SOURCE: /asset/rules.html
PDF pages: 28. Markers are 1-based PDF page numbers.
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1
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2
Action Board and Goods Boxes
Assemble the action board in the center of the table. The
action board consists of 4 parts which, when correctly assembled,
run from row 1 “House Building” to row 18 “Emigration” .
Place each action board section with the side face up that
corresponds to your player count.
The marking at the bottom right indicates the number of
players for which that side of the action board section is used.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
A
B
C
D
E
OR OR
OR OR
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
1–2-player
games only
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with
per chosen
animal type
with
with
1–3-player
games only
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
3–4-player
games only
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
exactly 4-player
games only
This setup
action tile is placed in row 7
(“Animal Husbandry”) in the
far-right column (E).
7E
Draw a number of
random setup action tiles
equal to the number of
players plus 1.
(In a 3-player game, draw
4 tiles.) Reveal the drawn
tiles and place them on
the corresponding spaces
in the rightmost column of
the action board. Return
the remaining setup action
tiles to the box.
Open the goods boxes and place them side by side so that all
players can easily access the tiles inside.
Kaupangs and Round T rack
Place the Kaupang holder at the edge of your play area and fill
it with the Kaupang boxes so that the side with a number at
the bottom is facing forward.
Sort them by that number , starting with number 1 on the left
and ascending up to number 14 on the right.
Each player takes a Kaupang booklet in which all Kaupangs
are described in detail.
Place the round track in front of the holder with the 8-round
side face up and align the sections with the numbers 1 to 13 on
top with the respective boxes. Place the round marker and the
phase marker next to the round track (you will place them on the
track during the first phase).
Kaupang name
Number of the
Kaupang
Page number
in the Kaupang
booklet
Kaupang size
Round Marker
& Kaupangs
New Viking Harvest Actions Income
not in round 8
Animal Breeding Feast
& Tax Barn
Bonus New Weapon Update
Environ Strips
Retrieve Vikings
Round 8? End of game!
Round Marker
Round Marker
& Kaupangs
& Kaupangs
New Viking
New Viking
Harvest
Harvest
Actions
Actions
Income
Income
not in round 8
not in round 8
Animal Breeding
Animal Breeding
Feast
Feast
& Tax Barn
& Tax Barn
Bonus
Bonus
New Weapon
New Weapon
Update
Update
Environ Strips
Environ Strips
Retrieve Vikings
Retrieve Vikings
Round 8? End of game!
Round 8? End of game!
Supply Board and T urn Order Board
In addition to the colored goods tiles in the goods boxes, there
are gray special tiles. There is only one copy of each special
tile—unlike the goods tiles, whose number is not limited by the
game material. Lay out the supply board for the special tiles
and place all gray special tiles on it. Do not place any blue tiles
on the board, they are just shown on the board for reference.
1 large supply board
for the gray special tiles
1 small turn order board
to indicate player order
In this and the following chapters, the standard game over 8 rounds for 2 to 4 players is explained.
The rules for the shorter game (6 instead of 8 rounds) and for the solo game are described from page 26 onward.
Gernot: The 8-round version is the main version of the game. The shorter version is intended for players who are already familiar
with the game and are looking for either a greater challenge or a shorter playing time.
SETUP
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3
Then draw 1 random start environs strip (light back) and place
it face up with the others.
Draw 2 random end environs strips (dark back) and place them
under the face-down stack.
Example of the initial layout of the environs strips
in a 3-player game.
Additional Supplies
Sort the remaining wood, stone, and ore pieces as well as the
Thing penalty tokens, and place everything within easy reach as
a general supply.
Gernot: The front side of the supply board is divided into
sections so that you can immediately see which special tiles
can be purchased, forged, and/or looted. If you prefer a simpler
layout, you may instead use the reverse side and simply sort
the tiles according to their sword value.
Place the turn order board near the action board so that it is
clearly visible.
Victory point tokens
For each player in the game, add one 4-point token, one 3-point
token and two 2-point tokens to the supply. Make a pile out of
these tokens, starting with the 2-point tokens at the bottom,
then the 3-point tokens and the 4-point tokens on top. Return
the remaining victory point tokens to the box.
Environs Strips and Supplies
Sort the environs strips by their backs. Shuffle the
8 environs strips without a symbol on their backs into a face-
down stack.
• When playing alone, return the 2 top environs strips to the
box without looking at them. Then reveal 1 environs strip.
• With 2–3 players, return the top environs strip to the box
without looking at it. Then reveal 2 environs strips.
• With 4 players, reveal 3 environs strips (without returning one
to the box first).
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4
Personal Setup
Each player takes one home board and places it in front of
them with the side for the 8-round game facing up (recognizable
by the numbers 1 to 8 in the upper right corner). Choose a player
color and take the 11 Vikings, the drinking horn, and the action
copy tile in that color:
• Place the action copy tile with its active side face up on the
corresponding space of your home board (approximately in the
center of the placement area).
• Place one Viking on each numbered space of your banquet
table and place your remaining Vikings on the Thing square
in the center of your home board—these 3 Vikings are your
starting Vikings.
• You will need the drinking horn in the next step to indicate
the initial turn order .
Additionally, take 1 green and 1 red building availability tile and
place them next to your home board.
Starting Resources and Initial T urn Order
T ake the following starting resources: 1 “Egg” goods tile and
1 “Mead” goods tile, as well as 1 weapon card each of “Bow and
Arrow,” “Snare,” and “Spear .” Place the tiles and cards face up in
your personal supply in front of you.
Starting resources:
Additional
weapon
from start
card Die joker
Shuffle the remaining weapon cards
and place them as a face-down draw pile.
Then sort the occupation cards
according to their back sides into two
stacks: light brown starting occupation
cards and dark brown occupation cards
to be drawn later . Shuffle both stacks
separately.
You begin the game with one starting occupation. Each player
draws 2 light brown starting occupation cards, chooses 1 to
keep, and takes it into their hand. Return the other card and
then remove the light brown stack from the game. Place the
stack of dark brown occupation cards nearby.
Gernot: Your chosen starting occupation gives you an initial
indication of the strategic direction you might pursue.
Determine the initial turn order and receive 1 additional
weapon. T o do so, use the start cards with the numbers from
1 to the number of players in the game (in a 3-player game, use
cards 1–3). Then each player draws 1 random start card:
• Place your drinking horn on the leftmost space of the turn
order board that corresponds to the number indicated at the
bottom of the card.
• Place the card face up in your
personal supply. For all purposes
it is now a normal weapon card
of the depicted type.
• T ake a die joker tile and place it
with your weapon cards.
Tip: You will not need all the cards included in the game. Set up only
part of them and replenish the stacks as needed.
Placement area
Landing stage
for a small ship
Banquet table
Landing stage
for a large ship
Place 8 Vikings on the numbered
spaces of the banquet table
Landing stage for a large or small ship
Money
diagonal
T ax shed
Bonus
space
Thing square
with 3 Vikings
at the start
Immediate-
effect space
Waiting area (for the solo game)
Unlock space
for the action
copy tile
Availability tiles
for Kaupang
buildings
Start card Die joker
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5
How Y ou Play This Game
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LINCOLN
Environ strips and T rade
13
A VALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
The basic principle is
simple. Over 8 rounds,
you repeatedly place
your Vikings on the
spaces of the action
board and immediately
carry out the actions
shown there.
Since action spaces may normally be occupied only once per
round, players will inevitably get in each other’s way.
What Y ou Want to Achieve
Silver
Ore
You begin the game with
your home board, whose
placement area you
gradually fill in a puzzle-
like manner with green
and blue goods tiles as well
as gray special tiles. Any
gaps that arise can be filled
with ore and silver coins
(as shown on the right).
At the beginning, you will want to generate your first income
and bonuses quickly, while covering the negative point spaces
becomes relevant only later in the game.
You obtain the required goods tiles, for example, through
hunting, animal husbandry, or by exchanging orange and
red goods from agricultural production. Gray special tiles,
on the other hand, can be purchased
, forged
or
looted in true Viking fashion
.
This legend illustrates the placement
rules of the home board.
The blue and green illustrations represent
your goods tiles.
Income
You need silver coins for many actions,
which makes steady income essential.
The large numbers with the hand
symbol that run diagonally across the
placement area of your home board
represent a “money diagonal.” The
lowest uncovered number on this
money diagonal shows your income for the current round.
In the example image from the previous section, your income is
currently 2 silver coins per round—a good start! If you manage this
in the first round, you will establish a strong foundation.
Bonus, Immediate Effect, and Unlock Spaces
The placement area of your home board contains several bonus
spaces (gray decorations). You receive the depicted bonus each
round if you have covered all surrounding spaces.
There are also 2 immediate
effect spaces (yellow
decorations), whose
bonus you receive once
when you cover them,
and 1 unlock space
(green decorations), which
permanently grants you
your action copy tile once
all surrounding spaces
are covered.
In the first example on the left
under “What You Want to Achieve,”
the red egg space was covered;
here it is completely surrounded.
As a result, you receive 1 egg as
a bonus each round.
Building Materials for Buildings and Ships
You mainly obtain building materials in
the form of wood, stone, and ore through
action spaces and as bonuses. You need
them to build buildings and ships.
Buildings are large tiles that expand
your display with additional placement
areas. This allows you to generate
more income, bonuses, and points.
Ships come in different types, which
can be distinguished by their victory
point value and sail color . You need
them for actions such as fishing,
long-distance trade, and raids, and also
to set out on voyages of discovery.
Discovering Kaupangs
Your home board is only the beginning. You can (and should)
discover new Kaupangs early in the game to gain additional
placement areas and expand your strategic options.
* The historical-archaeological term “Kaupang,” originating
from Norway, refers to craft-specialized settlements, as
opposed to purely trading sites and cities.
A Kaupang is a set consisting of a Kaupang board together with
matching buildings, action tiles, occupation cards, and possibly
a special tile. There are 26 Kaupangs, stored in pairs in 13 boxes.
During setup, you place these boxes in the corresponding
holder . Only the Kaupang of a box that faces forward in the
holder is available. During the course of the game, Kaupangs
that are not discovered during the action phase are gradually
GETTING ST ARTED
This section precedes the actual explanation of the rules in order to provide an initial overview of the game.
No rules are introduced here that are not explained in detail later .
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6
You can keep different animals, which
reproduce and are worth different numbers
of points.
The reverse side of the animal tiles shows
pregnant mother animals. You can recognize
them by the meadow and their lying position.
In addition to sheep, there are pigs, cattle, and horses.
Your ships increase in value when
you use them for emigration
during the game (by flipping them
to their reverse side).
The value of the blue ship shown on
the right increases to more than three times its original
value. However , it is no longer available for other actions.
12B12B
YORK
6
MINT
YORK
11A11A
6
YORK CASTLE
YORK
6
1B1B
V I N E TA
6
FORESTER´S LODGE
VINETA
6
JÓMSBORG
VINETA
16A16A
6
12B12B
YORKYORK
6
11A11A
YORKYORK
MINTMINT
6
1B1B
V I N E TAV I N E TA
6
River pirates with
16A16A
V I N E TAV I N E TA
JÓMSBORGJÓMSBORG
6
Some Kaupangs require the construction of
wooden palisades, stone walls, or graves.
Completing these constructions grants you
bonus points.
Finally, there are a few special tiles that
are worth victory points. However , they
require masterful forging or successful raids.
+1x+1x
Homecomer
As soon as Emigration
action with skúta
Keep the skúta and
place a skúta from the
supply on the feast.
21
The effects of occupation cards can
not only enhance your strategy but are
also worth points—usually positive, but
sometimes negative (as shown here).
Gernot: As you can see, a feast for odin: the danes
offers many ways to score points. Exploring the wide variety of
strategies is what makes the game particularly enjoyable.
replaced by the other Kaupangs by turning the corresponding
box in the holder . Each Kaupang has its own focus. Discovering
them and trying out different strategies is a central element of
the game. All Kaupangs are described in detail in the included
Kaupang booklets. You can look through them for inspiration
when it is not your turn.
The Brattahlíd Kaupang
consists of one Kaupang
board, 2 buildings, 2 action
tiles, 1 special tile, and
6 occupations.
