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The Hammer of Thor: The Game of Norse Mythology» Forums » Rules

Subject: Rules questions. rss

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Adam Jurin
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When playing solitaire, do you use 4 Fate cards, as referenced in the beginning of the game, or does "All" fate cards means all of them? That changes the game length from 11-13 turns to like 50, so it's pretty important for calculating whether or not you have enough time to do stuff.

Secondly, when you're negotiating in solitaire, do you trade followers and items on a 1 to 1 basis, or is it just "all of the things they're willing to give for all of the things they want" as a block?

Also, has anyone ever come up with or seen any homebrewed things for solitaire games for gods other than Thor? The system would seem to support it, but I don't know nearly enough about Norse mythology to make one that has any coherence to it.
 
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Trevor Dewey
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I can't really help except to add that the game does need better solitare rules.
 
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todd sanders
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you set up the deck to match the 2 player rules so (from my cleaned up set of rules that the original designer has reviewed)

"Separate the RAGNAROK from the Prediction deck and set it aside. From the Fate and Prediction decks draw the following number of cards for 2 players: 20 Fate cards + 7 Prediction cards, placing them in separate, face down, decks. Then draw 2 additional Prediction cards from those left, shuffling them with the RAGNAROK card and place them, face down, at the bottom of the Prediction deck."

so the answer is 20

as to negotiations

"The terms of NEGOTIATION are based on die rolls against the INTELLIGENCE and WISDOM of the random group’s leader. To see what the random group will give up, roll once for each follower and each revealed item in the random group. If the die roll for an item is greater than the random group leader’s WISDOM that item will be given up. If the die roll for a follower is greater than the random group leader’s INTELLIGENCE that follower will be given up.
To see what the random group wants, roll once for each revealed item, follower and Rune card in your player group. If the die roll for an item is less than or equal to the random group leader’s WISDOM, they want that item; if the die roll is less than or equal to the INTELLIGENCE for follower or Rune card, they want that follower or rune. Only runes that the player wishes to trade are rolled for. Only revealed items are rolled for.
If the player encountering the random group cannot accept the deal proposed by the random group’s leader, the negotiations are rejected."

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