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Example of a Failed Raiding Attempt
You have a longship and take a “Raiding” action.
The amount of ore on your longship is irrelevant,
because you may not use it for raiding anyway. You
take the orange die and roll 4 on your rst roll, and 5 on the
second. You want to do better, but you only roll 3 on your nal
roll. If you spend 2 stone and 1 long sword, the most you could
get would be a battle result of 6, which is a rune stone. You
decide it is better to declare the raid a failure and take your
consolatory 1 stone and 1 long sword.
Pillaging
As with “Raiding”, you want to roll high when pillaging.
To do so, you must have a longship. If you have more than one
longship, you must use the longship with the most ore on it.
Success
When pillaging, add 1 to
your dice roll for each ore
on your longship (even
above 12), keeping the
ore. After you roll the blue
twelve-sided die, you can
take exactly one blue goods
tile with a sword value
equal to or lower than you
rolled.* You can spend stone
and long swords from your
supply to increase the roll
by 1 per item spent. This
modied value is considered
your “battle result”.
Failure
Your raid automatically
fails if your battle result is
5 or less. You may willingly
declare it a failure, regardless
of the result.
Upon failure, you receive
a consolatory 1 stone and
1 long sword**** from the
general supply. Additionally,
after each failed pillaging
attempt, you may return
1 Viking from the respective
action space to your Thing
Square and use it again later
that round.
The English Crown has the highest sword
value and is worth 2 points.
At the bottom left of the “Pillaging” action spaces,
you can see a Viking symbol and an arrow pointing
left. This is a reminder of the consolatory Viking you
receive upon failure.
* When taking a blue goods tile, you can take a regular blue tile
or one of the special tiles (on the oval supply board).
Example of a Successful Pillaging Attempt
You have a longship and 2 ore on it. You have 1 ore in your
supply, which you decide to place on the longship before you
take a “Pillaging” action. You take the blue die and roll 4 on
your rst roll. You could stop here, but you want to do better.
Your second roll is 6. Since you only have one roll left, you
decide to stop right here. You spend 1 long sword for a nal
battle result of 10: 6 from the roll, 3 from the ore on your
longship, and 1 from the long sword. With that battle result,
you take 1 “Jewelry” goods tile.
Hunting Game, Laying a Snare and Whaling
When hunting game and laying a snare, you roll the orange eight-
sided die. When whaling, you roll the blue twelve-sided die. In all
of these cases, you want to roll low.
Success
When whaling, reduce the
value of your roll by one for
each ore (even preprinted
ore) on the whaling boat(s)
you are using to perform the
action (you keep the ore).
This can lead to a negative
value; any negative value is
treated as a 0.
Then, in every case (Hunting
Game, Laying a Snare and
whaling), pay a number
of wood and/or proper
weapons** equal to this
value to declare a successful
action and receive the reward
depicted on the action
space.***
Failure
If you declare your attempt
at this action a failure, you
do not have to pay anything.
(You may not declare a result
of 0 as a failure.)
Upon failure, you receive
a consolatory 1 wood and
1 weapon**** of the proper
type** from the general
supply. Additionally, when
you fail laying a snare, you
may return 1 Viking from
the action space to your
Thing Square. When you
fail whaling, you may even
return 2 Vikings. You may
use the returned Vikings
again later that round.
Let us talk a little bit about the luck factor in this game. Rolling
dice is frowned upon in development games—with good
reason. In this game, failure is designed such that it is only
marginally worse than, for example, taking 2 stone (compared
to stone and long sword) or 2 wood (see failure in the next
section) from a mountain strip. When you fail,
your next roll is more likely to succeed. Bad
rolls do not prevent success, they just delay it
a little. For me, it is an essential part of the
game to provide that feeling of adventure.
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