2B2B
4A4A
12A12A
9B9B
2B2B
B R AT TA H L I DB R AT TA H L I D
4A
B R AT TA H L I D
IGLOO
12A12A
AARHUSAARHUS
9B
AARHUS
BREWERY
2B2B
4A4A
12A12A
9B9B
2B2B
B R AT TA H L I DB R AT TA H L I D
4A
B R AT TA H L I D
IGLOO
12A12A
AARHUSAARHUS
9B
AARHUS
BREWERY
2B2B
B R AT TA H L I D
4
IGLOO
B R ATTAHLI D
4A4A
4
TRADING POST
B R ATTAHLI D
4
12A12A
AARHUS
4
BREWERY
AARHUS
9B9B
4
THING DORMITORY
AARHUS
4
2B2B
B R AT TA H L I DB R AT TA H L I D
4
Narwhale hunting with
4A4A
B R AT TA H L I DB R AT TA H L I D
IGLOOIGLOO
4
12A12A
AARHUSAARHUS
4
9B9B
AARHUSAARHUS
BREWERYBREWERY
4
Narwhale hunting with
2B2B
4A4A
12A12A
9B9B
2B2B
B R AT TA H L I DB R AT TA H L I D
4A
B R AT TA H L I D
IGLOO
12A12A
AARHUSAARHUS
9B
AARHUS
BREWERY
What Y ou Score Points For
Almost everything that scores points in this game is
marked with the Viking shield symbol. This includes
your home board, discovered Kaupangs, built ships
and buildings. Only the silver coins are not marked with the
shield, yet your remaining cash on hand still gives you points
at the end of the game.
For example,
one wool tile
can cover four
“–2” spaces.
Each placement area
requires you to cover
negative point spaces;
otherwise, the indicated
points will be deducted
at the end of the game.
Phase 1: T urn Kaupangs
The round track is divided into one section per round. Starting
in round 3 (or in round 1 in the shorter game), each section is
assigned 1 to 3 Kaupangs—recognizable by the width of the
section and the numbers indicated on the round track.
All Kaupangs that are in the holder and facing forward are
available to be discovered during each action phase.
Move the round marker forward by 1 space on the round
track. (In the first round, place it on the first space of the track
instead.) If the round marker thereby reaches a new section with
Kaupang boxes, those Kaupangs are turned. T o do this, remove
the indicated Kaupang boxes of the new section from the holder ,
rotate them 180° so that the side without a number at the bottom
of the box faces forward, and place them back into the holder .
Note: The Kaupang booklets also show how long each Kaupang
remains in the game and when it enters play.
The standard game is played over 8 rounds. (The rules for the shorter game can be found on page 26.)
Each round consists of 11 phases, which are played in sequence and explained here in that order . Most phases are
carried out simultaneously. Only in Phase 4—the main phase of the game, in which you carry out your actions—
do players take turns in turn order . The initial turn order was determined randomly during setup.
Use the round marker and the phase marker to indicate the current round and phase on the round track.
After the final round, scoring takes place (→ p. 25). The player with the most points wins.
COURSE OF PLA Y
Round Marker
& Kaupangs
New Viking Harvest Actions Income
not in round 8
Animal Breeding Feast
& Tax Barn
Bonus New Weapon Update
Environ Strips
Retrieve Vikings
Round 8? End of game!
Round Marker
Round Marker
& Kaupangs
& Kaupangs
New Viking
New Viking
Harvest
Harvest
Actions
Actions
Income
Income
not in round 8
not in round 8
Animal Breeding
Animal Breeding
Feast
Feast
& Tax Barn
& Tax Barn
Bonus
Bonus
New Weapon
New Weapon
Update
Update
Environ Strips
Environ Strips
Retrieve Vikings
Retrieve Vikings
Round 8? End of game!
Round 8? End of game!
The round marker reaches
the third section so that the
Kaupangs in that section
(Kaupangs number 1 to 3,
as indicated on the round
track) are turned.
===== PDF PAGE 7 =====
7
During the course of 8 rounds, you receive these harvests:
T ake the following goods tiles once each from the general
supply and place them in your personal supply.
Harvest symbol Goods tiles
Grain and cabbage
Peas, beans, and flax
Peas, beans, flax, grain, and cabbage
Peas, beans, flax, and fruit
You receive no harvest.
In the shorter game, the harvest distribution is different
(→ p. 27).
Phase 4: Carry Out Actions
This is the main phase of the game. The spaces on the action
board are arranged in 5 columns from A to E and, according
to their function, in 18 numbered rows. The background color
highlights the function of the spaces. (The effects of the action
spaces are explained after the course of play on p. 16. You should be
able to understand most actions based on the illustration on the
space.)
Gernot: In your first game, the large number of action spaces
may feel overwhelming. At the beginning, focus on exploring
the possibilities the game offers. In the early rounds you make
initial preparatory decisions. The truly important decisions
usually happen later on.
T aking T urns: Place a Viking and Carry Out an Action
In turn order , place Vikings from your Thing square onto
exactly 1 empty action space and immediately carry out
its action(s). The drinking horns on the turn order board
indicate the player order. Continue in turn order until no
one can or wishes to place any more Vikings from their Thing
square.
• If a space offers several partial actions, you may determine
their order .
• You do not have to carry out all partial actions. However ,
you may only occupy an action space if you carry out at least
1 partial action of that space (it is even sufficient to pay the cost
of 1 partial action; you do not have to be able to use its effect).
• Each action space may be occupied only once per round—
unless you use your action copy tile (→ box).
Action Copy: Once you have unlocked
your action copy tile (→ p. 14), you may
use it once per round to occupy an action
space that is already occupied by Vikings
of another color. T urn the action copy tile over to do so.
The player whose action you copy receives 1 silver coin
from the general supply (not from you!). Each space may be
occupied only once per round via an action copy.
From now on, the
Helsingborg, Lincoln, and
Roskilde Kaupangs are
available for discovery.
You can easily see that you
turned the Kaupang boxes
because the new side
does not have numbers
at the bottom of the box
anymore.
Round Kaupangs leaving
the game
Kaupangs entering
the game
3 Skiringssal, Rouen,
Dublin
Helsingborg, Lincoln,
Roskilde
4 Brattahlíd, Avaldsnes,
York
Aarhus, Hedeby, Vineta
5 Ribe, Nidaros Birka, Aalborg
6 Vejle, Cambridge Kalmar , Karlstad
7 Nottingham,
Île de Noirmoutier
Colchester , Île de Ré
8 Odense Oslo
In the shorter game, the Kaupangs are replaced two rounds
earlier . For example, the three Kaupangs Brattahlíd, Avaldsnes,
and York are already replaced in round 2 instead of round 4
by Aarhus, Hedeby, and Vineta.
Phase 2: T ake a New Viking
T ake the Viking from the banquet table of your home board
that is farthest to the left and place it with your other Vikings
on the Thing square. (The space that has now become empty on
the track should correspond to the space of the round marker and
therefore also indicates the current round.)
In each round you receive one additional Viking—this also
applies in round 1.
Phase 3: Harvest
You receive the orange goods tiles from the general supply
that correspond to the harvest symbol of the current round.
You can find the harvest symbol below the banquet table space
from which you took your new Viking.
===== PDF PAGE 8 =====
8
The Columns of the Action Board
The column determines how many Vikings you must place on
a space in that column: Spaces in column B must be occupied
with exactly 1 Viking. Spaces in columns C and D must be
occupied with exactly 2 or 3 Vikings, respectively.
Columns A and E are special columns: In column A (Start),
you may place only your first Viking of the current round. In
column E (End), you may place only your last Viking. You are
not allowed to use column E prematurely (in other words: after
placing a Viking in column E, you may not have any Vikings left).
In addition, the following applies:
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
• If you occupy a space in column
D, draw 1 occupation card
before carrying out the action
of that space.
• If you occupy a space on which another player’s Kaupang
action tile is placed (→ Placing Kaupang Action Tiles),
that player receives 1 silver coin from the general supply
(not from you!).
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
• When occupying a space, you may
place 1 additional Viking to draw
1 weapon card and play 1 occupation
card before or after the action. This
is also possible in columns A and E.
Example: For an action in column C, you place 3 Vikings
instead of the usual 2 in order to draw 1 weapon card and play
1 occupation before carrying out the action.
Double Spaces in 1–2-Player Games
A
B
C
D
E
OR OR
OR OR
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
In games with 1–2 players, the top section of the action board
contains action spaces that extend over two rows and are
connected by “OR.” These spaces count as a
single space that may be occupied only once
per round—either for the effect above or
below the “OR.”
If the space shown on the right is occupied,
the player builds either a building or a ship.
The entire space is then considered occupied.
Placing Kaupang Action Tiles
At the start of the game, some spaces on the action board are
empty. By discovering Kaupangs (→ p. 23), you may unlock action
tiles during the game that can be placed on the action board.
Instead of taking a normal action, you may place one of your
unlocked action tiles on the action board and immediately
place the required number of Vikings there to carry out the
depicted action. It is not allowed to place an action tile without
immediately using it by placing Vikings.
Each tile has a specific target space indicated by coordinates
on its back side (and on the board/building where the tile was
originally located).
Observe the following rules:
• In column A or E, place the tile on an empty space. In these
columns, you may place and use such an action tile even if it
is not your first or last Viking of the round.
• When placing an action tile in column A, you receive 1 silver
coin as a one-time placement bonus from the general
supply. (The icon on the action board serves as a reminder .)
• Upgrade action tiles are placed on printed action spaces and
improve them (for example by reducing the cost of a space).
• You may place an upgrade action tile even if the target space
is already occupied. Lay down all Vikings currently on that
space and then place your Vikings there as usual. The space
is still considered occupied but may be occupied again via an
action copy. (This is the only situation in which Vikings of more
than two colors may be on the same space.)
• Whenever another player places Vikings on an action tile
that you placed, you receive 1 silver coin from the general
supply (not from that player!). If someone uses their action
copy for this, the player who had already placed Vikings there
also receives 1 silver coin.
You place the Dublin
Kaupang action tile
that you previously
unlocked on space
2A and receive 1 silver
coin from the supply.
Because you must use
the space immediately,
you place 1 Viking
there and carry out the
depicted action.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
2A2A
DUBLIN
3
ASSEMBL Y HALL
DUBLIN
3
INN
DUBLIN
15A15A
3
18B18B
ROSKILDE
3
BOA THOUSE
ROSKILDE
3
BUTCHER´S SHOP
ROSKILDE
8A8A
3
2A2A
DUBLINDUBLIN
3
any number with
15A15A
DUBLINDUBLIN
INNINN
3
18B18B
ROSKILDEROSKILDE
3
with
8A8A
ROSKILDEROSKILDE
BUTCHER´S SHOPBUTCHER´S SHOP
3
1A1A
ROUEN
2
CARPENTRY
ROUEN
9A9A
2
JUMIÈGES ABBEY
ROUEN
2
10E10E
LIN COLN
2
CA THEDRAL
LINCOLN
2
BUILDERS´WORKSHOP
LINCOLN
1A1A
2
1A1A
ROUENROUEN
2
9A9A
ROUENROUEN
CARPENTRYCARPENTRY
2
10E10E
LIN COLNLIN COLN
2
1A1A
LIN COLNLIN COLN
BUILDERS´WORKSHOPBUILDERS´WORKSHOP
2
Passing and New T urn Order
As soon as you have placed your last Viking, you end the
action phase for yourself. Move your drinking horn to the
lowest available space in the other column that does not
exceed your player number . In other words: the earlier you
finish, the later you will act in the next round.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
1A1A
ROUEN
2
CARPENTRY
ROUEN
9A9A
2
JUMIÈGES ABBEY
ROUEN
2
10E10E
LIN COLN
2
CA THEDRAL
LINCOLN
2
BUILDERS´WORKSHOP
LINCOLN
1A1A
2
1A1A
ROUENROUEN
2
9A9A
ROUENROUEN
CARPENTRYCARPENTRY
2
10E10E
LIN COLNLIN COLN
2
1A1A
LIN COLNLIN COLN
BUILDERS´WORKSHOPBUILDERS´WORKSHOP
2
mit
2E
Elchjagd
3E
nach
Wahl
6E
7E
bei
8E
11E
13E
===== PDF PAGE 9 =====
9
Blue was the
first to place all
Vikings and
moves their
drinking horn
to space 3 in the
other column.
You may also choose
not to place all your
Vikings and pass
voluntarily before
doing so. In this case as
well, move your
drinking horn.
