Board Game
Blood Rage
July 15, 2026 · by Reid Callahan
★★★★☆
Someone brought this to the nurses’ station on a night we’d already had two codes and everyone was still shaking a little. Three rounds, ragnarok comes, the world ends, you go home. That’s the pitch and it holds up even running on no sleep. My downtime clock likes it fine, a draft pick doesn’t take long to make even when your brain is running slow.
The trick people miss going in is that losing battles is often the correct play. You get glory for dying and coming back from Valhalla, so the god-power builds around Loki, where you’re intentionally throwing fights, reads as clever to some and bland to others. I lean clever. It’s the kind of asymmetry that rewards knowing the cards better than the table does, which is its own quiet advantage nobody talks about.
The drafting is where the real friction lives, more than the combat. Pick something someone else wanted and you’re fighting over the same lane for cards the rest of the game, and there’s a specific bad feeling to choosing between taking the card for yourself or hate drafting it away from the leader, either way you’re usually the one worse off for it. One clan upgrade that doubles points on all your quest cards got called out as flat dumb balancing, and once someone locks that combo in it’s hard to catch up. If a player gets crushed early, buried on the score track before round two even ends, the game doesn’t have much mercy left for a comeback.
Minis are the reason half the shelf owns this and the reason half the shelf never paints them. My debrief instinct says track where everything sits in the insert before you close the lid, one reviewer learned the hard way and started photographing the tray before every pack-up. Not bad advice. It’s quick, it’s mean in the right spots, and it doesn’t punish you for stepping away mid round the way some drafting games do. Keeps a spot on the shelf.