Blood Rage: Valhalla
Blood Rage: Valhalla Rulebook
Table of Contents
Table of Contents
Introduction
Objective
Blood Rage: Valhalla is an area control game for 3-5 players, where the goal of the game is to achieve the most Glory by the end of the third age. You gain Glory through victory in Battle, accomplishing Quests for the gods, and by winning contests put on by the gods. The game progresses through three Ages as more gods enter the Halls of Valhalla. The player with the most Glory at the end is the winner.
Game Components
- 1 Game Board
- 140 Cards (5 God decks, 1 Monster Deck)
- 1 First Player Token
- 1 Saga Token
- 8 Region Tokens
- 5 Glory Markers (1 per clan)
- 5 Clan Sheets
- 10 Large Plastic Bases (2 per clan)
- 25 Small Plastic Bases (3 per clan + 2 Black for Elites)
- 5 God Tokens
- 20 Clan Tokens (4 per clan)
- 45 Clan Reward Tokens (9 per clan)
- Clan Figures:
- 8 Bear Clan Figures (2 Elites, 6 Warriors)
- 8 Raven Clan Figures (2 Elites, 6 Warriors)
- 8 Wolf Clan Figures (2 Elites, 6 Warriors)
- 8 Stag Clan Figures (2 Elites, 6 Warriors)
- 8 Serpent Clan Figures (2 Elites, 6 Warriors)
- 15 Monster Figures: Ogre Chieftain, Savage Seithr, Harbinger, Draugr, The Ascended, The Everlasting, Silent Seithr, Eternal Seithr, The Annointed, Warmaster, Child of Fenrir, Lightning Warrior, Ogre Warlord, Devoted Assassin, Aggrieved Spirit
Rainbow Module (to Combine Blood Rage and Valhalla)
- 5 God Tiles
- 25 Reward Cards
- 1 Rainbow Bridge Board (Feast Hall Board on back)
Basic Concepts
Blood Rage: Valhalla is a standalone game built upon a design framework similar to its original predecessor, Blood Rage. If you have played the original, we have denoted the rule differences between the two games throughout the rulebook.
Game Board
The Blood Rage: Valhalla Game Board displays a top-down view of the realms of Asgard, the domain of the gods, and the final resting place for mortal souls. Asgard consists of 9 Regions, with Pathways connecting them. Regions that share a pathway are considered Adjacent.
Each Region can hold any number of plastic figures. The Game Board for Valhalla does not include Villages or Fjords.
Valhalla and other Regions containing God or Region Tokens work similarly to Yggdrasil in Blood Rage, where players cannot Summon directly into the space. However, when a conflict is started there, only figures from adjacent Regions may join that Battle.
Finally, there is the Glory Track, which runs around the edge of the board to keep track of the players' scores. Each player will move their clan's Glory Marker along this track whenever they gain Glory.
Clan Sheet
Each of the clans the players can choose to play has its own Clan Sheet, which keeps track of their resources, stats, and Upgrades.
Across the middle of your Clan Sheet is your Rage Track. Rage is your currency. All players start the game with 6 Rage. When you take actions, it will usually cost you some of your Rage. You will move your Clan Token along this track to indicate how much Rage you have left at the moment.
Below the Rage Track are your clan's stats. These are Rage, Axes, and Horns.
The Rage stat tells you how much Rage you will have at your disposal at the beginning of each round. With more Rage, you can take more actions.
The Axes stat tells you how much Glory you gain for winning Battles. With more Axes, your victories in Battle will be more glorious, spurring your clan farther on your path to victory.
The Horns stat tells you how much Glory you gain for completing Quests.
Horns no longer limit the number of units you can have on the board at any given time, and Quest Cards no longer include Glory awarded printed on them.
As the game goes on, you'll have several opportunities to increase each of your clan's stats. Whenever one of your stats is increased by one step, move the respective Clan Token one slot to the right. If you're able to improve your stats to legendary levels by the end of the game, you'll gain powerful Glory bonuses.
