Welcome to Mythic Battles: Ragnarok.
Enter the battlegrounds of ancient norse mythology, pitting your Divinity's army against another.
In Mythic Battles: Ragnarök, Skirmish Mode provides a direct and tactical gameplay experience focused on combat and strategic unit management. Here's an overview of the basic rules, starting with the win conditions:
How to Win
- Defeat a Divinity: The game ends immediately if you manage to slay an opponent's divinity (either a God or Titan).
- Absorb Divine Stones: Alternatively, you win if your divinity absorbs a total of four divine stones.
Game Setup
- Choose a Board: Agree on a game board to use.
- Determine Lead Player: Each player rolls a die; the highest roll chooses who begins.
- Recruit Your Army: Using Recruitment Points (RP), players draft their army, including gods, heroes, monsters, and troops, based on the number of players:
- 2 players: 18 RP each
- Set Up the Battlefield (In BGA Battlefields are set up for you): miniatures, divine stones, and any other game components are arranged according to the selected board/battleground.
Playing the Game
- Each turn consists of:
- Start of Turn: Draw 1 card from your deck. Optionally, pass your turn to draw an additional card.
- Activate a Unit: Discard 1 activation card to activate a unit and carry out actions.
- Perform Actions: Units can perform either two simple actions (walk, attack, claim) or one complex action (run, deploy, absorb, ascend).
- End of Turn: Decide whether to use an Art of War card to activate another unit or to perform a troop recall.
Actions
- Simple Actions:
- Walk: Move up to the unit's movement value in areas.
- Attack: Engage an enemy unit within range and line of sight.
- Claim: Take a divine stone in the same area.
- Complex Actions:
- Run: Increase movement by +1 and move.
- Deploy: Place a new unit on the battlefield in your deployment zone.
- Absorb: Divinity absorbs a divine stone they're carrying.
- Ascend: Move into a Rock terrain area from an adjacent area.
Managing Cards
- Activation Cards: Used to activate units. Each unit has a specific number of these cards.
- Art of War Cards: Versatile cards that can be used for additional activations, drawing cards, or executing special actions.
Deck Management
- When your deck runs out, shuffle your discard pile to create a new deck. Incorporate strategic use of your cards to maintain control over your army's abilities and actions.
Strategy Tips
- Balance the activation of your units to manage resources efficiently.
- Use Art of War cards strategically for crucial activations or to draw more cards.
- Position your units to take advantage of terrain and to protect your divinity while targeting your opponent's divinity and securing divine stones.
Talents
Units have talents shown on the bottom left corner of their dashboard, under their name.
Archery â– EFFECT: during the calculation of the effective offense value of a range 1+ normal attack, the unit with the Archery talent gains +1 offense.
Berserker â– EFFECT: the unit can use its 2 simple turn actions to perform 2 normal attack actions of range 0, unmodifiable by any power or any talent. At the end of the second attack action, the unit suffers 1 automatic wound.
Block â– EFFECT: an enemy unit that is in the area of a blocker unit cannot carry out a walk, run, or ascend action. An enemy unit cannot claim a divine stone that is in the area of a unit with the Block talent, but may still absorb a divine stone if that blocked unit is a divinity. A unit with the Block talent ignores these effects.
Bolster â– EFFECT: during the calculation of the effective offense and defense values of a normal or area attack, the allied troop units in the same area as the unit with the Bolster talent gain +1 offense and +1 defense.
Climb â– EFFECT: a unit with the Climb talent can walk into Rock or Cliff areas. The unit may cross escarpment boundaries. In a Rock area, the unit gains +1 defense against units who do not have the Climb talent.
Close Combat â– EFFECT: during the calculation of the effective offense value of a range 0 normal attack, the unit with the Close Combat talent gains +1 offense until the end of their current activation.
Close Protection â– EFFECT: during the calculation of the effective defense value of a normal or area attack, if another allied unit is in the same area, the unit with the Close Protection talent gains +1 defense.
Force of Nature â– EFFECT: before selecting the target of a normal or an area attack, if the unit with the Force of Nature talent is in an area with at least one 3D element, they can remove one of these elements from the board to gain +1 offense and +1 range until the end of their current activation.
Gem Collector â– EFFECT: during its activation, the unit can carry out a claim action from any visible area in their surroundings.
Guard â– EFFECT: after the choice of the target of a normal or an area attack by an enemy, if the unit with the Guard talent is in the same area as the targeted allied unit, they become the new target. This talent cannot be used against a retaliation or against terrain effects.
Initiative â– EFFECT: after the choice of the target of a range 0 normal attack, if the target is the unit with the Initiative talent, they can retaliate before the original attack is resolved. After the retaliation, if the attacker is further away from the target than their range, the action ends. If not, the attacker carries out the attack without the target retaliating again. If both the attacker and the target have this talent, the effect is ignored.
Leader ■EFFECT: at the end of their activation phase, the active player can activate a visible allied troop unit in their surroundings without spending an AoW card. If the active player or their teammate doesn’t have the activation card in their hand, they can take it from the unit owners deck, show it, play it, discard it in the unit owners discard pile, and reshuffle the deck. If the unit chosen for this new activation does not belong to the active player, the player whose unit is using the Leader talent takes control of that unit until the end of their current turn. This activation counts in the activation number limitation.
Mighty Throw ■EFFECT: Before the second assault of a normal or area attack, a unit with the Mighty Throw talent can move the attack targeted unit one area, if there are enough blank results generated during the first assault die roll to discard. Š 1 to throw a troop or a hero unit, Š 2 to throw a monster or a god unit, Š 3 to throw a titan unit. The unit is thrown IF it is able to enter a destination area, if the area is not full, and doesn't cross a boundary the unit is unable to cross, or enter a terrain type the unit cannot enter. If thrown, the targeted unit immediately drops any claimed divine stone. After having been thrown, the attack is then resolved as normal even if the targeted unit is no longer at a distance less than or equal to the attacker’s range. If the defender is no longer at range 0 from the attacker, they cannot retaliate
Mobility â– EFFECT: a unit with the Mobility talent can walk even after having carried out an attack.
Scout â– EFFECT: the unit can deploy without cost during the table setup step, as if it were a troop unit.
Slayer ■EFFECT: Slayer is always linked to a unit type, such as «Monster Slayer». During the first assault, before discarding blank results, the unit may re-roll up to 2 dice against a target of the unit type corresponding to its Slayer talent.
Sneak Attack â– EFFECT: during the calculation of the effective offense value of a range 0 normal attack, if another allied unit is in the same area, the unit with Sneak Attack gains +1 offense until the end of their current activation.
Terror â– EFFECT: an attacking unit performing a range 0 attack agains a unit with the Terror talents suffers -1 offense.
Torment â– EFFECT: during the calculation of the effective defense value of a range 0 normal attack carried out by a unit with the Torment talent, the targeted unit suffers -1 defense until the end of the attack.