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Nordic Glory Shield and Viking Characters.
Nordic Glory Trading Card Game Logo

Official Game Rules

The objective of the game is to defeat your opponent’s Jarl.

Cards Types

Each player starts with a Jarl (1), Shield Deck (25) & Ritual/Element Deck [R/E Deck] (45)

Jarl Cards

Your Jarl is the fearless leader of your Nordic Glory shield walls.  Choose wisely which abilities best fit your shields and style of play. 


Place your Jarl directly in front of you at the back of the battlefield.  Your Jarl is safe from direct attacks until all shields on your side of the battlefield have been defeated, however there are ways for damage to be dealt through ritual cards and battle phases. 


Each Jarl has 3 unique abilities that can be activated by attaching Element Cards to your Jarl.  Activate your Jarl’s abilities by attaching one element card per turn.  This can be done by simply placing it under/near your Jarl.  Abilities are unlocked with 1, 2, or 3 of the same element cards. These abilities are only activated for shields with the corresponding base element to the attached element cards.  Matching sub elements do not count towards the ability bonus.

A Jarl's attack is only utilized when a player has no shields remaining on the battlefield.

Element Cards

Element Cards represent the energetic connection between your Jarl and their loyal shield walls.  Each player can have a max of 3 of each element type mixed with their ritual cards in your R/E deck. 


When an element card is attached to a Jarl, it activates the ability for shields on your side of the battlefield with the respective base element.


There are 16 unique element cards that correspond to each shield cards’ base element.

Shield Cards

Your Nordic Glory shield cards represent the passioned warriors that make up your shield walls.  You must have 25 Shield Cards in your Shield deck and meet the following requirements:

1. Max 5 shields with the same base element type. (Snow, Sand, etc.)

2. Max 3 shields with the same shield enhancement. (Arrows, Daggers, etc.)

Each Shield Card has the following attributes:


Attack Value:

This is your shield’s base attack when calculating your attack totals.

Attack Gem:

Increase your attack total by aligning shields in the same row with the same Attack Gem.

Defense Value:

This is your shield’s base defense when calculating damage dealt.  Defense also acts as the health of each shield.  Use damage counters to track the reduction of defense as the game progresses.

Defense Gem:

Increase your defense total by aligning shields in the same row with the same Defense Gem.


Runes have a special ability or bonus that are activated by the Rune Die.

Base Element:

The Base Element is determined by the background art and larger element icon.  Attach matching Element cards to your Jarl to activate new abilities. Earn attack bonuses by aligning shields with the same Base Element.

Sub Elements:

Each Shield Card can have 2-5 Sub Elements; displayed by small icons at the bottom of the card. Earn attack bonuses by aligning shields with the same Sub Element.

Shield Symbol:

Each shield bears a Norse symbol that can be associated to various Ritual Cards.  This is displayed on the shield itself as well as the icon in the bottom right corner of each shield card.

Shield Enhancements:

 Shields with an enhancement will have an identifying icon at the top of the card.  Max 3 shields of the same enhancement in your Shield Deck.


Shields that have been hit by Arrows add +2 attack if they are positioned in the 3rd row.


Shields that have been stuck with daggers add +2 attack if they are positioned in the 1st row. 


Shields frozen in ice prevent an opponent’s shield movement if positioned across in Row 1.


Shields with Ravens perched on axes, can swap  with an adjacent shield once per movement phase.


Shields with a large Sword strpeed to it add +2 attack if they are positioned in the 2nd row. 

Ritual Cards

Ritual Cards represent the magic and chaos that is taking place on the battlefield. 

Each player can have up to 45 Ritual cards in their R/E deck.  Remember, Element Cards count towards the max total count of 45 cards in your R/E deck as well.

Follow the instructions on each card as it is played during the Ritual Phase of each turn.

A Gelatinous Die


Starting the Game

Additional Items to Utilize:

  • 6: 6-sided die

  • 1: 8-sided/Rune die

  • 1: Game Board

  • 1: Battle Pawn

  • Damage Counters

Each player places their Jarl on the battlefield and greets their opponent.  Players shuffle their shield deck and R/E deck separately and offer their opponent to cut both decks. From your Shield deck, draw nine shield cards laying them face-up on the battlefield 3x3, left to right, top to bottom in the order drawn (Spots 1-9 on the gameboard).  The remaining cards are set to the side.

