Nidavellir: Thingvellir

2020 · Mythology

Nidavellir: Thingvellir

Players travel the kingdom’s taverns to recruit dwarves and royal offerings, while a new Camp option lets the highest bidder in each tavern take a Magic Artifact or recruit a Mercenary instead of a tavern card. Ties for highest bets resolve by gem values as in the base game; only the top bidder may visit the Camp, and if the first player chooses the Camp the remaining dwarf in that tavern is discarded before moving on. The expansion adds new Hero and dual-class Mercenary cards, unique Artifact powers, and a coin-building system that expands strategic choices during drafting and bidding.

Players
2–5 best 3
Playing time
45 min
Age
10+
Complexity
2.5 / 5
8 on Ludoyafrom $19.99Expansion for Base-gameMedievalChainingTurn Order: AuctionOpen Drafting

On Ludoya's tables

Full stats in Ludoya
16
Plays logged
13
Players
4m
Average play
68
In collections
5
On wishlists

8.0/10

from 14 Ludoya reviews

  • Oscaarz8.0

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

    No plays logged

  • OUTLETGAMES8.0

    enfundado mayday premium

    No plays logged

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

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)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.