The action phase ends once all players have placed all their
available Vikings or have passed.
• The new turn order corresponds to the positions of your
drinking horns on the turn order board.
• Once you have moved your drinking horn, you are skipped for
the remainder of the current action phase until all drinking
horns have been moved.
Anytime Actions
There are several actions that you may carry out at any
time during the game and as often as you like—even
while performing a main action or when it is not your turn.
These actions are listed here for completeness but are
explained later:
• Covering your boards and buildings (→ p. 12)
• Buying a ship (→ p. 12)
• Equipping a ship (→ p. 12)
• Sending a ship (→ p. 15)
Phase 5: Receive Income
In this game, a distinction is made between income and
bonuses. In this phase, you receive the income from each of
your “money diagonals” in silver coins. Bonuses are received
later in Phase 8 in the form of goods.
IMPORTANT : In the standard game over 8 rounds, this phase
is skipped in the final round. Therefore, you do not receive any
income in round 8.
During the game, you cover the spaces in the placement area
of your home board with tiles (and possibly ore and silver).
The lowest uncovered number on this “money diagonal”
determines how much silver you receive.
The 5 is the lowest
uncovered number on
this money diagonal
and therefore generates
an income of 5 silver .
• As described in the “Placement Rules for the Home Board”
(→ p. 13), you may cover the spaces of the money diagonal
only in ascending order from the lower left to the upper
right.
Gernot: When explaining the game, it may be helpful to
explain the covering of the home board in detail at this point,
since these rules are very important for determining income.
• During the game, you may gain additional placement areas
that often include further money diagonals. The same rules
apply to them as to your home board. In this phase, you
receive the income from each of your money diagonals.
Phase 6: Carry Out Animal Breeding
not pregnant
(standing,
without
meadow)
pregnant
(lying on a
meadow)
In this phase, your animals may become pregnant or produce
offspring. Your sheep, horses, and cattle can produce offspring
every second round. For
this reason, the two sides
of these tiles are different:
the front side shows “not
pregnant,” and the reverse
side shows “pregnant.”
Pigs, on the other hand,
reproduce every round
and therefore do not have
a pregnant reverse side.
For sheep, cattle, and horses, the following always applies:
(A) either exactly 1 pregnant animal produces exactly
1 offspring, or (B) exactly 1 animal becomes pregnant. These
breeding rules are illustrated here using sheep as an example:
A. If you have at least 1 sheep on the pregnant side, turn
exactly 1 of them back to the non-pregnant side and take
exactly 1 additional sheep from the general supply. Place it in
your supply with the non-pregnant side facing up. If you have
several pregnant sheep, only one of them produces offspring,
while the others remain pregnant.
B. If you do not have a pregnant sheep but have at least
2 sheep that are not on the pregnant side, turn exactly
1 of them to the pregnant side. It will produce offspring in
the breeding phase of the next round.
For pigs, the following applies:
• If you have at least 2 pigs, take exactly 1 additional pig from
the general supply.
Examples of Animal Breeding
• You have 3 non-pregnant sheep and 1 pregnant sheep. The
pregnant sheep produces offspring and is flipped back, while the
other sheep remain non-pregnant. After this breeding phase, you
have 5 non-pregnant sheep.
• You have 4 non-pregnant sheep. Exactly 1 of them is flipped to its
pregnant side, not more.
===== PDF PAGE 10 =====
10
• You have 2 pregnant sheep. 1 of them produces offspring and is
flipped back, the other 1 remains pregnant.
• You have 6 pigs and gain 1 additional pig as offspring.
• You have 1 pregnant and 1 non-pregnant sheep. In the action
phase you exchange the non-pregnant sheep for other goods.
In the animal breeding phase, the pregnant sheep still produces
offspring, even after being left alone.
Gernot: Because of their relatively low victory point value, it
may be worthwhile during the game to exchange pigs, sheep,
and cattle or upgrade them into green goods tiles. Horse
breeding, on the other hand, can remain worthwhile even until
the end of the game (reflecting their special social importance).
Phase 7: Feast and Fill the T ax Barn
In this phase, you must keep your Vikings satisfied with a feast
and pay your taxes to the king.
Feast
For the feast, you must fill the spaces on the banquet table of
your home board that do not contain Vikings.
In this example, only 2 Vikings remain on the banquet table,
leaving 9 spaces that must be filled for the feast.
Fill these empty spaces with orange and red goods tiles from
your supply and/or with “1 silver” tiles. The following rules
apply:
• Tiles of the same color may not be placed directly next to
each other (no orange next to orange and no red next to red).
• Silver coins may be placed directly next to each other .
• Building materials such as ore may not be placed on the
banquet table.
• If you use the same type of goods multiple times (such as the
salted meat in the following example), only the first of these
tiles may be placed horizontally on the track. All additional
tiles of the same type must be placed vertically and therefore
less favorably. (Square tiles are naturally unaffected by this rule.)
The legend below the banquet
table illustrates these rules.
It is usually worthwhile to serve only one salted meat per feast.
Beans, on the other hand, can be served multiple times without
disadvantage.
• It is also allowed to place the first tile of a type vertically. (This
may help you comply with the rule mentioned above.)
• You may not exceed the length of the banquet table. In the
rare case that you place hemp or small ale vertically, the tile
may extend above the table, which is allowed in that case.
T ax Barn
The tax barn consists of three
rows. T o fulfill taxation, you
must completely fill 1 row of
your choice with appropriately
colored goods tiles, building
materials, and/or “1 silver” tiles from your supply.
The following rules apply:
• Each tile must cover at least one space of its color but may
extend into rows of other colors. However , it may never
extend beyond the outline of the tax barn.
• Tiles may be placed horizontally or vertically, and any tiles
may be placed next to each other , even tiles of the same type.
• Building materials are allowed. However , wood and stone
always occupy exactly one space and must therefore be
placed upright.
The special rule that tiles may extend into rows of other colors
allows you to fill a row completely or partially with tiles of a
lower color (and vice versa). A fruit tile placed at the lower left,
for example, is large enough to extend into the green row and
fill it completely. However , if you use a herb or pig tile to fill a
higher row, you must also fill the “gap” of that U-shaped tile
(as illustrated in the following examples).
You must fill both the banquet table and then the tax barn if
you can (you may not voluntarily choose not to). If you cannot fill
the tax barn, you must fill the row that would have the least
free spaces.
Examples for the T ax Barn
A single fur tile is enough
to completely fill the
green row.
Tiles may be freely
replaced with silver
and upright building
materials.
1 beans tile already fills
2 spaces of the red row.
The remaining 3 spaces
may, for example, be filled
with 1 mead and 1 egg tile.
Because tiles may extend
into rows of other colors,
the green row may already
be filled with 1 fruit tile
or with 3 vertically placed
flax tiles.
===== PDF PAGE 11 =====
11
The U-shaped herb tile fills
a higher row (on the left
the red row, on the right the
green row). In both cases,
the gap of the tile must also
be filled.
This pig tile extends only
into a lower row, so the gap
does not have to be filled in
this case.
Thing Penalties
For each space on your banquet table that you cannot fill
according to the rules, you must take 1 “Thing penalty” tile.
If you cannot completely fill any row of the tax barn, you must
take 1 Thing penalty in total for this. (You may receive more
than one Thing penalty at once. However , Thing penalties are
distributed only rarely, because you always fill the banquet table
and the tax barn after receiving silver income and therefore usually
have enough silver coins.)
For each Thing penalty, 3 points are deducted at
the end of the game. A Thing penalty, once taken,
remains in your supply until the end of the game.
At the end of this phase, return all tiles from your banquet
table and tax barn to the general supply.
Phase 8: Receive Bonuses
In this phase, you receive the yield of all visible bonus spaces
on your boards and buildings that you have completely
surrounded. (→ Placement Rules for the Home Board, p. 13.)
T ake the corresponding goods tiles or building materials from
the general supply and place them in your personal supply.
• Normally, you must cover all 8 surrounding spaces. However ,
if a space lies at the edge of a placement area, there are fewer
surrounding spaces that must be covered.
• During the game you may gain additional placement areas
that may also contain further bonus spaces. Their bonuses
are received in this phase according to the same rules.
• All bonuses you receive are granted simultaneously. (You
cannot immediately place a newly received bonus to surround
another bonus space and gain it right away.)
This home board
generates 1 wood,
1 egg, and 1 ore each
round.
The stone bonus at the
bottom right is not yet
completely surrounded
and is therefore not
yet active. Because
the wood bonus lies
at the left edge, you
needed to cover only
5 surrounding spaces
(instead of 8).
Gernot: It is often advisable to increase your income before
the income phase by placing tiles and silver , so that you can
use the newly gained silver before the bonus phase to surround
additional bonus spaces. (For example, you could immediately
use the silver gained from the home board in the example
above to activate the stone bonus at the bottom right.)
Phase 9: Draw a New Weapon
Each player draws 1 weapon card from the draw pile and places
it face up in their personal supply.
By drawing new cards, you may
also obtain longswords and axes:
these weapons are not received
during setup (except through the
start card with the number 1).
Phase 10: Reveal and Adjust Environs Strips
The environs strips provide building materials and silver that
you can acquire during the action phase (→ Environs, p. 18).
The starting and ending environs strips even provide goods
and ships.
From each environs strip in play, remove the leftmost space
that still contains something (the one closest to the green arrow).
Return the removed building materials and tiles to the general
supply.
• Each environs strip contains exactly 7 spaces. If 2 building
materials or tiles are stacked on top of each other , they count
as the same space (and are therefore removed together).
• As soon as an environs strip is empty, remove it from
the game.
Afterwards, if there are less than 2/3/3/4 environs strip in play
in a 1-/2-/3-/4-player game, reveal a new environs strip and
the place the depicted building materials and tiles on it. If not,
remove the top environs strip from the stack and return it to
the box.
The upper environs strip has been emptied and removed.
A new environs strip has been added below.
Phase 11: Retrieve Placed Vikings
T ake all your Vikings from the action
board and return them to your
Thing square. If necessary, flip your
action copy tile back to its front side.
Continue the game with Phase 1 of
the next round.
===== PDF PAGE 12 =====
12
Ships
There are five different ship types. You need them for various
actions on the action board and you may send them to certain
Kaupang boards and buildings (→ p. 15).
The sail color divides the five ship types into three groups:
Ships with yellow sails are used mainly (but not exclusively)
for fishing. Blue sails mark ships used for long-distance trade,
while ships with red sails specialize in raids.
In addition to sail color , ships differ in the size of their tile and in
how many victory points they are worth. Each ship also shows
its transport capacity in the lower left corner , which is relevant
when you send it (→ p. 15).
Blue ships: Knorr (left) and Nef (right)
The only red ship:
Longship
Y ellow ships: Fishing Boat (left) and Skuta (right)
T ransport capacity
Victory points
Buying Ships
You may buy ships at any time during the game. Pay for ships
with silver coins from your supply. Ships cost 1 silver more than
their victory point value. Their price is also shown in the lower
right corner of your home board. (You do not necessarily have
to buy ships; you may also build them with wood. → The Action
Spaces / Shipbuilding, p. 17.)
A Fishing Boat costs 4 silver ,
a Skuta 5 silver ,
a Knorr 6 silver ,
a Nef 7 silver , and
a Longship 9 silver .
The number of ships in the supply is unlimited. However ,
you have only seven landing stages on your home board:
three small landing stages, three large landing stages, and
one landing stage that can hold either a small or a large ship.
Place each ship you buy or build on a landing stage of the
appropriate size. It is not allowed to place small ships on the
three large landing stages.
Equipping Ships
You may equip ships at any time during the game (even
immediately before, but not during an action) by placing ore
from your supply on the designated spaces of your Fishing
Boats and Longships. This improves your chances during
fishing and raids (→ p. 21).
Once ore has been placed on a ship, it may not be removed
again (unless an action explicitly allows it).
The Fishing Boat
may be equipped
with 1 additional ore
(the Skuta may not).
Yellow ships
already have
1 printed ore.
Longships may hold
up to 3 ore.
Blue ships have no ore and cannot carry any.
Covering Boards and Buildings
Basic Placement Rules
A placement area is a framed space consisting of several green
square spaces. Placement areas can be found on your home
board, Kaupang boards, and buildings.
Covering is an anytime action that you may perform at any
time and as often as you like during the game. The following
basic rules apply:
• Tiles placed in a placement area may not extend beyond the
printed frame.
