Champions of Midgard
Compete to become a Viking port’s new Jarl: place workers, recruit and provision warriors, then roll for glory across eight rounds.
Champions of Midgard supports 2–4 players; community best: 4 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Champions of Midgard combines worker placement with battles fought using warrior dice. Each leader has a special ability; workers secure recruitment, supplies, runes and battle spaces before swordsmen, spearmen and axemen are committed against trolls, draugr and distant monsters.
A battle space reserves an opportunity, rather than guaranteeing a victory. Warriors and food share ship capacity, and a journey is resolved before feeding and fighting. Favor offers rerolls but also scores when unspent, making insurance a decision with an opportunity cost.
Players compete individually despite defending the same town. Killing the troll can remove one of your Blame tokens and give one to another player; leaving it undefeated gives everyone Blame. Enemy color sets, private destinies and remaining assets supplement the glory earned in battle.
Core rules & scoring
The base game supports 2–4 players over eight rounds. Set market stalls, ships and spaces for the player count; choose leaders and take starting resources, a warrior and a Destiny card. Two-player starting worker counts differ from larger games.
Restock enemies, journeys and accumulating supplies each round; refill only empty Rune spaces. Starting with the first player, take clockwise turns placing one worker and resolving its location until all workers are placed.
Most locations accept one worker. Red combat spaces reserve a later battle. A longhouse holds at most eight warrior dice when recruiting; existing warriors cannot be discarded to make room for excess recruits.
After placement, assign warriors to reserved combats and ships before combat resolution starts. Food and warriors together must fit each ship, and enemy restrictions on warrior types must be checked.
Resolve hunting, the troll, draugr from left to right, then distant shores from left to right. Hunting yields at most six Food; its proceeds cannot be added to ships already loaded.
For each distant shore, resolve the Journey card, feed warriors according to the shore icon, then fight. Return unfed warriors to supply and return all food sent, including any surplus.
Each combat round rolls every committed warrior. Spend Favor to reroll some or all dice; weapons deal damage and shields reduce warrior losses from the enemy attack. Damage is simultaneous even when the enemy is killed.
Continue combat until the enemy suffers lethal damage or all committed warriors are lost. A victor takes its card and rewards and recovers survivors. A troll victor discards one Blame if possible and gives another player one; otherwise everyone gains one at cleanup.
Cleanup recovers workers and ships, discards undefeated trolls and draugr and revealed Journeys, and adds a Coin to each undefeated distant monster. After round eight, score Destinies, three-color enemy sets, Runes, private ships, Favor and Coins, then apply the Blame penalty table.
Most Glory wins. Ties favor the player with more defeated enemy cards, including trolls; a further tie is shared. Trolls do not form color sets, and only your own Destiny cards score for you.
Rules & gameplay questions
Can I discard old warriors to recruit different ones?
No. Take only the new warriors that fit within the eight-die limit; existing warriors cannot be discarded to create room for that recruitment.
Do warriors still take damage when they kill an enemy?
Yes. Both sides deal damage simultaneously each combat round. Shields reduce losses, but a killing blow does not cancel the enemy attack.
Can I hunt and then load the resulting food?
No. All warriors and food are assigned before combat resolution; hunting happens afterward.
Can I take Blame instead of resolving a Journey?
Not in the base game. Resolve the Journey as instructed; special expansion abilities are not general base rules.
Is this cooperative, and can five people play the base game?
Players compete for individual Glory. The original base game covered here supports 2–4 players; fifth-player and expansion content is outside this scope.
Rules & introduction sources
- Edition
- Original physical base game for 2–4 players, using the current publisher-linked English rules and publisher-verified Dized FAQ. Excludes The Dark Mountains, Valhalla, the 10th Anniversary Edition and its solo content.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #171 |
| Complexity Weight | 2.62 / 5 |
| Best player count (community) | 4 |
| Player range | 2–4 |
| Playing time (minutes) | 60–90 |
| Core mechanisms | Contracts · Dice Rolling · End Game Bonuses · Income · Increase Value of Unchosen Resources · Set Collection · Turn Order: Claim Action · Variable Player Powers · Worker Placement |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2015 |
| Suggested age | 10+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Champions of Midgard, and can I play online?
Champions of Midgard supports 2–4 players; community best: 4 players; playing time: 60–90 minutes. A WANGO browser trial has not been confirmed.
How complex is Champions of Midgard, and which mechanisms does it use?
Weight: 2.62 / 5. Mechanisms: Contracts · Dice Rolling · End Game Bonuses · Income · Increase Value of Unchosen Resources · Set Collection · Turn Order: Claim Action · Variable Player Powers · Worker Placement. Chinese publication: Unconfirmed.
Where can I learn Champions of Midgard?
No rule guide, strategy article or WANGO trial has been confirmed for this record.