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Uwe Rosenberg
Rulebook
“A Feast for Odin” is a saga in the form of a board game. You are reliving the cultural achievements, mercantile
expeditions, and pillages of those tribes we know as “Vikings” today—a term that was used quite differently
towards the end of the rst millennium.
When the northerners went out for a raid, they used to say they headed out for a “viking.” Their Scandinavian
ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson
is said to be the rst European in America, long before Columbus.
In what is known today as Normandy, the intruders were not called Vikings but “Normans.” One of them is the
famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed
to do only a few years prior: conquer the Throne of England.
The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural
situation. Crop shortfalls caused great distress.
In this game, you will raid and explore new territories. You will also experience their day-to-day activities:
collecting goods to achieve a nancially secure position in society.
In the end, the player whose possessions bear the greatest value will be declared the winner.
2
3
Game Boards
1 large action board with action spaces
4 home boards (one for each player)
1 oval supply board for the special tiles
1 small supply
board for the
ships
4 two-sided exploration boards
Dice
1 orange eight-sided
die
1 blue twelve-sided
die
Goods boxes
2 goods boxes to store the goods tiles
15 special tiles
Tiles
3
2
3
Tiles
Money
125 silver coins, including:
Wooden Goods
2 extension tiles to extend the action board
1 large round overview tile
Building tiles: 3 “shed” building tiles,
3 “stone house” building tiles,
5 “long house” building tiles
8 mountain strips
32 ship tiles, including:
10x whaling boats
12x knarrs 10x longships
32x wood, 24x stone, and 40x ore
Other Wooden Components
Food
front side: farm product
back side: animal product
Animals
front side: livestock
back side: pregnant dam
Equipment
front side: craft product
back side: luxury good
The back of each “Thing Penalty” is
different: 5 wood, 5 stone, 3 ore, 3 bow and
arrow, 3 snares, 3 spears, and 3 long swords.
25x peas / mead
18x sheep / pregnant sheep
15x cattle / pregnant cattle
20x ax / stocksh
20x beans / milk
20x grain / salt meat
17x cabbage / game meat
15x fruits / whale meat
43x oil / rune stone
30x hide / silverware
7 “Thing Penalty” tiles
30x wool / chest
20x linen / silk
20x skin and bones / spices
20x fur / jewelry
18x robe / treasure chest
15x clothing / silver hoard
48 Vikings
(12 for each
player)
1 brown
start player
moose
1 white round
tracking cube
12 plastic bags, 1 appendix,
1 almanac, and this rulebook.
Goods
346 goods tiles, including:
190 Occupations,
divided in three decks A, B, and C
45 light brown
starting occupation
cards
145 dark brown
occupation cards
47 red Weapon cards
12x bow and arrow, 12x snare,
12x spear, 11x long sword
Craft Leader
before the Income phase
if you have
at least
5 Vikings
on Crafting
action spaces
Crafting
8
a
2/5/10
Weapons
Supplier
with
1/2/3
longships
A
32
80x “1 Silver” 22x “2 Silver”
18x “4 Silver”
5x “10 Silver”
4
5
Before Your first Game
Goods
This game comes with a large number of goods tiles. In order to
save you the hassle of storing the tiles in an assortment of plastic
bags, we have provided two goods boxes so that you can better
store and organize the goods tiles.
Each row stores goods of the same color and each column stores
goods of the same shape. Note that orange and red goods of the
same shape are on two sides of the same tile, as are green and
blue goods. Divide these goods (except for sheep and cattle) into
two piles and place each pile in its designated compartment.
For example, every “beans” tile has milk on the other side.
The game provides more tiles than you would normally need,
even more than you can t into the goods boxes. Store any excess
tiles as a reserve in the provided bags.
The following table shows how you should organize the goods
tiles in the goods boxes. The goods boxes have alternating
small and large compartments. In the rst goods box, the small
compartments are reserved for goods of the size of peas and
beans, and the large ones are reserved for goods of the size of ax
and grain. In the second goods box, the small compartments are
meant for goods of the size of cabbage and fruits, and the large
ones for goods of the size of sheep and cattle.
rune
stone
silverware chest silk spices jewelry
treasure
chest
silver hoard
oil hide wool linen
skin and
bones
fur robe clothing
mead stocksh milk salt meat
game
meat
sheep
whale
meat
cattle
peas ax beans grain cabbage fruits
Peas and mead are two sides of the same tile, as are oil and rune
stone. Sheep and cattle are on both sides of their respective tiles.
setup
Action Board and Goods Boxes
Place the large action board in the middle of the table. In a
4-player game, add the two extension tiles to the game board as
shown in the illustration, randomly choosing which side is face
up. (In games with 1 to 3 players, you do not need these tiles.)
Open the goods boxes and place them on the table next to each
other, so that all players can easily access them.
Supply Boards for Special Tiles and Ships
Place the supply boards for special tiles and ships next to the
goods boxes. Aside from the blue standard goods in the top row
of the goods boxes, there is a number of special tiles. Unlike the
standard goods, which are supposed to be in unlimited supply,
there is only one copy of each special tile. They are considered
to be blue and follow the same rules as the blue good tiles.
(Also, the special tiles are the same color on both sides.)
Place the special tiles on the oval supply board. The other supply
board is for the three types of ships. Sort the ships by type and
place them face up in separate stacks on the supply board.
The goods boxes
1 oval supply board for
the special tiles
1 small supply board for the ships
5
4
5
Occupation and Weapon Cards
There is an “A”, “B” or “C” at the bottom right of the occupation
cards, indicating to which deck each card belongs. We recommend
beginners only use cards from deck A, while experienced players
use cards from both deck B and C, or just shufe every deck
together. Sort the occupation cards according to their light or dark
brown back to form two stacks.
An illustration at the top left of the game board indicates what you
receive at the start of the game: Each player draws 1 starting
card from the stack of light brown occupation cards into their
hand. (After that, remove the remaining light brown cards from
the game.) Each player takes 1 “bow and arrow”, 1 “snare”, and
1 “spear” weapon card, as well as 1 “mead” goods tile.
Shufe the remaining weapon cards and place them face down
in a stack on the table. Shufe the occupation cards with a dark
brown back and also place them face down in a stack on the table.
Your Personal Boards and the Vikings
Each player takes a home board.
The home boards are two-sided. One side is for a game lasting
7 rounds (long game), the other for a game lasting over 6 rounds
(short game). Decide how many rounds you wish to play and
place the according side face up.
Each player chooses a color and takes
the 12 Vikings in their color.
Place a Viking on each numbered space of the “Banquet Table”
track (at the top right) of your home board and the rest on the
“Thing Square” (the Vikings’ meeting place). The latter are your
starting Vikings. (Consequently, in the short game, you start the
game with one more Viking.)
To the right of the Thing Square, there is the bay with landing
stages for ships. To the left of the Thing Square, there is the main
placement area for your valuable goods.
Do not open yet!
Do not open yet!
These are your starting cards along with
1 mead. Always keep all tiles and cards face
up in front of you and visible to all players.
By no means will you need
all of the cards each game.
Set up only part of them and
replenish the stack later, if
need be.
