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Manual — Nidavellir: Thingvellir

GRRRE Games, Evrikus, Galakta · Jogo de tabuleiro · 2020
2–5 · melhor 3 45 min Peso 2.5/5 PDF oficial 13 páginas
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Thingvellir is an expansion for Nidavellir.
This expansion can be confusing because behind its very simple rules is hidden a multitude of new
strategies. We recommend that you take the time to familiarize yourself with the base game before
embarking on the Thingvellir adventure. Starting directly with the expansion added to the base game could
spoil the experience. Lack of experience could make your choices difficult and / or random, and it would
result in a lack of strategy in order to counter what your partners do.

In regards of Nidavellir's mythos, we are loosely inspired by Nordic and Germanic mythologies. Our goal is to
create a world of our own but keeping its roots intertwined with those of the mythical tree: Yggdrasil.

We wish you great adventures and thank you for your support.
GRRRE Team

---

Choose two cards from the discard pile. At the end of Age 2, before the final scoring, discard one card of your choice in your army.

Recruit a Hero card immediately.

Each other Elvaland chooses and discards a Warrior card from their army.

At the end of Age 2: score 5 points per Mercenary card.

Immediately discard your Trading coin.
At the end of Age 2: score 28 points.

At the end of Age 2: score 2 points per rank present in the column of your choice.

---

THE CAMP
Setup
Follow the setup of the base game
then:
1. Place the Camp sign above the
first tavern sign,
2. Separate the Age 1 and Age 2
Camp cards.
Shuffle the decks of cards separately
and place them on either side
of the sign.
3. Add the 6 neutral Hero cards to one of the card holders.
Management during the game
At the start of each turn, before the DWARVES ENTER the Taverns:
* Reveal new Camp cards of the current Age in order to have 5 cards
face up.
Note: If no Camp card was taken in the
previous turn and there are 5 cards face up,
do not reveal any new ones.

New 2 Elvalands rule
All Thingvellir rules apply, however:
When resolving Taverns:
If the Elvaland with the highest bet
chooses a card in the Camp, he must
also discard a card of his choosing
from the three cards in the tavern
being resolved.
The second Elvaland will then have
the choice between the two remaining
cards of the tavern being resolved.

*At the end of Age 1, after the
Distinctions have been awarded,
discard all remaining Camp cards.

New rules
Now, the Elvaland with the highest bid can choose to take a card from
the Camp (Artifact or Mercenary) instead of taking a card from the tavern
being resolved.
In the event of a tie, and to determine the highest bid on a current Tavern,
refer to the gem values as in the base game.

Only the Elvaland with the highest bid can get
to the Camp and take a card there.
The other Elvalands must, in the order of the bids,
take a card from the tavern being resolved.

The camp is made up of Artifact and
Mercenary cards.
If the Elvaland who played first chooses to
take a card from the Camp, the remaining
Dwarf card from the tavern must be
discarded before moving on to the next
tavern's Resolution.

Do not shuffle the Camp cards
discard pile and the Dwarf cards
discard pile.

DEAR ELVALAND,
HAVING THE GEM S WILL GIVE YOU A DEFINITE
ADVANTAGE IN GOING TO CAMP ON THE FIRST
TURN. HOWEVER, YOU SHOULD NOT REST
ON YOUR LAURELS BECAUSE THAT WILL NOT
GUARANTEE YOU VICTORY!
WORD OF THE KING

---

Artifact cards
Place them in your Command Zone
unless otherwise stated in the
description.

Age 1:

FAFNIR BÁLEYGR C
Fafnir Báleygr or Blazing Eye of Fafnir is a very ancient artifact
that strangely looks like the eyes of the cursed dragon.
The corruption that oozes from it can cause the Elvaland who
owns it to lose their mind.

After taking possession of it and throughout the game, you can go
to the Camp on your turn instead of taking a card from the tavern
being resolved if the Elvaland that won the bid did not go.

