My Ragnarok

             “I have a scroll with me that says“ The Prophecy of Völva. ” It clearly says how everything should be ...
            Much can no longer be changed, but if Odin nevertheless grabs Fenrir, and Thor arrives in time to enter the battle with Irmugand, everything will go as it should. 
     
                                            Max Fry.


    I have long wanted to develop a board game based on some sort of legendary event, but what could be more epic and legendary than the “ Death of the Gods " itself?

    According to the prophecy, on the day of Ragnarok, the monstrous wolf Fenrir will free himself from his fetters and swallow the Sun, plunging the world into darkness, and when the world snake Yormungand emerges from the depths, the sea will overflow. They will be joined by the fire giant Surt with a flaming sword, who will burn the earth, the king of the underworld Hel and the treacherous god of fire Loki, along with frosty giants - grimtursens and jotuns. From Helheim, the ship of the dead Naglfar arrives. The army of the sons of Muspelheim will gallop over the rainbow Bivrest bridge, which will collapse.


    The idea of ​​the game suggested one of the Catalyst Game Labs
    The game Duke (Duke) is rightfully considered one of the best abstract board games developed recently. The gameplay, in general, is similar to Chess . The rules for moving the figures are schematically depicted on the figures themselves (the notation turned out to be so successful that it generated a lot of all kinds of imitations).


    The game begins on an empty board (by agreement of the players, previously “mountains” can be placed on it). Each of the players places his “Duke” on the first line, after which new figures are introduced into the game by “dumping” one of the empty cells bordering the “Duke”. The important fact is that when performing such a “reset”, the player does not know which figure he will add to the board (new pieces are taken out of the bag and put on the board “without looking”).

    Another feature of the game is the "switching" of the figures when they perform the next move. The figure flips over, revealing the movement pattern shown on the back (for more details on the rules of the game, read here ). Such game mechanics is by no means an invention of the Duke game. Very similar rules are used in the game "Kyoto shogi ", coined by Tamiya Katsuya in 1976:


    A schematic representation of the rules for performing the move on the figures themselves was also repeatedly used earlier. For example, in the 1988 Escalation game, this design decision is essentially played out in the rules, since the figures performing the capture combine their abilities with the capabilities of the figures taken.



    Based on a slightly changed design (I had to reduce the size of the figures so that the board fits on the screen of the average monitor), which allows me not to remember all the nuances of the rules, but to focus on the simplest pictograms, I moved on. My goal was to create new types of figures whose behavior would resemble the famous characters of the epic.

    In addition, I focused on various game situations - “worlds” into which the entire game is divided. The initial levels are a kind of textbook introducing the player to the tactical features of the figures involved in the game. Each world is divided into three levels, in accordance with the difficulty of passing. There are also three main missions in the game (according to the number of main antagonists). In total, the game contains 15 options (5 worlds, 3 levels in each).

    On the wings of the wind


    Valhalla is the first world from which I started development (but not according to the plot of the game). According to German-Scandinavian mythology , it is a palace of soldiers who fell in battle. Immortal virgin warriors, the Valkyries, flying above the ground on winged horses, take warriors from the battlefield. In their abilities, they remind me of “flying ladies” in Russian or Turkish drafts - maximum mobility and the ability to take several pieces in one move.


    You can notice that there are three forms depicted - between the first two there is a switch (thus, the Valkyrie alternates diagonal and orthogonal movements), and the third is universal. It combines the rules for moving the first two forms and can only be obtained by transforming the figure. An empty triangle means moving in a straight line to an empty field, and a cross shows how enemy pieces are deleted (according to the rules of checkers). Shaded squares can be ignored. In the world of Valhalla, they do not work (for reasons that I will discuss below).