GAME START
Build Houses
Build Ships
Hunting
Livestock
Market
Weekly
Market
Products
Crafting
Mountains
and Trade
Sailing
Emigration
and
Occupation
Shetland
OR
Faroe
Islands
Iceland
OR
Greenland
OR
Bear Island
Baffin Island
OR
Labrador
OR
Newfoundland
withwithwith
with with with withPlunderingPillagingPillagingRaiding
with
any number of withany number of with
OR
per player
from
from
fromfrom
OR
withwith WhalingWhaling
Hunting
Game
Hunting
Game
Laying a Snare
OR
Your starting card suggests which path
you might want to take during the course
of the game.
Place 7 Vikings on the “Banquet Table” track
(only 6 in the short game).
Thing Square
Banquet TablePlacement area
for goods
Goods
space
Income
diagonal
Landing
stages
Stables for sheep
and cattle
Waiting space for
the solo game
The long game is the main version of the game. We recommend the short game to all players who would like
to familiarize themselves with the game mechanics rst. On the other hand, veteran players who know every
aspect of the game by heart might nd the shorter version more challenging.
-1
Peddler
total cost
Livestock
Market
1
A
-1
Peddler
total cost
Livestock
Market
1
A
Occupations
dark brown
light brown
Weapons
6
7
Mountain Strips, Building Resources, and Silver
Shufe the eight mountain strips and turn two of them face up
(three strips in a 4-player game). The remaining mountain strips
form a face down draw pile. Place the depicted goods on the spaces
of the face up mountain strips.
Sort the remaining wood, stone, ore, and silver tokens by type and
place them ready at hand.
Exploration Boards
Lay out the four exploration boards with their “Shetland”,
“Faroe Islands”, “Iceland”, and “Greenland” sides facing up in
that order.
Building Tiles
Place the “shed”, “stone house”, and “long house” building tiles
in separate stacks on the table.
Overview Tiles
Place the round overview tile on the table and place the white
round tracking cube on space 1.
General overview
How to Play the Game
The basic principle of the game is simple. Each round, you place
your Vikings on the spaces of the action board and take the chosen
actions immediately.
What You Want to Achieve
Your goal is to cover the spaces in the placement area of your
home board with green and blue goods tiles. If you leave gaps,
you can ll them with ore and silver (as shown below).
To get the goods tiles in the rst place, you will either need
to obtain them by raiding (in the Viking fashion) or receive them
in exchange for farm goods.
This information bar depicts how to place goods in the
placement area of your home board. The green and blue color
stands for the respective goods.
Overseas trading plays a special role in all of this. It allows you to turn any number of different green goods (representing craft
products) into blue luxury goods in a single action. (How turning a lot of green goods into blue ones may benet you is explained
in the “Anytime Actions” section on page 12.)
Because each action space can only
be occupied once per round, you will
quickly get in each others way.
Mountain strips at the start of a game
with up to 3 players
The letters A to D on the bottom
right of the boards indicate their
front sides.
At any time, you can place
tiles, ore tokens and silver
coins from your supply onto
your home board. Once on
your home board, you cannot
take them back.
Ore
Silver
7
6
7
Income
The big numbers across the placement area of your home board
represent income values. The smallest visible income value
indicates your income for the current round (described further on
page 9).
Bonus
Some spaces of your home board feature goods symbols.
There are ve goods spaces on
your home board.
You receive these goods each
round as a bonus once you have
covered all spaces surrounding
them.
Sooner or later you may wish to cover the goods spaces to
increase your income. (By doing so, you forfeit the bonus.)
In the rst example, the
mead space was covered.
In this one, it is completely
enclosed. Here, you would
get a bonus of 1 mead each
round.
During the game, you can explore new territories and add them
to your home board. You will need ships to do so.
To explore Iceland, for instance,
you would need a knarr
or a longship.
What You Get Points For
At the end of the game, you will add the values of
your ships, houses, exploration boards, and goods.
Points are indicated by the shield symbol.
Your large ships can increase in value if you use them
for emigration. (Simply turn them to the other side when
that happens.)
After each emigration, you
will have one fewer ship at
your disposal (here:
a longship).
Your home board and the exploration boards have spaces that you
must cover with goods tiles to avoid negative points.
“Fur” can be effectively worth
8 points if you use it to cover
eight spaces with negative points.
The sheds, stone houses, and long houses also have spaces with
negative points, which you should cover with goods tiles.
Sheds require wood and stone.
The stone and long houses are special in that they allow you to
place orange and red food tiles in them as well as the usual
green and blue goods and silver coins, but not ore.
Note the two supporting pillars in the center of the long house:
these cannot be covered.
This information bar depicts how to place
goods in the placement areas of your houses
(further described on page 12).
You gain additional points for sheep and cattle, which breed every
other round, and for the occupation cards you have played.
The back sides of the animal
tiles show pregnant dams.
These are worth 1 additional
point.
Occupations can be worth negative points. In
this example, the Undertaker is worth -1 point.
The home board on the previous
page would generate an income of
2 silver.
1
placed a rune stone
on an exploration
board
Undertaker
100
b
8
9
Course of plaY
Randomly determine who receives the grey start player moose. The long game is played over 7 rounds (the short game over
6 rounds).
Each round consists of the following 12 phases, which are played
one after another in that order.
Phase 1: A New Viking
Take the leftmost Viking from the “Banquet Table” of your home
board and place it with your other Vikings on the Thing Square.
(The now empty space indicates the number of the current round.)
Each round, including the rst,
you receive a new Viking.
Phase 2: Harvest
Below the new round number, there is note indicating what you
will receive during harvest.
Long game:
During harvest, you can only get orange goods.
Take the goods from the general supply and place them in your
personal supply.
The numbers on the tiles mean:
You receive one of each crop with a 1: peas, beans, and ax .
You receive one of each crop with a 1 or 2: peas, beans, ax,
and grain.
You receive one of each crop with a 1, 2, or 3: peas, beans,
ax, grain, and cabbage.
You receive one of each crop with a 1, 2, 3, or 4: peas, beans,
ax, grain, cabbage, and fruits.
“No Harvest” means you do not get any goods in the harvest
phase of that round.
Phase 3: Turn Exploration Boards and Placing Silver
In the action phase (phase 5), you can use your ships to claim
additional placement areas on the exploration boards. Some
exploration boards are available at the start, others become
available later. This is why each exploration board that has not
been claimed by a player is turned to its back side at some point.
A symbol below the harvest notes on your home board indicates
when to turn each exploration board.
In round 3 (round 2 in the short game), turn Shetland,
introducing Bear Island.
In round 4 (round 3 in the short game), turn the Faroe
Islands, introducing Bafn Island.
In round 5 (round 4 in the short game), turn Iceland,
introducing Labrador.
In round 6 (round 5 in the short game), turn Greenland,
introducing Newfoundland.
Increasing the Value of an Unclaimed Exploration Board
Each round in which you should turn an exploration board (short
game: rounds 2 to 5; long game: rounds 3 to 6), place 2 silver on
each unclaimed exploration board not being turned. Exploration
boards that players have already taken do not receive silver.