The Clan Sheet also has Upgrade Card Slots along the top, and an Action Guide along the bottom listing the five actions: Summon, March, Upgrade, Quest, and Contest.
Figures
Each of your figures - Elites, Warriors, and eventually Monsters - has a Strength rating (STR). At the start of the game, Elites and Warriors have a STR of 1, while Monsters have STR equal to their Rage cost, unless otherwise stated on the card. Having plenty of Strength on the board will help you win Battles, complete Quests, and compete for the favor of the gods.
As the game progresses, you may Upgrade your figures by placing Upgrade Cards onto slots on your Clan Sheet. These cards will tell you your figures' new STR rating and abilities.
Whenever a figure is destroyed, in Battle or from a special ability, it is placed near the player's Clan Sheet that controlled the ability or won the conflict. In the case of a conflict that ends in a tie, figures are instead placed on the Feast Hall sheet. When figures are killed in Valhalla or a god Region during the Prove Valor Phase (see page 17), they also go to the Feast Hall sheet. There it waits for the next Age to rejoin Battle.
Cards
Each of the gods in Blood Rage: Valhalla has its unique deck of cards, which represent gifts from the Norse gods. Each round, players will receive these gifts, which can help them in various ways.
Cards are no longer separated into three different decks. A single deck will be created during setup based on which gods are in play for the game.
BATTLE CARDS (red) add to your army's Strength in Battle.
QUEST CARDS (green) represent divine Quests given to your clan that can be placed face down on empty slots of your Clan Sheet. If successful, they can grant you a lot of Glory.
Glory rewards are no longer included on Quest Cards and are determined by your Horns Track on your Clan Sheet.
UPGRADE CARDS (black) upgrade can also only be placed in an open slot on your Clan Sheet, and can enhance several aspects of your clan:
- Monster Upgrades are unique mythological beings you can recruit to join you in Battle.
- Elite Upgrades upgrade the Strength and/or abilities of your Elite Figures.
- Clan Upgrades are upgrades for your clan as a whole that offer a variety of different effects.
Upgrade Cards no longer have fixed slots where they can be played. There are seven slots available on your clan board for Upgrade and Quest Cards to be placed. You can no longer discard a played Upgrade or Quest Card on your Clan Sheet to make room for a new one.
Setup
Prepare Your Clan
- Each player chooses one of the available clans to play and takes the matching Clan Sheet, placing it in front of them. At the start of the game, all clans are equal, but they'll soon become unique with each player's choice of Upgrades.
- Take your clan's 2 Elite Figures and 6 Warrior Figures and place them next to your Clan Sheet to create your Reserve. If this is your first game, snap a black base on each of your 2 Elite Figures.
- Collect the 3 small and 2 large bases that match your clan color to your Reserve. They will be used if you recruit any Monsters.
- Take your clan's Glory Marker and place it on the Glory Track around the board, on the "0" spot.
- Take all your Clan Tokens, placing one of them on the first spot of each of the three Clan Stats on your Clan Sheet: Rage, Axes, and Horns. This means all players start with the following stats: 6 Rage, 3 Axes, and 4 Horns. Then, take your last Clan Token and place it on the Rage Track on your Clan Sheet. Since your starting Rage stat is 6, the token is placed on the "6" spot of your Rage Track. Finally, take your Clan Reward Tokens and leave them close to your Clan Sheet.
Prepare the Board
- Place the Game Board in the center of the play area with the Feast Hall sheet next to it. Place a Glory Marker for each player on the top left corner of the board.
- Take the 8 Region Tokens and shuffle them. Select 3 at random and place each in their corresponding Region so they cover the Region reward. These Regions may not be contested, and Figures cannot be Summoned there while these special tokens are there.
- Shuffle the God Tokens and randomly place one on each of the three Age slots. The leftover Gods will not be used in this game.
