Blood Rage Vahalla: Rapid Review
Information:
Mechanics: Area Control, Engine Builder, Drafting
Player Age: 14+ Player Count: 3 - 5 Players Time to Play: 60 - 90 Minutes
Game Designer: Eric M. Lang
Game Artist: Enggar Adirasa, Miguel Coimbra, Tristan Collins, Adrian SmithPublisher: Tycoon GamesYear Published: 2026BGG Weight: 3.00
Disclaimer: A review copy for the game was provided by Lets Play Game.
Player Age: 14+
Game Designer: Eric M. Lang
Game Artist: Enggar Adirasa, Miguel Coimbra, Tristan Collins, Adrian Smith
Disclaimer: A review copy for the game was provided by Lets Play Game.
Rundown:
Blood Rage was one of CMON Games biggest hits. The property has now been developed by Tycoon Games. Tycoon Games could have kept this simple and just reprinted the game. However, with Eric Lang (original designer). They have revamped the game on numerous aspects to keep the core essence of the game but open it up in many different ways. Since Blood Rage is already very well known this review is going to give a rundown on the core mechanisms but largely focus on what makes Blood Rage Vahalla different, and ultimately what version is right for you or if there is room for both in the collection.
Blood Rage Vahalla at its base level is an area control game that is driven by an initial pick and pass draft at the start of each round (three rounds in total). During the main phase players will have a set amount of rage. Rage is the action currency of the game. On their turn a player can use rage to achieve one action. If they are at zero rage they can no longer do actions for this round (even zero cost rage). These actions can be used to upgrade the players engine, commit to quest, summon units, march units, and attempt to contest for the benefits at location.
However, Blood Rage is much more than simply battling for locations a core drive in the game is engine building whether that is by obtaining upgrades and monsters through committing the cards to their tableu or improving the three core stats through completing quests and successfully contesting locations. These stats will improve the starting rage of each round, axes which increase how much points are gained through winning a battle (defensively or as the aggressor)
or lastly horns which are the points gained when successfully completing a quest (which has changed from the allowed amount of figures from the original). For example six points for each quest completed shown below.
Each round will end once everyone passes by having no rage left or by each region being successfully contested (each region can only be successfully contested once per round). When this occurs whichever player has the most units in the middle Vahalla location or any location with a god token will die a glorious death and score per unit that has died. This is different than the original Blood Rage where the regions were destroyed and all units scored their owner points.
Alteration between Versions:
Several things have been worked upon from the original Blood Rage, some of the quickly discussed changes are;
- Monsters cost to be added to the players tableu but cost zero to summon on another turn.
- The mystics expansion is now built into the base game through elites.
- Only one figure can be moved into a contest per player, as opposed to numerous.
- No longer limit on units instead the horns are how much the completed quest score.
There are two major changes in my eyes. How the upgrade/monster/quest cards work and the initial setup. Firstly instead of sectioned off areas on the player board for each card type (upgrades, quest and monsters). There are now seven spots on the player board for all monster, quest, and upgrade cards.
This now adds more range in how players want to focus on their engine. Whether they want to go elite or upgrade heavy, monster focused or simply want to conquer a range of quests. The upgrades and monsters will stay for the entire game after the initial rage is paid. The quest however, will be played face-down and then revealed at the end of the round. If completed the player will score epoints equal to their horn value. The beauty of quests now is they will return to the players hand. With three cards being allowed to be carried across to the next round. Quest becomes a very suitable strategy.
The setup has now changed to greatly increase the variability between games. Each game three monsters per player are shuffled into the deck as well as three out of the base five god decks.
Each god contains cards matching their strategy. As well as a unique benefits when their location is contested. Instead of locations being destroyed in this Blood Rage.
Different god tiles are added to the board over the game. Adding different locations that players will compete over to have the most units, to successfully sacrifice these units and score points at the end of each round. More gods and monsters are available through the expansion and I can see this as an easy way to keep the game manageable but add variability.
Preference:
Blood Rage Vahalla left me pleasantly surprised with how vast the changes between Blood Rage and Blood Rage Vahalla are. If you play Blood Rage often there is plenty of room for both in a player's collection. There is also a mini expansion that allows for one epic game session of the two games back to back in the box.
For me though I decided to only keep one. Since this isn't a game I get to the table every month. Blood Rage feels more combat focused with a map and more transparent strategies and clearer rulebook. This is obvious though as this game has been released played over years. For me though I decided to keep Blood Rage Vahalla. Blood Rage Vahalla simply opens the door on the variability it also feels like the rules have been progressed and worked upon for a wider range of strategies once the gameplay is fully grasped.
Interaction (Area Control):
Blood Rage has always been an area control game in mechanics. In strategy though, there are many paths to points. These methods could be sacrificing units and losing battles with the Loki strategy, seeking victories through contesting regions or focusing on quests. Blood Rage Vahalla has expanded these strategies with the change on the upgrade spots, varied quest strategies and by keeping the highly sought after locations still on the board after the gods have determined their divine favour. Players have more choice in how they situate their units for the next round.
Determination:
- Variability between games have increased greatly since three god decks are shuffled together creating the deck that will be played with.
- Lots more options of strategies that can be explored. Including focusing on quests.
- The map is more open and less direct (close) than the other Blood Rage.
Blood Rage has always been one of my favourite area control games. When getting Blood Rage Vahalla I wasn't sure if it would feel too similar to the original Blood Rage or if it will stand on its own merit. I'm pleased to say Blood Rage Vahalla keeps the same engine as Blood Rage but has reworked the game to allow a broader range of both play styles and variability between games. With the new shared allocation for upgrade, monster and quest cards. There is now more range in the strategies that players can implore. If this wasn't a large enough change, the variability game to the game has also had a vast improvement by making the deck and the highly contested locations now variable in setup. If you missed the chance to try the original Blood Rage I heavily recommend playing Blood Rage Vahalla. If you are a veteran Blood Rage player and want to see different ways to explore this game then I also recommend Blood Rage Vahalla. For me I only felt the need to keep Blood Rage Vahalla but there is enough difference between the two to keep both in a collection.
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