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Known by many names (Seiðmenn, Völva, Vísendakona, etc.) and possessed of different powers granted by their connection to the gods, these warrior-shamans will be a boon to any clan able to recruit them!
AndySzy
Feel a bit overpowered (in beginner games) and they're a bit confusing to teach new players. I'd definitely leave them out at first.
bigmac33070
Mike, Dave and I played Blood Rage for our Friday game closer (after an epic game of The Gallerist). We had all played before so I thought I would include the Mystics to spice up the game. The Mystics come into the game via a Mystic Upgrade card. Once you have one, you can Invade with it as normal but you do not pay Rage to do so. They are all Strength 2 and depending on the card you drafted, they give special abilities. Dave had the card that gave his Mystic the ability to destroy an opposing Warrior or Mystic when it marches into an area. Mike had the ability that lets the Mystic retreat to an adjacent province instead of being destroyed. I had none of the abilities because my wonderful players never handed me any of them to draft into my hand. On the plus side, I was able to win the game. So, I think the Mystics are a nice and simple add-on to the game. They don't really add any extra complexity and I would have no problem teaching this to new players.
Cervian
Mystics add a new range of mechanics and completely destroy the whole meta of the game until now. In a certain way, this expansion betrays the control mechanics. Nevertheless, it still fixes a certain king making issue that it is possible to encounter in late game.