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Champions of Midgard
60m - 90m
2 - 4 Players
Ages 10+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
Fantasy
Medieval
Mythology
56.90
€
Original price was: 56.90€.
50.00
€
Current price is: 50.00€.
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Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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agentpatman
This was a really fun game, we felt it went on a little long with 8 rounds and it was a bit repetitive. I also miss the variability and interactivity that lords of waterdeep had with the buildings. The enemy cards all felt pretty samey and the two tiles that are new for the game are just different combinations of existing actions. I think if those two things were addressed then it'd be perfect for us. The expansions sound awesome for having one more thing to focus on during the game and maybe a bit more enemy variety. With an extra purpose to focus on then maybe there doesn't need to be worker placement variability since you have these new quests or missions to go on. Otherwise really fun with ample opportunity for end game scoring, countering bad dice rolls, playing the odds with food and dice drafting, card powers, etc. Excellent combination of worker placement and combat.
4Maverick
Jarl Edition (contains Valhalla and Dark Mountain expansions): Enjoyable ameritrash game with several option and luck mitigation for dice rolls and events. Prefer to play at a higher player count.
ajewo
Thematic worker placement gateway game where players collect different dice (warriors) to fight monsters to earn goods and victory points. [b]Pros:[/b] + Thematic (vikings, fantasy) + Artwork of the characters and enemies (everything else is okay) + Simple, motivating combat and more risky combat via ships against monsters (push your luck) + Leftover re-roll tokens (horns) are worth points at the end of the game + Set collection for slain monster cards + Fighting troll to distribute blame tokens (a bit take-that to fight runaway leader) + Different type of custom dice (warriors) + Different player characters with special abilities + Different buildings each game + High variability: a lot of different characters, enemies, buildings, rune cards, objective cards, merchant ships + Collectable rune cards grant one-time bonus or victory points at game end + Collectable objective cards for end-game scoring + Price for an additional worker gets lower each time any player buys a worker + If the first player would take the first player token, he must give it to someone else instead + Unslain monsters get more valueable each round + Easy to teach + Player aid printed on main board + Great gateway game (like Lords of Waterdeep) [b]Neutrals:[/b] # Valhalla expansion is a must-have (fixes issue of having bad luck dice rolls) # Solid component quality (would have been nice if custom food and wood token have been standard in base game) # Simple worker placement mechanic # Best with higher player counts (3-5) # Luck: journey cards (unknown perils), dice rolls, luck of the draw # Player interaction via blame token, worker placement blocking / fighting a valueable monster before someone else # A lot of different components (cards, tokens, dice, card boards), especially with both expansions (everything fits in the base box) [b]Cons:[/b] - Very small, hard to read icons and texts (however, the iconography is good) - No player aid cards - Artwork for backside of the cards looks generic - Rules are sometimes too vague: How many workers to begin with? Also could have more examples and pictures (see unofficial FAQ: https://boardgamegeek.com/filepage/145074/champions-midgard-unnoficial-faq-v10) [b]Similar games:[/b] * Lords of Waterdeep (no dice, more abstract theme, collecting resources and fulfilling contracts feels very similar to collecting warriors and fighting monsters, players create new worker spots by adding buildings to the board) * Meeples & Monsters (fantasy, bag building, worker placement, fulfilling quest, build buildings, fight monsters) * Stoneage (dice rolling) * Raiders of the North Sea (shared worker pool, a little dice rolling, less push your luck, more a race game due to raiding, take-that cards) * Reavers of Midgard (more complex sequel, engine building, worker placement, players have only one worker, a player takes an action and then everyone else, hybrid between euro and ameritrash dice rolling)