    The antagonists of the Valkyries are the ice giants - the Jotuns. This, indeed, is their complete opposite - leisurely figures moving only one step (to a neighboring field), provided that it is empty (this is exactly what the filled “point” means). Captures are carried out according to the rules of the Madagascar Fanorona :


    On an 8x8 field, such a figure can take up to 6 opponents at a time (and then continue the battle). Moreover, the Jotuns in Valhall are even stronger than the Fanorona checkers! In Fanoron, a player beats either those pieces to which he approaches, or those from which he retreats. In Valhalla both are fighting! Despite their strength, the Jotuns remain very slow. They can oppose the maneuverability of the Valkyries only in their quantity:


    According to the plot of the game, the hordes of the Otun besiege Valhalla. Having reached the last line, the Jotuns turn into a “universal” form (only in this “world”, not in the main game). To win, it is enough to get four "turned" ёtunov. Accordingly, the Valkyries need to reduce the number of Etuns below this level (to three or less). The complexity of the game (a person plays for the Valkyrie) is easily controlled by the number of besieging figures.

    No man is an island!


    The next step was the addition of new types of younger figures (in addition to the Valkyries and Etotons). In general, there are not so many junior figures in the game, and each of them wanted to be special, adding some unique ability. All the younger figures use compound moves (but each in its own way, not as the Valkyries or Etoons do). The basis of any army, the warrior is the only figure capable of fighting both on the side of the "light" and for the "forces of evil" (and, by virtue of a sense of solidarity, not attacking its hostile counterparts):


    The move encoded by the filled circle looks nothing remarkable - the alternating alternation of moves of the pieces of Ferz and Wazir . If the capabilities of the warrior were limited only by this, a very weak and slow figure would be obtained. The filled point allows you to move a little further to beat the enemy figure in the usual way, after which the warrior can "jump" again. In this “berserker” mode, he is able to go around the whole board:


    In general, it looks like a chess “ horse ” move , except that a warrior cannot “jump” over other pieces and may not turn after completing a “jump”. The task of bypassing the chessboard served as an excellent introduction - the first "world" of the game. The warrior is obliged to take all the pieces in one composite move, because if at least one otun remains on the board, he will easily win.


    Alva and opposing them dwarfs complete list of younger figures. Here a new kind of move appears - the “shot” (in the case of tsvergs it is more like an ax strike). The figure can attack an enemy figure located on the field marked with an asterisk, "without leaving the spot." In addition, both pieces can jump onto an unoccupied field. Composite moves of alves and zergs are implemented in different ways. Alv, after capturing an enemy piece, can make an additional shot, and the tsverg, after the jump, cuts the enemy with an ax.

    We burned the last bridge


    Bivrest is a "shaking road." Rainbow Bridge leading to Asgard . On the day of Ragnarok, the fiery giants will ride through it into the Vigridr valley , hurrying to the last battle. The bridge will crash. And there will be no rainbow in the world.

    The fire giants are perhaps the hardest part of the game
    Both in the technical sense and in terms of game balance. These are figures with a passive ability to burn enemies around them. I have already encountered this when I was working on " Ko Shogi ". There are many interesting figures in this game. Perhaps too much. The humble “Engineer” (軍吏 gunri) is lost in their background.


    This is a slow-moving and low-risk figure that can turn into a "Poison flame" (毒 火 dokka). The "poisoned flame" is much more dangerous, although it remains just as slow. Any enemy figure that falls into its immediate vicinity (including under its own power) simply disappears from the board.

    It should be noted here that although the rules for turning into “Ko Shogi” are much more diverse than the rules for turning into Chessor Shogi , the transformation of an Engineer figure can only be seen as an extremely unlikely event (this figure is too weak). Perhaps, for this reason, the following rather important question is poorly designed by the rules:

    It is not clear what happens when two opposing poison flames meet. Nor what happens if any other opposing piece lands next to a poison flame. See the fire demon in tenjiku shogi for some possibilities.



    In " Tenjiku shogi " the question of the interaction of enemy "fiery" figures is worked out in more detail (which is not surprising, since the "Fiery demons" play almost the most important role in this game):

    • Burn: Wherever the fire demon stops, all adjacent opposing pieces except fire demons are removed from the board, in addition to any piece on the square it lands on. That is, a fire demon can capture up to eight pieces per turn (one it displaces, and seven it burns on adjacent squares).
    • Passive burn: Any piece stopping next to an opposing fire demon is removed from the board (after making its capture, if any). Such so-called "suicide moves" do not count as a turn for the stationary player: the fire demon passively burns opposing pieces that land on adjacent squares without using up a turn. (BrlR [mKa3K] + immediate xK)

    Conflict between fire demons: When one fire demon lands next to another, it is only the moving piece that is immolated. The stationary fire demon survives, as do all other adjacent pieces.

