
A game scenario is chosen and Forces are selected up to the points value determined by the scenario; note that some scenarios are asymmetric, though most are playable with a standard 300-400 point Force (12 sample Force lists are included in the rulebook). Terrain and Forces are placed on the table and vessels of Reputation are filled with Reputation tokens.

In the course of a Turn, both sides get to move, shoot and fight. Midgard uses a modified IGO-UGO turn sequence; however, due to the simplicity of movement, no one waits around too long for their go! In each scenario, the two sides are labelled as Defender and Attacker for the duration of the game. Heroes are allocated a limited number of Mighty Deeds which they can use during the course of a Turn to encourage troops, join in with melee combat and shooting, fight single combats and trigger certain special abilities.

The Attacker moves first and therefore usually has the initiative in deciding where to attack the enemy. They may also shoot with certain light Units following the movement, before engaging in a round of melee combat, where a challenge to single combat may be issued by a Hero. Units that have been charged may evade in some cases or shoot their missiles. Reputation can be gained for deeds such as a Hero leading a charge against the enemy or fighting a single combat, or can be lost when Units and Heroes are destroyed.

Once this round of melee combat is resolved, the Defender then takes their movement phase where they may choose where to counter-attack. Shooting for some of the Defender’s light Units is then resolved, followed by another round of melee combat, where the Defender has the option to challenge with a Hero.

With the second round of melee combat completed, the Shooting phase takes place, where all Units that have not yet shot may do so. This commences with the Defender, giving them the tactical advantage at this stage of the game.

At the end of each Turn, vessels of Reputation are checked. Some scenarios award additional Reputation at this point (for example, if a critical river crossing is held). If either side has lost all of its Reputation tokens, the Force flees and the game is lost. Failing that, the game is won by the side with the most Reputation tokens at the end of the game.

If the scenario continues with another Turn, Mighty Deeds are issued to all Heroes, and the game carries on.
