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HirÞ: The Viking Game Of Royal Conflict box art
2003 Ranked #14,011

HirÞ: The Viking Game Of Royal Conflict

A two-player abstract strategy game has Viking leaders maneuver kings, warriors, and boats to control the central land. Players win by holding five middle spaces or forcing the opposing king off the board, with conflicts removing weaker positions.

Abstract Abstract Strategy Medieval Area Majority / Influence Grid Movement

Players

2

Play time

10-60 min

Age

8+

Complexity

1.5/5

Rating

6.74

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
10–60 min
Age
8+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

1
Jon Manker

Artists

1
Jon Manker

Publishers

1
Ion Game Design

Linked items

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