HIRÞ: The Viking Game of Royal Conflict
BGG rank
BGG #19,521
BGG rating
6.5

HIRÞ: The Viking Game of Royal Conflict

2003

Rules assistance for HIRÞ: The Viking Game of Royal Conflict

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 10–60 min
  • 8+
  • Complexity 1.5/5

For 2 players

Rules assistant for HIRÞ: The Viking Game of Royal Conflict

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Answers come from the official rulebook, with the page to check.

HIRÞ: The Viking Game of Royal Conflict is a board game released in 2003 for 2 players, 10–60 minutes per game, and ages 8 and up. It was designed by Jon Manker and its main mechanics are Area Majority / Influence, Grid Movement, and Network and Route Building.

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About the game

HIRÞ (pronounced hirth) is a two-player abstract strategy game in which two leaders (Viking kings) fight over control of a piece of land. The first to either control the five middle spaces or push the other player's king off the board wins. Although it has a relatively small board (eleven squares), the ability to use moves to build stronger units makes the gameplay quite intricate. The game is designed in recent times but with the ambition of resembling a game that could potentially have been found in a Viking grave. In the game, the players start on each short end of the board and take turns. Each turn they can make five moves. For a move, a player either moves one piece (Hird or King) one step, moves a Hird into or off a Karve (boat), or moves a Karve and all Hirds on it one step. A Karve may have at most four Hirds on it. Pieces entering empty spaces have to stop. Pieces entering enemy-controlled spaces stop on the line between the spaces. After a player's five moves, any conflicts (pieces on lines) are resolved. All pieces except empty Karve are worth 1. The King is tiebreaker. In case of a loss, solitary Hirds are removed from the game, Karves and Hirds in Karves are removed from play, and Kings have to retreat to an adjacent empty or friendly space. If there are no possible squares for the King to move to, the player loses. If after their turn a player controls all five middle spaces, that player wins. There is also a doubling coin in the game affecting points received if several games are played. Normally a game is won after receiving five points.

Questions and answers

HIRÞ: The Viking Game of Royal Conflict supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.