Shadow of Helheim - Player Rules
Shadow of Helheim
A Game of Nations, Diplomacy & Inevitable War
These rules were drafted using AI. They are not finished and may change before the game begins.
A cooperative-competitive strategy game of geopolitics, resource management, and the long shadow of a war that may not be avoidable.
PLAYER RULES
1. Introduction
Tutregna Ĉiaro is expanding. Everyone knows it. Nations trade, squabble, and sign treaties as they always have — but Ĉiaro's armies grow, its navy stretches into the Northern Sea, and its diplomats arrive bearing gifts that feel increasingly like ultimatums.
Shadow of Helheim is a tabletop strategy game for 7–10 players plus a Game Master. Each player governs one nation of the Old World, managing resources, forging alliances, raising armies and fleets, and jockeying for power and prestige — all while navigating the growing threat on their doorstep.
Tutregna Ĉiaro — controlled by the GM — is an expansionist power with a clear goal: control enough of the Old World to make resistance futile. The players' collective goal is to prevent this, but they will not be given a countdown. The question is never whether Ĉiaro is a threat. It is whether the nations of the Old World can stop arguing long enough to do anything about it.
Note for the GM: This rulebook contains both a Player's Section and a GM Section. The GM Section contains Tutregna Ĉiaro's strategic guidance, the Agenda Track, and secret mechanics that no player should see. Print the full rulebook for yourself. The Player's Section can be shared freely.
2. Game Overview
The World
The Old World is a continent of 24 nations, each distinct in race, culture, and ambition. The seas surrounding it are divided into 8 zones: the Northern, Northwestern, Western, Eastern, and Southern Seas; and the Ĉhesapiko, Ope, and Tinathley Bays. Control of the seas is as important as control of the land.
| Sea | connecting sea zones | Bordering Countries |
|---|---|---|
| Northern | Northwestern, Eastern, Ĉhesapiko Bay | |
| Northwestern | Western, Northern | |
| Western | Northwestern, Southern, Ope Bay | |
| Southern | Western, Eastern | |
| Eastern | Southern, Northern, Tinathley Bay | |
| Ope Bay | Western | |
| Tinathley Bay | Eastern | |
| Ĉhesapiko Bay | Northern |
Winning & Losing
| Outcome | Condition |
|---|---|
| Collective Victory | Tutregna Ĉiaro is pushed back to its starting territory, OR reduced to Stability 0 by coordinated pressure. |
| Collective Defeat | Tutregna Ĉiaro controls 8+ territories, OR 5+ player nations reach Stability 0. |
| Individual Glory | Even in a collective win, the player with the most Stability Points is Champion of the Old World. |
3. Setting Up the Game
Step 1: Choose Nations
Each player selects a nation. Spread selections geographically. Tutregna Ĉiaro is always GM-controlled.
Step 2: Distribute Starting Resources
- Resources: 2 of each type their nation produces (see Nation Card)
- 2 Gold
- 1 Standard Army on home territory
- Coastal nations: 1 Sloop in their home port
- Stability: 8 | Action Points: 3 per round
Step 3: Draw Intel Cards
Each player draws 2 Intel Cards, kept secret. Cards may be shared voluntarily during Diplomacy.
Step 4: GM Sets Up Tutregna Ĉiaro
The GM reviews the GM Section and sets up Tutregna Ĉiaro's starting forces privately. Tutregna Ĉiaro's resources, armies, and position are known to all players from the Nation Card — its intentions will be revealed through play.
4. Turn Structure
Each round has six phases, resolved in order. All players act within each phase before moving to the next.
| Phase | What Happens |
|---|---|
| 1. Intelligence | Draw 1 Intel Card. Gain partial info about a neighboring country. Share or withhold freely. |
| 2. Diplomacy | Negotiate alliances, trade deals, and pacts. Apply racial bonuses. Write agreements on Country Sheets. |
| 3. Resources | Collect your nation's resources per round. Feed armies (1 Food/army) and ships (1–2 Food/ship). Unfed units fight at −1 die. |
| 4. Mobilization | Spend AP to recruit units or ships, or to move armies and fleets. Declare naval actions (blockades, landings, escorts). |
| 5. Combat | Resolve all land and naval battles. GM resolves Tutregna Ĉiaro's actions this phase. |
| 6. Stability | Adjust Stability Scores based on round events. Check for Civil Unrest (Stability 0). |
Action Points (AP)
Each nation has 3 AP per round (2 if Stability ≤ 3). Unused AP do not carry over.
