1 Components Overview Setup

The Great Designers Series #5
Overview
A game by Stefan Feld
for 2 to 5 players
aged 10 and up
In Jórvík, you guide the actions of one of the Viking tribes that settled in this
northern English region. Over the four seasons of a year, you buy cards to
strengthen your influence on trade in Jórvík, for example, by providing your
For several decades during the Viking age,
parts of England were occupied by the Norsemen. One of
the larger cities under their control became a flourishing
centre of trade and artisanship. The Vikings called the city
and its surrounding kingdom Jórvík - today known as the
City of York.
artisans with goods brought into town on trading ships or by helping to fortify
the city against attacks by the Picts in the north. After the four seasons, the player
whose actions scored the most victory points wins the game.
Components
104 cards
1 game board
24 winter cards
30 coins
1 bag
25 spring cards
29 autumn cards
1 final "Attack of
the Picts" card
54 goods
cubes
9 amber (orange)
9 iron (grey)
9 leather (brown)
3 glass (blue)
3 silk (pink)
1 starting player marker
25 summer cards
4 of each player colour
2 brown
1 of each player colour
9 jet (black)
3 gold (yellow)
5 victory point markers
22 vikings
9 wool (white)
5 player boards
1 of each player colour
Mjölnir (Thor's hammer)
Setup
Decide whether you want to play the Karl game or the Jarl game. “Karl” is the
name for a free Viking peasant, whereas the “Jarls” are the Viking aristocrats. The
Karl game mode is more accessible and gives a good introduction to the game. Set
the game up according to your choice. The rules and examples that only apply in
the Jarl game mode are highlighted by a red box and red text. When you play
the Karl game, ignore those completely. Apart from the setup, all the rules from
the Karl game also apply to the Jarl game.
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Karl game setup
Jarl game setup
1. Halve the game board by folding the
upper half backwards and only keeping
the lower half visible. Then place it on
the table within every player's reach.
1. Place the entire game board openly on
the table within every player's reach.
2. Put all 54 goods cubes in the bag.
3. Place the 2 brown vikings and the
30 coins next to the game board as a
reserve.
2. Remove the following 9 goods cubes from the game: 3 silk (
), 3 glass (
) and 3 gold (
). Put the remaining 45 goods cubes in the bag.
3. Place the 30 coins next to the game board as a reserve.
4. Prepare the deck of cards:
• Remove all cards that show the “Jarl game only” sign ( ) in their
lower right corner and return them to the game box.
• If you are playing with 2, 3 or 5 players, refer to the box at the bottom
of this page for instructions on which autumn cards to remove from
the game. If you are playing with 4 players, no cards are removed.
• Place the final "Attack of the Picts" card on the deck spot on the
game board.
• Shuffle the remaining autumn cards (D) and place them face down on
top of the final "Attack of the Picts" card.
• Shuffle the remaining 13 summer cards (C) and place them face down
on top of the autumn cards.
• Shuffle the remaining 13 spring cards (B) and place them face down
on top of the summer cards.
• Finally shuffle the remaining 12 winter cards (A) and place them face
down on top of the spring cards, thus finalising the deck of cards.
5. Each player chooses a player colour and does the following:
• Take 3 vikings and the player board of your player colour. Place the
vikings next to your player board in front of you, this is your personal
viking supply. Then place the victory point marker of your colour on
the number 10 of the victory point track of the game board.
• Take 5 coins from the reserve and place them in front of you.
6. Determine a starting player by your favourite house rule and give her the
starting player marker.
deck spot
4. Prepare the deck of cards:
• If you are playing with 2, 3 or 5 players, refer to the box at
the bottom of this page for instructions on which autumn
cards to remove from the game. If you are playing with 4
players, no cards are removed.
• Place the final "Attack of the Picts" card on the deck spot
on the game board.
• Shuffle the remaining autumn cards (D) and place them face
down on top of the final "Attack of the Picts" card.
• Shuffle the 25 summer cards (C) and place them face down
on top of the autumn cards.
• Shuffle the 25 spring cards (B) and place them face down on
top of the summer cards.
• Finally shuffle the 24 winter cards (A) and place them face
down on top of the spring cards, thus finalising the deck of
cards.
5. Each player chooses a player colour and does the following:
• Take 4 vikings and the player board of your player colour.
Place the vikings next to your player board in front of you,
this is your personal viking supply. Then place the victory
point marker of your colour on the number 10 of the victory point track of the game board.
• Take 5 coins from the reserve and place them in front of you.
6. Determine a starting player by your favourite house rule and
give her the starting player marker.
Finally, return all unused components to the game box.
Finally, return all unused components to the game box.
In Jarl game mode
remove these autumn cards also:
In a 2-player game
remove these autumn
cards:
In a 3-player or
5-player game remove
these autumn cards:
In Jarl game mode
remove these autumn cards also:
2
Gameplay
Jórvík is played over several rounds, each of which is composed of the following 4 phases:
1. Supply phase
In this phase, the starting
player draws from the deck
the cards that will be available to buy.
