Nidavellir

Nidavellir

Nidavellir has players secretly bid coins at three taverns, recruit Dwarves into class sets, improve their coins, and compete for the highest final Bravery Value.

Nidavellir supports 2–5 players; community best: 3 players; playing time: 45 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Nidavellir is a bidding and set-collection game for two to five players. The dragon Fafnir threatens the Dwarf Kingdom, and the King appoints each player as an Elvaland to visit the taverns, recruit Miners, Hunters, Blacksmiths, Warriors, and Explorers, and assemble a battalion. Players are not cooperating toward a shared victory: the Elvaland with the highest final Bravery Value earns the honor of leading the troops against the dragon.

Each turn, players secretly place coins at three taverns, then reveal and resolve them in a fixed order. Higher bids select a Dwarf first; gems break ties, and gem exchanges after each tavern can affect later ties in the same turn. Coins also power the game’s Coin Building system. Bidding with a zero coin triggers an exchange using the two coins in the player’s pouch, allowing the player to gradually build more valuable bids while choosing which tavern to contest.

The five Dwarf classes use different scoring formulas, so a strong army is about the shape of its ranks as well as individual card values. Recruiting every class in a complete line can earn a Hero, whose card may add points or alter the army. At the end of Age 1, players compete for Distinctions based on strict majorities in class ranks; the end of Age 2 determines final Bravery Value from class scoring, Heroes, and gold. The game rewards timing across all three taverns and planning for end-game formulas rather than simply taking the highest printed card.

This listing covers the base game only. GRRRE Games lists Thingvellir and Idavoll as separate expansions, and publishes its solo challenge in a separate magazine. Neither is included in the standard 2–5 player rules summarized here.

Core rules & scoring

  1. Base setup: Each player takes a Kingdom board and five starting coins, then receives a gem at random based on player count: gems 4–5 for two players, 3–5 for three, 2–5 for four, and 1–5 for five. At two or three players, remove the specified 7, 9, and 11 coins from the Royal Treasure; at five players, add Dwarf cards marked for five players to both Age decks. The game has two Ages, each lasting four turns at two or three players and three turns at four or five players.

  2. At the start of a turn, refill the three taverns from the current Age deck. Each player simultaneously places three coins face down, one at each tavern, and puts their other two coins in the pouch. A two-player game still deals three Dwarf cards to each tavern; the two players choose one each in bid order and discard the third. At three to five players, each tavern normally receives one card per player. Bid coins are not spent: after all taverns resolve, players collect them for the next turn.

  3. Resolve taverns in this fixed order: Laughing Goblin, Dancing Dragon, then Shining Horse. Reveal only the coin at the tavern being resolved. The highest value chooses first; if values tie, the player with the higher-value gem chooses first. After each tavern’s selections, tied bidders exchange gems according to the number of players tied. These exchanges affect ties at later taverns that same turn, but do not change the order already established at the tavern just resolved. Gem 6 cannot be traded.

  4. Recruiting Dwarves and Heroes: Place each Dwarf in its class column with rank symbols visible; ranks are not simply card count, since special cards can provide more than one. One rank in every class forms a complete line. When every class reaches the number of recruited Heroes plus one, immediately choose an available Hero. Class Heroes enter their class column; neutral Heroes enter the Command Zone unless specified otherwise. Resolve any rank-removing or rearranging Hero effect before checking eligibility for the next Hero.

  5. Coin Building with a zero coin: When a player bids with a zero coin, reveal the two coins in their pouch and add their values. Discard the higher-valued coin and take a Royal Treasure coin equal to the sum, placing it face down in the pouch. The zero coin stays at its tavern as a bid. If no exact value is available, take the first available higher coin; only if no higher value remains may the player take the closest available lower coin. A zero-value coin cannot itself be transformed.

  6. Royal Offering cards can also upgrade a coin. When chosen, add the printed value to one coin on the player’s board or in the pouch, discard the old coin, and take the replacement from the Royal Treasure. Put the replacement in the same location, face up if it was in a resolved or currently resolving tavern and face down if it was in the pouch or an unresolved tavern. Coin changes do not retroactively alter a revealed bid or its tie result. A tie still receives its gem exchange after that tavern resolves.

  7. Age end and Distinctions: When the Age 1 deck is exhausted, compare the number of ranks in each class column. Do not use total Bravery Points or card count instead of rank count. Only a strict majority earns that class’s Distinction; tied players receive none. Rewards may include a coin, special gem, Blacksmith card, or a choice from Age 2, so apply the specific reward shown. Then shuffle and begin Age 2. The game ends when the Age 2 deck is exhausted and final Bravery Values are calculated.

  8. Five class scores: Warriors score their printed Bravery Points; the player with the most Warrior ranks adds their highest-valued coin, and if rank leaders tie, each adds their own highest coin. Hunters score the number of Hunter ranks squared. Miners score the sum of their Bravery Points multiplied by the number of Miner ranks. Blacksmiths score by rank: the first rank adds three, the second four, the third five, and each later rank adds one more; Explorers add their printed Bravery Points. Add neutral Heroes in the Command Zone and all owned coin values. A player with gem 6 adds three to the value of their coins. The highest final Bravery Value wins; a tie is shared.

