Last updated on December 10th, 2024 at 04:44 pm
… created by Scandinavians over 1500 years ago.
Basics of Hnefa-tafl (required for playing)
There are two sides in the original game (hnefa-tafl – king’s table): attacking and defending. The defending side starts in the center of the board, and the attackers in the middle of each of the four edges of the gameboard. The two sides have different goals.
The units in the game are able to move vertically or horizontally for an unlimited number of spaces on the board, with the exception of the “king” who is able to move only two squares, again, vertically or horizontally, per turn. The “eating” of the units takes place when a player in his/her turn moves his own unit so that it traps an opponent’s unit between two units of his/her own. Note that a unit may move to a spot between two of his opponent’s units without being eaten.
The goal of the game depends on the side you are playing. The defender’s goal is to reach one of the four corners of the board with the “king” (the unit in center of the gameboard). Reaching any of these corners marks the defender victorious and thus ends the game. Correspondingly, the goal of the attacker is to prevent the “king” from reaching any of these corners by surrounding it both vertically and horizontally with his/her own units.
Legend of Ragnarok
The original game mode is included in King’s Table -The Legend of Ragnarok, but there is also a campaign, “Ragnarok”, which is the major part of the game.
Firstly, the Ragnarok mode differs from the original in its units. Both sides will have four special units on the battlefield. They are chosen from six characters of the corresponding side in the Mythology of Valhalla. For example, the forces of Darkness could have Loki, Jormungand, Hyrm and Garm, and the forcess of Valhalla could have (in addition to Odin who is the “king” of the game) Thor, Tyr, Freyr and Vidar. These special units differ from the normal units (the Einherjar of Valhalla and the giants of Darkness). For example, Tyr (Valhalla) and Garm (Darkness) must be surrounded by three units in order to be “eaten”.
In the campaign, you play as Odin, trying to find a way to cheat your own destined fate. In order to fool it, you find yourself playing this game with mortals. Thus, in this task you will play against many different personalities, while the game will keep getting harder with every victory that you achieve.
The foes all have unique personalities, which can be observed through the comments that they make during the game. This is a nice addition, especially when these comments make you laugh.
Unfortunately, the game is short and can be completed in under three hours due to the lack of difficulty, which cannot be increased or decreased. But luckily there is the multiplayer mode, which can be played in original or Ragnarok mode. The music is perfectly relaxing and fits the game brilliantly. The graphics haven´t suffered enough to hinder the playability of the game and are actually quite beautiful.
King’s Table – The Legend of Ragnarok is strategy at its best. It is an excellent game that shouldn´t be missed by any who are interested in chesslike boardgames or Scandinavian mythology.
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The Ancient Viking Game Every Intelligence Professional Should Play
On August 3rd, the village of Fetlar in Scotland is set to host the Hnefatafl World Championships. With a population of just 86, Fetlar may seem like an unlikely location for such a prestigious event celebrating one of the oldest board games in history. Hnefatafl, also known as King’s Table, was far more popular during the Viking Age than it is today. For approximately 250 years, this game served as a significant pastime for the Norse, akin to chess, checkers, and even video games in contemporary culture.
The modern version of Hnefatafl retains the same layout and rules as traditional boards, which were typically simpler and used stones or marbles as pieces. Unfortunately, today, only dedicated tabletop gamers are familiar with Hnefatafl, and many have never had the opportunity to play it. This is unfortunate because the game offers valuable lessons for those in intelligence professions.
One notable aspect of Hnefatafl is its asymmetric gameplay. One side begins in the center while the other surrounds it on all sides, resulting in a 2:1 numerical advantage for the attackers. The two sides also have different victory conditions: the player controlling the pieces in the center must move their “King” to one of the corners, while the opposing player aims to capture the King. This dynamic makes it an excellent tool for discussions on asymmetric warfare.
Moreover, Hnefatafl serves as a conflict simulation. Historians note that large-scale battles among Vikings were rare; instead, combat often stemmed from raiding activities. The game reflects a worst-case scenario for a Viking raider: cut off from boats and outnumbered.
The strategic depth of Hnefatafl is another compelling feature. It imparts lessons on the importance of central positioning—concepts that would not be popularized until centuries later by military strategists like Napoleon—as well as insights into interior versus exterior lines of communication.
Beyond its explicit lessons, Hnefatafl conveys implicit teachings about Viking culture. For instance, capturing an enemy piece requires two soldiers working together, highlighting teamwork in warfare. Additionally, the game’s focus on protecting the King suggests that leadership is paramount; even if most soldiers are lost, a King’s escape signifies victory. Interestingly, despite being outnumbered and surrounded, players in the center often have an advantage due to strategic positioning.
Imagining this game played repeatedly in a Viking langhús brings to light its educational value for young warriors—encouraging cooperation and resilience despite seemingly dire circumstances. Understanding Hnefatafl provides deeper insights into Viking culture and strategic thought.
The relevance of this game extends beyond historical interest; it offers significant lessons in asymmetric warfare and cultural intelligence. This is one reason why it has been chosen as part of a new game offering from Sources and Methods Games, aiming to enrich intelligence studies classrooms with its historical significance and strategic depth.