This is a prototype version of the game and does not represent the final quality or look of the game.
Prepare to embark on an epic journey through the realms of Micro Midgard, the latest creation from the publisher behind the critically acclaimed Micro Dojo. Building upon the success of its predecessor, Micro Midgard introduces players to a thrilling Viking-themed adventure, enhanced with layers of complexity that promise to elevate the gameplay to new heights.
Drawing inspiration from the same innovative movement mechanic that captivated players in Micro Dojo, Micro Midgard takes this core gameplay element and weaves it seamlessly into the rich tapestry of Norse mythology. As you navigate the vibrant landscapes of Midgard, you'll encounter multiple ways to score points and win the game.
Launching soon on Kickstarter, Micro Midgard invites you to join the fray and discover the secrets hidden within its dynamic gameplay and immersive theme. Prepare to unleash your inner Viking and chart a course for glory as you delve into the heart of this captivating tabletop adventure.
Check the links below for updates and be among the first to embark on this epic quest into the realms of Micro Midgard!
The game is launching with three different versions.
An envelope edition where the entire game ships as a letter for super low cost shipping (just like the original Micro Dojo). This is the version I have here.
A standard version of the game that fits in a pocket.
A larger Ragnarok Edition with dual layer boards and deluxe wooden components.
The solo mode has been co-designed by Shem Phillips of Garphill Games.
But how does it play?
The game unfolds over a series of rounds, as players strategically position their characters on one of the four meeples scattered across eight distinct realms. With each move, players transition to an adjacent realm, activating the action(s) specified there. It's a beautifully simple yet intricately designed system that demands careful planning, fosters a delicate balance among players, and prompts strategic foresight with every turn.
The available actions offer a spectrum of choices: players can opt to gain a resource, manipulate the movement of a wolf, or embark on a crafting mission. Crafting actions allow players to progress along one of two tracks, while manoeuvring the wolf triggers actions akin to crafting but activates one of two different tracks. As players ascend these tracks, a cascade of possibilities unfolds, igniting a deeply satisfying chain reaction of strategic manoeuvres.
At its core, Micro Midgard is a game of resource management, challenging players to optimize their actions, amass essential resources, and leverage gold and mead for maximum point accrual. Additionally, it operates as a race, with the first player to reach nine points declared the victor. Though if no player achieves this feat within a specified number of rounds, victory is awarded to the player with the highest point total. However, in most instances that I have experienced, a player will claim victory long before this contingency arises.
While the game boasts portability, particularly in its envelope version that I possess, it lacks a designated storage solution which I fear will mean I put it away and forget about it. While the lack of a box may deter some from displaying it prominently on a shelf, (envelopes are not as pretty as boxes!) it is a commendable choice in terms of sustainability and accessibility. Nevertheless, backers may find themselves drawn to the full boxed version for its enhanced presentation and organisational appeal.
Despite its compact size, Micro Midgard belies its complexity, offering players a wealth of strategic depth. Yet, there are moments where options may seem limited, particularly as the game progresses and certain realms are removed during Ragnorok, altering movement dynamics and intensifying the race to accumulate points. This can restrict your movement on the main board to sideways only progression. You can no longer travel inwards towards Midgard. And in certain positions, with players in certain places, you can often be left in a position where you can only move a few directions with your turn, giving you reduced choices as you plan your turns. This is what makes the game great though. This is not a bad thing at all. The game just gets tighter and tighter, and closes in on you as the race to nine points heats up.
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