  9. Keep the separate tie rules straight: tavern bid ties use gems, while Distinctions use a strict majority of class ranks. Gem values do not break a Distinction tie. A coin used for the Warrior bonus still counts once in the player’s total coin value; do not subtract it from the final total. Hero abilities and card text can change a particular player’s army, so use the rulebook’s class formula together with the text on the cards actually recruited.

Rules & gameplay questions

Are bid coins spent when a player chooses a Dwarf?

No. Coins placed at the three taverns establish selection order; players take them back after all taverns resolve and use them again next turn. Specific effects can replace or remove a coin, such as Coin Building or a Royal Offering, but an ordinary bid is not a payment. A zero coin also has a special pouch effect, so its placement determines both the bid and when the player can improve their coin set.

Does the zero coin itself turn into a higher-value coin?

No. The zero coin remains at the tavern as a bid. It triggers an exchange using the other two coins in the player’s pouch: reveal and add those values, discard the higher of the two pouch coins, and take a Royal Treasure coin for the sum. If the exact value is unavailable, take an available higher coin first; only when no higher value remains may the player take the closest available lower coin.

Can a coin upgrade change a bid tie that has already been revealed?

No. Once the tavern’s bid coins are revealed, that tavern’s selection order is fixed. A coin transformation does not retroactively change the bid value or undo a tie. If players tied at that tavern, they still exchange gems after choosing their cards, and the new gem values may affect later taverns in the same turn. Bid resolution and gem exchange happen at different points in the turn.

When does completing a line let a player recruit a Hero?

A line needs a rank in each of the five classes. When every class reaches the number of recruited Heroes plus one, immediately choose an available Hero. Count visible rank symbols rather than treating each card as one rank. Place class Heroes in their column and neutral Heroes in the Command Zone unless specified otherwise. Resolve effects that remove or rearrange ranks before checking the next recruitment.

Are Distinctions awarded for the most class points or cards?

No. At the end of Age 1, compare the number of ranks in each class column. The total Bravery Points and number of cards are not substitutes for rank count. Only a strict majority wins the corresponding Distinction; if players tie for the most ranks, nobody gets it. Gems break bid ties at the taverns, but they do not resolve a Distinction tie.

Do all five Dwarf classes use the same scoring formula?

No. Warriors use their printed Bravery Points and may add the highest coin for the player with the most Warrior ranks; Hunters score their rank count squared; Miners multiply their point total by their number of ranks; Blacksmiths score three for the first rank, four for the second, five for the third, and one more for each later rank; Explorers add their printed points. Neutral Heroes and coins are also included, and gem 6 adds three to coin value. Apply each class formula separately.

How many cards go to a tavern in a two-player game?

Three cards go to every tavern. The two players select one each in bid order and discard the unchosen third card. Each Age lasts four turns in a two-player game, compared with three turns at four or five players. The setup also removes specified Royal Treasure coin values at two or three players, so check the player-count instructions for both the card decks and coin supply.

How does gem 6 affect bid ties and gem exchanges?

Its value still determines priority in a tied tavern bid under the usual higher-gem rule. Unlike ordinary gems, gem 6 cannot be traded, so its owner is excluded from the exchange after a tie. This does not retroactively change an already resolved bid, nor break Distinction or final-score ties. Its owner also adds three to total coin value at final scoring; that reward is separate from bidding priority.

What happens if two players have the same final Bravery Value?

They share the victory. Final Bravery Value includes the five class scores, neutral Heroes in the Command Zone, and owned coins; the owner of gem 6 adds three to coin value. A Warrior bonus uses the player’s highest coin, but that coin still counts once in the total coin value. After Age 2 ends, add these parts according to their formulas; gems do not break a final-score tie.

Rules & introduction sources
Edition
The Nidavellir base game for 2–5 players, following GRRRE Games’ English rulebook and base-game product page. Excludes the Thingvellir and Idavoll expansions and the publisher’s separately published solo challenge variant.
Introduction source
BoardGameGeek

WANGO editorial

Nidavellir · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#260
Complexity Weight2.12 / 5
Best player count (community)3
Player range2–5
Playing time (minutes)45
Core mechanismsAuction / Bidding · Auction: Multiple Lot · Auction: Sealed Bid · Constrained Bidding · End Game Bonuses · Selection Order Bid · Set Collection · Simultaneous Action Selection
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2020
Suggested age10+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Nidavellir, and can I play online?

Nidavellir supports 2–5 players; community best: 3 players; playing time: 45 minutes. A WANGO browser trial has not been confirmed.

How complex is Nidavellir, and which mechanisms does it use?

Weight: 2.12 / 5. Mechanisms: Auction / Bidding · Auction: Multiple Lot · Auction: Sealed Bid · Constrained Bidding · End Game Bonuses · Selection Order Bid · Set Collection · Simultaneous Action Selection. Chinese publication: Unconfirmed.

Where can I learn Nidavellir?

No rule guide, strategy article or WANGO trial has been confirmed for this record.