Each player then draws 5 cards to their hand from their Ritual/Element Deck.

Roll a die, arm wrestle, flip a coin, or play Rock, Paper, Scissors to choose who goes first on the first turn.

Turn Phases

1. Movement
2. Rituals
3. Runes
4. Battle
5. Resolution


The only shields that can move during the movement phase are those with the Ravens Shield Attachment, or those granted the ability through a Jarl effect or Ritual Card.

If a shield in row 1 is face-to-face with a shield card with the Ice Shield Attachment, it is unable to move regardless of any effects or cards.

The player determined to go first will move first on the first turn.  From the second turn on, the most recent player who won the battle phase will go first.


Each player draws 1 card from their Ritual/Element Deck.

During the Ritual Phase each player can play 1 Ritual card per turn in the same order as the movement phase. 

Once used, the ritual card is placed in the discard pile.

Element cards do not count as playing a Ritual Card. You can attach 1 Element Card per turn to your Jarl to activate their abilities during the Ritual Phase.


The player who goes second rolls the rune die each turn.

The Runes assigned to each shield are only active for the turn they are rolled.

If the effect of a Rune Ability cannot be played out due to placement, then there is no effect.

Rune Abilities:

1 - Courage: If activated, shields in the 2nd row with the Courage Rune can add their attack to the total attack this turn.

2 - Energy: If activated, shields with the Energy Rune can swap places with any shield in front of them.

3 - Grace: If activated, shields with the Grace Rune can swap places with any shield behind them.

4 - Healing: If activated, shields with the Healing Rune can heal an adjacent shield up to 6 damage.

5 - Love: If activated, shields with the Love Rune can absorb up to 6 damage for an adjacent shield.

6 - Peace: If activated, shields in Row 1 with the Peace Rune negate the alignments of their opponent's shield directly across from them.

7 - Protection: If activated, shields in Row 2 with the Protection Rune can absorb any damage taken this turn.  If more than one is present, the defending player gets to choose which Protection Rune shield takes the damage.

8 - Strength: If activated, shields in Row 1 with the Strength Rune can roll an additional attack die.

00 - Luck: Activated by rolling the same rune as the previous turn, shields in Row 1 with the Luck Rune have the option to reroll 1 attack die (multiple can occur).


There are 2 parts of the battle phase.  Alignment Bonuses and the Attack Roll.  Use the Battle Slider to calculate who has the advantage before rolling.

Alignment Bonuses

Alignment Bonuses grant players additional attack and defense points based on the alignments of the shields in Row 1.

In addition to any ritual and Shield Enhancement attack bonuses, apply the following bonuses to your total attack or shields' defense with matching attributes in Row 1.


Attack Gem:

2 Shields with matching Attack Gems = +2 Attack

3 Shields with matching Attack Gems = +4 Attack

Defense Gem:

2 Shields with matching Defense Gems = +2 Defense to each matching shield

3 Shields with matching Defense Gems = +4 Defense to each matching shield

Sub Element:

2 Shields with matching Sub Elements = +1 Attack per Sub Element matching

3 Shields with matching Sub Elements = +2 Attack per Sub Element matching 

Base Element: 

2 Shields with matching Base Elements = +4 Attack 

3 Shields with matching Base Elements = +8 Attack

Attack Roll

Each player rolls 1 d6 for each shield in their 1st Row.  Add the winning difference of the dice roll to the attack advantage to determine who deals damage this turn.  The player with the highest total attack deals damage worth the difference between both players’ totals. 


Base Attacks + Ritual Bonuses + Alignment Bonuses + Battle Dice = Total Attack

Highest Total Attack – Lowest Total Attack = Amount of Damage Dealt


The player who had the highest total attack chooses which shield in their opponent's 1st row that they would like to deal the damage to for this turn.

Subtract the damage dealt from the damaged shield’s defense.  Use damage counters to keep track.  Once the shield’s defense reaches 0 it is defeated and sent to Valhalla.  Valhalla is the discard pile for the shields and is placed to the left of your shield deck.

If damage is dealt beyond the remaining defense, then the additional damage is dealt to the opponent’s Jarl.

If a shield was defeated and sent to Valhalla, the shields in the same column, directly behind it, will move forward 1 row to fill in the ranks.

If a player’s Jarl has had its defense drop to 0 the game is over.  Congratulate your opponent, feast, and prepare for the next battle.