    If the Fiery Demon approaches an enemy, it burns out. A piece standing motionless remains on the board. In both Ko Shogi and Tenjiku shogi, only enemy figures burn. This gives the game tactical diversity (for example, a figure can attack an enemy standing in the zone of influence of the “Fiery Demon”, burning at the same time). In Ragnarok, I decided to abandon this principle. All “fiery figures” burn all “non-fiery” ones (both their own and those of others) that are in the area of ​​action. In addition, in the game “Ragnarok”, fiery figures can act only on the side of Chaos.


    These are pretty mobile figures, but their ability to “burn” other figures is limited to four neighboring fields. The figure can go to the remaining four near fields, performing a chess capture. Long jumps can be performed only on empty fields (thus, the fire giant can be blocked by occupying a field on which he could jump). The leader of the fire giants, Surt is a more powerful, but less maneuverable figure. Surt can call fire giants on the battlefield and give them orders.


    A collapsing field is another important part of the gameplay.
    Chess games of this type are not uncommon. Amazons , Shakti , Caïssa - in all these games moves can be performed that destroy the playing space itself. Figures cannot visit destroyed fields. With each move of the space for maneuver, there is less and less. This is a survival game! I am not a big fan of this kind of games, but I decided to use this game mechanics for one of the worlds of Ragnarok.

    The task of the "Fire Riders" (the player plays for them) is to reach Surtom to the bottom edge of the board or destroy all opposing pieces. On the other side are the bright alves . This is partly consistent with Norse mythology, but the main reason is pragmatic. Effectively confront the "fiery" figures can only "shooting" figures - beating at a distance, without changing their position. They do not have to destroy the pieces of the enemy, it is enough to drive them onto the already destroyed part of the board with which they can not get out.



    Virgo and her dog


    Hel is the mistress of the underworld. Blue and white giantess, daughter of Loki and Angrboda . On the day of Ragnarok, shoulder to shoulder with Loki and Surt, she will rise to battle with the hated aces and lead her dead to storm Asgard!


    Perhaps this is the most interesting figure in Ragnarok. She is quite slow, but compensates for this with a unique passive ability. Hel can freeze younger figures (warriors, alves, zwergs, and even Valkyries). Figures that fall under the influence of “freezing” turn into extras. They can be moved from the danger zone by order of an older figure, but by themselves, they cannot take any action.


    Hel's capabilities are not limited to this. Ice giants - Jotuns can be called to the “frozen” fields (naturally, the effect of “freezing” does not apply to them), and the frozen figures themselves can be turned to Hel's side (except for the fearless Valkyries). But that's not all! Hel can dramatically increase the “mobility” of his freeze by invoking a faithful dog, Garma , on the battlefield .


    Garm's task is the prompt delivery of “freezing” to anywhere in the playing space. This figure cannot beat enemies in the distance, but is able to get to them as quickly as possible in order to “freeze” it. Frozen shapes can be “turned” by Hel (no matter how far they are from her). In addition, Garm can "jump" over the figures in the vicinity.

    To demonstrate the joint abilities of Hel and Garm, I developed the "world" Helheim . According to the plot of the game, a detachment of living warriors invades the kingdom of Hel. The player, controlling Hel and Garm, reflects the attack, partially destroying the soldiers, partially turning them to his side.



    last fight


    But now, the hour of the last battle has struck. Fenrir freed himself from the bonds and swallowed the Sun. Yormungand crawled ashore and the sea overflowed. Surt brought down a rainbow bridge. The monstrous Naglfar brought his dead. Ases and all Einherias , led by Odin, went to battle in the Vigridr Valley . It's time to get to know them.


    One is the father of gods and people. Sage and warrior. The leader of the host of aces. Not the strongest figure in the game. He can give orders to all his warriors, but he cannot call them. He can beat into two fields and jump over the pieces, but not in the northwest direction (Odin's left eye was given in exchange for wisdom). He can do something that everyone else cannot.

