Now, the Elvaland with the highest bet for the tavern being resolved may, instead of recruiting a Dwarf-e card or a Royal Offering card into the tavern, choose to go into the Camp to take a Magic Artifact or recruit a Mercenary card. In case of a tie to determine the highest bet on a tavern in progress, refer to the gem values as in the base game. Only the Elvaland with the highest bet can go to the Camp and take a card. The other Elvalands must, in order of resolution, take a card from the tavern being resolved. If the Elvaland who played first chose to take a card from the Camp, the remaining Dwarf card in the tavern must be discarded before proceeding to the next tavern resolution. The camp consists of Artifacts and Mercenaries.
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We bring to your attention that this game is an extension and therefore cannot be played alone. Renew your games by enriching your basic game with this extension.
Rule, Educational Sheet ... 2 Files Available2 Files Available
Download the rule for Nidavellir: Thingvellir or any other documents (scenarios, goodies, pedagogical sheet, erratum, ...). 2 PDF files are available. See all available files
Contents of the box : 37 Cards (54 X 80mm), 1 Camp sign, 10 Class tokens, 1 Scorebook, 1 Game rule.