• Tiles may not overlap each other , not even partially.
• Once placed, tiles may not be removed from your boards or
buildings.
• However , you may temporarily place tiles within a round in
order to better plan how you want to arrange them.
Gernot: It may happen that someone unintentionally violates
a placement rule. If such a “placement error” is discovered
too late, a rule for this situation is provided under “Incorrectly
Placed Goods Tiles” on page 25.
There are several actions that you may carry out at any time and as often as you like during the game,
usually even while performing your main action. These include buying, equipping, and sending ships,
as well as placing tiles from your supply on boards and buildings.
SHIPS AND PLACEMENT RULES
===== PDF PAGE 13 =====
13
Placement Rules for the Home Board
You may cover your home board at any time with blue and
green goods tiles as well as gray special tiles, silver coins, and
ore (other tiles and building materials are not allowed).
The following rules apply:
• Green tiles may not be adjacent to other green tiles, but
they may touch diagonally.
• Blue tiles may be adjacent to blue tiles. The same applies
to special tiles next to special tiles, silver coins next to silver
coins, and ore next to ore.
The legend below the placement area
illustrates these placement rules.
Gernot: Even though tiles may not be removed once placed,
it is advisable to place them generously before income and
bonuses are received. Tiles that cover many spaces should be
placed on the board rather than kept in your supply.
Placement Rules for Kaupang Boards
The same placement rules apply to Kaupang boards as to the
home board. You may also cover them at any time with blue
and green goods tiles, gray special tiles, silver coins, and ore
(other tiles and building materials are not allowed here as well).
However you may place orange and red tiles as an exception
when doing a ship transport (→ Ship Spaces, p. 15).
Some Kaupang boards have special features that are described
in the Kaupang booklets.
The legend on the top right of each Kaupang
illustrates these placement rules.
2B2B
B R AT TA H L I D
4
IGLOO
B R ATTAHLI D
4A4A
4
TRADING POST
B R ATTAHLI D
4
12A12A
AARHUS 4
BREWERY
AARHUS
9B9B 4
THING DORMITORY
AARHUS
4
2B2B
B R AT TA H L I DB R AT TA H L I D
4
Narwhale hunting with
4A4A
B R AT TA H L I DB R AT TA H L I D
IGLOOIGLOO
4
12A12A
AARHUSAARHUS
4
9B9B
AARHUSAARHUS
BREWERYBREWERY
4
Placement Rules for Buildings
Your standard buildings may be covered at any time with goods
tiles of all colors (blue, green, red, and orange) as well as with
gray special tiles and silver coins. Kaupang buildings normally
may not be covered with orange tiles; this is possible only via
ship transport (→ Ship Spaces, p. 15). Ore is not allowed on either
type of building.
As the legends on the two
buildings indicate, normally
only standard buildings
(left) may be covered with
orange tiles.
2B2B
B R AT TA H L I D
4
IGLOO
B R ATTAHLI D
4A4A
4
TRADING POST
B R ATTAHLI D
4
12A12A
AARHUS 4
BREWERY
AARHUS
9B9B 4
THING DORMITORY
AARHUS
4
2B2B
B R AT TA H L I DB R AT TA H L I D
4
Narwhale hunting with
4A4A
B R AT TA H L I DB R AT TA H L I D
IGLOOIGLOO
4
12A12A
AARHUSAARHUS
4
9B9B
AARHUSAARHUS
BREWERYBREWERY
4
LONG HOUSE
STONE HOUSE
SHED
In addition:
• Red tiles may not be adjacent to red tiles, and orange tiles
may not be adjacent to orange tiles, but they may touch
diagonally.
• Green and blue tiles may be adjacent to tiles of the same
color , just as special tiles may be adjacent to special tiles and
silver coins to silver coins.
LONG HOUSE
STONE HOUSE
SHED
• Spaces and areas framed with a thick
green border may not be covered
(such as the columns in the middle of
the longhouses).
Some Kaupang buildings have special features described in
the Kaupang booklets.
Bonus Spaces (gray decorations)
Bonus spaces have gray decorations in their corners and a
yield symbol in the center . You receive this yield (usually goods
tiles or building materials) in Phase 8 of each round as a bonus
(→ p. 9), provided that you cover all surrounding spaces while
leaving the bonus space itself uncovered.
Normally, you must cover 8 surrounding spaces. If a space lies
at the edge, there are fewer surrounding spaces that must be
covered. (This occurs on many Kaupang boards; such bonuses are
therefore easier to surround.)
Bonus spaces count as already covered from the beginning.
Nevertheless, you may cover them like empty spaces
(although this is rarely worthwhile, since you would permanently
forgo the bonus).
Your home board has 6 different bonus spaces.
In this example, the egg space at the bottom left is completely
surrounded and therefore grants 1 egg as a bonus each round.
For the wood bonus at the left edge, you only need to cover
5 surrounding spaces (instead of 8) in order to receive the
wood each round.
Money Diagonal
The spaces with the large numbers (0, 1, 2, 3, 4 …) form the
money diagonal (→ Receive Income, p. 9) of a placement area.
Covering these spaces is
subject to the following
special rule:
T o cover the income
space “3,” you must first
cover all spaces within the
framed area.
you may cover an income
space of the money diagonal
only if you also cover (or have
already covered) all spaces
that
• lie to the left of the
income space,
• lie below the income
space, and
• lie in the rectangular
area to the lower left of
the income space.
===== PDF PAGE 14 =====
14
The alternating background colors in the placement area of the
home board help you observe this special rule. Kaupang boards
and buildings may also contain a money diagonal.
In this situation,
a single wool tile is
already enough
to cover both income
spaces “3” and “4,”
because all necessary
spaces would then be
covered. (However ,
you would forgo the
ore bonus.)
Reminder: bonus spaces count as already covered and therefore
do not have to be covered (although they may be).
Unlock spaces cannot be covered and therefore are not relevant
for the money diagonal.
Some Kaupang boards have separate placement areas. Even
in this case, the spaces to the left and below the income space
must be covered—even if they lie in a different placement area.
This also applies to construction spaces (such as palisades, walls,
and graves) (→ p. 15).
T o cover the income
space “2,” the spaces in
the left area must also be
covered, including the two
palisade spaces.
18A18A
VEJLE
9
JELLING ROY AL COURT
VEJLE
9
16E16E
KALMAR
9
SMUGGLERS´ HIDEOUT
KALMAR
9
Recall
18A18A
VEJLEVEJLE
9
Theft with
16E16E
KALMARKALMAR
9
Gernot: Within the placement rules explained on the previous
page, it is perfectly allowed to cover the negative point spaces
of your home board without covering the spaces at the lower
left. However , you must make sure not to cover any higher
income spaces if there are still uncovered spaces below and to
the left of them. This can be particularly relevant toward the
end of the game.
Immediate Effect Spaces (yellow decorations)
Immediate effect spaces have yellow
decorations and each consist of four spaces
arranged in a 2×2 grid. As soon as you cover
the last single space of such a space, you
immediately carry out its effect once.
Your home board contains two identical
immediate effect spaces that allow you to immediately play
1 occupation card when fully covered.
Immediate effect spaces are not considered covered from the
start (unlike bonus spaces). You cover them in the same way as
empty spaces.
Unlock Spaces (green decorations / arrows)
Unlock spaces are surrounded by green decorations or arrows
and have a tile placed on them at the start of the game.
These spaces are not part of the
placement area and therefore
may not be covered. However , once
you cover all surrounding spaces,
you unlock the tile placed there and
remove it.
The unlock space on your home board grants you your action
copy tile. Place it with its active side face up on your Thing
square once you unlock it. From then on, you may use it once
per round (→ p. 7).
Unlocking Buildings
Each Kaupang comes with 1 or 2 buildings marked with a rune.
However , these Kaupang buildings are not immediately
available for construction when a Kaupang is discovered.
Instead, you must first unlock them by covering all surrounding
spaces of the corresponding unlock space (with the same rune
as the building) on the Kaupang board. Only then will the
building be available for future build actions (details on
building Kaupang buildings → p. 17).
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
The Skiringssal Kaupang
comes with 2 buildings. If you
cover the 4 surrounding spaces
at the top left, you unlock the
bronze foundry.
Only 2 spaces are required
to unlock the bloomery hut.
13B13B
11E11E
4B4B
9E9E
13B13B
SKIRINGSSALSKIRINGSSAL
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
4B4B
HELSINGBORGHELSINGBORG
9E
HELSINGBORG
ROPE MAKER´S WORKSHOP
===== PDF PAGE 15 =====
15
Stack your buildings that have not yet
been built under your two availability tiles:
buildings not yet available for construction
under the red tile, and unlocked buildings
under the green tile. This helps you keep
track of your buildings.
Gernot: The runes used are from the Elder Futhark,
a writing system used by Germanic tribes between the
2nd and 8th centuries AD. The rune F (Fehu)
2B2B
B R AT TA H L I D
4
IGLOO
B R ATTAHLI D
4A4A
4
TRADING POST
B R ATTAHLI D
4
12A12A
AARHUS
4
BREWERY
AARHUS
9B9B
4
THING DORMITORY
AARHUS
4
2B2B
B R AT TA H L I DB R AT TA H L I D
4
Narwhale hunting with
4A4A
B R AT TA H L I DB R AT TA H L I D
IGLOOIGLOO
4
12A12A
AARHUSAARHUS
4
9B9B
AARHUSAARHUS
BREWERYBREWERY
4
means cattle,
property, or wealth, while D (Dagaz)
2B2B
B R AT TA H L I D
4
IGLOO
B R ATTAHLI D
4A4A
4
TRADING POST
B R ATTAHLI D
4
12A12A
AARHUS
4
BREWERY
AARHUS
9B9B
4
THING DORMITORY
AARHUS
4
2B2B
B R AT TA H L I DB R AT TA H L I D
4
Narwhale hunting with
4A4A
B R AT TA H L I DB R AT TA H L I D
IGLOOIGLOO
4
12A12A
AARHUSAARHUS
4
9B9B
AARHUSAARHUS
BREWERYBREWERY
4
stands for day.
Unlocking Action Tiles
Each Kaupang board and some Kaupang buildings include
an action tile that is placed on the board when the Kaupang is
discovered. These action tiles must also be unlocked by
covering all surrounding spaces.
Then remove the action tile from the board and place it in
your supply. The coordinates next to the space (and on the
back side of the tile) indicate where it may be placed on
the action board during the action phase (details on using
action tiles → p. 8).
With only
2 surrounding
spaces, the action
tile on the
Skiringssal board
can be unlocked
quickly. From then
on, it may be placed
on space 13B of the
action board.
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
Construction Spaces: Palisades, Walls, and Graves
Some Kaupang boards and buildings contain constructions in
the form of palisades, walls, and graves. You may cover these
spaces at any time as follows:
• A palisade space with 1 wood
• A wall space with 1 stone
• A grave space with 1 runestone tile
A construction whose spaces are all filled is worth the bonus
points indicated at the top left of the Kaupang board or building
at the end of the game.
Construction spaces that do not show a negative point symbol
(such as the leftmost space in the Helsingborg example below)
count as already filled and may therefore not be filled again.
The general rule also applies here: once building materials are
placed, they may not be removed again (also because they often
form part of a money diagonal).
Storage Spaces
The standard building Shed and some Kaupang buildings
contain special storage spaces that help avoid negative points.
You may place the depicted building materials or goods tiles
there at any time and remove them again at any time (to use
them for other purposes), since they are counted only at the end
of the game.
In this storage space, 1 stone has
already been stored, leaving only
2 negative points visible.
LONG HOUSE
STONE HOUSE
SHED
Ship Spaces and Ship T ransport
Some Kaupang boards and buildings contain ship spaces.
You may at any time place suitable ships from your landing
stages onto empty ship spaces and thereby “send” them.
This space allows
a ship with a blue sail,
meaning a Knorr
or a Nef.
18A18A
VEJLE
9
JELLING ROY AL COURT
VEJLE
9
16E16E
KALMAR
9
SMUGGLERS´ HIDEOUT
KALMAR
9
Recall
18A18A
VEJLEVEJLE
9
Theft with
16E16E
KALMARKALMAR
9
Each ship space specifies which
type of ship may be sent there
(more about ships → p. 12).
