
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
About the game
- Design
- Publisher
Expansion for
See them in LudoyaExpansions
See them in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
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
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)
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.


