One of my favourite superheroes is Thor. His mighty hammer Mjolnir, his bolts of lightning, his impressive strength and ability to fly all make him pretty magnificent. While the Viking god of thunder doesn’t make an appearance in Champions of Midgard, you’ll certainly feel like an Asgardian hero as you take down trolls, undead and mythical beasts while defending your village, earning fortune and glory in the process.
In Champions of Midgard, you’re a Viking leader vying to win the villagers’ allegiance by earning the most glory points. Along the way you’ll need to manage various resources, recruit warriors to fight for your cause, go on journeys across the sea, and fight the various enemies that threaten the village. The player with the most glory at the end of the game will earn the title of Jarl and become the true champion of Midgard.
The game is played over 8 rounds and each round is broken into two main phases.
In the first phase, players take turns placing “workers” in different spots on the board, thereby sending them to gather resources, recruit warriors or to pick a fight. The three main resources are: food, which you’ll need to feed your warriors; gold, which can be used to buy other resources or to hire longboats; and wood, which can be used for carving magical runes or building longboats of your own. The warriors themselves come in the form of custom dice. There are swordsmen whose faces show shields and swords, spearmen whose faces have shields and spears, and axemen who have only axes and no shields.
Apart from one or two exceptions, once a player has taken a spot on the board and claimed the benefits it gives, no other player can go there until the next round, so deciding where to go and when is central to the gameplay. Do you use your worker to take a spot that’s important for advancing your own strategy before someone else grabs it, or do you take a spot that you know an opponent wants in order to foil their plans? Do you send a worker to fight the troll, even though you don’t yet have many warriors for the fight, or do you recruit some warriors now but potentially miss the chance to fight the troll altogether? This “worker placement” mechanic will be familiar to seasoned gamers. For those new to the hobby, you’ll be in for a unique experience that can’t be found in traditional games, and it gives rise to many tense and interesting decisions.
The second phase of the game is where the fighting happens. Players who have sent one or more workers off to pick fights with monsters during the first phase will now send their warriors to engage in combat with those monsters. They roll their dice and hope for ‘hits’ in the form of swords, spears or axes. If they score enough hits they’ll defeat the enemy and take home the glory. However, the enemies fight back by slaying a certain number of warriors (dice) each time they are rolled, meaning you lose those dice and have to return them to the supply. If shields are rolled, the enemy’s attack is negated and less warriors will die. Players must continue rolling their dice until either they’ve scored enough hits to kill the enemy or all their dice have been slain – “victory or death” is your battle cry! The different warrior dice have different chances to score hits or give shields, so deciding which mix of warriors to recruit in phase one will play an important roll in how well you can battle the enemies in phase two.
If you’ve elected to do battle with a mythical beast across the ocean, your warriors will first need to make a sea voyage before combat. For this you’ll need to use a longboat (either one you’ve hired or one you’ve built for yourself) and fill it with your warriors and enough food to last the journey. The journey itself can have its own perils which may cause you to lose your precious stores of food, or kill your warriors along the way. However, slaying the monsters over the sea will earn you by far the most glory, and sometimes a significant amount of gold, so the spoils of war are often worth the risks.
For me, the game has its most thrilling moments in the battle phase. Due to the random nature of the combat mechanism, there’s a healthy dose of pushing your luck built into the game. You can go into a single fight with overwhelming numbers, knowing you’ll safely defeat the beast, or you can spread your warriors thin and go for multiple targets, which is much riskier. The safe option will ensure you earn at least some glory points that turn, but the risky option could net you many more points – or your turn could come to a disastrous end as you watch all of your warriors die for no gain. This risk-reward mechanism can provide some nail-biting moments of triumph or failure that you’ll remember long after you’ve packed the game’s components away in the box. And I also love that you get to decide for yourself just how far you want to push the limits of probability.
At the same time as having fantastic mechanics, the components that facilitate them are beautiful and really help to immerse you in the mythical world of Midgard. Of course appreciation of artwork is subjective, but I feel that the light, fantastical style and bold colours really work well in this setting. The custom dice are chunky and well-made, and it feels great to roll them across the table. The card stock is of a high quality, as are the player boards and the game board itself, all of which (for my copy at least) have shown virtually no sign of wear or warping after several plays.
The sheer number of components in the box, while great value for money, can be quite a daunting sight for new players. However, in my experience of teaching the game to several different groups, once people get going they tend to find the game to be very intuitive and simple enough to get their head around.
The game is a lot of fun at all player counts, though my preference is the two-player game. Play moves very quickly back and forth with minimal downtime which I enjoy. With the Dark Mountains expansion the game can accommodate up to 5 players, which means more of your friends can join in the fun taking down the mythical beasts to defend the village. The publisher’s age recommendation of 10+ seems about right to me. Intelligent teens will pick up the game quite easily, but younger children will likely find keeping track of all the different actions, resources and warriors a little overwhelming.
In summary, you’ve probably picked up that Champions of Midgard is a favourite of mine. The gorgeous components, exciting theme and enthralling gameplay come together to create a rich and thoroughly engaging experience. I highly recommend you give the game a go to see for yourself how much fun it is. Step into the shoes of a Viking hero and lead your warriors into battle. Victory or death!