Ships that are sent cover the
negative points of the space, but
the victory points printed on the
ship itself will no longer count at
the end of the game. If the ship
had been equipped with ore, that
ore is lost and returned to the
general supply.
Whenever you send a ship, you trigger a ship transport.
You may then immediately and once place orange and red
tiles from your supply onto the placement area where you
placed the ship. The transport capacity of the ship indicates
the total size of the tiles you may place there. The size of a tile
corresponds to the number of spaces it covers. You may divide
this capacity among one or several tiles as you wish.
On the left, one grave is still missing for completion. In the center , the wall on the left
has been completed for 3 points, while the palisade on the right has not yet been started.
3A3A
NIDAROS 8
PILGRIMAGE SITE
NIDAROS
8
14B14B
AALBORG
8
S TA B L E S
AALBORG
8
Boar hunting
3A3A
NIDAROSNIDAROS
8
14B14B
AALBORGAALBORG
8
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
13A13A
NOTTINGHAM
11
OUTLAW´S CA VE
NOTTINGHAM
11
15E15E
COLCHESTER
11
CASTELLUM CAMULODUNUM
COLCHESTER
11
Highwayman
13A13A
NOTTINGHAMNOTTINGHAM
11
any number with
15E15E
COLCHESTERCOLCHESTER
11
===== PDF PAGE 16 =====
16
Two basic rules first:
• Many actions give you tiles. Whenever you gain a tile, take it
from the general supply (the goods boxes) and place it in your
personal supply in front of you. Whenever you spend tiles,
return them from your personal supply to the general supply.
• Some actions require you to own a specific ship type. This
is indicated by sail colors or by a victory point value inside a
small ship symbol. For such an action, you do not have to give
up the ship. Therefore, the same ship may be used multiple
times in a single round for different actions.
Example: If you have exactly 1 Longship in your harbor ,
you may use that ship
• first for a raid,
• then to discover a new Kaupang,
• and finally in the same round for emigration.
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
In a raid, ships of all types may be used,
whereas the blue long-distance trade
action explicitly requires a Skuta.
The “4” refers to
the victory point
value of that
ship type.
Gernot: All the actions hinted at in the example above
are explained in detail on the following pages.
Production Spaces (gray)
The gray action spaces are production spaces. These include
building houses and ships, as well as the categories processing,
textile production, and crafts.
Here you exchange what is shown to the left of the gray arrow
from your personal supply (usually goods or building materials)
exactly once for what is shown to the right of the arrow from
the general supply.
House Construction
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
On these action spaces you may build
• a small building for 1 wood or 1 stone,
OR
• a medium building for 1 stone.
The roman numeral on the building
symbol indicates the size of the building
to be constructed (and corresponds to the
number of Vikings placed on the space):
• 1 Viking for a small building
• 2 Vikings for a medium building
• 3 Vikings for a large building
Place the constructed building in front of you. From that
moment on you may cover it according to the “Placement Rules
for Buildings” (→ p. 13).
Each building tile shows its size that way in the upper right
corner . You always have the choice between:
Additionally:
• Ship transport is an exception to the normal placement
rules and is the only way to place orange tiles on Kaupang
buildings or orange and red tiles on Kaupang boards.
• Red tiles may not be adjacent to red tiles and orange tiles
may not be adjacent to orange tiles, but they may touch
diagonally.
Once you have placed all tiles, the ship transport ends—even
if you did not fully use the ship’s transport capacity (you may not
deliver the remaining capacity later).
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
This Knorr has
transported 4 tiles
with the maximum
allowed total
size of 6 onto this
Kaupang board.
Both ships offer many placement combinations as long as the
transport capacity is not exceeded.
= 6 = 9
= 6 = 9
T o this space shown, you may
send a Knorr with a capacity of 6
or a Nef with a capacity of 9.
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
The action board contains a large number of different action spaces. They are divided into categories by color , which are
explained below. (How action spaces are generally used was explained on page 7 under “Phase 4: Carry Out Actions.”)
Here we focus on the general function of the categories instead of describing every space in detail.
Since they all use the same icon language, you will understand most of them immediately.
A detailed description of all action spaces, as well as the actions of the start and Kaupang action tiles
that can be placed on the empty spaces of the action board, can be found in the appendix.
THE ACTION SPACES
===== PDF PAGE 17 =====
17
• the still available standard building tiles from box 14 (you can
choose which side to build) and
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL 1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG 1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
• your unlocked Kaupang buildings in your supply
(→ Discovery, p. 23). When building the second or only
building of any Kaupang, you may immediately
play 1 occupation (it does not have to be an
occupation from that Kaupang).
The icon in the top left corner on your Kaupang
buildings reminds you of this rule.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
These two action spaces offer you
2 different actions, which you can both
take. For 1 stone or wood you may build
a building of the respective size.
Additonally (or instead) you may build
1 ship of the depicted type. For a Fishing
Boat you pay 1 wood and 1 silver , for
a Skuta you pay 1 wood and 2 silver .
Shipbuilding
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Here you build either the less
expensive ship of the indicated ship
class for 1 wood, or the more expensive
ship of that class for 2 wood. (“Less
expensive” or “more expensive” refers
to the ship’s victory point value or price.)
If the ship is blue, you also receive 1 ale
tile. T ake the built ship from the supply
and place it on a landing stage of the
appropriate size.
With this action space you may build
a Longship for 1 wood, and/or a small
building for 1 wood and 1 silver .
Note: In the solo game and in the 2-player game, the house and
shipbuilding spaces in columns C and D are merged into one space.
A player placing Vikings there must choose between the upper and
the lower action (indicated by the large OR symbol).
Processing / T extile Production / Crafts
The action spaces in these three categories follow the same
principle described above: Give up what is shown to the left
of the gray arrow and take exactly once what is shown to the
right of the arrow.
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
On this space, you exchange 1 orange
grain tile for 2 larger and more valuable
red small ale tiles.
Some spaces depend on the tiles in
your supply or allow you to choose how much you wish to
exchange:
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
Here you exchange 1 orange herbs
tile for 2 blue spices tiles and 2 silver .
If you have at least 2 animals (of any
type), you may also exchange 1 beans
tile for 1 salted meat tile.
If you have at least 4 animals, you may exchange 2 beans for
2 salted meat (or remain with 1 for 1).
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LIN COLN
Environ strips and T rade
13
A V ALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
Here you exchange exactly 3 of
the depicted goods tiles for 1 silver ,
1 clothing, and 1 vadmal.
For the goods tiles you give up,
you may choose any combination of
wool, fur , linen, and hemp.
(You may therefore give up three identical tiles, three different
ones, or two identical and one different.)
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LIN COLN
Environ strips and T rade
13
A V ALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
In the forge, you may exchange
1 ore for 1 tile with a blacksmith
tongs symbol and 1 random weapon
card. Usually you will want to
forge a gray special tile (16 of them
show a blacksmith tongs symbol). However ,
you always have the option of forging a blue
goods tile “Chest” or “Treasure Chest”
instead.
Animal Spaces (green)
Green animal spaces are divided into three categories. In the top
category, Livestock Market, you may buy red animal tiles. Pay
everything shown on the left side of the action space: the silver
amount beneath the money bag and, if required, additional tiles.
1 sheep or pig costs 1 silver and 1 beans tile. For 2 silver , you
receive 1 sheep, 1 horse, or 1 cattle tile with the pregnant side
facing up (lying on a meadow).
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
The Animal Husbandry category
contains production spaces that
follow the usual rule: give up what is
shown on the left and take what is
shown on the right.
Note for the space in column D:
you must give up exactly 2 pigs in order to receive the silver
coin and the four tiles shown.
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
Spaces in the Products
category are yield
spaces. On them you
receive exactly what is
depicted. A possible
additional yield depends
on whether—and
which—animals you have in your supply. Left: You receive
1 beans, 1 grapes, and 1 amber tile. If you have at least 1 animal
(of any type), you also receive 1 egg. Right: You receive the five
tiles shown, and additionally 1 milk if you have at least 1 cattle
or 1 sheep in your supply.
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
You always receive 1 hemp. Then you
choose three additional yields (you may
choose the same one multiple times).
However , you may only choose yields
whose depicted animal type you own.
Finally, you receive 1 silver for each
different yield you selected.
===== PDF PAGE 18 =====
18
Example: You own 1 cattle and 3 sheep, but no pigs. You choose the
cattle yield twice and the sheep yield once. In total you receive
1 hemp, 2 furs, 1 wool, and 2 silver .
Gernot: Hemp used to be a widely cultivated and versatile
plant, used for example for clothing, sack production,
nutritional supplements, and rope making.
Environs and T rade (gold-brown)
Environs
Spaces in the Environs category allow you to take building
materials and silver from the environs strips and draw weapon
cards. The starting and ending environs strips may even provide
goods and ships.
Whenever you take something from an environs
strip, you always take from left to right (starting
with the space closest to the green arrow).
Each environs strip contains exactly
7 spaces. If 2 building materials or tiles
are stacked, they count as the same space
and are taken together (for example the
2 ore or 2 silver shown in the image).
As soon as the last space of an environs strip is emptied, the
strip is immediately removed from the game; any remaining
extractions from that strip are lost.
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LIN COLN
Environ strips and T rade
13
A V ALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
“3 extractions” action:
Choose one environs strip and take the
content of up to 3 spaces from it. You may
not take from different strips. Additionally,
you receive 3 random weapon cards.
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LIN COLN
Environ strips and T rade
13
A V ALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
“4+1 extractions” action: Take the
content of up to 4 spaces from one
strip and exactly 1 space from another
strip. You may not take the content of
all 5 from the same strip. Additionally,
you receive 1 building material of your
choice from the supply and 2 random weapon cards.
You take 3 wood and 1 stone from the upper strip and the spices
from the last space of the other strip.
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LIN COLN
Environ strips and T rade
13
A V ALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
Here you take nothing from the environs
strips and instead receive everything
shown: 2 wood, 1 stone, 1 ore from the
supply and 1 random weapon card.
Barter T rade
Using barter trade, you may upgrade your goods tiles to more
valuable goods. The number indicates how many tiles you may
upgrade, and the number of arrows shows how many levels
they increase.
Te x t i l eprocessing
10
Crafting
11
Environ strips
12
AARHUS
OR
YORK
MINT
SKIRINGSSAL
BRONZE FOUNDRY
LIN COLN
Environ strips and T rade
13
A V ALDSNES
FURRIER´S WORKSHOP
NOTTINGHAM
BIRKA
OR
OR
You may for example
upgrade 1 sheep into 1 fur .
↑
With the right partial action
“1 type of goods ↑” , you upgrade
exactly 1 goods tile to the next
higher level. Keeping the same
shape, you may upgrade:
• an orange tile → red tile,
• a red tile → green tile, or
• a green tile → blue tile.
Additionally, you may take
the content of 1 space from an
environs strip.
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
Another action space allows you to
upgrade 3 different goods tiles in total.
With the left partial action “2 goods ↑” ,
you may upgrade up to 2 goods tiles
to the next higher level. They may
be of the same type, but you may not upgrade the same tile
twice in succession.
With the right partial action “1 type of goods ↑↑” , you may
upgrade exactly 1 tile twice in succession, for example orange
→ green or red → blue.
Other spaces on the action board allow you to upgrade more
than 2 goods or even upgrade goods by 3 levels.
Your red animal tiles may also be upgraded to green or blue
tiles—as large tiles they cover many spaces on your boards.
Gernot: Before using these actions to trade your goods to
more valuable ones, check how many and which goods you
need for the upcoming feast and tax payment. It is advisable
to place the goods needed for those there during the action
phase as a test.
Long-Distance T rade (blue)
Many gray special tiles have a silver value and can be
purchased using the blue Long-Distance Trade spaces—
provided you have the required ship and pay the total price
including the additional fee. (Some gray special tiles may only be
forged or obtained through raids.)
The blue goods tile “T usk” also has a
silver value and may be purchased in
this way.
The three long-distance trade spaces offer different
possibilities with different requirements:
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
Additional fee:
1 silver → buy 1 tile
(requires Skuta)
===== PDF PAGE 19 =====
19
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
Additional fee:
2 silver → buy up to 2 tiles
(requires Knorr or Nef)
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
Additional fee:
3 silver → buy up to 3 tiles
(requires Nef)
Add together the silver values of all tiles you wish to acquire
and add the additional fee once. Pay the total price in silver
and/or green tiles. You may combine those freely. The size
of green tiles counts as their silver value (a green tile covering
2×2 spaces counts as 4 silver). Other colors may not be used for
payment.