    A bit of magic
    One is the father of the runes. He sagged for nine days on the trunk of the Yggdrasil tree , piercing himself with his own spear. For this, the runes were revealed to him - the alphabet of the ancient Vikings, widely used in mystical and divinatory practice. There are 24 runes in total (in the game, I used only 14 of them), each has its own meaning. One can throw runes, and runes do magic.


    All runes thrown in the game (except the empty runes) have their effect. But this action is not always easy to notice. Runes can turn one piece into another, summon warriors, defend pieces, or freeze them. Runes can change the location of figures and even the terrain itself. Runes cannot be beaten by other figures and can be used as shields. They have only one drawback. When Odin throws a rune, no one knows which rune will fall.



    Loki is Odin's main antagonist. God of cunning and deceit. The father of monsters. Self embodied madness. Like Odin, this is not a very strong figure, capable of performing actions inaccessible to other figures. For example, Loki is the only figure who can change the location of enemy figures (changing their places with their figures). Loki can capture the runes thrown by Odin (though not all, but only reversible) and use them for their own purposes. Loki can summon monsters.


    Yormungand and Fenrir are chthonic monsters. The figures moving rectilinearly, at any distance, passing through other figures (ours or the enemy - it does not matter) and destroying them. Only a rune, mountain or border of the playing field can stop their movement. Since Fenrir moves in a “zigzag” (diagonally switching direction after each move), he can “get stuck” in the corner of the board. If this happens, he has the right to make a “move on the spot” by spending the player’s turn to turn.


    Sleipnir - the third generation of Loki, is not so straightforward. This is an eight-legged horse that can quickly move around the field. His very name translates as "moving" or "nimble." The alternating moves of the chess “ Rook ” and “ Elephant ” are a perfectly suitable metaphor for this piece. Sleipnir lacks the ability to “penetrate” the move, but can carry Loki or Odin on himself.


    Riding the Sleipnir, Loki gets a new quality. He still knows how to summon monsters and capture runes, but he becomes much more mobile. His moves become more symmetrical and he gains an additional ability to "strike" without leaving the spot (similar to the ability of the tsvergs). He is becoming less vulnerable. Shots of this figure “kill” Sleipnir, leaving Loki on foot on the board. However, Loki can “dismount” on his own. To do this, it is enough to complete the "Jump", possibly killing the enemy’s figure.


    There is another possibility in order to “rush” Loki. One may attack the rider. In this case, Odin and Loki swap places. One is on horseback, and Loki remains on foot. In the event that Odin decides to step off his horse, Sleipnir will continue the struggle already on the side of the "forces of Light." In any case, until Loki again captures him.


    There are still two “deities of support" - Tür , who lost his hand in the process of capturing Fenrir (the very chain from the sound of cat's footsteps, the roots of mountains and everything else that is no longer in this world) and Thor , with his legendary hammer. These are the summoners of the younger figures - warriors, alves and Valkyries. The type of summoned figure is determined randomly. Thor, in addition to this, has the ability to strike “across squares” (a 3x3 square that does not contain friendly figures) and move over long distances. He is the strongest of the aces.

    In the end, it is worth telling about another unique feature of the game - those same black squares that I mentioned in the story about the Valkyries. These are shields protecting other pieces from a series of attacks, such as “chess capture” or “shots”. Their action is similar to rune "Algiz "). Unfortunately, in the Valhalla world, they are useless. Just because they do not protect against specific attacks by the Ötuns.

    This is all I wanted to tell about the game. As a postscript, I want to share with you a fragment of a wonderful poem by a great American writer - Howard Phillips Lovecraft .

    Teutonic War Song
    The ring of creation of Ragnarok will close,
    Bivrest will destroy the Surtur horde,
    Gods will
    die , people from the sword, The sun will disappear, the sea will devour everything,
    The stars will go out, Chaos will descend.
    Then Alfedr will create his own other world,
    Gods, people filling with purity.
    The country will come blissful Obilia,
    There will be no vices and violence in it.


    Happy New Year, everyone!

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