- Find the 25 cards for each of the 3 Gods on the Age Track and shuffle them together to form one deck of 75 cards.
- Randomly select 3 Monster Cards per player (9 cards for 3-player, 12 cards for 4-player, and 15 cards for 5-player) and place their matching figure by the Game Board within reach of all players.
- Shuffle all selected Monster Cards with the God Cards to form the deck players will draft from each age. (The deck will be 84 cards for 3-player, 87 cards for 4-player games, and 90 cards for 5-player games.)
- Place the Saga Token on the first spot of the First Age on the Age Track. This is the "God Arrives - Age 1" Spot. The Saga Token will be moved from phase to phase of each Age, one Age at a time, to help players keep track as the game progresses.
- Finally, give the First Player Token to the player who was born furthest north, or just choose randomly. That player will start the game in the First Age. The First Player Token will be passed to the player to the left at the end of each Age.
First Game? We recommend playing your first game with Thor, Loki, and Tyr as the gods to be used.
The Phases of Play
Blood Rage: Valhalla is played over a series of three rounds, known as Ages. Each Age is divided into six phases:
- God Arrives
- Draft Gods' Gifts
- Action
- Quest
- Prove Valor
- Release Warriors
The phases must be played in order, and a phase must be completed before moving on to the next one. Move the Saga Token on the Age Track from one phase to the next as they are finished, to help keep track. Once the last phase of an Age is done, the Saga Token is moved back to the first phase to start the next Age. When the Saga Token reaches the last phase of the Third Age, the game ends.
God Arrives Phase
Take the God Token in Age One and place it in the Region with the lowest-numbered Region Token in it. Remove the Region Token from the game and ensure the God Token's reward is sided up, covering the Region bonus.
When winning a contest in the location of a god, the winning player gains the bonus of the God tile instead of the bonus of the Region.
Draft Gods' Gifts Phase
During this phase, players build a hand of cards in a process called drafting. These cards will provide them with Upgrades for Elites, for their Clan, for Monsters to join the fight, Quests for Glory, and the raw power to win Battles.
At the end of the First and Second Ages, players will collect all the cards they discarded during the round and will choose 3 to hold onto for the next age, placing them facedown on the clan symbol of their Clan Sheet before drafting. If a player has more than 3 cards, the cards not placed on their clan mat are removed from the game.
- Take the deck of cards from the Age Track and deal 6 cards to each player, and return the remaining cards to the Age Track.
- Each player inspects the 6 cards they were dealt and selects 1 to keep, placing it facedown to the side of their Clan Sheet. Once all players have chosen a card, everyone passes the remaining cards to the player on their left.
- Now, each player looks at the cards they've been passed, selects 1 to keep, and places it facedown by their Clan Sheet. Then everyone passes their remaining cards to the left.
- Continue picking and passing cards until each player has placed five new cards by their Clan Sheet. By that point, everyone will have one card left to pass. But instead of passing it, they must discard it face down to the bottom of the deck.
At the end of this phase, all players should have five cards in their hand, plus up to three cards they might have saved from a previous Age. Keep these cards secret from the other players. You will be able to use these cards during the Action Phase.
Drafted cards and cards placed face down on your Clan Sheet may be looked at during any point while drafting, but must be returned to their same spot.
During Age 2, players will pass cards to their right instead of left during the Gods' Gifts Phase. During Age 3, players will return to passing cards to their left.
Strategy Tips for Drafting
Each unique god deck encourages a different style of play. If you build your strategy around one or two gods, you should do well. Here's what you can expect from each god:
- Thor: Glory and spoils for victory in Battle.
- Loki: Revenge or spoils for defeat in Battle.
- Freya: Protection of figures and support.
- Baldr: Foresight and multiple Quests.
- Tyr: Win conflicts by brute force.
You generally should strive for a relative balance of card types. Ignoring a card type altogether (such as Quest, Upgrade, or Battle Cards) won't make you automatically lose, but it may cost you!
