hand
Example: The Heroes have successfully Defeat all Enemies.
completed their first Quest and Limit amount is tracked by the double-sided Hand Limit tokens:
LOSING CONDITIONS
will now begin a new one. They If the Ogre can either
is defeated and another
Enemy is alive, the game ends in defeat.
go to Alfheim or fight the
Travelers. After discussing, they choose to fight the Travelers, so they
get the pack of Scene cards number 1, check the Winning condition : Indicates a increase of 1 to the Hand Limit
(there are no Special Rules or specific Losing Conditions for this
Scene), and perform the Setup.Then, they flip over the Alfheim Quest
card to check the Hindrance: all players must shuffle a Poison card : Indicates a decrease of 1 to the Hand Limit
into their decks.

13
MIMIR
Heroes SO
LO
MO
DE Choose
a Hero
of each to attach yourse
You ma Round, who bec lf to at the beg
y choose omes the inn
Carrier.
Mimir doe to take Attacks Carrier. ing
s instead
draw an not have a tur

KRATOS
of
Upgrade n, but you the
card for must
him.

DE
MO
LO
SO

4
l2
Hea
y die During
Enem sult the
the re card. Cho Scene Activation
Roll the age OR
add ose one , draw an
and tra Dam k. other in of the extra Up
the bottomm to activate grade
10 as ex e Attac
to th
of the Up and plac
grade De e the
10 ck.

0
e
at th rds
Look rade ca e
th 2
Dam
age, Add +3
to your
top
2 Upg any in ck
plac
e e de 4
Attac
eal 3
k, H ties.
ili
next Att
ack and
Heal 3 Dam
and
bott
of th
om the top r.
or in any or
1
of
de
3
next Allies’ ab age. d/
an ck, in
your sh e OR de
+3 to d refre Mov the
Add an

4 0
2
2 5 4
0 3 1 3
1 5

Being a bodiless being certainly makes Mimir a quirkier Hero to play


with. At the start of each round attach Mimir to any Ally, who becomes the
Carrier. Place Mimir’s standee next to the Carrier. Note that Mimir doesn’t
Kratos’ Spartan Rage empowers his next Attack and Heals him, whether occupy a column’s space. Whenever the Carrier moves, Mimir is moved
the next Attack successfully deals Damage to his target or not. Spartan along with them.The same Hero may be the Carrier for consecutive rounds.
Rage can affect an Attack on subsequent rounds, as long as that is Kratos’ Mimir can take Damage that would otherwise be applied to the Carrier. In
next Attack. the case of multiple attacks, this choice must be made for each Attack.

Solo Mode: Kratos’ Spartan Rage still empowers his next Attack Mimir doesn’t take a turn of his own, but an Upgrade card is still drawn
and Heals him, but it has the added benefit of refreshing Atreus’ and and played normally for him during the Activation Phase (i.e. he skips the
Mimir’ abilities. Hero Activation but performs the Scene Activation step). Mimir can never
Attack Enemies, but he’s allowed to interact with Interaction Spots in the
ATREUS Scenes. Finally, if the Carrier is Knocked Down, Mimir’s standee stays where
SO
LO
MO
DE he was until the start of the next round.

Solo Mode: Mimir’s first ability can either Heal Kratos by 2 or allow
the player to use the result of the Enemy die as an increase to the Attack
instead of counting as Defense for the Enemy. His second ability either
7
allows the player to Move or to look at the top 2 Upgrade cards and put
any in the bottom of the deck and any in the top of the deck.
+3 Deal 2 Dam
age to up
(cannot to 2
OR be blocke Enemies
d).

0 2
4
+1 1 3
ets
Targ emies OR
y 2 En e.
= an the Scen
in

Atreus’ Thunderbird is particularly effective against minor enemies as


it is not opposed by the Enemy’s die roll. Note that Thunderbird is not an
Attack per se, and therefore can’t be combined with a regular Attack.

Solo Mode: Atreus’ first unique ability can either be a Ranged Attack
that Stuns the target or it can increase an Attack by 3. His second ability
can either be a Ranged Attack that targets any 2 Enemies in any Scene card
(dealing the same Damage to both) or it can be a Defense card plus 1.

14
FREYA CREDITS

LEAD GAME DESIGN GRAPHIC DESIGN


Alex Olteanu Max Duarte and Júlia Ferrari
GAME DESIGN WRITING
8
Fel Barros Eric Kelley
Place

SOLO PLAYER RULES LICENSING


A Freya a Freya token on
token any
all incomin may be discard Hero.
g Damage ed to
from 1 sou cancel
rce.

