This game has the frustrating distinction of being difficult to acquire. Apparently, while the first edition had a tiny print run, the second edition had a print run that had some sort of distribution deal fall through, meaning not a lot of copies ever made it into the hands of gamers. We don’t know the specifics of this, but what we do know is this:
It took until the 11th page of Google search results to find a copy of the 2nd edition of Yggdrasil for sale, in about two hours of checking dead links and online storefronts with the item listed but a stock of 0. In the end it came from a game store (or possibly board game cafe) in Canada liquidating extra stock. Maybe the web has organized this better since or my Google-fu was weak. As of this writing, BoardGameGeek doesn’t know of any copies up for sale in North America and only two in Europe with the price amped up to 150 euros. So if there’s a point where this review makes you want to go out and find this game… write in to Ludonaute asking about any plans for a reprint, because right now you’ll sooner find a NM/M Beta Black Lotus, an IBM 5100, the secret ingredient of the secret ingredient soup, or a fist full of hens’ teeth gathered under a blue moon than a copy of Yggdrasil.
With that said, it’s on our top favorite games, so if you do find a chance to play it somewhere (or should the stars align and you actually find a copy for sale), seriously consider it. Part of it is the sheer beauty of the visuals. The board, cards, and rulebook all have very high-quality art, and it’s just enjoyable to look at (which is good, because you’ll probably be there for a while). It’s a cooperative game, which raises it several ranks due to Steffanie favoring it, but it’s a much-remembered and much-enjoyed game even beyond the two of us.
In this game, you are playing as the Norse gods at Ragnarok, trying to hold back the evils threatening to overwhelm your world. The victory/loss of the game centers around the six “enemies”: Loki, Hel, Surt, Fenrir, Nidhogg, and Jormungandr. The game board has nine “worlds” (expanded on later) and the enemies are in Asgard. Asgard is divided into four zones, each with two spaces. If five enemies get into the second zone, three into the third, or one into the fourth, the players lose. Enemies move based on the enemy deck (which has a set number of each enemy’s card in it); the enemy cards will also cause the enemies to do something bad to the board or players, often worse if the enemy has progressed to a later zone. Spending one of your own actions in Asgard lets you commit tokens and roll the game’s custom die (with faces 0-0-1-1-2-3) to attempt to defeat one of the enemies. This is more difficult the more zones the enemy has advanced, and success will only push the enemy back a single space. Victory is a war of attrition; you win if you haven’t lost at the end of the turn when the enemy deck runs empty, no matter how progressed the enemies are, but simply staying alive that long can be easier said than done.
The other eight worlds (and the actions you take by playing on them) are Alfheim, or the World of the Elves (take one Elf token), Vanaheim, the World of the Vanir (move a token along a special track), Midgard (have the Valkyries search bags for Viking tokens), Svartalfheim, or the World of the Dwarves/Dwarven Forge (acquire or upgrade weapons to help fight the enemies), Jotunheim, or the World of Giants (kill Frost Giants), Muspelheim, or the World of Fire (clean the Midgard bags of Fire Giants), Niflheim (trade any number of tokens with another player), and Helheim, or the World of the Dead (put 5 Viking tokens into the Midgard bag of your choice). You get three actions a turn, which can be spent on any of the nine worlds, but you can only play on each world once in a turn.
Vikings are the mainstay of the game; a Viking can be spent to add +1 to a combat before you roll the die. The target numbers for defeating an enemy are 5/6/7/8 depending on which zone they’re in—which sounds easy until you look at the die and realize its faces aren’t standard; they’re 0/0/1/1/2/3, giving an average result of barely over 1. Elves are more powerful—they can be spent after a die roll instead of before—but they’re slower to acquire and the number in the game is only players+1.
The gameplay ends up being a delicate dance. Squandering resources to try to beat back the enemies at the beginning means losing the staying power for the endgame; hoarding them early can result in an enemy getting too far ahead to handle. Since the game goes until the enemy deck is depleted, it doesn’t change length much based on player count, and while it can get exhausting, it’s very satisfying to flip the last card and see that you’ve successfully held back the end of the world.
For those looking for advice on how to beat the game, here’s what we’ve learned from our personal experience.
- Don’t gamble (when you can avoid it). The die is your enemy; it has a 1/3 chance of giving you nothing and only a 1/3 chance of giving better than a 1. We tend to treat the die as “the number of elves we save” and pay enough Vikings that Vikings+elves+bonuses gives us the needed number, no matter the die roll. Remember that actions are a resource as well, and that wasting Vikings not only wastes the time gathering them but wastes the turns restocking and cleaning out bags as well. On that note…
- Don’t panic. The further an enemy is on the board, the fewer cards they have left in the deck. That isn’t to say you should ignore the enemies, but the first few turns it’s better to play long-term: build up to level 3 weapons, accumulate tokens, clean out the bags, and maybe throw a few die rolls at the third point…
- Kill the giants. Don’t wait for them to get flipped up; burn through the giants’ deck as fast as possible, killing them off the top before they have a chance to be a problem. Not only does this make Loki useless, but the runes formed by killing a full set of giants are incredibly powerful. We’ve never had a game where we finished all four runes and still lost the game.