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Lords of Grevelheim rules

Lords of Grevelheim is a print-and-play game from

dennis bennett
back in Frankfurt!
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more of my stuff at

(Copying from the game description):
Lords of Grevelheim is a competitive deckbuilding game in which players strive for control over the city if Grevelheim.
Each player starts the game with his own deck of cards representing his loyal followers. The game plays out in rounds with players taking turns playing cards to gain Gold, Attack Points, Defense Points or other special effects. Players then use a deckbuilding mechanic to improve their deck by recruiting new and stronger followers from a selection of different guilds.

The game is currently fully playable but still in developement.

Game rules

(rules are constantly being updated, check here often for changes and additions)

In Lords of Grevelheim you are fighting for control over a city, recruiting followers until you are powerful enough to overcome your opponents defenses and remove them from the city.

Each player starts the game with his own deck of cards representing his loyal followers. The game plays out in rounds with players taking turns playing cards to gain Gold, Attack Points, Defense Points or other special effects. Players then use a deckbuilding mechanic to improve their deck by recruiting new and stronger followers.

Guild decks:
due to the "work in progress" nature of the game the exact number of guilds and cards may change. New guilds and cards will regularly be added.
The currently available guilds are:
Raven Guild
Owl Guild
Wolf Guild
Stag Guild
Snake Guild
Badger Guild
Circus Guild
Ghost Guild
Rat Guild
Adventurer's Guild

2 starting decks with 11 cards each.

Additional things you will need to play:

  • a way to keep track of your life points (D20), Gold (D20 or coins/tokens), Attack Points (D20 or tokens) and Defense Points (D20 or tokens).
  • Pen and paper might also do.


Unit and Building cards:

Guild Symbols:

Suggested play area:


    1. Give each player a starting deck of 8 Patron and 2 Guard cards. (Or alternatively 7 Patron cards and 2 Guards).
    2. Give each player a citadel building card. Players start the game with this card in play in their building zone.
    3. Give each player a life counter (D20) or any other way to keep track of life points. Players start the game 20 life.
    4. Place the Guild Decks in their zones on the table.
    5. Make sure that 2 cards of each Guild Deck are face-up on the table and visible to all players. (to save space you can have the top card of each deck be face-up)
    6. Make sure there is enough space next to each Guild Deck for that Guild Deck’s exile pile. (Alternatively you can just use a single ecile pile for all guild decks and sort the cards out of that exile pile whenever you need them).
    7. Each player shuffles his deck and draws 5 cards.
    8. Randomly determine who goes first.


General Rules

If your personal Deck becomes depleted at any time and you need to draw a card or reveal a card from the top of your deck, shuffle your discard pile into your deck to renew your deck. If the Guild Decks run out of cards, shuffle their respective exile piles to replenish them.

Units that were played from your hand to your Active Zone are moved to your personal discard pile at the end of the round. Your Active Zone is empty at the beginning of a round. Building cards remain in play and are not automatically moved to your discard pile at the end of the round.

Cards you buy from the Guild Decks are moved to your discard pile after you buy them.

Whenever a face-up card is removed from a Guild Deck (either by being recruited, exiled or otherwise removed), immediately replace it with a card from that deck. If the card in the 2nd row was removed, move the face-up card from the guild deck to the position in the 2nd row and reveal the top card of the Guild Deck.

Whenever a card is exiled (from your hand, your discard pile, your Active Zone, Building Zone or anywhere else), move it to the exile pile of it’s Guild Deck.

Every Guild Deck has its own exile pile. The different Guild Decks are never mixed. Exile piles and discard piles are “open information” and may be looked at by any player at any time.

Game structure, rounds and turns:

The Game is divided up into rounds, each round consists of a series of turns during which players may take actions (i.e. play a card, buy cards etc.)
When all players have played all their cards the round ends.
At the end of the round all remaining Attack Points and Defense Points are depleted, they don’t carry over to the next round. If players have any gold left at the end of a round, that is depleted too.

Players perform the following actions during their turn:

1. Play 1 card from their hand:

As long as a player has at least 1 card remaining in his hand he must play a card.
Cards are played by placing them face-up on the table in front of you. There is no cost to play a card.
Unit cards are placed in front of the player in his Active Zone. Building cards are placed in front of a player in his Building Zone. If the other player(s) has/have no more cards to play, the active player must play all his remaining cards.
Buildings are placed in the Building Zone and remain in play. They are not moved to your discard pile at the end of the round.
Some cards have special effects that are resolved at different points during the game.

In general, effects that gain you gold, Attack Points, Defense Points, life or allow you to draw cards are resolved immediately when a card is played.
Other effects are resolved at the beginning or end of a round. These effects are worded as “At the beginning of...” or as “At the end of...”.
Some effects can be resolved at any time during a round when it is your turn. These effects are worded as “once per round...” or "you may...".
Effects may include gaining Gold, gaining Attack Power, drawing cards or other effects.

2. Buy cards:

A player may buy a card from a Guild Deck if he has sufficient resources to pay for that card. This may be done at any point in a player’s turn. A player may buy more than 1 card per turn as long as he has sufficient resources to pay for the cards.

Remember: Cards you buy from the Guild Decks are moved to your discard pile after you buy them.

3. Use special abilities:

If a player has access to any abilities that may be performed once per round, he may use these abilities at any time during his turn.

Examples are effects on some buildings that are worded as “Once per round...” or units with "you may..." abilities.

4. Attacking:

During their turn the active player may initiate attacks. This may be done at any point during the turn. Players can only attack if they have Attack Points to spend on the attack. They may attack as many times as they wish during their turn.
The attacking player chooses a target for each of their attacka. Legal targets for an attack are other players or their buildings. Each instance of attacking a player or one of their buildings is considered to be an individual attack (This can be relevant for some special effects that count the number of attacks being made).

To attack a building, pay Attack Points equal to that Building’s toughness value (paying less will have no effect). That building is destroyed unless the player who controls that Building can spend an equal amount of Defense Points to prevent the destruction (paying less than what the attacking player spent will have no effect).
Destroyed Buildings are moved to the discard pile.

To attack another player, pay any amount of Attack Points.
The defending player may then choose to pay up to an equal amount of Defense Points.
The defending player takes damage equal to the number of Attack Points payed by the attacking player minus the number of Defense Points payed by the defending player.

5. Perform basic actions:

The following basic actions are available to all players at any time during their turn:

- pay 2 Attack Points or 2 gold to move a card from your hand or your discard pile to its Guild’s exile pile.

- pay 1 Attack Point or 1 gold to move a face-up card from a guild deck to it's guild's exile pile.

End of round:

After all players have depleted their hands by playing all their cards and all effects and attacks have been resolved, all cards from the Active Zones are moved to their player’s discard piles and the round ends.

Attack Points, Defense Points and gold don't carry over to the next round.
All Players draw their hands back up to 5 cards from their deck and the next round begins.

End of game:

The game ends when all players but one have been eliminated by having their life total reduced to 0. The last player to remain in the game is the winner.

Player elimination:

Whenever a player’s life total is reduced to 0 that player is eliminated from the game immediately.

Game Terminology:

banish: Move a card to it's guild deck's exile pile. Unless further specified this may be done with any card from your hand or discard pile.

buy: paying an amount of gold equal to the cost of a card and moving it from its guild deck to your discard pile.

destroy: moving a building from a player's building zone to that player's discard pile. Either by paying an amount of Attack Points equal to that building's toughness value or be using a special effect that allows you to "destroy" a building.

discard: moving a card to a player's discard pile, either from that player's hand, deck, active zone, building zone or any other zone.

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