game review · Blood Rage
Blood Rage
2026-07-19 · 3 min read
Somebody wrote that the vikings basically invented the card drafting mechanic now everywhere in modern board games, and I laughed at that, but it fits the game so well I’ve been unable to shake it since. Blood Rage takes Chaos in the Old World’s bones and moves them to Ragnarok, and the streamlining mostly works in its favor, three ages, drafted cards that build your special powers and quests, and a shrinking play area that forces conflict whether you want it or not.
What surprised me is that losing is often the actual goal. Sending your own warriors to Valhalla scores you points, so the usual instinct to protect your pieces gets flipped, and there’s something satisfying about a table full of people grinning while their guys get slaughtered on purpose for glory points. The area control is lighter than the theme suggests though, quest cards are what actually reward controlling territory, and if your draft goes badly the battle phase can feel like it’s just confirming a result the cards already decided.
Table presence is a real strength here, the miniatures are some of the most detailed I’ve seen in this weight class, and even people who don’t care about painting minis will admit the board looks like something when it’s fully set up. Card stock is thin enough you’ll want sleeves if this is getting regular plays, the drafting means constant shuffling and handling. One thing worth flagging for anyone playing with family, a couple of the faction art choices lean pretty heavily into cheesecake, and I’ve had to have that conversation before a session started.
Two player plays noticeably differently than four, more destroyed territory to start and a couple of monsters unavailable, so don’t judge the game off a two player session alone. If you want a heavier, richer version of this same conquest fantasy, Rising Sun exists and does more with bigger tables, but as a tighter night’s worth of viking backstabbing, this still holds up.