When you turn an exploration board with silver on it, return the
silver to the general supply.
Place silver on the other exploration boards even if the
exploration board that is supposed to be turned has already been
claimed by a player.
There is no phase 3 in the rst and last round. In those rounds,
no exploration board is turned and no silver is placed on any
of them.
We will explain the rules for the game with 2 to 4 players rst.
The solo game rules can be found on page 23.
Example: In round 3, 2 silver are
placed on the Faroe Islands. In
round 4, the Faroe Islands are
turned to become Bafn Island
and the 2 silver placed there last
round are returned to the general
supply.
When you explain the game, it is a good idea to mention the goal of the game rst and the phases of a round
shortly after. You can show that the game is played over six or seven rounds by pointing the players to the seven
Vikings on the “Banquet Table”. Once they are focused on that, you can easily explain the rst three phases
with the information provided below it.
9
8
9
Phase 4: Draw a New Weapon
Each players draws a new weapon card and places it face up in
their supply.
You could draw a long sword, the only
type of weapon you do not have from
the start.
Phase 5: Actions
Beginning with the start player and in clockwise order, take
one or more Vikings from your Thing Square and place them
on exactly one unoccupied action space of the action board.
Continue doing so until all players have passed or placed all of
their available Vikings.
You can pass even if you have Vikings left in your Thing Square.
Once you have passed, you cannot place any more Vikings that
round. (When you have none left, you must pass.)
Important: each action space can only be occupied once per round.
Another important rule: each action space in the rst column
requires one Viking to activate. Each action space in the
second/third/fourth column requires two/three/four Vikings,
respectively.
The effect of each action space is explained in the next major
section (starting on page 14). You can tell what most effects do
from their illustration.
You must use an action space immediately after you occupy it.
To occupy an action space, you must use at least one of its effects
(paying a cost is also considered an effect in and of itself).
The action spaces on the action board are
organized in groups of similar effects. The
wood grain background helps to emphasize
this. The type of action spaces in each group
is stated in the left margin of the action board.
Also, note the actions you can take at any time
during the course of the game (see page 12).
The action phase ends as soon as all players have placed all of
their Vikings or passed.
Due to the varying number of Vikings that are required on each
action space, some players can run out of Vikings earlier than
others. A player without Vikings must pass. Continue until all
players have passed.
Phase 6: Determine Start Player
The player who placed Vikings last in the action phase receives
the start player moose and will be the start player in the next
action phase.
Phase 7: Income
During the game, you will place green, blue goods tiles, ore tokens
and silver coins on your home board. The smallest uncovered
value on the “income diagonal” indicates the amount of silver
you receive this phase.
Important: You must cover the income values in ascending
diagonal order. This is explained further on page 12
(Anytime Actions).
During your rst play, you might be
overwhelmed by the sheer number of
action spaces. Concentrate in the early
game on exploring the available options.
Use the rst few rounds to prepare yourself
for what is to come. You will take the really
important and crucial actions later.
This game differentiates between income
and bonuses. Income is paid in silver
(this phase), bonuses are paid in goods
(phase 10).
In this example, “5” is the
smallest uncovered value, so
you would receive an income of
5 silver.
10
11
By claiming exploration boards, you can produce additional
income. Income from an exploration board is handled like
income from your home board (see also appendix, page 15).
Phase 8: Animal Breeding
At the bottom right of your home board, you can nd storage
spaces (stables) for your “sheep” and “cattle” goods tiles. Please
note that these tiles show the same animal on both sides—one
side shows the non-pregnant animal, the other the pregnant one.
In this phase, your animals breed, according to the following rules:
If you have at least 1 sheep with the “pregnant sheep” side
facing up, turn all of them to the other side and take 1 “sheep”
tile for each tile you just turned (and place them with the “non-
pregnant” side facing up in your stable).
If you have at least 2 sheep but no “pregnant sheep”, turn 1 of
them to the “pregnant sheep” side.
The same applies to cattle.
Examples of Animal Breeding:
You have three sheep, one of which is pregnant. The pregnant one
gets a newborn, the other two remain non-pregnant. Afterward
you have four non-pregnant sheep.
You have four non-pregnant sheep. Still, you can only turn one
of them to the pregnant side.
You have two sheep, one of which is pregnant. During the action
phase, you spend the non-pregnant one. In the breeding phase
of that round, you are now left with a single pregnant sheep. It
still receives a newborn, even though it is the only sheep in the
stable. (C’est la vie.)
Phase 9: Feast
This phase focuses on the spaces of the “Banquet Table” track
with no Vikings.
In this example: 3 spaces have Vikings on them, 9 are empty.
Place orange and red food tiles from your supply (or stable)
and/or “1 silver” coins on each empty space of the “Banquet
Table”, according to the following rules:
Orange tiles (farm products) cannot be placed next to each other.
Red tiles (animal products) also cannot be placed next to
each other.
Silver coins can be placed next to each other.
(Ore cannot be placed on the “Banquet Table”.)
One tile of each type may be placed horizontally to take up
more space at the table (like salt meat in the example below). All
other tiles of that type must be placed vertically (square tiles are
exempt from this rule, as it does not matter).
You should serve salt meat only once per feast to be efcient.
Bean dishes, on the other hand, can be served multiple times
without penalty.
Every tile you place on the “Banquet Table” must cover at least
one of the squares below the table and t in the allowed space
(it cannot overhang). If you are not careful, you may have to
inefciently place several tiles vertically to follow this rule.
When explaining the game, now is a good time to explain, in
detail, the placement of green and blue goods tiles on your
home board. Income is where these rules really matter a lot.
Earlier, on page 6, we gave a general overview of these rules.
A more elaborate explanation will follow on page 12.
Now let us continue with the sequence of a round.
Consequently, your sheep and cattle can
breed every 2 rounds.
These rules are also depicted below the Banquet Table.
The designers love for bean dishes
should be well-known. Vikings were very
thoughtful about what they ate. Too much
salt meat is unhealthy.
11
10
11
Thing Penalty
For each space of your “Banquet Table” on which you could
not or did not want to place anything, you must take a “Thing
Penalty” tile and place it in your supply. You must keep these
tiles for the rest of the game. (This should not happen too often,
because the feast happens after you receive income. Income
should always provide enough silver to cover the spaces.)
At the end of the game, you lose 3 points for each penalty tile
you have.
At the end of this phase, move the goods on your “Banquet Table”
to the general supply.
This empty space means you must take a penalty tile.
Phase 10: Bonus
Some spaces in the placement area of your home board show a
goods symbol. These spaces count as already covered, but you
can cover them with goods tiles, if need be (according to the
placement rules, see “Anytime Actions” on page 12). If you leave
a goods space uncovered, but instead cover the 8 spaces around it,
you will receive that good as a bonus each round.
The depicted ore space is on the edge of the
placement area, so you only need to cover ve
spaces around it to receive ore as a bonus.
You receive your bonus all at the
same time.
Phase 11: Update and Add New Mountain Strips
Mountain strips provide building resources that you can get
during the action phase (see the “Mountain and Trading Actions”
on page 15).