2. Demand phase
3. Buying phase
In this phase, players place
their vikings onto the board
to indicate their interest in
available cards.
In this phase, players can
buy the available cards in a
specific order that depends on
the position of their vikings.
4. Loading phase
In this phase, players
receive income, allocate
acquired goods and clear
their loading area.
1. Supply phase
Attack of the Picts
The starting player reveals cards from the deck of
cards and places them in the card spots on the game
board. She begins with card spot number 1 and
continues in ascending order. However, depending
on the player count, some card spots may not receive
a card: each card spot has a player count sign that
shows whether this card spot has to be filled with a
card with this number of players. Once all card spots
for this number of players have been filled with a
card, players continue with the Demand phase.
If the starting player reveals
an "Attack of the Picts" card,
the normal procedure of the
supply phase is interrupted,
as the Picts attack the town.
Now each player
must add up the
defence points of all
of her warrior cards.
Important: If the revealed card is a ship card or an
"Attack of the Picts" card, you must follow the instructions in the corresponding box on the right.
In Jarl game mode, the starting player
also places cards in the available card
spots 7 to 12, following the same rules as
above.
card spots 7 to 12
card spot
card spot
player count signs:
gets a card in
games with
2 or more
players
gets a card in
games with
3 or more
players
If the revealed card is a
ship card, the starting
player places it in a card
spot as usual. Then she draws 3
goods cubes at random from the
bag and places them on the ship card.
Example - Supply phase
As Lucy is the starting player, she reveals cards
from the deck and places them on card spots.
This is an example of a 4-player game, so she
reveals 5 cards, one after another, and places
them in card spots 1, 2, 3, 4 and 5. The 5th
card she reveals is a ship card that shows 3
goods, therefore she draws 3 goods from the
bag and places them on the ship card.
In Jarl game mode, Lucy then would reveal
5 more cards, which she would place in card
spots 7, 8, 9, 10 and 11.
ship card
In Jarl game mode, there
are also ship cards that
only receive 1 goods cube or
2 goods cubes from the bag.
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"Attack of the
Picts" card
The player with the most
victory
defence points drives off
points
defence points the Picts and receives the
number of victory points
indicated in the lower left
corner of the "Attack of the
Picts" card.
warrior card
The player with the fewest defence points loses
the number of victory points indicated in the
lower right corner of the "Attack of the Picts"
card.
In the case of a tie, all tied players receive or lose the indicated number of victory points. In the very uncommon case
in which all players have the same sum of defence points, no
player receives or loses any victory points.
The players score the gain or loss of victory points on the victory point track with their victory point markers. Afterwards,
the starting player discards the "Attack of the Picts" card to
the game box and continues with the normal procedure of the
Supply phase by revealing the next card from the deck of cards.
Example - "Attack of the Picts" card
Lucy reveals an "Attack of the Picts" card: Now all the players sum
their defence points and compare them to see who fights off the Picts.
Jack has only one warrior card with 1 defence point. Lucy happens
to have two warrior cards with a total of 3 defence points, whereas
Chris and Sara have no warrior cards and thus no defence points.
Lucy takes the win and gains the 2 victory points as shown on the
left bottom of the card. Jack does not lose or gain any victory points.
Chris and Sara on the other hand are both tied for the lowest number
of defence points and thus lose 2 victory points each. After resolving
this "Attack of the Picts" card, Lucy discards the "Attack of the Picts"
card to the game box and continues with the Supply phase by drawing the next card from the deck of cards.
2. Demand phase
Example - Demand phase
During this phase, players indicate their interest in
specific cards. Each card in card spots 1 to 6 has an
interest lane attached. Beginning with the starting player and then in a clockwise direction, each
player must in turn place 1 of her vikings from her
personal viking supply in one of those interest lanes
until no player has any vikings left.
(a) In a 4-player game, Lucy is the starting player. Thus in the Demand phase,
she goes first by placing one of her yellow vikings. Lucy decides to place that first
viking in the interest lane beneath the ship card in card spot number 5. As there
are no vikings there yet, she places her yellow viking in the first spot of the interest
lane.
(b) As the next player, Sara places her white viking in the first spot of the interest
lane underneath card spot number 2.
If a player is the first to place a viking in a specific interest lane, she places it in the top spot of that lane. If
there is a viking in that spot already, she places it one
spot farther down. If there is also a viking there, she
places it one spot farther down and so on. She may
even place a viking in a lane containing one or more
of her own vikings. However, once there are
8 vikings in a lane, no more can be placed there.
top spot of the
interest lane
interest
lane
(d)
(b)
(c)
After all vikings have been placed, any cards in card
spots 1 to 6 whose interest lanes are empty must be
discarded to the game box.
(e) All the options
for the second
yellow viking.
Then players continue with the Buying phase.