Action Phase
This is the main part of the game, where clans will compete for the gods' favor. Battles will be fought, and blood will be spilled.
All players begin the Action Phase with the amount of Rage indicated by the Rage stat on their Clan Sheet. If this is Age One, you've already taken care of this by placing your Clan Token at six Rage during setup. In subsequent Ages, if you have improved your clan's Rage stat, you will begin the Action Phase with more Rage.
The player with the First Player Token goes first, and play proceeds in a clockwise order from there.
On your turn, you must choose a single action to perform. If that action carries a cost in Rage (it usually does), you must pay that cost and then take your action. Move the token on your clan's Rage Track to indicate how much Rage you've spent. If you do not have enough Rage to pay for a particular action fully, you cannot take that action.
Once your action is complete, your turn ends. The player to your left will then take their turn, performing a single action and paying any Rage cost associated with it. Players continue taking turns in order until all players have passed their turn.
A player who is down to zero Rage cannot perform any actions on their turn, not even an action that costs zero Rage. All that the player can do is react to other players' actions, such as participating in a contest started by another player. Note that if they later gain some Rage, they may resume performing actions on their turn.
If you cannot take an action, or do not wish to, you can choose to pass. However, when you pass, you lose all your remaining Rage and can take no further actions.
End of the Action Phase: The Action phase immediately ends when either all players are down to zero Rage, or all of the Regions without Region Tokens have been successfully contested (even if players still have Rage left).
Players have five options to choose from when taking an action (as indicated at the bottom of the Clan Sheet). Players can take the same action several times throughout an Action Phase, always taking a single action per turn.
- Summon: Place a figure from your Reserve into a Region that is not Valhalla or includes either a God or a Region Token.
- March: Move any number of figures from one Region to any adjacent Regions connected by a Pathway.
- Upgrade: Place an Upgrade Card from your hand onto an open Upgrade space on your Clan Sheet to improve your abilities.
- Quest: Commit to a Quest by placing a Quest Card from your hand facedown in an open Upgrade slot on your Clan Sheet.
- Contest: Start a contest in a Region that has an unclaimed reward.
Summon
Choose a single figure in your Reserve and pay the appropriate Rage to place it in a common Region on the board. Warriors and Elites cost one Rage to be Summoned, where Monsters cost 0 Rage. Figures may not be Summoned directly into Valhalla or into a Region that contains either a God or a Region Token.
Common Region – A region is considered common if it does not contain a Region or God Token. Valhalla is never considered a Common Region.
As players gain control of Monsters during the game, they cost 0 Rage to be Summoned. Players must still have at least one Rage on their Rage Track to Summon a figure.
The Rage cost for Summoning figures is no longer determined by the figures' STR. Summoning costs one Rage for Warriors and Elites. Summoning Monsters does not cost any Rage.
March
When you order troops to March, you must pay one Rage. Choose a Region and move any number of your figures from that Region to any number of adjacent Regions to it connected by a Pathway.
There is no limit to the number of figures that can be in a Region, and figures can only March to Regions connected by Pathways.
Valid and invalid Marches, as shown on the page:
- One figure going to an adjacent Region is a valid March.
- Three figures going to an adjacent Region is a valid March.
- Two figures going from one Region to two different adjacent Regions is a valid March.
- Two figures from different Regions going to the same adjacent Region is not a valid March.
Upgrade
Each Clan Sheet has slots for up to seven Upgrade or Quest Cards. When you Upgrade, you must choose an Upgrade Card from your hand and pay Rage equal to that card's STR. Then place the Upgrade in an open slot on your Clan Sheet. This Upgrade Card is now a permanent effect, granting you any benefits listed on it, from higher strength for your troops to special abilities.
If your clan has two Upgrades in different slots that give you the same type of benefit, both cards take effect independently. One does not cancel the other.
In case you already have all of your seven Upgrade slots filled, you can no longer play an Upgrade or commit to a Quest.