Acquire your resources here.
In this phase, remove the leftmost resource (i.e., closest to the
arrow) from each face-up mountain strip and return it to the
general supply (this can be wood, stone, ore or silver).
If all spaces are empty, remove the mountain strip.
Then turn a new mountain strip face up and place the depicted
goods on it. (This way there can be more face-up mountain strips
than at the start of the game.)
At the left, the mountain strip at the top is about to be removed.
At the right, the mountain strip at the bottom has just been
added.
In the 4-player long game, there are not enough mountain strips
for all 7 rounds. You simply do not add any in round 7.
Phase 12: Remove Placed Vikings from the Action Board
Return your Vikings from the action board to your Thing Square.
(Then proceed with phase 1 of the next round.)
Tip for experienced players: if you place goods tiles in your placement area before the income phase, you will
then receive silver that you can use right away to possibly get bonuses as well. (For instance, the silver that
enabled the ore bonus in the example above could have been silver the player received that round.)
The player whose home board is
shown to the left would receive
1 mead, 1 wood, 1 stone, and 1 ore
each round.
12
13
Anytime Actions
There is a variety of actions you can take literally at any time
during the game (usually even during a main action).
Placing Goods on the Home Board
As mentioned several times before, at any time, you can place
green craft products and blue luxury goods as well as silver coins
and ore tokens on empty spaces in the placement area of your
home board, according to the following rules:
The spaces with the big numbers (0, 1, 2, 3, …) form the
“income diagonal” (see “Income” on page 9). You can only
cover a space in the income diagonal if you also cover (or have
already covered) all spaces:
• to the left of that space,
• below that space,
as well as all spaces in the square to the bottom left of
the space.
Spaces with goods symbols are considered covered already.
The placement areas depict growing squares in order to remind
you of these placement rules.
Green tiles cannot be orthogonally adjacent to other
green tiles (diagonal adjacency is allowed). (An
illustration on your home board reminds you of that.)
Blue tiles can be adjacent to other blue tiles, as can silver coins
to other silver coins, and ore tokens to other ore tokens.
When you place a goods, you cannot place it on top of another
goods that is already there (not even partially). You can, however,
cover spaces with goods symbols (see Bonus on page 7). Keep
in mind, goods spaces are considered covered already
Each goods you place must be placed within the bounds of the
placement area.
The home board has three
additional spaces at the top
right, so that you can place
bigger tiles like the treasure
chest during the end game.
The special tiles are considered to be blue and follows the same
rules as the blue good tiles.
Here is an example of how to cover the spaces in the top right
corner without covering the income spaces that you are not
allowed to cover.
In the early game, you can cover
3 numbers with a single tile (here:
using a robe). (Unfortunately, if
you do, you will also cover the
mead space, losing a potential
mead bonus.)
In the example depicted
to the left, you could
place a “skin and
bones” or “ wool” tile
to cover income spaces
“3” and “4” at the
same time, because by
doing so all required
spaces will also be
covered.
Occasionally, players will ignore this rule
unintentionally. If you notice the mistake
too late, see page 23 for a way to handle
that.
To avoid negative points, you are explicitly
allowed to place goods wherever you like
in the placement area, as long as you do
not cover income spaces that you are not
allowed to cover (see the example below).
13
12
13
Placing Goods on the Exploration Boards
As with the home board: at any time, you may place green craft
products and blue luxury goods as well as silver coins and ore
tokens on empty spaces of the exploration boards, according to
the same rules.
A lot of goods spaces on the exploration boards are surrounded
by less than 8 other spaces, which makes it easier to enclose them
for the bonus.
To unlock the rune stone and ore bonus on Bear Island, you only
need to cover six spaces.
Placing Goods on the House Tiles
At any time, you may place orange farm goods, red animal
products, green craft products, and blue luxury goods as well as
silver coins on empty spaces of your houses.
Orange tiles cannot be orthogonally adjacent to other orange tiles,
and red tiles cannot be orthogonally adjacent to other red tiles
(diagonal adjacency is allowed, as shown in the illustration on
the house tiles). Note that you cannot cover the pillar spaces in the long house.
The following applies to all of the anytime actions:
Once you place a goods tile on a board or house, you cannot take
it back.
You may, of course, test tile placements in order to plan ahead, as
long as you take them back before continuing.
During phases 7 and 10, all income and bonuses are generated
at the same time; consequently, you may not use the income/
bonuses from one board to place game pieces on another board
in the same phase.
Buying Ships
At any time, you may buy a ship by paying its cost in silver. The
cost of a ship is equal to its value (also depicted on the supply
board for ships). Instead of buying ships, you may build them
with wood by using a “Ship Building” action space (see page 15).
The whaling boats are small boats.
Knarrs and longships are considered “large ships.”
Each ship you acquire must be placed in your bay, on a landing
stage of appropriate size (you cannot place whaling boats on the
larger spaces).
Changing Silver
At any time, you may make change with your silver
coins. Silver comes in denominations of “1 silver”,
“2 silver”, “4 silver”, and “10 silver”.
Arming
At any time (including immediately before, but not during an
action), you may place ore from your supply on the designated
spaces of your whaling boats and longships.
You may not take back the ore you place on your ships.
Although you cannot take back tiles once
you placed them, we still recommend
you place as many as you can before the
income and bonus phases. Especially the
large tiles as they belong on the boards
and not in your supply.
Note that there might be spaces in the
center of an exploration board that
you are not allowed to cover with
goods, like the “5” on Bear Island.
These spaces have a very prominent
green border.
Each whaling boat costs 3 silver,
each knarr 5 silver, and
each longship 8 silver.
The silver coins are designed such that
you can place them in the placement areas
and houses.
Longship are used for raiding and pillaging
(see pages 17 - 18).
Whaling boats are used for whaling (see
page 18). They show 1 preprinted ore and
provide space for 1 more ore.
The knarr costs 5 silver.
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Occupations
Many occupations provide actions you can take at any time. (see
page 21).
The blue background color indicates an anytime action on an
occupation card.
Giving Away
You cannot simply give away or discard goods, ships, boards, or
cards outside of an action.
The Action Spaces
The action board features a variety of action spaces. (How and
when to use them has been explained in the “Phase 5: Actions”
section on page 9.)
General rule:
Some actions require you to have a specic type of ship. You may
use the same ship multiple times per round for different actions.
Example: You have a single longship in your bay. With this ship,
you can
head out on a raid rst
then explore “Newfoundland”,
and emigrate that same round.
Production spaces
On the green spaces of the action board,
you receive exactly what is depicted,
e.g., 1 stocksh.
In particular:
Here, you receive 1 milk if you have
1 cattle, 2 milk if you have 2 cattle, and
3 milk if you have 3 or more cattle.
Here, you receive 1 wool if you have
1 sheep, 2 wool if you have 2 sheep, and
3 wool if you have 3 or more sheep.
Here, you receive 1 spices and 1 silver.
Additionally, you receive 2 milk if you
have at least 1 cattle, and 1 wool if you
have at least 1 sheep.
On this space, you receive wood and ore
from the general supply. While you only
ever get 1 ore here, you also get 1 wood
per player: in a 1/2/3/4 player game, this is
1/2/3/4 wood.
