But note that the original three win conditions are also represented on these Ragnarok cards, but the Ragnarok version is achieved earlier. If for some reason, you’re trying to win by killing Loki, you need to kill two monsters first. But killing two monsters will immediately flip one of the five Ragnarok cards before you can even try to defeat Loki. And other Ragnarok cards, like completing one Monument, sort of just achieve by themselves during the course of play.
Or in other words, for most of the game, three things matter, and thing four doesn’t, but in some plays at the end of the game the three things that mattered stop mattering and the thing that didn’t matter now does.
Which means in 95% of the games trying to achieve the three standard win conditions, including one that has a bunch of mechanisms and miniatures and all kinds of nonsense tied around it, does not matter. Does any of this make any sense to you?
Okay, imagine you’re playing a game of football. Or soccer if you’re American adjacent. You’re on minute 89, it’s nil-nil, for some reason scoring a goal for anyone is impossible. Your coach calls you over, hands you this (picks up a basketball) and says, right I need you to land a three pointer.
And at that moment you realise your entire career was meaningless and now you’re tired, this isn’t worth it, you want to go home.
Our general review philosophy is that we don’t just want to recite the rules for the game, we want to highlight how the game feels. What are the highs, lows, what’s the experience.
But my only experience of Lords of Ragnarok is how its incomprehensible. I mean, I understand the rules. I just don’t understand why these rules are the way they are. What are they doing? What’s the point? And there are cool rules in Lords of Ragnarok, and I deliberately omitted explaining the majority of this game. For example, when you place Loki somewhere, armies can't go into that territory. And that immediatly sounds cool because it's derivative of El Grande. And you think "oh it's the El Grande bit, where you can block a region." But for most of the game, that doesn't matter. Because the other core rules, like the whole idea of the game doesn't function. None of these elements cohere into anything interesting. It's just... pushing miniatures around. For hours. For no reason whatsoever.
That’s just a thing that happens with board games sometimes. Plenty of designers swing wide and, apologies, to extend the sportsball analogy, not every one of them is a home run. But it’s one thing to have a plucky go, and another thing to sell me something that just by the look of it must come with a four wheel drive, leather interior and a six litre engine. This box is just new monsters. A whole box dedicated to a win condition that’s incompletable.
I know we’ve been fairly critical of publisher Awaken Realms in the past, so let me say two things here. First, I promise, next time we cover an Awaken Realms game, it’s gonna be a positive one. Second, I don’t want to make it seem like I think they maliciously designed a bad game. It’s pretty clear that many of these weird mechanisms are design responses to perceived flaws of the Lords of Ragnarok predecessor Lords of Hellas.