Nidavellir: Thingvellir

2020 · Mytologi

Nidavellir: Thingvellir

Spillerne rejser rundt til kongerigets kroer for at rekruttere dværge og kongelige tilbud, mens en ny Lejr-mulighed lader den højestbydende på hver kro tage et Magisk Artefakt eller rekruttere en Lejesoldat i stedet for et kro-kort. Uafgjort om det højeste bud afgøres efter ædelstenenes værdier som i grundspillet; kun den højestbydende må besøge Lejren, og hvis den første spiller vælger Lejren, kasseres den resterende dværg på den kro, før man går videre. Udvidelsen tilføjer nye Helte- og dobbeltklasse-kort for Lejesoldater, unikke Artefakt-evner samt et møntopbygningssystem, der udvider de strategiske muligheder under draft og budgivning.

Spillere
2–5 bedst 3
Spilletid
45 min
Alder
10+
Kompleksitet
2,5 / 5
8 på Ludoyafra 134,30 kr.Udvidelse til grundspilletMiddelalderKædningTurorden: auktionÅben udvælgelse

På Ludoyas borde

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8,0/10

fra 14 anmeldelser på Ludoya

  • Oscaarz8,0

    Great expension; you play this with base game without a doubt!

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  • OUTLETGAMES8,0

    enfundado mayday premium

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Regelspørgsmål

Besvaret ud fra regelbogen af Ludoyas regelassistent.

Can everyone take a card from the Camp, or only the player with the highest bid?

Only the Elvaland with the highest bid at the tavern being resolved may take a Camp card; everyone else takes a card from that tavern in bid order. (pp. 4–5)

If the highest bidder takes a Camp card, what happens to the tavern cards?

The other players take from the tavern in bid order, and any remaining Dwarf card is discarded before the next tavern is resolved. With 2 Elvalands, the Camp-taker also discards one of the three tavern cards, leaving the second player a choice between the other two. (p. 4–5)

When do we refill the Camp, and what happens to its cards at the end of Age 1?

At the start of each turn, before Dwarves enter the taverns, reveal Camp cards of the current Age until five are face up; if none were taken last turn and five are already face up, reveal none. After Age 1 distinctions are awarded, discard all remaining Camp cards without shuffling them into the Dwarf discard pile. (pp. 4–5)

Do Mercenaries go straight into my army when I take them?

No. Keep them in your Command Zone until the end of the Age: enlist them before Age 1 distinctions or Age 2 final scoring, choosing one of the two listed classes for each card. (pp. 14–15)

Can I move a Mercenary after placing it, and can its placement recruit a Hero?

Once placed, a Mercenary cannot be moved. Its placement can trigger a Hero recruitment; resolve that recruitment before you continue placing your Mercenaries. (p. 14–15)

What’s the order for resolving the end of an Age?

At the end of Age 1: enlist Mercenaries, place Ylud, then assess troops for distinctions. At the end of Age 2: enlist Mercenaries, place Ylud, resolve Thrud’s departure, resolve Brisingamens’ discard power, then score. (p. 24)

Åbner Ludoyas regelassistent, som læser dette spils regelbog.

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