- 1 AP: Recruit 1 Standard Unit | 2 AP: Recruit 1 Special Unit
- 1 AP: Move 1 army 1 territory | 1 AP: Move 1 fleet 1 sea zone
- 1 AP: Recruit 1 Sloop | 2 AP: Recruit 1 Warship or Carrack | 3 AP: Recruit 1 Flagship
- 1 AP: Declare Blockade | 1 AP: Amphibious Landing | 1 AP: Formal diplomatic proposal
5. Resources
The Old World runs on five resource types. Understanding what your neighbors produce is as important as managing your own stockpiles.
| Resource | Role | Production | Effect | Flavour Names |
|---|---|---|---|---|
| Food | Sustains armies & ships | 1–2/round | 1 Food per active army or Sloop/round; 2 Food for Carrack/Flagship. Unfed units fight at −1 die. No stockpile cap. | Grain, Fish, Herbs, Livestock, Wool |
| Steel | Builds armies | 0–2/round | 1 Steel = Standard Unit. 2 Steel = Special Unit. 1 Steel = repair Fort. | Iron, Coal, Obsidian, Copper, Mithril |
| Stone | Builds defences | 0–2/round | 2 Stone = Fortification. 2 more = Citadel upgrade. | Granite, Limestone, Marble, Deeprock |
| Luxury | Trade currency | 0–3/round | 2 Luxury = 1 Gold. Stockpiles freely (no cap). 3+/round = Merchant Power. | Silk, Spices, Gems, Pearls, Amber, Dye |
| Timber | Builds ships | 1–3/round | 1–4 Timber per ship (see Naval chapter). Stockpiles freely. Cannot substitute for other resources. | Oak, Pine, Ironwood, Shipwright's Cedar |
Trade
Trade is negotiated during Diplomacy and fulfilled during Resources. Merchant Powers (3+ Luxury/round) gain +1 Gold per completed trade. Timber may be traded freely between any nations, including landlocked ones.
Gold
Gold buys any resource 1-for-1, pays tributes, or funds bribes. It does not expire. Earn it by converting Luxury (2:1) or through trade.
6. Military & Combat
Land Units
- Standard Unit: 1 AP + 1 Steel. Rolls 1d6, hits on 4+.
- Special Unit: Unique per race (see Nation Card). 2 AP + 2 Steel. Rolls 2d6, hits on 4+.
- Army: 1–5 units. One army per territory. Max 3 armies active per nation.
Feeding Armies
During Resources, spend 1 Food per active army. Unfed armies fight at −1 die next Combat Phase and cost 1 Stability.
Land Combat
Both sides roll simultaneously. Each unit rolls its die; a 4+ deals 1 hit. Remove 1 unit per hit. Repeat until one side retreats or is eliminated. Winner occupies the territory.
Combat Example
Meregginell: 3 Standard Units (3d6). Anci: 1 Special Unit (2d6).
Meregginell rolls 5, 2, 6 — two hits. Anci rolls 4, 3 — one hit.
Anci's Special Unit is destroyed. Meregginell loses 1 Standard Unit and takes the territory.
Fortifications
Spend 2 Stone to build a Fortification on any controlled territory. Defenders roll on 3+. Spend 2 more Stone to upgrade to a Citadel: defenders gain +1 extra die. Fortifications are destroyed if the territory is captured.
7. Diplomacy
The Diplomacy Phase
Open negotiation. Players may speak freely, share Intel Cards, make offers, and form pacts. The GM participates as Tutregna Ĉiaro and any relevant neutral nations.
Agreement Types
- Non-Aggression Pact (NAP): No attacks for a stated number of rounds. Written on Country Sheet. Breaking costs 2 Stability.
- Alliance: Mutual defence. Not answering costs 1 stability.
- Trade Agreement: Exchange of resources. May include exclusivity clauses. State number of rounds. Breaking costs 1 stability
- Military Access Treaty: Armies and fleets may move through each other's territories and ports freely.
Merchant Powers
Nations producing 3+ Luxury/round gain +1 Gold per trade and may mediate disputes (+1 Stability to both sides of any agreement they broker). If an agreement they broker is broken, they lose 1 stability.
Acts of War
Moving armies or fleets into another player's territory or sea zone without permission is an Act of War. The aggressor loses 1 Stability immediately.