In general:
If a good costs silver, the price is printed
below a purse icon at the left of the action
space. 1 cattle and 1 milk cost a total of
3 silver.
Farmer
(or )
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All the actions mentioned in the example
above are explained on the following
pages. Most action spaces (like the
production spaces) have a rather simple
effect, so we will explain those rst.
Tip: Most new players overrate the Weekly Market. Your Vikings are well provided for during the harvests.
Usually, you will not need much more food than that.
On the other hand, they tend to overlook the long-term potential of animal breeding.
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Exchange Spaces
The dark yellow action spaces relate to house building, ship
building, and crafting. On these, you exchange something (usually
building resources from your supply) for something else, but only
once. In particular:
On the action space at the top left of the
game board, you can pay 2 wood to receive
a shed (see page 13 for what it does).
Here, you may build a “stone house” and “long house” for 1 and
2 stone, respectively (see page 13 for what they do).
Note that the number of shed and house tiles is limited.
Here, you may build the indicated ship (and only that ship) for
1 or 2 wood:
The number of ships is not limited. The only limitation is the
number of landing stages in your bay: you can only have up to
3 whaling boats and up to 4 large ships (knarrs, longships).
On this space, you can choose what to get
for 2 stone and 2 wood: either you take
a stone house and a longship, or a long
house and a knarr.
Here, you may exchange an orange “ax”
tile for the larger and more valuable green
“linen” tile.
On this space, you may spend green “hide”
and “linen” tiles to make “clothing”, for
which you also receive 2 silver.
At the Smithy, you may spend 1 ore to
receive a tile with a forge tongs symbol.
Jewelry tiles show a forge tongs symbol …
… as well as all the special tiles.
Here, you receive 4 silver. Additionally,
you may exchange a green “wool” tile for
a “robe” tile, and/or a blue “silverware”
tile for a “jewelry” tile.
On these three action spaces, you can exchange stone and/or wood
or ore for blue “rune stone” and “chest” tiles. On the rst two of
these spaces, you also receive 1 silver.
Playing a single occupation costs 1 stone
or 1 ore, and you receive 1 silver (see
also “Occupation” on page 20).
Here, you may exchange a whaling boat* for
a knarr (if you wish), before using that knarr
or another large ship to emigrate (more on
emigration on page 17).
* If the whaling boat you exchange has ore
on it, you lose that ore.
Mountain and Trading Actions
Mountain Actions
Some of the golden brown action spaces allow you to take
building resources and silver from mountain strips.
When taking resources from a mountain strip, always
take them from left to right (i.e., goods closest to the
arrow rst).
The 2 silver at the right are considered a single
item. After taking the last “2 silver”, remove the
mountain strip from the game.
The “Take 2 Building Resources” action
allows you to take (up to) 2 items from one
mountain strip of your choice.
You may choose a mountain strip with fewer resources than you
are allowed to take (you may not take resources from another
mountain strip to make up for it).
The “Take 3+2 Building Resources” action
allows you to take (up to) 3 items from one
mountain strip and (up to) 2 items from another
mountain strip. You may not take 5 resources
from the same mountain strip.
For instance, you could take 3 wood from one mountain strip, and
an ore and the silver from another.
The “Take 2+2+2+2 Building Resources”
action allows you to take (up to) 2 items
each from (up to) four mountain strips.
Here, you cannot take 4 or 6 items from
one mountain strip.
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Trading Actions
The other golden brown action spaces allow you to exchange
goods in your supply for more valuable ones.
The “ñ1 Good” action allows you to exchange exactly 1 goods
tile for the next more valuable one: either an orange for a red one,
or a red for a green one, or a green for a blue one. The old and
new tile must have the same shape and dimensions.
For example, you could use a
ñ 1 Good” action to exchange
“game meat” for “skin and bones”
once.
The “ñ2 Goods” action allows you to
exchange up to 2 goods tiles for the next
more valuable one. Both tiles may be of the
same type, but you may not “upgrade” a
single tile twice (from orange to green, or
from red to blue).
The “ññ2Goods” action allows you
to “upgrade” 2 goods twice: you may
exchange an orange good for a green one,
or a red good for a blue one. (In addition,
you also take 4 resources from one
mountain strip.)
Other action spaces on the game action board allow you to
exchange more than 2 goods.
One of the action spaces described here
also provides 4 weapon cards. This means
you draw 4 random weapons (and place
them face up in front of you).
Blue, yellow, red, and brown action spaces are special. Blue
stands for overseas trading, yellow for emigration, red for hunting,
raiding, and pillaging. Brown is the color of occupation cards.
Knarr Action Spaces
Blue is the color of action spaces that require a knarr, providing
blue luxury goods for trade.
Overseas Trading
The two “Overseas Trading” action spaces are located in the rst and
second column of the action board. On overseas trading spaces, you
can pay 1 silver to turn any number of different green goods tiles to
their blue side. To do so, however, you must have at least one knarr
in your bay.
Green tiles in the placement areas of your boards may not be
turned to their blue sides (you may not bypass the rule that
disallows the placement of green tiles next to each other).
Special Sale
The “Special Sale” action space is located in the third column of
the action board.
Each special tile shows a silver cost. If you have at
least one knarr, you can buy (up to) 2 special tiles
by paying their cost. (The English Crown is the only
special tile that may not be bought. We did ask Her
Majesty Queen Elizabeth II when she was in Frankfurt
on June 25th, 2015. She rejected our request in her
usual polite manner.)
The Glass Beads cost nothing; the Helmet
costs 1 silver.
Before you exchange your goods for more
valuable ones via “ñGoods” actions,
check how many and which goods you will
need for the Feast phase. We recommend
you place those goods on the “Banquet
Table” during the action phase ahead
of time.
In this example, during a single “Overseas Trading” action, you may turn
1 oil, 1 hide, 1 wool, 1 linen, and 1 clothing to their blue sides. (The other linen
tile must remain on its green side.)
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Emigration
Yellow is the color of emigration. On “Emigration” action spaces,
you may turn a knarr or a longship* in your possession to its back
side and place it on the leftmost space of your “Banquet Table.”
This tile is no longer a ship, but it reduces the amount of food you
have to serve during a feast (see page 10).
The next time you emigrate, place the second ship to the right of
the rst one. As you can see, each time you emigrate, you need
less food for the feast. In this example, the next feast will only
require covering 5 spaces.
To take this action, you must pay an amount of silver equal to
the current round.
In the very rare case that you emigrated so frequently that there
is no more space for another ship on the Banquet Table, you
cannot take the emigration action anymore.
* You lose the ore on the longship, if any.
Raiding, Pillaging, and Hunting
Red action spaces provide actions that require you to roll a die.
The orange eight-sided die is used on
action spaces that depict an orange die
symbol. The same applies to the blue
twelve-sided die on action spaces with a
blue die symbol.
In general:
When raiding (with the orange die) and pillaging (with the blue
die), you want to roll high.
On spaces with a die symbol at the top of the action board, you
want to roll low.