SERGE
VALÉRIANE
CELINE
In the Laughing Goblin Tavern, Serge won the auction with a 10. He decides to take a Dwarf card
rather than go to Camp. Valériane, who has bid an 8 must take a card from the tavern.
Céline bid a 3, but has the FAFNIR BÁLEYGR. So she can go get a card from the Camp rather
than one from the tavern, because Serge did not go.

• 6 •

DRAUPNIR
Mythical bracelet which has the power to multiply 9 times
every 9 nights. It brings great wealth to the Elvaland
which will be able to make the best of the trades and
transformations of coins.

At the end of Age 2, when counting points, add to your Final
Bravery Value: 6 points per coin of value 15 or more owned.

At the end of the game,
Valériane has coins
of value 24, 17, 15
and 0. She therefore
adds 18 points to her
Final Bravery Value.

VEGVÍSIR
Symbol of protection and guidance, Vegvisir transcends
the power of the Explorers.

Immediately place this Artifact in the Explorer column
of your army.
Its pose can trigger the recruitment of a Hero card if it
completes a rank line.

This artifact counts as an Explorer rank and adds 13 points
to your Explorer Bravery Rating.

• 7 •

---

SVALINN
Shield synonymous with divine power, protector of the Earth,
it adds to the bravery of your Heroes.

At the end of Age 2, when counting points, add to your Final
Bravery Value: 5 points per Hero card in your possession.

3x5 = 15

Camille has 3 Hero cards
at the end of the game.
He therefore adds 15
points to her Final
Bravery Value.

MEGINGJORD
The strength belt of the God Thor, lost for years, found then
protected by the singular tribe of the nomads will allow you
to free yourself from the recruitment of Heroes. The strength
of a God accompanies your army!

During the rest of the game, you can no longer recruit a Hero
card by making rank lines. So making rank lines has no effect
for you.

At the end of Age 2, when counting points, add 28 points to
your Final Bravery Value.

Note : GJALLARHORN allows you to recruit a Hero card if you have MEGINGJORD.

• 8 •

VIDOFNIR & VEDRFÖLNIR
The feathers torn from Vidofnir the rooster and Vedrfölnir the
falcon, perched atop Yggdrasil, will give you a great advantage
in managing your gold coins.

Immediately reveal the coins from your pouch and transform
one of these coins with a +2 and the other with a +3
(see Converting a coin, basic rules p. 11).
If one of the coins on the trade is the Trading coin (the 0
or the Special Hunter 3) then apply a +5 transform to the
other coin.
Perform coin transformations in any order you want.

Céline reveals the coins
from her pouch.
There is a 3 coin and
a 2 coin. She decides to
make a transformation
to 3 + 3 and takes a coin
of value 6 and 2 + 2
to take a coin of value
5 (because there is no
coin of value 4 in the
Royal Treasure).

In the event that
she revealed a coin
with a value of 3 and
a Trading coin, she
would have transformed
the coin with a value
of 3 to +5 to obtain
a coin with a value of 8.

• 9 •

---

Age 2:

BRÍSINGAMENS
The Elvaland with the Brísingar necklace, which belonged to
the goddess Freyja, becomes irresistible.
Years after Loki stole it, the necklace re-emerged in the
wandering caravan.

Immediately look at all the cards in the discard pile and
choose two (Royal Offering cards and / or Dwarf cards).
In the order of your choice:
- perform coin transformation if you have chosen Royal
Offering cards.
- place the Dwarf cards in your army. This can result in a Hero
card being recruited.

At the end of Age 2, before counting points, discard a Dwarf
card of your choice from your army. This card can be taken
anywhere, in any column, but it cannot be a Hero card.

• 10 •

MJÖLLNIR
Thor's hammer, the most powerful weapon of the Gods,
symbol of protection of the Universe, slayer of Giants, is
now yours. Increase the bravery of your troops!

At the end of Age 2, when counting points, add to your Final
Bravery Value: 2 points per rank in the class of your choice.

