A dark strategy board game · four players · 30–70 minutes

Saga of Gods

Believe, or be forgotten.

The war of the gods is over — and lost. You are what remains: a forgotten god, kept alive by the faith of one small tribe, while the Long Winter closes over the world. Rule your people. Keep your oaths — or break them where it pays — and be remembered.

Hidden hands, open map

The map is public; intentions are not. Orders are placed in secret and revealed together, your items and myths stay behind your screen — and every gift can be a lie.

The Chronicle remembers

Oaths, betrayals, battles and miracles are written into the scroll as you play. The final spread of the Chronicle is the trophy of the night — and the record of your word.

Dice only at destiny

There is no dice-luck economy. Battles are arithmetic — strength, ground, artifacts, a hidden pledge of faith. The Dice of Fate come out only when destiny itself hesitates.

The tavern is never empty

Two keepers run the table

Every saga is played in a tavern at the edge of the winter. Its keepers deal the world, write the record and hold the peace — they sit at every table, free.

Morgana

Keeper of the Chronicle

«She writes what you swear. And what you break.»

Kaya

Keeper of the Hearth

«She keeps the fire, the table, and the peace. Mostly.»

Keeper portraits in production — sigils shown. Characters you already know can take a seat at your table too.

The clock of the game

The Long Winter always finishes the argument

Season 1the edges hold

Every season the winter advances and the edge of the map dies. The living ground shrinks toward the Great Hall in the center — old neighbors become close ones, and the game cannot stall.

The world after the war

The gods went to war and nobody won. What is left is a cold north of fjords, barrows and abandoned shrines, freezing from the edges inward. You are a god the world stopped praying to — alive only because one small tribe still believes.

Your tribe

You rule a settlement (its stores and walls are your secret) and warbands on an open hex map. The map everyone sees. What you hold in your hand — items, myths, your exact reserves of faith — no one does.

The four measures

Faith is your currency: rites, miracles and war all burn it. Others only see whether your flame burns steady or low. Glory is the public record of deeds. Renown is the world's trust in your word. Divinity is how close you are to being a god again — the measure that wins.

Seasons and orders

Each round is a season. All players place order tokens at the same time, face down — March, Rite, Build, Trade, Myth — then everything is revealed at once and resolved by initiative. Nobody waits through three other turns; everybody sweats through the reveal.

Battles and the Dice of Fate

Battle is arithmetic: warbands, ground, artifacts, and a hidden pledge of Faith from each side — the second bluff of the game. Dice exist, but only destiny rolls them: when forces stand exactly equal, at the storming of the Great Hall, and at the final Rite. Rare, loud, and worth the ceremony.

Gifts and lies

Items are secret. When you hand one to another god you name it yourself — truthfully or not. A poison sold as mead is legal play. A lie revealed in the open costs Renown, and Renown is what set your prices, your allies and the spirits' patience.

Oaths

Two gods may swear an oath before the Chronicle — peace for three seasons, a joint march, a trade road. Breaking it is legal. It is also public, permanent, and written in your record forever.

The Long Winter

Every season the winter advances and the edge of the map dies. Fields fail, the living ground shrinks toward the Great Hall in the center, and old neighbors become close ones. The game cannot stall: the winter always finishes it.

Victory

Complete the Rite of Rebirth in the Great Hall — reach the threshold of Divinity and hold the Hall for a season — or hold the most Divinity when the winter closes. Ties break by Glory, then by Renown. Places, not points, feed the seasonal rating.

One saga, many worlds

Editions

The rules are one. The world on the table changes — its map, its pantheon, its myths and its art.

The North

The launch edition. Fjords, barrows, and the Great Hall under the ice.

Play now

Jokullheim

The hidden folk of the fjords deal themselves in.

Coming

Aftermyth

Small gods among mortals, long after the myths ended.

Coming

The Long Winter

The same winter — in a world that remembers electricity.

Coming

The Nart Saga

The epic of the steppe: heroes, gods and one incorrigible trickster.

Coming

The fire is lit

Take a seat before the winter does