In each case, you may roll the die up to three times. (Each re-roll
invalidates the previous roll.) You can stop rolling at any time.
When nished (and after modifying the roll, if need be), announce
your battle result. Then declare your die action a success or
failure.
The following action spaces are each followed by an example.
Raiding
To take a “Raiding” action, you must have at
least one longship. It does not matter whether
or not there is ore on the ship (see “Anytime
Actions” on page 12), because you may not
use it for this action anyway.
Success
Every blue goods tile has a
sword value. After you roll the
orange eight-sided die, you can
take exactly one blue goods tile
with a sword value equal to or
lower than you rolled.* Each
stone and “long sword” weapon
card you spend increases your
die roll by 1 (even above 8). This
modied value is considered
your “battle result.”
Failure
Your raid automatically
fails if your battle result
is 5 or less.
Regardless of the
result, you may
willingly declare your
raid a failure. Upon
failure, you receive a
consolatory 1 stone and
1 long sword**** from
the general supply.
You do not lose any Vikings in the process
of emigration. (Your Viking gures
represent the leaders of your tribes, and
they would never abandon you.)
At the left of the “Raiding” action space, there are stone
and sword symbols. These symbols serve two purposes.
They show which goods and weapons you may spend to
increase your roll.
They remind you of the consolation prize you receive upon
failure.
The symbols on the “Pillaging” and “Hunting” action spaces
are to be treated the same way.
Sword value
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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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** These are “bow and arrow”, “snare”, and “spear” for hunting
game, laying a snare, and whaling, respectively.
*** For hunting game, you receive 1 hide and 1 game meat.
For laying a snare, you receive 1 fur and 1 “snare” weapon
card. For whaling, you receive 1 oil, 1 “skin and bones”
tile, and 1 whale meat.
Example of a Failed Game Hunting Attempt
You take a “Hunting Game” action. Since the “Hunting
Game” action space in the rst column is already taken, you
place 2 Vikings on the “Hunting Game” action space in the
second column. You take the orange die and try to roll low.
Your rst roll is 3, but you are not happy about it. So you try
again and roll 7, which is way too high. Your third roll is 4.
If you spent, for instance, 2 wood and
2 “bow and arrow” weapon cards, you
could declare the hunt a success, but you
decide that the cost is too high. So you
declare your attempt a failure and receive
your consolatory 1 wood and 1 “bow and
arrow” weapon card. (Even though you
failed, you do not receive a Viking back.
You would only receive one back after a
failed “Laying a Snare” attempt, which works much the same
as “Hunting Game”—the only difference being that you would
use snares instead.)
**** When you receive a consolatory weapon card (for failing)
or a reward snare (for successfully laying a snare), take
this weapon from the face up discard pile. If you cannot
nd one in there, look through the draw pile and take it
from there. Then shufe the draw pile.
2 (your die roll) minus
2 (ore on the ship)
equals a result of 0.
If your battle result is 0, you may not declare the attempt a failure.
You must stop immediately, and you may not re-roll.
At the bottom left of the “Whaling” action spaces, you
can see two Viking symbols and an arrow pointing left.
This reminds you of the 2 consolatory Vikings you can
return to your Thing Square on failure.
Peculiarities of Whaling
There are two different “Whaling” action spaces.
On the major “Whaling” action space
(at the left), you can use one to three
of your whaling boats. In column 4 (at
the right), there is a minor “Whaling”
action space, on which you can only use
a single whaling boat.
Example of a Successful Whaling Attempt
You have 2 whaling boats, each equipped with 1 additional ore.
Before you take the “Whaling” action in the third column of
the action board, you decide to purchase another whaling boat,
but you have no ore to place on it. You take the blue die and
roll 8 on your rst roll. If you stopped right here, you would
have to pay 3 spears/wood to be successful, because the 5 ore
on your whaling boats would reduce the 8 to 3. So you roll
again, rolling 4 on your second roll. Subtracting 5 from that
results in a negative value, which is treated as a 0. Since your
roll resulted in 0, you must stop immediately and declare your
attempt a success.
The “Plundering” action space is also
considered a red action space. Here, you can
extort ransom money in the form of a blue
“silver hoard” goods tile without battle—but
you must have at least two longships to do so.
When given the choice to spend a weapon
instead of wood, spend the weapon. As
with real life, wood is more versatile than
weapons.
You may wonder why whaling with 3 whaling boats only
requires 3 Vikings, while whaling with a single whaling boat
requires 4. The latter is only a minor action space, meaning it
is intended for players for whom whaling is just a side project,
since they have so few whaling boats.
Similarly, there are two types of action spaces
that require a longship. Pillaging works best
with longships that are equipped with lots
of ore. Raiding and Plundering can be done
with longships that are low on ore.
2
Hunting game Laying a snare Whaling
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Exploration
Orange is the color of exploration. By exploring, you may
add exploration boards to your home board to gain additional
placement areas. There are four unique exploration boards—
which side faces up depends on the current round (see phase 3
of a round on page 8). When taking an exploration action, place
the required number of Vikings on the action space and take the
corresponding exploration board.
If there is silver on the exploration board you claim, place it in
your supply.
The exploration boards are explained in detail on page 15 of the
appendix.
In order to take “Shetland” or “Faroe Islands”
exploration board, you must have a whaling
boat, knarr, or longship, and you must place
1 Viking. This is only possible on the action
space requiring 1 Viking.
“Iceland”, “Greenland”, and “Bear Island”
each require a knarr or longship, as well as
2 Vikings.
Places on the American continent (“Bafn
Island”, “Labrador”, and “Newfoundland”)
each require 3 Vikings and a longship.
In all of the above cases, you keep the ship you explore with.
Occupation
You start the game with a single light brown occupation card (see
Setup), which you keep hidden in your hand. During the game,
you will receive additional dark brown occupation cards. You
must play an occupation card before you can use its effect (see
also the following section “About the Occupation Card Effects”).
On this action space, you draw a random dark
brown occupation card from the draw pile
and put it into your hand. Additionally, you
receive 1 silver.
Here, you may pay 1 stone or 1 ore to play an
occupation card from your hand. Additionally,
you receive 1 silver.
Here, you may play up to 2 occupation cards
from your hand, one after another.
On this action space, you may play up to
4 occupation cards from your hand, one
after another. (An interesting interaction
between this action space and another rule
is explained below.)
Bonus for Placing Three Vikings
Each time you place the three required Vikings on an action space
in the third column, before taking the action, you receive a dark
brown occupation card from the draw pile into your hand. You
may look at that card immediately. (This bonus is only available
on action spaces in the third column.)
The previously mentioned action space is located in the third
column. It is the only action space, on which you may draw an
occupation card and play it right away.
Bonus for Placing Four Vikings
Each time you place the four required Vikings on an action space in
the fourth column, before or after taking the action, you may play an
occupation card from your hand. (This bonus is only available on
action spaces in the fourth column.)
You can use the effect of the played card immediately.
If you do not have any occupation cards left in your hand, you
cannot play one, obviously.