Monster Upgrades: Monsters are unique figures that can dramatically change the course of the game. Each has a powerful and unique special ability.
When you play a Monster Upgrade, take the corresponding Monster figure, attach your clan's base to it, and place it in your Reserve. It is now yours for the rest of the game, counting as one of your figures. You cannot play a Monster Upgrade if you do not have a clan base available to do so.
Differently from Blood Rage, Monsters are not immediately Summoned anymore when a Monster's Upgrade Card is played.
Your Monster can die and will be sent to an opponent's kill pile like any other figure, returning it to your Reserve during the Release Warriors Phase.
Also, it can gain Glory for you during the Prove Valor Phase just like any other figure.
Differently from Blood Rage, when you Summon a Monster that died in a previous Age, you do not have to repay their cost in Rage. Now they are free to Summon.
Quest
Take a Quest Card from your hand and commit to it by placing it face down on an open Upgrade slot on your Clan Sheet. It costs no Rage to commit to a Quest. You may only commit to a Quest Card if there is an open Upgrade spot on your Clan Sheet. You may inspect your committed Quests at any time.
During this Action Phase, you should try to fulfill the demands of the Quests you commit to, reaping Glory determined by your Horns stat on your Clan Sheet, as well as any other rewards written on the Quest Card, during the Quest Phase. However, there's no penalty for failing a Quest.
Note: Even though it costs no Rage to commit to a Quest, remember that you cannot take any actions if you're down to zero Rage. Not even a free one.
Contest
If you successfully win a contest in a Region, you will receive a reward. Most times, this reward is improving one of your clan stats, but if the contest is in a Region containing a god, you will also gain a bonus unique to that god.
To take a Contest action, choose a Region that has at least one of your figures in it that also has a reward still available this age to claim. It costs no Rage to contest, but remember that you can't take any actions if you're down to zero Rage. A Contest action is resolved by the following three steps:
- Call to Battle: Players may move an adjacent figure to join the Battle.
- Play Cards: Players in the Battle reveal cards to add STR and/or special effects.
- Resolution: Highest STR determines the winner. Losers' figures are added to the winners' kill pile, and the winner gets rewards.
Note: During the second Age, Tyr will award the player who wins a Contest in his Region with an increase in a Clan Stat of their choice and the ability to kill 2 enemy figures in any Region.
Call to Battle
Once you have declared your intent to Contest a Region, the other players have a chance to join the Battle. Starting with the player to your left and going around in clockwise order, each player (you being included and as the last one to act) may, if they wish, move one of their figures from an adjacent Region connected by a Pathway to the one you are holding the contest in. Moving a figure in this way does not cost Rage, and even players with zero Rage can do it.
Players may move only one figure and only once when a Contest is starting.
Differently from Blood Rage, players now can only move at most one of their adjacent figures to the conflict and only once will they have the opportunity to do so.
If at this point there are no enemy figures in the Region you are holding the contest in, no Battle takes place, and you automatically gain the rewards available in the Region. Note that in this case, you don't gain any Glory for winning Battles because no Battle took place.
If there are enemy figures in the Region, a Battle takes place, and all figures in the Region must participate in it.
Play Cards
Each player participating in the Battle must choose one card from their hand and hold it facedown in front of them (unless they have no cards left in their hand; in that case, they don't have to put a card in). Then they all reveal their chosen card simultaneously.
If you reveal a Battle Card, its +STR bonus will be added to the total STR of your figures in the Battle. Also, any special abilities listed on the card take effect at this point. If, however, you reveal an Upgrade or Quest Card, it adds nothing to your Strength in Battle and has no effect.
Each clan adds together the STR of each of its involved figures, and adds the +STR bonus offered by their played Battle Card (if any). This is their clan's total STR in that Battle.
Note: If a card's special effect causes a player to lose all the figures they had in the Battle before comparing STR, that does NOT mean that the clan is out of the Battle. The figures were destroyed in the course of Battle, and the clan might still emerge victorious if its played Battle Card has enough STR.