8. Intel Cards
Intel Cards represent scouts, spies, and rumor networks. They give players actionable information about neighbors, Tutregna Ĉiaro, and the shifting state of the world — information that can be shared, traded, or withheld as political currency.
| Card | Effect |
|---|---|
| Border Murmurs | Learn the name of 1 army in a neighboring country. |
| Trade Gossip | Learn one resource type a neighboring country produces. |
| Spy Report | Learn the Stability Score of any 1 country (GM tells you privately). |
| Distant Smoke | GM describes military or political activity in any territory 2 borders away. The GM is specific about what is observed, not its cause. |
| False Quiet | No useful military info — but you may demand 1 resource from another player in exchange for this card before they see its contents. |
| Refugee Account | A displaced person describes destruction of a settlement. The GM names the territory of origin. |
| Rumor of War | The GM names one country that is actively mobilizing this round. If it is Tutregna Ĉiaro, the GM must confirm this honestly. |
- Draw 1 card per round during the Intelligence Phase.
- Play at any time. May be traded, sold (1 Gold), or gifted during Diplomacy.
- The GM answers all card-triggered queries honestly. Intel Cards do not produce vague or misleading information — their value is in what players choose to do with what they learn.
9. Naval Warfare
The Old World is not only land. Its seas connect nations, carry trade, and — for those who control them — offer the most dangerous route into an enemy's heartland.
Any coastal nation may build ships and project power across the sea. Naval units follow the same basic rules as land armies, with modifications for sea zones, blockades, and amphibious landings.
Timber
Ships are built from Timber. Timber stockpiles freely and can be traded. It has no use other than shipbuilding.
Ship Types
Ships are built from Timber and AP during the Mobilization Phase, launched from any coastal territory you control bordering the relevant sea zone.
| Ship | Build cost | Upkeep | Speed | Combat | Capacity | Special |
|---|---|---|---|---|---|---|
| Sloop | 1 Timber + 1 AP | 1 Food | 3 zones | 1d6 (4+) | — | May attempt Depth Charge Run (see naval rules). Slips past blockades on 5+. |
| Warship | 2 Timber + 2 AP | 1 Food | 2 zones | 2d6 (4+) | 1 unit | Coastal bombardment: deals 1 hit to adjacent coastal territory before defenders respond. |
| Carrack | 3 Timber + 2 AP | 2 Food | 2 zones | 2d6 (4+) | 2 units | Negates convoy interception. +1 die when defending a port. |
| Flagship | 4 Timber + 3 AP | 2 Food | 2 zones | 3d6 (4+) | 1 unit | All friendly ships in same zone gain +1 combat die while Flagship is present. |
Ship upkeep: Each Sloop and Warship costs 1 Food per round; each Carrack and Flagship costs 2 Food. A ship that cannot be fed is Becalmed: it cannot move or attack that round, and the nation loses 1 Stability per becalmed ship. A ship becalmed for 2 consecutive rounds is lost (crew deserts).
Sea Zones
The Old World's waters are divided into four sea zones: Northern, Western, Eastern, and Southern. Each coastal territory borders one zone. Ships spend 1 AP to move 1 sea zone.
Sea zone adjacency: Northern ↔ Western | Northern ↔ Eastern | Western ↔ Southern | Eastern ↔ Southern. Northern and Southern are NOT adjacent. Western and Eastern are NOT adjacent.
Naval Combat
When two hostile fleets occupy the same sea zone, combat resolves identically to land combat: simultaneous dice, hits on 4+, remove 1 ship per hit. The loser retreats to the nearest friendly port. Ships in the same fleet combine their dice.
Boarding
If an attacker wins naval combat and has a Warship or Carrack with army units aboard, they may attempt boarding. Roll 1d6: on a 4+, 1 army unit transfers to the defeated ship (capturing it). The captured ship joins the victor's fleet.
Special Naval Actions
Blockade: A fleet of 2 or more ships may declare a Blockade of a sea zone during Mobilization. Any nation whose coastal territories border that zone loses all sea trade income for the duration. Costs 1 AP to establish; no ongoing cost. Takes effect from the following Resource Phase. Ends if the fleet is driven off, destroyed, or withdraws.