Extension Tiles in the 4-Player Game
The grey action spaces on the extension tiles allow you to use
an action space in the same column that is occupied by another
player. (You cannot imitate unoccupied action spaces or those
occupied by your Vikings.) In each 4-player game, only two
of the four columns feature imitation: either the rst or second
column, and either the third or fourth column. This is determined
at random during setup.
In this example, the rst and fourth column feature imitation.
Like the other action spaces, imitation action spaces can only be
used once per round.
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aBout the oCCupation Card effeCts
Every occupation card has the same layout. Its name is at the top
left, its point value at the top right, and its effect at the bottom.
The Slash
Several card effects use a slash (/) in their description.
Basically, the slash stands for “either—or”, but we
would like to illustrate its use with some examples:
The Tradesman lets you exchange 1 silverware for
either 1 chest or 1 silk.
If a card has multiple elements with slashes (/), these
elements relate to each other in their respective order.
Here, you can choose whether you want to spend 2, 4, or 6
silver to receive 1, 2, or 3 hides, respectively.
It is important that you only choose at most one of
the listed elements. This card provides either 1 bean,
1 grain, or 1 cabbage, depending on whether you have
1, 2, or 3 whaling boats, respectively.
Consequently, if you have 2 whaling boats, you receive grain and
no beans. (You could argue that 2 boats also include 1 boat, but
this is not the case in this game.)
Every occupation card belongs to one of the following categories:
Immediate Cards
You can recognize immediate cards by their yellow background
color. These cards have an immediate and one-time only effect
that you must carry out when you play them. After that, the effect
becomes irrelevant. Only the point value will matter,
namely for scoring. For example, when you play the
Dragonslayer, you can immediately exchange 2 snares
and 2 spears for 1 treasure chest.
The grey arrow on immediate cards indicates that you
cannot do the exchange at any time, but only immediately
and at most once. (For instance, you could not exchange 4 snares
and 4 spears for 2 treasure chests.) You can only do an exchange
multiple times if a card explicitly says so, using terms like
“multiple times” or “once per …”.
Apart from exchange actions, some cards allow you to
take specic actions on the action board or go through
specic round phases. The Cattle Breeder lets you go
through an additional “Animal Breeding” phase just
by yourself.
In other cases, you simply receive goods without
having to pay anything.
Anytime Cards
You can recognize anytime cards by their blue
background color. These cards have a permanent
effect. You can do what is stated on the card at any time
(before scoring) and any number of times. The Tanner
lets you exchange 1 salt meat for 1 hide at any time.
Gerber
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47
The yellow arrow on anytime cards indicates that you
can do the exchange at any time and any number of
times during the course of the game.
There are some anytime cards without a yellow arrow.
These bend the rules for you. The Modier allows
you to take ore from your ships back into your supply
(which is not normally allowed).
Each Time Cards
You can recognize each time cards by their red background color.
These cards have two differently shaded parts. The light red part
states when the effect activates (usually in form of a condition),
the dark red one explains the action you may then take.
Consequently, you may take the action each time the
condition is met. Immediately before each time you use
an “Overseas Trading” action space (light red part), you
receive 1 oil (dark red part).
Some cards—like the Priest—explicitly state whether the
card comes into effect before or after you meet the condition.
(The Priest, for instance, gives you the oil before the action,
in case you wish to use the oil right away during the Overseas
Trading action.)
Other cards provide exchange actions or bend the
rules for you. The Procient Hunter lets you roll up to
4 times instead of 3.
Exchange actions on each time cards are represented by a
grey arrow (as on immediate cards), because the exchange
cannot be done at any time. However, some cards can say “multiple
times” or “once per …” to modify that.
Some cards provide two actions. When you play such a card, you can
choose which actions you want to take.
If a card shows two immediate actions and you decide
to take both, you must carry them out in order. Here
you would have to hunt game rst, then you could lay
a snare.
Tradesman
A
54
1/2/3
2/4/6
Hide Buyer
A
86
Helper in Time
of Need
No harvest
with exactly
1/2/3
93
C
Dragonslayer
65
A
2 2
Cattle Breeder
Do an Animal
Breeding phase
for you only.
35
A
Fruit Picker
A
43
Tanner
a
47
You can return such
ore to your supply.
from
Modifier
C
39
Priest
before taking
the action
A
149
Proficient
Hunter
roll up to
4 times
instead of 3
when rolling
a
153
1
2
Hornblower
1 Hunting
Game
action
1 Laying
a Snare
action
85
C
22
23
If you only intend to use cards from deck A for now, you can skip
the following section. Only decks B and C contain as soon as
cards.
As Soon As Cards
You can recognize as soon as cards by their green background
color. Like the each time cards, these cards have two differently
shaded parts. The light green part states when the effect activates
(usually in form of a condition), the dark green one explains the
action you can then take. In this, these cards are no different
from each time cards.
The difference is that the effect of an as soon as card activates
only once per game—namely when the condition is met for the
rst time. This could be the moment you play the card or a future
point in time.
4/9/30
3/2/1
Sail Patcher
as soon as
you have
3 large
ships
if your total round
income is at most:
max.
C
181181
The Sail Patcher requires 3 large ships. If you already
have 3 large ships when playing this card, you can use
its effect immediately.
1
1
Cutter
Operator
next
time you
acquire
a knarr
per
knarr
B
179179
This card explicitly states a future point in time. As
soon as you acquire your next knarr, you immediately
receive 1 stocksh and 1 silver for each knarr you
then have.
If the above does not answer all of your questions about specic
card effects, please refer to page 2 of the appendix. It explains all
of the occupations in alphabetical order.
runninG out of Components
For now, you can skip the following section. Come back to it if
you run out of components.
There are only a few components that are limited by the provided
amounts.
Houses: There is a limited number of sheds and houses in the
game. If you run out, you may not take any more of those tiles.
Exploration boards: Since there are only four exploration
boards, players may only explore up to four times during the
course of the game.
Ships, goods tiles, building resources, and weapon cards are
considered to have an unlimited supply.
Ships: Improvise if you run out of a certain type of ship.
Goods tiles: If you run out of goods, you could return goods to
the general supply from sections of your placement areas that have
already been fully covered. You can then either cover them with
other goods or silver, or simply remember they were already covered.
Building resources: In case you run out of building resources,
look at the back sides of the seven “Thing Penalty” tiles and take
the appropriate one as replacement.
This tile stands for 5 stone.
Weapon cards: When the draw pile runs out of cards, shufe the
discard pile and form a new face down draw pile. If you are about
to receive a consolatory weapon and you cannot nd a proper one
in both the discard and draw pile, proceed as with the building
resources. Each penalty tile is worth 3 weapons of one kind.
end of the Game and sCorinG
The game ends immediately after the Feast phase of the nal
round. You do not receive any bonus during the nal round.
If you have sheds or stone houses, you can place wood and
stone left in your supply on the designated spaces of those tiles.
(The tiles show you exactly how many they require.)
If you have goods tiles left in your supply, you can still place
them in the placement areas of your boards and houses,
if possible.
Then score your points using the provided scoring pad.
The player whose possessions are worth the most wins the game.
The points values of your boards and tiles are printed on the
shield icons.
In case of a tie, there are multiple winners.