Note: In case two effects of cards would happen at the same time, the priority of resolution for those cards starts with the player who initiated the Battle, rotating clockwise.
Resolution
The player with the highest STR total wins the Battle! In case of a tie, all participating players lose the Battle.
The winner of the Battle (if any) must discard all cards they played into their own discard pile. The losers of the Battle take all of their played cards back into their hands. All losing players must remove all of their figures that were in the Battle, placing them in the winning player's kill pile. In the event that all players lose the Battle (ties), their miniatures are placed on the Feast Hall sheet.
If the player who initiated the Contest wins the Battle, they have successfully won the challenge in that Region and gain the reward in that location.
The winning player then takes one of their Clan Reward Tokens and covers the reward icon in that Region.
If the player who initiated the contest does not win the Battle, the rewards for that Region are not claimed. Any player (including the player who started the contest) can try again later in the phase to contest the Region again.
Finally, the winner of the Battle gains Battle Glory, whether they started the contest or not. The number of Glory points they earn is equal to their current Axes stat, as indicated on their Clan Sheet.
Quest Phase
Each player reveals all the Quest Cards they have committed to. If you have fulfilled a Quest's requirements, you may raise any one of your clan stats one step, and you gain the amount of Glory equal to your Horns stat on your Clan Sheet. If you fail to fulfill a Quest, you get nothing, but you also lose nothing. Return all revealed Quest Cards back to your hand, whether successful or not.
Note: If you choose to increase your Horns stat from completing a Quest Card, you are awarded Glory according to this new Horns stat. In this example, the completed Quest awards 8 Glory instead of 6.
Prove Valor Phase
During this phase, players will compete for approval of the gods. In each Region where a god has arrived and in Valhalla, check to see which player has the majority in each Region. The player(s) with the most figures (not STR) in the Region has appeased the gods, and each of their figures is removed from the board, placing them on the Feast Hall sheet and finally rewarding that player with the amount of Glory depicted on the board, depending on the current Age for each figure killed.
In the First Age, Valhalla and the Region with the first god who arrived will award three Glory per figure killed during the Prove Valor Phase. In the Third Age, Valhalla and all three other Regions with gods in them will award five Glory per figure killed during the Prove Valor Phase.
Players who do not have the majority in the Region are not killed during this phase and will remain on the board for the next age.
Note: If there is a tie for majority between clans, all clans are awarded Glory based on the Age, and all figures are removed from the board.
Release Warriors Phase
At the end of each Age, all figures in kill piles or in the Feast Hall sheet are returned to their respective owners. Any figures on the Game Board remain there.
End of an Age
Before moving on to the next Age, remove all Clan Reward Tokens from the board and give them back to the respective players.
All players gather any cards from their discard pile to their hand. If any player has more than 3 cards in their hand, they must choose which cards to remove from the game to get their hand down to 3.
The First Player Token is passed to the player to the left.
Then, move the Saga Token over to the first phase of the Age Track. A new Age will then begin with a new god arriving on the board. With each new Age, there will be more gods to prove your valor to, and there will be more Regions on the board to contest over.
End of Game
Once the Release Warriors Phase of the Third Age is completed, the world has come to an end, and so has the game. It is now time to see which clan has gained the most Glory and earned its place in the palace next to Valhalla!
There is one last bonus to tally, though. Players gain a Glory bonus for increasing each of their clan's stats to legendary levels. At the end of the game ONLY, for EACH of your clan stats that has been increased to the 4th or 5th step, gain +10 Glory. For each of your clan stats that has been increased to the last step, gain +20 Glory.
The player whose clan has the most Glory is then declared the winner!
Playing With Blood Rage
The Rainbow Bridge Module
Blood Rage: Valhalla brings an additional mode for players who are already fans of the original Blood Rage. An epic mode where both games are played back to back, with the gods chosen for your Blood Rage: Valhalla game will influence your Blood Rage game, demanding missions to be completed and awarding Glory and blessings for those cunning and strong enough to attend to their demands.
