Each Jarl is linked to a clan, consequently you can only have one Jarl per warband.
Thanks to these six new awesome models, it will be possible to expand the game and also bring it to be used for up to 6 players.
So here are the two new clans added to the four of the core box: the Raven and Wolf clans.
In the box you'll find everything you need to play 6-player games: new player villages (already included as a playmat in the deluxe edition), new Action Cubes, new Statues, new boxes, and all the other essential 3D elements.
With this expansion it will also be possible to use... the Mercenaries!
The Enemy Cards featured in the Jarl expansion allow the Nemesis to use as Enemies the Hero Models that will not participate in the games.
The Thegns, represented in game by the Heroes' Models, are fast and powerful enemies who will actively try to drive the Shards away from the Heroes as they fight.
The Berserkr (very peculiar mercenaries), represented in the game by the Jarl Models, are a true force of nature, capable of taking down entire ranks of Heroes as they pass by.
Mercenary Enemy Cards can also be included in any Runar game, further increasing variety to the game.
Several obstacles are provided in this expansion to customize the Battlefield in new ways, as well as two copies of each of the obstacles from the core game; thus you will have six copies of each of the obstacles.
In addition to the items in the base box, there will be added flags to plant on the ground to conquer others' territories, walls of magical ice that allow you to teleport, effigies of the Aesir capable of granting powerful blessings, and more!
New rules on Scenic Elements will also add new ways of using the elements in the core box to make them more interactive for those who enjoy higher levels of challenge.
And all this can be used both in the Campaign mode and in the Single Game mode!
Jarl expansion contents:
6x Hero Models
1x Battlefield (5-6 players)
1x Destiny Board (5-6 players)
2x Player Boards
32x 3D Cardboard Scenic Objects
6x Hero Cards
60x Hero Action Cards
2x Enemy Cards
18x Enemy Action Cards
5x Scenario Cards
15x Treasure Cards
10x Inspiration Cards
10x Advantage Cards
10x Event Cards
40x Wooden Cubes
30+ Tokens
2x Reference Sheet
1x Rulebook
6x Hero Bases
6x Large Hero Bases
Plus d'infos
Let us now take a closer look at the focus of the expansion: the Jarls.
Their ability to support other warband members during their activation introduces new tactical subjects to study and experiment with, all of which can make a difference during any battle.
Jarls will be immediately identifiable by their size and 45mm base.
Let's review each Jarl right away, while also sharing something about their background.
IVAR OF THE RAVEN
Ivar Ragnarsson, Ivar the Boneless, Ivar the Merciless!
Son of the great king Ragnar Lodbrok and the semi-goddess princess Aslaug, he was born cursed and legless. This did not dampen his Viking zeal. He grew up wanting to match and even exceed his father's deeds, learning the art of battle from his legendary grandfather Sigurd and the secrets of runes from his grandmother Brunhild.
His acumen and intelligence led him to the leadership of the Raven clan, formed by the new generation of northern warriors. Accompanied by his brothers Bjorn, Ubbe and Halfdan, Ivar terrorized many southern kingdoms until Alfarinn convinced him to go in search of the Runar, who could cure him. Despite the fact that some of his brothers chose different paths to glory, Ivar was never abandoned by the devoted Ubbe, with whom he developed a unique symbiotic fighting style.
Ivar, who is now leading the Raven clan to the Deathless Isle, is willing to go against even his own family to conquer Runar.
Ivar is a master of battle, capable of leading even the most inexperienced warrior to victory. He repays his lack of speed with an impenetrable defense bestowed upon him by his brother Ubbe, who also allows him to move with Cubes of any color. His Attack!, Charge! and Encirclement abilities allow his warband to never be short of Action Cubes in any situation.
SNORRI OF THE WOLF
Snorri is a figure cloaked in mystery. They lead the Wolf Clan, a nomadic clan that bases its strength on group bonds. Their travels have brought them into contact with many different civilizations, and Snorri has gained knowledge from each, learning many arts unknown in the northern lands, even that of the written language, seen almost as magic by their Viking brethren.
Snorri is an ambiguous individual, dressing so that no one can tell if they are a man or a woman, a youth or an adult, and many say they can change their face when necessary. Although they are leading their clan in the search for the Runar, this Jarl seems more interested in writing the history of the events unfolding on the Deathless Isle, and there are those who think their purpose is actually to discover the true identity of the mysterious Alfarinn.
Snorri is a skald capable of inspiring their companions so that they give their all even in the most desperate of situations. Thanks to their giant wolf Nifle, Snorri can cut through the battlefield without worrying about the presence of enemies; moreover, their mere presence influences their companions with the Inspiration skill that grants bonus Action Cubes.
Thanks to Song of the Skald, Snorri can reinvigorate their allies' defenses and prepare them for epic feats, but their most powerful skill, Epic Ode, allows a companion to transform into a true legendary hero.
RAGNAR OF THE BOAR
Ragnar Lodbrok, Ragnar the King, Ragnar the boar rider.