During the final scoring,
Serge has MJÖLLNIR and 10 Hunter ranks.
Since this is the column where
he has the most ranks, he applies
the power of the Artifact to that
column and therefore gains an
additional 20 Bravery points.

10x2 = 20

HÖFUD
Sword of the god Heimdallr, allowing Warriors to gain
a decisive advantage.

Immediately, each other Elvaland chooses and discards
a Warrior card from their army.
The discarded card can be any card in the Warrior column
except a Hero card.

• 11 •

Rémi is the lucky owner
of BRÍSINGAMENS.
Before the final scoring,
he discards a card from
his army.

---

HRAFNSMERKI
Odin's own Raven Banner! No one knows how the nomads got
their hands on this. Only unfailing wisdom and humility would
have enabled them to see it entrusted to them.

At the end of Age 2, when counting points, add to your
Final Bravery Value: 5 points per Mercenary card in your
possession.

JÁRNGLÓFI
Thor's gloves are a great source of bravery, but they put greed
to sleep. With their eyes riveted on the battle ahead, gold is of
no interest to you.

Immediately discard your Trading coin (0 or Special Hunter 3).
Warning! If this coin was placed on an unresolved tavern, your
bid will not be present when it is resolved, and you will not
take any cards.

At the end of Age 2, when counting points, add 24 points to
your Final Bravery Value.

• 12 •

GJALLARHORN
Horn of the god Heimdallr, harbinger of Ragnarök and the last
war of Nidavellir. At his call, one Hero will stand up to join you.

Immediately recruit a Hero card regardless of your rank line
number. To recruit your next Hero card, you will need
to validate the golden rule: to have a number of rank lines
greater than your number of Hero cards owned.

Camille takes GJALLARHORN and recruits YLUD.
At this point in the game, he has no rank line in his
army. He will therefore need to create 2 of them to
be able to recruit a second Hero card.

1st rank's line
2nd rank's line

Note 1: GJALLARHORN allows you to recruit a Hero card if you have MEGINGJORD.
Note 2: It is not possible to recruit a Hero card if its requirements cannot
be respected. For example, it is impossible to recruit DAGDA if you cannot discard
two Dwarf cards from two different columns.

• 13 •

---

Mercenary cards
Place them in your Command Zone.

At the end of Age 1, before the Distinctions are
awarded, and at the end of Age 2, before the final
scoring, you must put them in your army:
* Each Elvaland announces the number of Mercenary cards owned in the
Command Zone.
The Mercenary cards are laid out in descending order, starting with
the Elvaland that has the most to the one that has the least.

The Elvaland with the most Mercenary cards in the Command Zone
has an advantage!

He or she can decide:
- to place their Mercenary cards first, or
- to pass and place their Mercenary Cards
after the other Elvalands have done so.

Ties are resolved by the value of the gems as usual.
The highest value wins, but this does not result in a
gem trade.

• 14 •

* When placing them, you choose the class of the card from the two
listed above.
* On your turn, place all of your Mercenary cards in any order you want
before passing to the next Elvaland in the order of play.

Class tokens

If a column contains just one Mercenary card, place a token
of the chosen class on it to remember it.

You can remove this token when you have added Dwarf cards
of the corresponding class in this column.

Placing them can trigger a recruitment of Hero cards.

If so, stop placing your Mercenary cards, recruit a Hero card, then resume
placing them. Once placed, Mercenary cards can no longer be moved.

For any timing questions between the effect of the BRISINGAMEN, the YLUD pose,
the THUD removal and the Mercenaries pose, see End of Each Age p. 24.

• 15 •

---

At the end of Age 1, Serge has 2 Mercenary cards, Céline has 1 Mercenary card, Valériane has 1 Mercenary card, and Léo has no Mercenary cards.

