Six Runes (Futhark)

Each player is supposed to have a set of 25 runes to play, but you can use random numbers from 1-25 and look them up on the provided table.

Sequence of Play

  1. Each player draws six runes from their bag (or generates six different random numbers and finds the runes on the table).
  2. At the same time, each player chooses one rune from their hand and sets it down as their first (beginning) rune.
  3. At the same time, each player chooses another rune from their hand and sets it down as their second (middle) rune.
  4. At the same time, each player chooses another rune from their hand and sets it down as their third (ending) rune.
  5. Each player gets a score based on two rune combinations: That of their first, second and third runes, and that of their first rune, their opponent's second rune, and their third rune.
  6. Total up these scores and compare.

    Note 1: Players get as much time to think between runes as they want.

    Note 2: Ties are certainly possible.

    Rune Combinations

    The score for a rune combination is given by two things:

    1. The beginning/middle/end value of the three runes of the combination.
    2. Any and all bonuses that apply. These bonuses are cumulative.

    Runes
    Rune Number Rune Name Rune Image Light/Dark/Grey Translated Name Meaning Value in Beginning Value in Middle Value in End
    1 Feoh Light Cattle Wealth 2 2 1
    2 Ur Dark Auroch Challenge 3 2 -2
    3 Thorn Gray Thorn Caution 2 0 2
    4 Ansur Dark Mouth Knowledge -2 3 5
    5 Rad Gray Riding Communication 1 3 2
    6 Ken Gray Torch Dangerous Knowledge 3 -1 -3
    7 Geofu Light Gift Partnership 1 1 2
    8 Wynn Light Joy Joy 4 3 3
    9 Hagall Dark Hail Obstruction 0 2 -2
    10 Nied Dark Need Need 1 -1 -1
    11 Is Dark Ice Stasis 0 0 0
    12 Jara Gray Harvest Reckoning 1 2 4
    13 Yr Gray Yew Mystical Power 2 2 2
    14 Peorth Dark ? Hidden Knowledge 3 2 4
    15 Eolh Light ? Protection 2 1 2
    16 Sigel Light Sun Vitality 2 3 1
    17 Tyr Dark Tyr Conflict 4 3 4
    18 Beorc Light Birch Fertility 2 1 1
    19 Eoh Gray Horse Journey 2 3 1
    20 Mann Gray Man The Self and the World 2 3 2
    21 Lagu Dark Water Intuition 4 2 5
    22 Ing Light Fertility Completion -3 0 3
    23 Daeg Light Day Breakthrough 3 2 0
    24 Othel Gray Home Possessions and Obligations 0 1 3
    25/0 Wyrd Wyrd Fate Fate 0 6/0 0

    Wyrd is not Light, Dark or Gray. It's like a joker. It scores 6 when used in your combination, but 0 used in an opponent's combination.

    Light Runes

    Dark Runes

    Gray Runes

    Wyrd

    Rune Combination Bonuses

    These combinations are in specific order:

    For example: Light, Gray, Light would get a Light-Gray +2 bonus and a Gray-Light +2 bonus. However, Light-Light-Gray would only get one +2 Light-Gray bonus.

    These combinations are in no particular order, with some scores already pre-calculated:

    If the six runes chosen are (any order or combination) Feoh, Ur, Thorn, Ansur, Rad, Ken, both players win.

    Sample Game

    Ing      -3   0   3   L
    Geofu     1   1   2   L
    Peorth    3   2   4   D
    Is        0   0   0   D
    Hagall    0   2  -2   D
    Mann      2   3   2   G
    
    Peorth    3   2   4   D
    Eoh       2   3   1   G
    Lagu      4   2   5   D
    Thorn     2   0   2   G
    Mann      2   3   2   G
    Wyrd      0   6   0   W
    


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