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The last epic battle in Norse mythology of Good against Evil.

UNIT		Move	Strngth	Range	NOTES 
Odin		10	5	2	Supreme Ruler; Berserk
Balder		1	1	1	God of Beauty; Charm
Bragi		1	1	1	God of Poetry & Song; Song of  Calm
Forseti		1	2	1	God of Justice; +1 when defending
Frey		10	4	1	God of Sun & Fey; Aura of Light
Freya		4	3	2	Goddess of Love
Frigga		4	2	1	Goddess of Winds, Wife of Odin, 
                                        Dragon form; Charm
Heimdall	1	4	1	Guardian of the Rainbow Bridge; 
                                        +1 when attacking Frost Giants
Idun		1	1	1	Goddess of Spring; Heal
Thor		4	5	2	God of Thunder, Magic Hammer, 
                                        Flying Chariot
Magni		1	4	1	God of Strength
Modi		1	4	1	God of Courage, Berserk
Sif		1	3	1	Goddess of Skill, Berserk
Tyr		1	3	1	God of War & Law
Uller		2	3	2	God of Hunting
Vidar		1	4	1	God of Silence; Vidar's Boot
Fjalar		1	2	1	Dwarven Hero; +1 when defending
2 Valkyries	4	1	1	Warrior Maidens, Ride pegasai
10 Einheriar	1	3	1	Honored Heroes
3 Dwarves	1	2	1	Magic Weapons
3 Elves		1	1	2	Arrows
UNIT		Move	Strngth	Range	NOTES 
Loki		2	3	1	God of Mischief, Charm
Fenris Wolf	2	5	1	God; Great Wolf
Hel		10	4	1	Goddess of Death; Death Aura
Midgard Serpent	10	5	1	God; When Killed = Pool of Poison; 
                                        Circles the world
Aegir		1	4	1	God of Storms & Sea; +1 in Sea terrain
Surtur		1	5	1	Lord of the Fire Giants, Berserk
Thrym		1	3	1	Lord of the Frost Giants, Berserk
6 Frost Giants	1	4	1	
7 Fire Giants	1	2	2	Arrows
6 Storm Giants	1	3	2	Lightning Bolts		
7 Stone Giants	1	1	2	Throw Boulders	
9 Undead Hordes	1	1	1

Strength- Value used for attack and defense.
Range- The distance in hexes an attack will reach. If greater than 1, it 
is considered a ranged attack.
Berserk- Nongod units adjacent to the god get +1 Strength.
Charm- Target adjacent unit cannot attack.
Heal- Adjacent units get +1 Strength when defending.
Death Aura- When activated (up to once per turn) All adjacent nonundead 
units recieve a Strength =2 attack. 
Aura of Light- All adjacent undead recieve a Strength =1 attack.
Pool of Poison- The Midgard Serpent cannot be killed by a ranged attack. 
When killed all adjacent units recieve a Strength =5 attack. The chit 
represents the Serpents head.
Song of Calm- When activated (up to once per turn) All adjacent units cannot 
Vidar's Boot- Target adjacent unit cannot move

A "round" is when each player has had a turn.
THE FATES- Roll high on D6 to determine who goes first each round.
Players take turns. Each turn has 2 phases:

Each unit can move once per turn, a number of spaces up to it's Move score.
Only one unit per hex. There is no stacking.

Each unit can make one attack per turn against a unit in it's attack range.
For each attack roll a number of D6 equal to the attackers strength. 
Also roll a number of D6 equal to the defenders strength. 
If the Attacker's Strength Total is higher, the Defender is slain. 
Slain units are removed from play.
Attacks are not combined. 

Use a hex grid. Use counters to represent units. The giants are 
coming from the land of Jotunheim. They are invading Asgard. Terrain 
features of Asgard include forests, mountains, seas, and the 
strongholds of the Gods. The main holding will be Valhalla, the 
court of Odin. 

The Giant forces will be lined up on one side of the map. 
The forces of good will be clustered around Valhalla. 

ODIN'S RULE (optional)
If Odin & the Midgard Serpent are ever adjacent, they will 
automatically destroy each other. 

Everybody dies.

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