CÉLINE LÉO

VALÉRIANE SERGE

Serge has the choice of placing his Mercenary cards
first or pass and place them last. He is the only one
with this choice. Céline then places her two cards
to create a rank line and recruit a Hero card.
Valériane places her Mercenary card in the Hunter

column to try to steal the Distinction from Serge.
Léo has no Mercenary cards to place. Finally, Serge
places his Mercenary cards, gains the Miner
Distinction and ties with Valériane on the Hunter
column so that no one earns this Distinction.

• 16 •

Age 1 Age 2

Warrior 6
Explorer 8

Warrior 6
Blacksmith

Hunter
Explorer 8

Blacksmith
Miner 1

Warrior 6
Miner 1

Warrior 6
Hunter

Explorer 8
Miner 1

Warrior 9
Explorer 11

• 17 •

Warrior 9
Explorer 11

---

Hero Abilities

Cards
Neutral Heroes
Place them in your Command Zone unless
otherwise stated in their description.

ANDUMIA THE NEKROMANKER
Mysterious, haunting and ... disturbing, are the adjectives that
come to mind when you first meet Andumia. Her origins are
mysterious and there were wild rumors about her, almost
much as they were about Skaa, then it all came to an abrupt
halt when her powers appeared.
Waking up the dead, making guts talk and transforming gold
coins, that'll shut'em all up!
Andumia will always come in handy for increasing your bravery
with a lonely dwarf or increasing your wealth.

Adds 12 points to your Final Bravery Value.
When you recruit her, immediately look at all the cards
in the discard pile and keep one (Royal Offering card or
Dwarf card).
- If it is a Royal Offering card, its effect is immediately
applied, then the card is returned to the discard.
- If it is a Dwarf card, place it in your army. Its placement
can trigger the recruitment of a Hero card.

• 18 •

HOLDA THE MINSTREL
Found as a child at the edge of the Thingvellir waterfall, with a
lyre by her side, she very quickly developed abilities for music
and art in general, reminding people of an ancient legend. The
latter tells of the birth of a child, daughter of a dwarf and Bragi,
god of poetry and music.
As soon as her fingers touches her lyre, she gives you the bravery
you need to follow and help her. It is said that in battle, she can
even use her lyre as a weapon! Even if your coin values don't
allow you to go to camp, count on her to do it.

Adds 12 points to your Final Bravery Value.
When you recruit her, immediately choose a Mercenary or
Artifact card available at the Camp.

KHRAD THE BEGGAR
Exuberant and unique, Khad likes to show his cowardice
or feign madness to deceive anyone in front of him.
Often underestimated, he always manages to get away with it.
One could easily forget that he is Queen Dagfid's cousin and
Jarika's right-hand man. His arrival at the castle triggers Grid's
wrath. Their abilities may seem very close, but the timing and
purpose of their use is far from it!

Adds 4 points to your Final Bravery Value.
When you recruit him, immediately add +1 to your lowest
value coin (except the Trading coin, see Converting a coin,
basic rules p. 11).

• 19 •

---

JARIKA THE ROGUE C

A highly respected aristocrat, Jarika owes her nickname to her
talents as a speaker and a merchant, which has enabled her to
significantly increase the wealth of her county. Some even say
she might have greater wealth than Grid and Astrid combined!
Anyway, if you start talking exchange and trade with her, she
will always find a way to come out on top!
As in negotiation, her power will increase in strength as the
game goes, allowing you to gain a large fortune and recruit
the best Dwarfs!

Adds 8 points to your Final Bravery Value.
As a neutral hero, place her in your Command Zone.
During a coin transformation or a coin trade (Royal Offering,
Warrior Distinction, Grid), increase the value of the desired
sum by +2.

Cécile quickly recruited JARIKA. She then plays
her coin of value 0. At the end of her turn,
she reveals the two coins of her pouch: 3 and 4. She
discards her coin of value 4 and should take
a coin of value 7 from the Royal Treasury.
But since she owns JARIKA, she takes a coin of value
9 because she adds 2 to the sum of the trade.