0
6
Jordy Adan Geoff Skinner
1
3
5
4 2
4 LEAD DEVELOPMENT ART DIRECTOR
2
Fabio Hirsch Mathieu Harlaut
DEVELOPMENT GAME DESIGN DIRECTOR
Freya’s Old Magic allows her to prevent all incoming Damage to any Marco Portugal Eric M. Lang
Hero. This is a powerful ability that can be the difference between victory
LEAD PRODUCTION PUBLISHER
or defeat if timed well. She’s limited to 2 tokens but they can be placed on
Guilherme Goulart and David Preti
any Hero, including herself.
Isadora Leite
PLAYTESTERS
BROK AND SINDRI PRODUCTION Guilherme Andreo, Fábio Atássio,
Thiago Aranha, Marcela Fabreti, Beatriz Atienza, Gabriel Barbério,
Rebecca Ho, Aaron Lurie, and Beatriz Breim, Fernando Costa,
You ma
with Sin
playing
y move

if one of
onc
dri in eac e with Brok and
h Round.
them is You con
once
tinue
Safuan Tay Felipe Galeno, Guilherme Gil,
Henrique Gil, Ricardo Limonete,
Knocke
d Down
.

ART
Marcelo Mattina,
Santa Monica Studios
Gabriel Nepomuceno, Flavio
6 LEAD GRAPHIC DESIGN Oota, Caio Quinta, Euclides
6
Gabriel Burghi Ribeiro, Daniel Rosini, Rodrigo
Sonnesso, and Roberto Toledo
You ma
y use +3
You ma
y use +3

0
0
1
1
2
2
3
3

Brok and Sindri, the Huldra brothers, are controlled by a single player.
In each round, you may move once with Brok and once with Sindri. Each of
their standees occupy a column’s space normally. Brok and Sindri share the
same Action cards in hand, and at the Preparation phase the player draws © 2019 CMON Global Limited, all rights reserved. God of WarTM
cards to refill their hand like any other player. When playing Action cards © 2019 Sony Interactive Entertainment LLC. God of War is a trademark
or sets, the player must declare if they are being used by Brok or Sindri, of Sony Interactive Entertainment America LLC and of Sony Interactive
and only the selected Hero can raise their Rage ability (if cards with Entertainment Europe. Manufactured under license from Sony Interactive
are played). Brok can use Gear Up on himself or on Sindri to use a +3. Entertainment America LLC and Sony Interactive Entertainment Europe.
Sindri can use Weaponize on himself or on Brok to use a +3. CMON logo is trademark of CMON Global Limited. No part of this product
may be reproduced without specific permission. Actual components may
If either Hero is Knocked Down, continue play with the other one. vary from those shown. Made in China.

15
S U M M A RY

PREPARATION PHASE
• Draw cards up to hand limit ICONS REFERENCE
ACTIVATION PHASE
Melee Attack Shatter Crystal
Hero Activation Ranged Attack
The Hero may in any order:
(Enemies target Rage
MOVE furthest column)

• Move to any column with a free space


• Can only move once per turn Defense
Indicates
specific cards
PLAY ACTION CARDS
• AorHero
Indicates the Enemy’s Indicates which Scene
can play as many Action cards and sets as they wish and/ Melee Attack targeted
are able cards get flipped

• Attack:
column(s)
A Hero must be occupying the same column as their
target. attacks target only Enemies on the bottom row. Flip Condition:
attacks target Enemies either on top or bottom rows Enemy’s health Armor destroyed

USE RAGE ABILITY


• When
Flip Condition:
the last slot is reached, Rage is ready to be used. After using Enemy’s Armor Enemy attack
it, return the Rage tracker to the ‘0’ slot

INTERACT Flip Condition:

• Play the listed requirements to trigger the consequence


Poison Enemy defeated

Scene Activation

Flip Condition:
Reveal Upgrade card Stun

• Activate Scene cards with matching Rune


Rune activated

EXTRA SCENE ACTIVATION PHASE Number Common token


• eveal an extra Upgrade card and activate Scene cards with
R
matching Rune

UPGRADE PHASE
• Discard cards left in hand
• Each player takes 1 Upgrade card or removes 1 card from discard pile
• Place new card on top of deck Activation Runes Enemy’s Tracking Card
WINNING AND LOSING CONDITIONS
• Players win if they successfully complete 2 Quests and defeat
the Final Boss
• Players lose the game if at any point all Heroes are Knocked Down
or if a Quest’s Losing Condition is met
Placement of Scene cards

16

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