With the action space
in column C
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
(see the
illustration above), you
acquire the two tiles on
the left.
You may pay the total price
of 5 (1 + 2 + additional fee)
with 5 silver , 2 silver
and 1 fur , or any other
combination of silver
and green tiles.
Emigration (yellow)
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
On the yellow Emigration action
spaces, you may turn a ship from
one of your landing stages to its
reverse side and place it as far to the
left as possible on the banquet table
of your home board. The ship will no longer be available to you
afterwards, but it reduces the amount of food you must provide
during the feast (→ p. 10).
Place the reverse side of the ship correctly oriented on the
banquet table: Fishing Boat, Knorr , and Longship are always
placed vertically on the banquet table. Skuta and Nef are
placed horizontally.
Emigration with these two ship types saves more food during
the feast, but these ships are more expensive and have fewer
victory points.
Place the ship from your second emigration to the right of the
first one. By counting the empty spaces you can see that after
each emigration, you need less food for the feast.
In the current round for example you only need to cover 3 spaces.
If a money bag is printed on the action space, you must pay for
the emigration:
• For emigration with a Knorr/Nef (blue) or a Longship (red),
pay silver equal to the current round. (For example,
emigrating in round 3 costs 3 silver .) You may replace any
part of this cost with green tiles, exactly as in long-distance
trade (→ p. 18).
• Emigration with a Fishing Boat or Skuta (both yellow) is
always free.
In addition:
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
• You receive any ore that was placed on an emigrated
ship back into your supply. (The ore symbol with the
backward arrow serves as a reminder .)
• In the unlikely case that you have already emigrated so
many times that the Vikings on the banquet table block
space for another ship, further emigration is not possible.
Gernot: You do not lose Viking figures through emigration.
The Viking figures represent the leaders of your clan and
would never abandon you.
Occupations (brown)
You begin the game with exactly one light brown occupation
card (→ Setup, p. 4), which you keep face down in your hand.
During the game, dark brown occupation cards are added from
the draw pile or by discovering a Kaupang. Only when you play
a card does its function take effect.
The brown spaces in the Occupation category allow you to:
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
play
cards
and/ordraw
cards
The number before the symbol indicates how many cards you
may draw or play.
Two of the action spaces have a gray trade arrow indicating on
the left what you must give up in order to carry out everything
shown on the right.
Drawing Occupations
New occupations are always drawn from the face-down deck
and kept face down in your hand. You may hold any number of
occupation cards.
11
Provincial
As long as you do not
have a Kaupang set in
Round 1/2/3 yet:
11 /
22 /
33
additional income
Income phase
OR
Discard this card
at any time and draw
1 new card. 1
Some cards have an “OR” effect at
the bottom. If you have such a card
in your hand, you may discard it
at any time without effect and draw
a new occupation as a replacement.
(This can be useful if the card does not fit your plans.)
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Another way to obtain occupation
cards is through column D action
spaces: whenever you place Vikings
on a space in column D, you draw
1 occupation card before performing the action.
ROUEN
CARPENTRY
Occupation
5
Livestock market
6
Animalhusbandry
7
Products
8
KARLST AD
per chosen
animal type
OR OR
OR
Processing
9
ROSKILDE
BUTCHER´S SHOP
HELSINGBORG
ROPE MAKER´S WORKSHOP
OSLO
Choose 3 :
with
with1 animal
with animals:2
4
with
with
with
With this column D action space
you draw 3 occupations in total:
1 as the column bonus, and
2 from the action space itself.
===== PDF PAGE 20 =====
20
Playing Occupations
When you play an occupation, reveal it from your hand and
follow its instructions. (More about the function of occupation
cards is explained below. If you have a specific question about a
card, you will find it described in detail in the appendix.)
Whenever you are allowed to play an occupation,
you may instead discard it without effect and take
the highest available victory point token from the
supply. These tokens are worth the number of
victory points printed on them at the end of the game. Once all
victory point tokens are taken, this option is no longer available.
In addition to action spaces, there are other ways to play
occupations:
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
• You may place 1 additional Viking on an
action space to play 1 occupation (and
also draw 1 weapon card) before or after
the action (→ p. 8).
• When you completely cover one of
the immediate effect spaces on your
home board, you may play 1 occupation
(→ p. 14).
How Occupation Cards Work
All occupation cards have the same structure:
• T op left: card title
• T op right: victory points for the end of the game
• Below: the card’s effect
If an effect refers to whether you “have” or “possess” something
(for example a specific goods tile or animal type), the item must be
in your supply, not already placed on your boards.
The OR Slash
Some cards include a slash (“/”) indicating that there are
multiple options to use this card.
Most of the time, you can choose which option to use.
Peacemaker
Weapon phase
Instead of a weapon,
receive 1 wood or
1 stone.
6
When playing the Peacemaker ,
you receive either 1 wood or 1 ore.
If several elements with slashes are connected, they
correspond to one another .
11
Provincial
As long as you do not
have a Kaupang set in
Round 1/2/3 yet:
11 /
22 /
33
additional income
Income phase
OR
Discard this card
at any time and draw
1 new card. 1
If you fulfill the condition on this card,
you receive 1 silver during round 1. In
round 2, you receive 2 silver and in
round 3 you receive 3 silver instead.
If there is no connection between the elements with slashes,
you can choose freely for either option.
Self-Sufficient
Farmer
from Kaupang to
home board.
Bring back
and
131
The Self-Sufficient Farmer allows you
to bring back 2 ships from your
Kaupangs to your home board. No
matter which small ship you choose,
you can choose freely for the second,
large ship.
Occupation cards fall into five categories:
Immediate Cards (yellow)
You receive the yellow effect immediately and once when
playing the card. If you must have or give up something and
cannot do so at that moment, the effect is lost and cannot be
resolved later .
Repeatable Cards (blue)
Blue effects may be used any number of times during the game,
even multiple times in succession.
Some effects allow conversions of goods tiles and may be used
at any time, even when it is not your turn. Other effects modify
an action or game rule for you and may be used whenever that
action or rule applies.
Whenever Cards (red)
Red effects include both a trigger and a reward. The trigger is
shown in a slightly lighter shade.
The trigger may be the start of a phase—in that case you
receive the reward during that phase. Otherwise you receive
the reward whenever you (or in some cases another player)
perform the indicated action.
1x1x
Periphery
Worker
After a successful
Hunting action
9
With this card, whenever you
succesfully use a Hunting action
(trigger),
you receive the content of 1 space
of an environs strip (reward).
Once-per-Round Cards (brown)
These cards have both a dark upper section indicating the
phase in which the effect may be used and showing the
1× symbol.
And a lighter lower section describing the effect itself.
When you use the lower effect, the card becomes exhausted by
turning it 90° sideways. You may use the effect only if the card
is not exhausted yet. At the end of each round, you may rotate
all exhausted cards back into an upright position.
Craftswoman
Before a Crafting
action with 1 Viking:
Action phase
10
Once per round in the action phase,
you may use this occupation card
when you use a Crafting action with
exactly 1 Viking.
Exhaust the card, to receive either
1 stone or 1 ore, just before using the
action.
Once-Condition-Is-Met Cards (green)
Green effects occur exactly once during the game, but not
when the card is played (unlike yellow effects). Instead, the effect
occurs the next time after playing the card that you meet the
condition described on it.
If you had already fulfilled the condition before playing the
card, the effect does not trigger immediately—you must fulfill
the condition again.
Cards with T wo Effects
Some cards contain two effects (usually an Immediate effect and
another type), separated by color . When you play such a card,
you may use both effects.
===== PDF PAGE 21 =====
21
Special Cases When Receiving a Special Tile
Some Kaupang occupation cards grant you the special tile of
the other Kaupang in that pair . In this case, simply take the
indicated special tile from the corresponding Kaupang box.
Tent Maker
183
Through the T ent Maker
from Roskilde, you receive
the T ent special tile from
Dublin, which you take
from the corresponding
Kaupang box.
If you would receive a special tile through an effect but that tile
has already been taken by someone else, take silver instead
equal to the size of the special tile. Place these silver coins
immediately on a placement area in exactly the shape of the
special tile.
Ointment
Maker
37
If the Cauldron is
no longer available,
you recreate it using
8 silver coins and
immediately place
them in that shape.
Hunting, Fishing, and Raids (red)
The red Hunting, Fishing, and Raid spaces provide actions
that require rolling a die. On each space, the die used is shown
in the upper left corner—either the orange 7-sided die or the
blue 14-sided die.
In general:
In Hunting and Fishing, you want to roll low numbers, because
you must pay the result using the depicted weapon cards and
possibly wood. In Raids, high rolls are advantageous because
they determine the quality of your reward. You may increase
your result using the depicted weapon cards and possibly
stone.
Basic Rules for Die Rolls
For each of these actions, you may roll the indicated die up to
three times. If you decide to roll again, the new roll replaces
the previous result.
Once you accept a roll (or after rolling three times), your result
is final. Then determine whether the action succeeds or fails.
The exact outcome depends on the action type, but the basic
principle is the same:
• Success: You receive the reward shown (usually goods,
occasionally cards).
• Failure: You receive compensation:
– T ake everything shown on the left side of the space
(usually weapons, sometimes wood or stone), once each.
Choose weapons from the face-up weapon cards; take
wood or stone from the general supply. If a weapon is not
available face up, take it from the draw pile and reshuffle
afterwards.
– On spaces in columns C and D, you also take back
1 or 2 Vikings from the action space and return them to
your Thing square. You may place them again later in
the same round.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
(The Viking symbol in the lower left corner
indicates this.)
Die Joker: During setup, each player
received one die joker . You may use it once
during the entire game to set the result of
a roll with the orange die to 3.
You must use the die joker before the first roll, and
afterwards it is removed from the game. (The joker can help
prevent an early failure when you do not yet have many
weapons.)
Hunting
In hunting actions, you want to roll as low as possible, because
you must pay the result using the depicted weapon cards.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
Performing the Hunting Roll
Roll the indicated die. T o succeed, you must discard as many
of the depicted weapon cards as your final result. If you cannot
or do not wish to pay these costs, the hunting action fails.
Success:
T ake the depicted
reward.
Failure: As compensation, you receive
1 weapon of each depicted type.
In Laying a Snare and Drive Hunting,
you also take back 1 or 2 Vikings from
the action space.
Example of a Failed
“Laying a snare” Action
You choose the “Laying a snare”
action and place 2 Vikings on
the space. You want to roll as low
as possible with the orange die.
First roll: 3. You could keep it, but
you hope for a better result and
roll again.
Second roll: 7, which is too high.
Third (and final) roll: 4.
You could complete the hunt successfully by paying 2 traps and
2 axes, but you decide the cost is too high and choose to fail
voluntarily.
As compensation you receive:
– 1 trap
– 1 axe
and you take 1 Viking back from the action space.
If you had succeeded, you would have received 1 fur , 1 egg, and
1 trap weapon card.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
===== PDF PAGE 22 =====
22
Fishing
In fishing actions, you also want to roll low numbers, because
you must pay the result with the depicted weapon cards.
Net fishing with
B R AT TA H L I D
IGLOO
NIDAROS
Build Houses
1
A
B
C
D
E
Build Ships
2
Hunting
3
Fishing
4
DUBLIN
ROUEN
RIBE
LIN COLN
BUILDERS´WORKSHOP
Whaling with Pothead whalingwith
Drive hunting Game hunting Laying a Snare
First determine which ships will be used. You may still equip
them before rolling (→ p. 12).
Net fishing: may be performed without a ship or with exactly
1 yellow ship.
Whaling: requires 1 yellow ship, and you must choose exactly
one. If you have several ships, the one with the most ore is used.
Pothead whaling: requires at least 1 yellow ship, but you
may use several ships (you can have up to four yellow ships on
your landing stages).
Performing the Fishing Roll
Roll the indicated die.
For each ore on the ships used, subtract 1 from the die result,
without discarding the ore. A final result of 0 is possible;
negative results count as a 0.
T o succeed, you must discard as many depicted weapon cards
as the final result. During whaling, you may replace each
weapon with 1 wood. If you cannot or do not wish to pay the
cost, the fishing action fails.
If your final result is 0, voluntary failure is not allowed.