Later in the game, Cécile chooses a Royal
Offering +3 card which she applies to her coin
of value 2. She should therefore take a 5 in
the Royal Treasury, but she takes a 7 (5 + 2).

• 20 •

OLWYN THE ILLUSIONIST

Artist and entertainer, Olwyn puts his gift of ubiquity at
the service of the King. The son of a lifelong wanderer, this
family power has developed over generations. Some claim
that Thingvellir's water is the cause and that he fell into it
when he was a child. Either way, he is an interesting ally on
the battlefield.
Usable in many ways, its ghostly doubles can do uncommon
things. Try to figure them out.

Adds 9 points to your Final Bravery Value.
When you recruit him, also take his two doubles whose
Bravery value is 0 and then place each of these cards in two
different columns of your choice.
Their placement may result in the recruitment of a Hero card.
"OLWYN'S DOUBLE" cards are considered Dwarf cards of the class
in which they are placed and can be destroyed by the powers
of DAGDA, BONFUR, BRISINGAMENS, and HÖFUD. They are not considered
Hero Cards.

If there's no card other than "OLWYN'S DOUBLE" cards in a
column, place a Class token on it to identify this column.

• 21 •

---

ZOLKUR THE GREEDY

Formerly guardian of the Royal Treasury, exiled from Nidavellir
for trying to scam the King, Zolkur returns to do penance.
Not being physically able to face Fafnir's monstrous troops,
he offers his greatest powers: scheming and greed.
Such great powers require impeccable synchronization.
You have to calculate well to max out your gain!

Adds 10 points to your Final Bravery Value.
When you recruit him, immediately place him on the coins
of your pouch. During your next trade, you trade the lower
value coin instead of the higher as in a standard exchange.
Then return ZOLKUR'S card to the Command Zone.

Leo recruited ZOLKUR. He reveals his Trading Coin,
he recruits a card in the tavern being resolved,
and then he reveals a 10 and 2 coins.
So he discards the coin 2 and takes a coin of value
12 in the Royal Treasure.

• 22 •

GLOSSARY

X Exploring the discard of Age 1 and 2 This symbol designates an effect
permitting to look at the discard Dwarf cards of Age 1 and 2 in order to take one
or more depending on the power activated. The discard of Age 1 and 2 consists
of the Royal Offering cards played, the Dwarf cards discard by the powers of
DAGDA, BONFUR, the BRISINGAMENS and, as well as all the untaken and discarded
cards from each tavern.
Camp cards are not part of the discard pile that can be explored by this effect.
The discard pile is freely available to Elvalands during the game.

Continuous effect This symbol designates an effect that takes place
throughout the game when the conditions are met. This symbol is present
on JARIKA and on the FAFNIR BALEYR.

• Credits •
Author Serge Laget
Illustrator Jean-Marie Minguez
Graphic designer Valériane Holley
Mobile App Developer Nicolas Normandon
Font NORSE by Joël Carrouché
NJORD TYPEFACE by Tugcu Design CO.

Legends of Nidavellir Serge Laget and Florian Grenier
English Translation Phil Vizcarro
Proof-readers Sebastien Argyriadès, Stephane Belot, Camille Bonnard,
Luc Debionne, Philippe Jacquier-Roux, Even Liauzu, Rémi Petermann.

• 23 •

---

End of each Age

End of Age 1

1. Enlistment of Mercenaries
The Elvaland who has the most chooses to place
them first or last.
2. YLUD place
3. Troop assessments
(Distinctions)

End of Age 2

1. Enlistment of Mercenaries
The Elvaland who has the most chooses to place
them first or last.
2. YLUD place
3. Departure from THRUD
4. Discard power of BRISINGAMENS
5. Final scoring

If the placement of a Mercenary card results in a recruitment of Hero cards,
proceed with the recruitment before continuing to place the Mercenary cards.

If placing YLUD or a Mercenary card causes HOLDA to recruit
and you choose a Mercenary card in Camp, place that Mercenary card
immediately into your army.

• 24 •

---

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