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:
- The beginning/middle/end value of the three runes of the combination.
- 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
- Feoh
- Geofu
- Wynn
- Eolh
- Sigel
- Beorc
- Ing
- Daeg
Dark Runes
- Ur
- Ansur
- Hagall
- Nied
- Is
- Peorth
- Tyr
- Lagu
Gray Runes
- Thorn
- Rad
- Ken
- Jara
- Yr
- Eoh
- Mann
- Othala
Wyrd
Rune Combination Bonuses
These combinations are in specific order:
- Light-Gray +2
- Dark-Gray +2
- Gray-Light +2
- Gray-Dark +2
- Light-Gray-Dark +1
- Dark-Gray-Light +1
- Dark-Dark-Dark +3
- Light-Light-Light +3
- Gray-Gray-Gray +6
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:
- Nied, Peorth (Four Goddesses) +3
- Nied, Peorth, Wyrd (Gathered Fates) +6
- Feoh, Ur, Eoh (Beasts) +1
- Thorn, Yr, Beorc (Plants) +1
- Hagall, Is, Lagu (Dark Water) +2
- Ansur, Peorth, Ur (Hidden Runes) +3
- Peorth-Ur-Ansur: 16
- Ur-Peorth-Ansur: 16
- Ur-Ansur-Peorth: 16
- Thorn, Othala, Rad (Thor) +1
- Hagall, Eoh, Lagu (Hel) -5
- Two runes the same +2
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
- Yumeko draws Ing, Geofu, Peorth, Is, Hagall and Mann.
- Tsugi draws Peorth, Eoh, Lagu, Thorn, Mann and Wyrd.
- Yumeko sees that she has Light, Dark and Gray, which scores big if she can
put the Gray in the center. She tentatively decides on Peorth-Mann-Ing.
- Tsugi notices Wyrd, which he enjoys, but no Light. Theorizing that Yumeko
will likely play Gray in the middle, he decides to try for Gray-Gray-Gray on
her combination. He decides on Thorn-Wyrd-Mann, as the symbolism appeals to
him.
- Yumeko plays Peorth and Tsugi plays Thorn for their first runes.
- Yumeko immediately realizes the possibility of Tsugi scoring
Gray-Gray-Gray if she next plays Mann. However, Mann is her strongest middle
rune, and so she decides to stay the course. Tsugi, meanwhile, feels his
strategy being justified.
- Yumeko plays Mann and Tsugi plays Wyrd for their second runes.
- Yumeko realizes that she may be in trouble. The only thing she can do now
is score Dark-Gray-Light as planned. Tsugi realizes he can enhance his score
with a double-rune bonus.
- Yumeko plays Peorth and Tsugi plays Mann as their third runes.
- Yumeko's first combination: Peorth-Mann-Ing. 3 + 3 + 3 + 2 (Dark-Gray) +
2 (Gray-Light) + 1 (Dark-Gray-Light) = 14.
- Yumeko's second combination: Peorth-Wyrd-Ing. 3 + 0 + 3 = 6.
- Yumeko's total score: 20.
- Tsugi's first combination: Thorn-Wyrd-Mann. 2 + 6 + 2 = 10.
- Tsugi's second combination: Thorn-Mann-Mann. 2 + 3 + 2 + 6
(Gray-Gray-Gray) + 2 (double-rune bonus: 2 Mann) = 15.
- Tsugi's total score: 25.
- Yumeko throws the bag of runes on the table in disgust, not disturbing
Tsugi's imperturbable expression.