You must keep the result and may not reroll.
Success:
T ake the depicted
reward.
Failure: As compensation, take 1 weapon
of each depicted type; during whaling,
you also receive 1 wood. During whaling
and pothead whaling, you also take back
1 or 2 Vikings from the action space and
return them to your Thing square.
Example of a Successful
Pothead Whale Hunt
You have a Skuta and a Fishing Boat
that you have already equipped with
1 additional ore. For 4 silver , you quickly
buy a second Fishing Boat, but you do
not have any ore to equip it further .
You choose the “Pothead Whaling”
action and use the blue die.
First roll: 9. If you kept this result, you
would have to pay 5 spears/traps to
succeed, because the 4 ore on your
ships reduce the 9 to 5.
You roll again and get a 3, which is reduced by 4 to 0.
A final result of 0 means that your pothead whale hunt
immediately succeeds.
If you had instead performed a Whaling action with the same
ships, you would have been allowed to use only one yellow
ship—in this example the Fishing Boat with 2 ore on it.
Raids
During raids, you want to roll high numbers in order to capture
the most valuable blue goods tiles or gray special tiles.
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
First determine which ships will be used. You may still equip
them before rolling (→ p. 12).
Raid: requires at least 1 ship of any type. Any ore on that
ship is ignored (which is why the ore symbol on the space is
crossed out).
Plundering: requires exactly 1 Longship. If you have several,
the one with the most ore is used.
Raiding Expedition: requires at least 1 and at most 2 Longships,
but the reward is independent of how many ships are used.
Performing the Raid Roll
Roll the indicated die.
• For each ore on the ships used, add 1 to the die result,
without discarding the ore. On action spaces marked with
this symbol
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
(such as Raid), ore does not add to the result.
• Afterwards, you may discard any number of longswords and
axes to increase your result by 1 each. During Plundering,
axes are not allowed, but stone may be used instead.
Success: All blue goods tiles
and all displayed special
tiles have a sword value.
Choose exactly 1 blue or
gray tile as your reward
whose sword value is equal
to or lower than your final
result. (If you choose a
tile with a lower value, the
difference is lost.)
During a Raiding Expedition,
you may choose 2 tiles
as your reward, whose
combined sword value
must not exceed your final
result. It does not matter
whether you used 1 or
2 Longships.
Failure: If your result is
not high enough to capture
any tile, the raid fails.
Alternatively, you may
voluntarily declare the raid
a failure (usually because
your result is not high
enough).
As compensation you
receive:
– 1 longsword and 1 axe, or
– 1 sword and 1 stone in the
case of Plundering.
During Plundering and
Raiding Expedition, you
also take back 1 or 2 Vikings
from the action space
and return them to your
Thing square.
Example of a Failed Raid
You have 1 Longship and choose the Raid action. It does not
matter how much ore is on the ship, because it cannot be added
to the result.
Using the orange die, you roll:
first 4, then 5, and finally 1.
Even with 2 stones and 1 longsword, your final result would be
only 4, which would allow you to take only the gray “ Arm Ring”
special tile. Instead, you declare the raid a failure and take
1 longsword and 1 axe as compensation.
===== PDF PAGE 23 =====
23
Example of a Successful Raiding Expedition
You have 1 Longship equipped with 2 ore and choose the
“Raiding expedition” action. Before the first roll, you equip the
ship with 1 additional ore from your supply.
First roll with the blue die: 4, but you hope for a better result.
Second roll: 8, which you keep.
With 3 ore and 1 longsword, you reach a final result of 12 and
choose the gray “Chain mail” tile as your reward.
Instead, you could also have chosen 2 tiles with a combined
value of 12, such as two runestones.
Discovery (orange)
On the orange Discovery spaces you may discover new
Kaupangs. This allows you to expand your display, which
initially consists only of your home board, with additional
placement areas. Each Kaupang has its own focus and
contains either:
• 2 buildings, 2 action tiles, and 6 occupations (purple and
turquoise Kaupangs), or
• 1 building, 1 action tile, and 4 occupations (blue, yellow,
orange, and red Kaupangs).
Some Kaupangs also contain 1 gray special tile.
All Kaupangs that are placed in the holder and facing forward
(that is, visible) are available for discovery. This information can
also be found in the Kaupang booklets, as shown in the
illustration.
The Avaldsnes Kaupang is available in rounds 1–3, as indicated
by the number in the corner and the green spaces in the table.
6
10A10A
3B3B
1–3
1
Avaldsnes (opposite Haithabu, S. 19)
Discovery Bonus
Round 1 2 3 4 5 6 7 8
Normal game 0 1 2
– – – –
Short game 0
– – – –
Improved Hunting Action
Perform this improved big game hunt
according to the normal rules. On success,
you receive 1 hide and 1 game meat (instead of
1 salted meat). If you instead declare failure,
you receive 1 bow, 1 trap, and 1 axe weapon
card as compensation.
3B3B
New Textile Production Start Action
Exchange 1 hide for 1 fur.
10A10A
Furrier’s Workshop
Game hunting
In round 5, six Kaupangs have already been discovered, leaving
their spaces empty. All other Kaupangs remain available for
discovery—both the already turned Kaupangs Helsingborg,
Hedeby, Birka, and Aalborg and the still unturned Kaupangs
Cambridge, Nottingham, and Odense.
Round Marker
& Kaupangs
New Viking Harvest Actions Income
not in round 8
Animal Breeding Feast
& Tax Barn
Bonus New Weapon Update
Environ Strips
Retrieve Vikings
Round 8? End of game!
Round Marker
Round Marker
& Kaupangs
& Kaupangs
New Viking
New Viking
Harvest
Harvest
Actions
Actions
Income
Income
not in round 8
not in round 8
Animal Breeding
Animal Breeding
Feast
Feast
& Tax Barn
& Tax Barn
Bonus
Bonus
New Weapon
New Weapon
Update
Update
Environ Strips
Environ Strips
Retrieve Vikings
Retrieve Vikings
Round 8? End of game!
Round 8? End of game!
Discovering a Kaupang
T o discover a Kaupang, you must have a ship. You only need to
own the ship; you do not give it up.
Each Kaupang has a size of I, II or III. The size indicates which
action space you need to use to discover the Kaupang and what
kind of ship you need to do that.
The general rule is: The size of the Kaupang matches the
minimum number of Vikings you need to place on the
Discovery action space. And the fewer Vikings are required to
discover a Kaupang, the more ship types can be used (making
the discovery easier).
With the left action space and any ship,
you may discover the Dublin Kaupang
(and also receive 1 weapon card).
On the middle space, you already need
a large ship for a size-2 Kaupang.
Size-3 Kaupangs may only be discovered on
the right space, which requires a Longship.
Raid with
V I N E TA
JÓMSBORG
COLCHESTER
Tr a d e
14
Overseastrade
15
Raiding
16
Discovery
17
CAMBRIDGE
KALMAR
Plunder with Pillage with
ÎLE DE RÉ
VEJLE
DUBLIN
INN
Emigration
18
withwithwith
Discovery Bonus
Once you have chosen a Kaupang, you first receive a discovery
bonus. Look in the Kaupang booklet to see the discovery bonus
for that Kaupang in the current round and take that amount of
silver from the supply.
In round 1 and whenever you just turned a Kaupang, the
discovery bonus is always 0 silver .
In each subsequent round, it increases by 1 (in the short
game by 2).
In round 3, discovering Vejle provides a bonus of 2 silver
(or 4 silver in the short game).
10
18A18A
1–5
1–3
Vejle (opposite Kalmar, S. 23)
Discovery Bonus
Round 1 2 3 4 5 6 7 8
Normal game 0 1 2 3 4
– –
Short game 0 2 4
– –
New Emigration Start Action
Y ou may either recall 1 Knorr / Nef or up
to 2 fishing boats / Skutas / longships (in
any combination) that you have already
sent to Kaupangs. Remove them from the
corresponding cover area and return them to
the berths on your home board, where they
become available again. In addition, you
receive 1 berries tile.
18A18A
Note: The two river spaces next to the wood bonus are not part of the cover area and
cannot be filled (but they count as filled for the income diagonal).
Jelling Royal Court
Graves: 3 additional points at the end of the
game if you have filled both grave spaces
with 1 rune stone tile each.
Recall
T ake the box of the chosen Kaupang from the holder and
take out all components. Each box contains the components
for two Kaupangs.
First return all components that do not belong to the
discovered Kaupang to the box and remove the box from
the game. The other Kaupang in that box can no longer be
discovered.
Note: All Kaupang components are marked with the number of
their box, allowing you to sort them back quickly after the game.
Then prepare the discovered Kaupang as follows:
• T urn the Kaupang board to the correct side and place it next
to your home board. You may now cover it according to the
placement rules for Kaupang boards (→ p. 13).
===== PDF PAGE 24 =====
24
2A2A
DUBLIN
3
ASSEMBL Y HALL
DUBLIN
3
INN
DUBLIN
15A15A
3
18B18B
ROSKILDE
3
BOA THOUSE
ROSKILDE
3
BUTCHER´S SHOP
ROSKILDE
8A8A
3
2A2A
DUBLINDUBLIN
3
any number with
15A15A
DUBLINDUBLIN
INNINN
3
18B18B
ROSKILDEROSKILDE
3
with
8A8A
ROSKILDEROSKILDE
BUTCHER´S SHOPBUTCHER´S SHOP
3
• T urn the Kaupang buildings to the correct side
and stack them under your red availability tile.
They are not yet available for construction and
must first be unlocked (→ p. 14). When you
build the last building of a Kaupang, you may
immediately play any occupation card (as indicated by the
symbol in the upper left corner of the building).
• Place the action tiles on the shaded spaces of the board
or buildings. These must also be unlocked first before they
can be placed on the action board. (The symbol on the shaded
space reminds you that you receive 1 silver whenever another
player uses the action of that tile.)
• If the Kaupang contains 4 occupations, draw 1 random card;
if it contains 6 occupations, draw 2 random cards. T ake the
drawn cards into your hand and return the remaining ones to
the box. Kaupang occupations function exactly like normal
occupations.
• If the Kaupang board contains a space for a gray special tile,
place it there. This tile cannot be obtained through forging or
raids. Instead, you may purchase it at any time by paying the
depicted cost (similar to a production space).
13B13B
11E11E
4B4B
9E9E
13B13B
SKIRINGSSALSKIRINGSSAL
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
4B4B
HELSINGBORGHELSINGBORG
9E
HELSINGBORG
ROPE MAKER´S WORKSHOP
13B13B
11E11E
4B4B
9E9E
13B13B
SKIRINGSSALSKIRINGSSAL
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
4B4B
HELSINGBORGHELSINGBORG
9E
HELSINGBORG
ROPE MAKER´S WORKSHOP
13B13B
11E11E
4B4B
9E9E
13B13B
SKIRINGSSALSKIRINGSSAL
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
4B4B
HELSINGBORGHELSINGBORG
9E
HELSINGBORG
ROPE MAKER´S WORKSHOP
Kaupang buildings
(not yet available for construction)
Kaupang board Special tile on
designated space
Action tile on
shaded space Action tile on
shaded space
6 occupations?
Draw 2 and return
the rest to the box.
4 occupations?
Draw 1 and return
the rest to the box.
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL
1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG
1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
13B13B
SKIRIN GSSAL
1
11E11E
BRONZE FOUNDRY
SKIRINGSSAL
1
BLOOMERY HUT
SKIRINGSSAL
1
4B4B
HELSINGBORG
1
KÄRNEN TOWER
HELSINGBORG
1
9E9E
ROPE MAKER´S WORKSHOP
HELSINGBORG
1
13B13B
SKIRINGSSALSKIRINGSSAL
1
11E11E
SKIRINGSSALSKIRINGSSAL
BRONZE FOUNDRYBRONZE FOUNDRY
1
Net fishing with
4B4B
HELSINGBORGHELSINGBORG
1
9E9E
HELSINGBORGHELSINGBORG
ROPE MAKER´S WORKSHOPROPE MAKER´S WORKSHOP
1
===== PDF PAGE 25 =====
25
Positive Points
• Ships: Each ship on your landing stages is worth the VP
shown on its front side.
Fishing Boat: 3 VP , Skuta: 4 VP , Knorr: 5 VP , Nef: 6 VP ,
Longship: 8 V P.