Amphibious Landing: A Warship or Carrack carrying army units may land them on any coastal territory as a Mobilization action. Friendly or neutral coast: free, no combat. Hostile coast: immediate combat — defenders get +1 die (home shore); covering fire from ships: each ship rolls 1 die (4+) as bonus hits before defenders respond. Maximum 1 amphibious landing per fleet per round. Costs 1 AP.
Convoy Escort: A Carrack may escort a trade agreement for 1 round. While escorted, the convoy cannot be intercepted. The Carrack must be in the same sea zone as the trading route.
Interception: Any fleet in a sea zone may declare an Interception of a trade convoy passing through that zone. Roll 1d6: on a 3+, the interception succeeds, cancelling the trade and awarding 1 Gold to the intercepting nation. A Carrack-escorted convoy cannot be intercepted.
Ports & Shipyards
Ships must be built and repaired at a Port. Every coastal nation begins with 1 Port in their home territory. Additional Ports may be built for 2 Stone on any controlled coastal territory. Captured coastal territories lose their Port.
10. Stability
Stability (0–10, starting at 5) represents a nation's internal cohesion and diplomatic standing.
| Gaining Stability | Losing Stability |
|---|---|
| Complete a trade agreement: +1 | Lose a battle: −1 |
| Maintain an alliance 3+ rounds: +1 | Break a NAP: −2 |
| Win a defensive battle: +1 | Commit an Act of War: −1 |
| 3 rounds without military conflict: +1 | Unfed army or ship: −1 (max 1 stability loss per round) |
| GM roleplay award: +1 | Ally breaks treaty with you: −1 |
| Sink an enemy ship: +1 | GM event (disaster, plague): varies |
Effects of Low Stability
- Stability 3 or below: Lose 1 AP per round.
- Stability 1: Cannot recruit new units or ships. Must disband 1 army.
- Stability 0: Civil Unrest. Nation is removed from active play for 2 rounds. GM governs it as a Neutral Nation. If another nation has armies or ships adjacent, the player may attempt absorption.
11. Nations of the Old World
Each player receives a Nation Card for their own country. Information about other nations must be gathered through play.
Neutral Nations
Nations not controlled by players have no armies or navies. They can be occupied by having ground forces in the territory.
12. Quick Round Reference
Each Round (in order): Draw 1 Intel Card → Negotiate (Diplomacy) → Collect resources; feed armies & ships → Spend AP: recruit, move land & naval → Resolve land and naval combat → Adjust Stability
| AP Costs (land) | AP Costs (naval) |
|---|---|
| 1 AP: Standard Unit (+ 1 Steel) | 1 AP: Sloop (+ 1 Timber) |
| 2 AP: Special Unit (+ 2 Steel) | 2 AP: Warship (+ 2 Timber) |
| 1 AP: Move army 1 territory | 2 AP: Carrack (+ 3 Timber) |
| 1 AP: Formal diplomatic proposal | 3 AP: Flagship (+ 4 Timber) |
| 1 AP: Move fleet 1 sea zone |
| Resources at a Glance | Naval Actions |
|---|---|
| Food: feeds armies & ships (1–2/round) | Blockade: 2+ ships, 1 AP, cuts sea trade |
| Steel: recruits units; cap 4 | Landing: 1 AP; hostile = combat + cover fire |
| Stone: fortifications; cap 4 | Escort: Carrack negates interception |
| Luxury: trade currency (2 = 1 Gold) | Interception: 3+ on 1d6, steals 1 Gold |
| Timber: builds ships; no cap |
Fortifications: Fort: 2 Stone — defenders roll 3+ | Citadel: +2 Stone — +1 extra die
Stability: Lose battle: −1 | Break NAP: −2 | Complete trade: +1 | Win defence: +1 | Sink enemy ship: +1
13. Country Sheet
Print one per player. Fill in at setup and maintain throughout the game.
| Nation Name: __ | Player Name: __ |
| Race / People: __ | Stability Score: ___ / 10 |
| Food per round: __ | Steel per round: __ |
| Stone per round: __ | Luxury per round: __ |
| Timber per round: __ | Coastal? (Y/N): __ |
| Gold: __ | Action Points: ___ / 3 |
| Active Armies (max 3): __ | Special Units: __ |
| Active Ships: __ | Port locations: __ |
| Fortifications / Citadels: __ | Unfed units this round: __ |
| Current Alliances: __ | Active NAPs: __ |
| Trade Agreements: __ | Intel Cards Held: __ |