Positive Points
Ships: each whaling boat is worth 3 points, each knarr 5 points, and
each longship 8 points.
Emigrations: each knarr used for emigration is worth 18 points,
each such longship 21 points.
Exploration: The Exploration boards vary in value (4 to 38
points). Their value is printed in the top right corner.
Sheds and houses: sheds are worth 8 points, stone houses 10
points, and long houses 17 points, as printed in the top right corner.
23
22
23
Sheep and cattle: each sheep is worth 2 points (3 points if
pregnant), each cattle is worth 3 points (4 points if pregnant).
Occupations: the value of your occupation cards is printed in
the top right corner. Only occupation cards in play count.
Silver: determine the total of silver in your supply. Silver on
your boards is worthless.
Final income: instead of paying out the income of the nal
round, you can write it down in the “Final Income” category of
the scoring pad.
The player who owns the “English Crown” special tile receives
2 additional points, regardless of whether it is in their supply or
on one of their boards.
Negative Points
From your total of positive points, subtract the negative points
for your boards and buildings, including your home board and
exploration boards as well as your sheds and houses.
Also, do not forget your Thing Penalties, if any (see “Phase 9:
Feast” on page 11).
It may occur that a player places goods tiles adjacent to each other
even though they were not allowed to do so. Correct the mistake
immediately when that happens. If you notice a mistake too late,
you can punish the culprit during the scoring with 1 Thing Penalty
for each wrongly placed pair of tiles. Here are 2 examples:
In the example on the left, a player has
placed three green goods in a row, so
there are two green-green pairs. This is
punishable by two Thing Penalties for a
total of -6 points.
In the example on the right, the mistake
is more severe. The three goods have
been placed such that any two of them
are adjacent to each other. So there
are three green-green pairs, which is
punishable by three Thing Penalties for
a total of -9 points.
the solo Game
In the solo game, use whichever side of the home board you like.
You will need a second set of Vikings of a different color.
Place 1 Viking (2 Vikings in the short game) of one color (here:
red) on round space 1 at the “Banquet Table”, and another
2 Vikings each on spaces 3, 5, and 7 (the latter only in the long
game).
Place 2 Vikings of the other color (here: yellow) each on round
spaces 2, 4, and 6.
Place 5 Vikings of the rst color (red) on the Thing Square,
and 5 Vikings (6 Vikings in the short game) of the other color
(yellow) on the “waiting space” of your home board.
Remove the remaining Viking of the second color from the
game. (In the short game, remove 1 Viking of the rst color
instead.)
Play the game as though it were a multiplayer game, taking one
turn after another. Since you do not have any opponents, leave the
Vikings from the previous round on the game action board, blocking
the action spaces. This is why you have Vikings of two colors.
Course of a Round:
Play the rst round as in the multiplayer game. In phase 12, do
not take any Vikings from the action board. Instead, move the 5
Vikings of the other color from the “waiting space” to the Thing
Square. In round 2, you receive 2 additional Vikings of the other
color. At the end of round 2, leave the Vikings you placed in round
2 on the action board and return the Vikings from the rst round to
your home board. Place these Vikings in round 3. Continue play
in this fashion until the nal round.
Notes on the Phases of a Round:
Once you are familiar with the solo game, you can skip phase 3.
If you would like to know which exploration boards are available
in any given round, check the appendix on page 15. It will also
tell you how big the reward for exploring a specic board is.
Always skip phase 6. (You have the privilege to always be the
rst player.)
In phase 12, you can look at the “Banquet Table” to see which
Vikings you must remove from the action board.
A nal score of 100 is considered a very good score for the solo game.
In the long game, you can get there with experience, but in the short
game this is rather difcult to achieve. If you like the challenge, be our
guest and beat it. (Due to the blocking Vikings, the solo game usually
has lower scores than the multiplayer game.)
If you like, you can look through the
light brown occupation cards and choose
one for the start of the game, instead of
drawing one at random. This way you can
explore specic aspects of the game.
In the solo game, I prefer to lay out more
mountain strips during setup than required.
I use a pencil to mark how many of those
mountain strips are available to me at each
time. This way I can go much quicker through
phase 11 and enjoy the game more.
Credits
“A Feast for Odin” was published in June 2016 and designed in May 2013.
Extensive testing started in August 2014.
Frank Heeren organized the realization of this heavy game. Dennis Lohausen
was responsible for its illustrations and graphic design. Uwe Rosenberg wrote
the rules and also supervised the editing process of the game. Christof Tisch
typeset the occupation cards, Hans-Georg Schneider the rule book. Grzegorz
Kobiela did the elaborate English translation. His meticulous way of working led
to many linguistic improvements. The editing team would like to thank Gernot
Köpke for the historical accompanying texts, which were supplemented by
Uwe Rosenberg and translated to English by Gernot himself. Also many thanks
to the proof-readers of the rule book: Janina Kleinemenke, Gabriele Goldschmidt,
Grzegorz Kobiela, and Mario Wiese. Gernot would like to thank the proof-
readers of his accompanying texts: Kerstin Herdzina and Steffen Jost. Last but
not least many thanks to all play-testers, in chronologic order: Andreas Odendahl,
Lasse Goldschmidt, Gabriele Goldschmidt, Sascha Hendriks, Mechthild Kanz,
Reinhold Kanz, Kai Poggenkamp, Thorsten Roth, Janina Kleinemenke,
Jennifer Jünger, Marc Jünger, Hagen Dorgathen, Corinna Büttemeier,
Stephanie Michaelis, Petra Zardock, Anja Beduhn, Michael Speckmann,
Ingo Böckmann, Frank Heeren, Pan Pollack, Helge Ostertag, Jens Drögemüller,
Thorsten Hanson, Stephan Rink, Christof Tisch, Dirk Schmitz, Kevin Farnworth,
Maxime Gauthier-Kwan, Anthony Gascon, Emily Berthelet, Klaus Lottmann,
Florian Racky, Ronny Vorbrodt, Rolf Raupach, Stefan Wahoff, Tanja Muck,
Peter Muck, Tim Koch, Christoph Post, Bianca Bartsch, Claudia Görldt,
Patrick Enger, Gabi Köpke, Gernot Köpke, Tanja Techmann, Torsten Techmann,
Lisa Hofmann, Markus Habenberger, Witold Kliszczynski, Raimund Kessler,
Jutta Böhm, Michael Gnade, Karola Köhler, Lea Reinisch, Patrick Hoffbauer,
Dani Kemmler, Antonio Messina, Jörg Freudenstein, Kerstin Herdzina,
Ragnar Deist, Jürgen Dissinger, Désirée Höher, Andrea Neis, Stefan Ziemerle,
Oliver Heck, Sebastian Dames, Lisa Roggenbuck, Anna Birkelbach, Ralf Seifert.
Z-Man Games wishes to thank Patrick Korner, Adam Marostica, and Michael
Young for proofreading the epic-length documents of the grand journey that is
“A Feast for Odin.”
Special thanks to Andreas “Ode” Odendahl for his
crucial idea to implement bonuses. He had already
proved his outstanding aptitude for complex board
games with “La Granja.”
19


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