Ships placed on Kaupang boards are worth no points.
• Emigrations: Each emigrated ship (i. e., placed on your
banquet table) is worth the VP shown on its reverse side.
Fishing Boat: 5 VP , Skuta: 6 VP , Knorr: 18 VP , Nef: 16 VP ,
Longship: 21 V P.
• Discoveries: Kaupang boards are worth different amounts;
each is worth the VP shown in its upper left corner . (The range
is from 4 to 45 points.)
• Buildings: For each building you have built, score the VP
shown in the upper left corner of the building.
Sheds are worth 8 VP , Stone Houses 11 VP , and
Longhouses 17 VP . Kaupang buildings are worth varying
amounts.
• Constructions: For each completed construction
(palisade, wall, grave), score the VP shown in the upper left
corner of the corresponding board/building.
Special case “Jomsburg (Vineta)”: the harbor chain also
counts for this.
• Animals: Each animal in your supply is worth the VP shown
on its visible side.
– Sheep: 2 VP / 3 VP (pregnant)
– Cattle: 3 VP / 4 VP (pregnant)
– Horse: 6 VP / 8 VP (pregnant)
– Pigs are always worth 1 VP each.
• Occupations: For each occupation you played, score the VP
shown in the upper right corner of the card. Note that some
occupations are worth negative points.
• Victory Point T okens: Add up the values of your victory point
tokens, if you received any for discarding occupations.
• Cash on Hand: Add up the silver coins in your supply.
Each coin is worth 1 VP (so a “4 silver” tile is worth 4 VP). Silver
coins on your boards are worth no VP .
• Special Tiles: There are four special tiles that are worth
additional VP if they were acquired:
the Ancestral Chair (2 VP), the Headband Crown (3 VP), the
Sea King’s Crown of the Avaldsnes Kaupang (1 VP), and the
T apestry of the Rouen Kaupang (3 VP).
If you own such special tiles (whether already placed or still in
your supply), enter the VP in this line.
Offsetting Negative Points with
Positive Points
Add up all negative points that remain uncovered on your
home board, your Kaupang boards, and your built buildings.
If you received Thing penalties (→ Phase 7: Feast and Fill the
T ax Barn / Thing Penalties, p. 11), enter 3 negative points per
penalty here.
Subtract your total negative points from your total positive
points to get your final score.
Incorrectly Placed Goods Tiles
It may happen that someone accidentally placed goods tiles
next to each other even though the placement rules do not
allow adjacency. In such cases, the mistake must be corrected
immediately.
If you notice it too late (for example during scoring), we
recommend treating this as one Thing penalty per incorrectly
placed adjacent pair of tiles.
In the example on
the left, three green
goods were placed
adjacent to each other:
two green–green pairs
result in two Thing
penalties, for a total of
6 negative points.
In the example on
the right, the same
goods tiles were placed
so that they are all
adjacent to each other .
This results in three
green-green pairs and
therefore 9 negative
points.
The game ends after Phase 7 “Feast and Fill the T ax Barn” of the eighth round
(or the sixth round in the shorter game). Therefore, no bonuses are paid out in the final round.
Before scoring, you may place any building materials, silver , and goods tiles still in your supply
onto your boards and buildings, and you may also buy and send ships if applicable.
Then score the game using the score pad.
The value of boards, buildings, and tiles is always shown in a Viking shield symbol.
The player with the most victory points (VP) wins.
In case of a tie, you share the victory.
END OF THE GAME AND SCORING
===== PDF PAGE 26 =====
26
Gifts
It is explicitly not allowed to give away or discard goods, ships,
boards, buildings, or cards in your possession—unless an action
explicitly allows it.
Weapon Cards
If the face-down weapon card draw pile runs out, shuffle the
discarded weapon cards to form a new face-down draw pile.
Whenever you gain a specific weapon card (for example through
hunting compensation or a bonus), look for the corresponding
card among the face-up discarded weapon cards. If it is not
there, search the face-down draw pile for the card and shuffle
the pile afterwards.
Silver Coins and Making Change
You may exchange silver coins at any time during the game.
There are silver tiles with values of 1, 2, 5, and 10 silver .
Limited Components
Only the standard buildings are limited in quantity. Once a
stack is empty, no more buildings of that type may be built.
The Shorter Game (6 Rounds)
The shorter version of the game lasts 6 rounds (instead of the
usual 8). It is aimed mainly at players who already know the
game and are looking for a different challenge or a shorter
play time.
Setup and gameplay follow the standard rules with the
following changes:
Setup
• Use the reverse side of the home boards (without the tax
barn) and the 6-round side of the sequence track.
• You start with 2 additional Vikings on your Thing square,
since the banquet table has only 6 numbered spaces.
• Remove 2 normal environs strips before shuffling the
remaining 7 into a face-down stack and revealing the usual
number of strips.
You also begin the game with a starting Kaupang. Starting
with the last player in turn order and proceeding in reverse
player order , choose a size-1 Kaupang and discover it
immediately using the normal rules. Available choices:
Skiringssal, Helsingborg, Rouen, Lincoln, Dublin, Brattahlíd,
York, and Avaldsnes. Alternatively, you may assign the
Kaupangs randomly.
All other components are unlimited:
• Building materials: If building materials run out, you may
take a Thing penalty tile from the supply, flip it to the “3×”
side, and place a building material on it. That material then
counts as 3 of that type.
• Victory point tokens: Even if no victory point tokens remain
in the supply, occupations may still be discarded instead of
played. In that case, note 2 victory points for each additional
discarded occupation.
• Ships: There should be any number of ships. If you run out of
ships of a type, please improvise.
• Weapon cards: If you gain a specific weapon and
cannot find it in either the draw pile or the discard
pile, also use the “3×” side of a Thing penalty tile
from the supply. Place it on a weapon card to
indicate that the card represents 3 weapons of that type.
• Goods tiles: If the available goods tiles run out, you may
return tiles from fully covered areas to the general supply.
You must then remember for the rest of the game that the area
was already filled, or fill the spaces with silver or other tiles.
Gameplay
• The game ends after 6 rounds.
• Kaupangs are replaced 2 rounds earlier . As a result, the first
3 Kaupangs are already replaced in round 1 if they were
not chosen during setup. (This means: Skiringssal, Rouen,
and Dublin can only be chosen during setup, because they are
replaced in round 1.)
• Follow the modified harvest distribution shown on the
harvest track of your home board.
• The discovery bonus for Kaupangs that were already
available before doubles to 2 silver per round (instead of 1).
ADDITIONAL RULES
VARIANTS
===== PDF PAGE 27 =====
27
Solo Game
You play the solo game the same way as the multiplayer game,
taking one turn after another . Since no one but you blocks
action spaces, you leave your Vikings on the action board at the
end of a round and play the next round with the Vikings of a
second color .
Setup and gameplay follow the standard rules with the
following changes:
Setup
• T urn your home board to the side of your choice. You may play
solo either over the normal 8 rounds or the shorter 6 rounds.
• Choose 2 colors and take all 12 Vikings of both colors (in the
example: Blue and Yellow).
• Remove 1 Viking of the first color (in the example: Blue) from
the game.
• Place 1 Viking (normal game) or 2 Vikings (short game) of the
first color on space 1 of the banquet table, and place 2 Vikings
of that color on each odd-numbered space (3 and 5; in the
normal game also on 7).
• Place 2 Vikings of the second color on each even-numbered
space (2 and 4; in the normal game also on 6).
• The remaining Vikings of the first color (3 in the normal game,
5 in the short game) go to the Thing square. The remaining
Vikings of the second color (4 in the normal game, 6 in the
short game) go to the “waiting area” at the lower left of your
home board.
You do not need the drinking horns or the turn order board,
since you always act first. Still draw a starting card to determine
your additional starting weapon.
Gameplay
Play the first round as in the multiplayer game. In Phase 11,
however , you do not take any Vikings from the action board.
Instead, move the Vikings of the second color from the waiting
area (lower left) to your Thing square. At the beginning of the
second round, 2 more Vikings of that color are added from the
banquet table.
At the end of the second round, leave the Vikings of the second
color on the action board. Instead, take the Vikings of the first
color back from the action board to your Thing square to play
the third round with that color .
Repeat this pattern until the final round: in Phase 11, the color
you just played remains on the action board, and you instead
take the Vikings of the other color back from the action board.
(Tip: the banquet table shows you which Vikings must be removed.)
Special rule “ Action Copy”: You may use your action copy
tile to occupy a space again that is currently occupied by the
“other” color (i. e., the Vikings currently on the waiting area).
You do not receive a silver coin from the supply for doing so.
In the first round of your game, you place your 4 blue
Vikings on the action board. Leave them on the action
board at the end of the round and move the 3 yellow
Vikings from the waiting area to your Thing square.
After that, you do not need the waiting area
anymore, as the Vikings of the different colors
alternate on the Thing square.
===== PDF PAGE 28 =====
28
OVERVIEW
COLORS OF THE OCCUPA TION CARDS
QUESTION? LOOK IT UP HERE:
• Action copy → pp. 7, 1 4
• Action spaces
– Animal spaces (green) → pp. 17–18
– Barter trade (gold-brown) → p. 18
– Crafts (gray) → p. 17
– Discovery (orange) → p. 23
– Emigration (yellow) → p. 19
– Fishing (red) → p. 22
– House construction (gray) → p. 16
– Hunting (red) → p. 21
– Long-distance trade (blue) → p. 18
– Occupations (brown) → p. 19
– Environs (gold-brown) → p. 18
– Processing (gray) → p. 17
– Raids (red) → p. 22
– Shipbuilding (gray) → p. 17
– T extile production (gray) → p. 17
• Action tiles
– place → p. 8
– unlock → p. 15
• Animal breeding → pp. 9–10
• Bonuses
– bonus spaces (gray) → p. 5
– receive → p. 11
• Cards
– colors and functionality → p. 20
– draw → Action Spaces / Drawing
Occupations, p. 19
– play → Action Spaces / Playing
Occupations, p. 20
• Die joker → Action Spaces (red), p. 21
• Die roll (during hunting, fishing or raids)
→ pp. 21–23
• Discovery bonus → pp. 23–24
• Feast → p. 10
• Graves → Covering Boards and
Buildings / Construction Spaces, p. 15
• Harvest → p. 7
• Income
– Money diagonal → Placement Rules
for the Home Board, p. 13
– receive → p. 9
• Kaupangs
– discover → Action Spaces /
Discovery, p. 23
– place action tiles → p. 8
• Palisades → Covering Boards and
Buildings / Construction Spaces, p. 15
• Placement rules
– basic rules → p. 12
– for buildings → p. 13
– for the home board → p. 13
– for the Kaupang boards → p. 13
• Placing Vikings
– placing an additional Viking → pp. 8, 20
– The Columns of the Action Board → p. 8
• Scoring → p. 25
• Ships
– buy → p. 12
– colors → p. 12
– equip → p. 12
– ship spaces (on placement areas)
→ Placement Rules / Ship Spaces,
pp. 15–16
• Ship transport → p. 15
• Ship types → Ships, p. 12
• T ax barn → pp. 10–11
• T urn order → pp. 2, 4, 9
• Walls → Covering Boards and
Buildings / Construction Spaces, p. 15
• Weapon cards → p. 4, 7
ST ARTING RESOURCES – STANDARD GAME (8 ROUNDS):
Starting card
(random weapon and
turn order)
Die joker
Weapons: 1 bow, 1 trap, 1 spear
Starting occupations:
draw 2, keep 1
Goods: 1 egg, 1 mead
Improviser
When taking a
Crafting action
(no ore needed)
71
Craftswoman
Before a Crafting
action with 1 Viking:
Action phase
10
Scout
Before any Hunting
or Raiding action
with
Choose the result of
the roll.
58
Basic Outfitter
Replenish up to
4 weapon types to
2 cards each
OR
3
11
(including this one)
Trading Post
Merchant
When playing a
Merchant occupation
24
Green once-condition-is-met cards
activate once when the specified
condition is met.
Brown once-per-round cards
may be used once at the
specified time.
Orange whenever cards
trigger whenever the
specified condition occurs.
Blue repeatable cards
provide ongoing effects
that apply at any time.
Yellow immediate cards
have a one-time effect
when played.
Additionally in a SHORTER GAME (6 rounds): Kaupang of size 1 (choose in reverse player order)
Version 0.9, not the final version