To play this epic mode, set up Blood Rage as usual and then perform the additional setup steps:
- Place the Rainbow Bridge board next to the main game board.
- Randomly select 3 God Mission tiles and place them on the Rainbow Bridge with their missions face up.
- Gather the Reward Cards matching the 3 selected Gods and place them above the Rainbow Bridge board as shown.
- Each player collects their 9 Clan Reward tokens from Blood Rage: Valhalla, placing them next to their Clan Sheet. These tokens will be used to keep track of their advancement in each god's mission.
Mission tiles are a vital part of the whole epic mode, since players will be competing for those gods' favors while playing Blood Rage. These Missions will give the winner(s) unique special cards to start the game in Blood Rage: Valhalla.
When a player completes one of these Mission requirements while playing Blood Rage, they immediately place one of their clan tokens below the completed Mission in the Age section they completed it in. All Missions may be completed by any player once per Age.
Glory will be awarded at the end of each Age to players for each successful mission they complete.
At the end of Blood Rage, each player with at least 2 Clan Reward tokens under a Mission tile will gain that god's favor, earning them the Reward Card of that god, which represents a blessing from that god to be used to gain an edge in Blood Rage: Valhalla.
All players will take any Rainbow Bridge Reward Card(s) they won in Blood Rage to the next game in Blood Rage: Valhalla. These cards are placed on the clan symbol of the player's Clan Sheet during setup of Blood Rage: Valhalla. These rewards are added to the player's hand after they finish drafting cards from Gods' Gifts in Age 1.
No Blood Rage components are used in Blood Rage: Valhalla.
Starting Glory From Blood Rage
At the Start of Blood Rage: Valhalla, Glory is awarded to players based on how they placed in Blood Rage.
- The winner starts Blood Rage: Valhalla with 12 Glory.
- Second place starts with 8 Glory.
- Third place starts with 4 Glory, and everybody else starts at 0 Glory.
Players will then start a game of Blood Rage: Valhalla with no other changes. The winner is claimed once and for all, the greatest clan ever!
Quick Reference
The Phases of Each Age
God Arrives: Take the god token in the current Age and place it in the lowest numbered Region with a Region Token. Make sure the god Token's reward is faced up, covering the Region bonus.
Draft Gods' Gifts: Deal 6 cards to each player. Draft cards, passing to the left, until each player has selected 5 cards. Discard the remaining card to the bottom of the deck.
During the 2nd Age, cards are passed to the right.
Any cards on the clan symbol of any player's Clan Sheet are added to their hand after drafting.
Action: Players take actions in clockwise order, until all Region and God rewards have been claimed or until all players are out of Rage or have passed.
Quest: Players reveal all face-down Quest Cards they have committed to. For successfully completed Quests you may raise any one of your clans stats one step and you gain the amount of Glory equal to your Horns stat. Gain nothing for failed Quests. Return all revealed Quests back to your hand.
Prove Valor: In each region with a god present (including Valhalla), the player with the most figures (not STR) removes all their figures from the board and places them on the Feast Hall. That player gains 3/4/5 Glory for each figure removed this way.
Release Warriors: Return all figures from players' kill piles and the Feast Hall to their owners' reserve.
All players collect all cards they discarded back to their hands and select up to 3 to place on facedown on the clan symbol of their Clan Sheet to use in the next Age.
End of an Age
Remove all Clan Reward Tokens from the board, pass the First Player Token to the left, move the Saga Token to the first phase of the Age Track, and flip all God Tokens so their reward side is face up.
End of the Game
Gain the indicated Glory Bonus for each of your clan stats at legendary levels (as indicated by the Clan Sheets).
Player with the most Glory Wins.
If players are tied for the most Glory, the tied player with the most remaining Rage wins.