A legendary figure of the northern lands, Ragnar is one of the finest warriors ever born among the Vikings. His strength and tactical acumen led him to dominate over the other clans, creating something akin to a Viking kingdom. He traveled and raided, becoming one of the first Vikings to reach the southern kingdoms and make contact with its inhabitants.
In his travels, he met the only one who was right with him in a duel, the famous King Sigurd, who saw enough potential in him to allow him to marry his daughter, the semi-goddess princess Aslaug, whose mother, Brunhild, was once a Valkyrie.
Ragnar and Aslaug gave birth to sons who became famous Viking heroes and clan leaders. When the hunt for the Runar began, Ragnar's family came together by uniting the banners of the Boar, the Raven and the Deer, promising that they would conquer the divine artifact even if fate forced them to cross blades.
Ragnar is the strongest and fastest Viking. Tireless and indestructible, he can harness his war boar Gorgo to crush enemies by using Agility Cubes and Shields to perform Actions that would otherwise require for other resources.
With his powerful War Cry, then, he can awaken the fervor of his allies by strengthening their defenses.
HARALD OF THE WALRUS
Harald the clear, Harald Fairhair, Harald the unifier.
This mighty fearless warrior is the Jarl of the Walrus clan, known for his might and fury in battle.
Harald has for a long time been the right-hand man of the legendary Ragnar Lodbrok, with whom he raided many southern lands. Their brotherhood was broken because of Harald's envy of his friend, prompting him to challenge him by promising that one day he would conquer all his domains.
Harald united many small bands of warriors by creating his clan, and thanks to the best drakkar ever seen in the northern lands, capable of cracking eternal ice, he was able to assemble an army capable of reaching everywhere. As a result, he is slowly establishing himself as the new ruler of the north.
When Alfarin confided to him that Ragnar and his family had set out in search of the Runar, he wasted no time. Sounding the clan's mighty mustering horn, he summoned his captains by descending into battle. Now no one will stop them on their path to conquest.
Harald is a swift warrior, who tends to dominate the Zones where he stops. With the help of his mighty war walrus Hallr, he can manipulate the positions of opponents who face him.
When wounded in battle, Harald uses Uncontrollable by going into a rage and gaining Wild Cubes. His most powerful skill, Rage, allows him to crush a single enemy like a bug.
BRUNHILD OF THE DEER
Brunhild the Valkyrie, Brunhild the Wise, Brunhild the Ancient.
The legends of the mighty Jarl of the Deer are lost in time and myth. She is said to have been one of the Valkyries in the service of Odin himself, and confined by him to an eternal sleep on Midgard after angering him. Brunhild was awakened from her sleep by the greatest hero of the north, Sigurd, who took her in marriage and learned the secrets of the Aesir and the powers of the runes from her.
While the others aged, Brunhild maintained an almost unchanged age. When Sigurd was now old, he decided to relieve his wife of his burden to experience one last great adventure in the very place where he had found her in his youth, the Deathless Isle.
Having lost track of her husband, Brunhild led the Deer clan to the family enclave presided over by her son-in-law, King Ragnar, and at which her famous grandchildren were present. Here, the clans made a pact to find the Runar, but Brunhild's real purpose is to find her lost love. Something, however, worries her: her seer powers, slumbering in recent years, have become powerful again and constantly show her a winged being ready for the hunt, could it be that a Valkyrie sister is on her trail?
In battle, Brunhild rides Ragnvall, her mighty elk that allows her to channel her powers thanks to the runes inscribed on his horns.
Her abilities allow her to channel the power of the Wind rune, the Rock rune and the Fire rune through her companions, allowing the rest of her warband to perform extra actions when she is the Active Hero.
INGEBORG OF THE BEAR
Ingeborg the Violent, Ingeborg the Brutal, Ingeborg the Queen.
Ingeborg of the Bear Clan is known throughout the northern lands for being the one who ruled over the Viking peoples before the rise of King Ragnar. Coming to a position of leadership at a young age, the other Jarls could not restrain the strength and fury of this fearless warrior.
In an epic challenge for control of the Viking lands, Ingeborg and Ragnar challenged each other to a duel.
Few would have bet on Ragnar's victory. It was only through the secrets of the runes revealed to him by his wife Aslog and mother-in-law Brunhild that Ragnar was able to overcome Ingeborg's defenses by cutting off one of her legs, and taking control of the north.
Filled with anger and a thirst for revenge, Ingeborg left for the Deathless Isle after learning of the Runar and the expedition of Ragnar and his family members in search of the divine artifact.
The Bear clan has banded together, yet they have no interest in the Runar; what they want is the blood of King Ragnar and his lineage!
Ingeborg enters the fray riding her mighty white bear Adalsteinn, through which she can launch terrible double attacks by sacrificing her defenses.
Through her Take Them! ability, she can gain defenses and resources while allowing an ally to encircle her prey. But Ingeborg's greatest power is the terror and reference that other Vikings feel toward her; in fact, all she needs to do is use Kneel! to make friends and foes fall at her feet.