Note: If a ship card is discarded to the
game box, all goods cubes on it are
moved to the common goods space on
the game board.
common goods space
on the game board
In Jarl game mode players have an alternative: Instead of placing 1
of her vikings in an interest lane, a player may place that viking onto
any card in card spots 7 to 12. By doing so, she reserves that card for
herself and must immediately move both the card and the viking to
the leftmost empty card spot in the reservation row.
(c) Chris also wants a shot at the ship card in card spot number 5, therefore he
places his green viking in the spot beneath Lucy's yellow viking.
(d) Jack places his blue viking in the interest lane of card spot number 1.
(e) Now Lucy has to place her second yellow viking and may do so in any interest
lane beneath card spots 1 to 5.
The players continue placing their vikings until each of them has placed all her vikings. Then they discard to the game box any cards which have no viking in their
interest lanes. Afterwards, the players continue the game with the Buying phase.
In a 4-player Jarl game, there
are 10 cards available in total.
Five cards in card spots 1 to 6
and five cards in spots 7 to 12.
reservation row
Once all vikings have been placed, any cards that are left on card
spots 7 to 12 must be discarded to the game box (in addition to
those cards with empty interest lanes).
(a)
On one of his turns, Jack decides
that he wants to reserve the ship
card in card spot number 8. So
he places his blue viking on top
of the ship card and moves it together with its goods cubes and
his viking to the leftmost empty
card spot in the reservation row.
Then players continue with the Buying phase.
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3. Buying phase
Examples - Buying phase
Beginning with the card above the leftmost interest lane and continuing
in ascending order each card is now put up for auction one at a time in
the following way:
(a)
The player who placed the viking in the top spot of the card's interest
lane may now buy the card above that lane by paying as many coins
to the reserve as there are vikings in the lane (including her own). If
she does buy the card she places it in the loading area above her player
board where it remains until the Loading phase. (Only two cards are
special cards that have to be resolved immediately after buying them,
see p. 9 for details.) Then, any vikings left in that interest lane are returned to their owners' personal viking supply.
If the player with the first viking chooses not to buy the card or is
unable to buy the card, she takes her viking back and passes the right
to buy the card on to the player with the viking next in line. That player
may now buy the card by paying as many coins to the reserve as there
are vikings in the lane now (including her own). She may also take the
viking back to her personal supply and pass the right to buy the card
on to the player with the viking next in line and so on.
If a player buys the card, she places it in the loading area above her
player board. Then any vikings left in that interest lane are returned to
their owners.
If all players have taken back their vikings and no one has bought the
card, it is discarded to the game box.
Once the card has been bought or discarded, the next card in ascending
order is resolved in the same way. This procedure goes on until there are
no cards left to buy. Then players continue with the Loading phase.
In Jarl game mode, after all cards from spots 1 to 6 have been
bought or discarded, players can now buy their reserved cards in
the reservation row. The player who reserved the leftmost card of
the reservation row with her viking begins:
(b)
Example situation at the beginning of the Buying phase.
(a) The players start the Buying phase by putting the card in spot 1 up for auction.
The interest lane has a blue viking in first place, a white one in second place and a
yellow one in third place. Thus Jack with his blue viking is the first player who has the
option to buy the card for a price of 3 coins, as there are 3 vikings in the interest lane.
He decides that this is too much for this card, so he forfeits his buying right and takes
his viking back to his personal supply. Next in line is Sara with her white viking. She
can buy the card for 2 coins, as there are now only two vikings left in this lane. She
decides that this card is worth the 2 coins, so she pays them to the reserve and places
the card in the loading area above her player board. Then Sara and Lucy return their
vikings to their personal supply. Note that Lucy didn't have the option to buy the card
as Sara bought it before Lucy even could. Afterwards the players continue by putting
the card in spot 2 up for auction.
(b) Arriving at card spot number 5: Lucy has the first option to buy the ship card, for
the price of 4 coins, as there is a total of 4 vikings in this lane: one of her own yellow
vikings in the first spot, then one green viking, then another yellow one and finally
one blue viking. Lucy decides to take a chance and forfeits her first buying option,
hoping that Chris won’t buy the ship card for 3 coins. Her gamble works as Chris decides to take his green viking back without buying the card. Now Lucy is able to buy
the ship card for 2 coins and Jack's blue viking is returned empty handed.
(c)
Either she buys that reserved card by paying as many coins to
the reserve as there are cards in the entire reservation row
(including this card)
OR
she discards the card to the game box (preventing anyone from
buying that card).
In either case, she takes back her viking to her personal viking
supply.
If she buys the card, she places it in the loading area above her
player board.
Then it is the turn of the player who reserved the now leftmost card
of the reservation row. Following the same rules as above, she also
may either buy her reserved card or discard it to the box. This continues until all cards from the reservation row have been bought or
discarded. Then players continue with the Loading phase.
(c) In Jarl game mode the players now continue with the card in the leftmost spot
of the reservation row: Jack has the sole right to buy this card for 3 coins, as he has
placed his blue viking on this ship card and the reservation row contains 3 cards. He
decides to buy the card and places it with the goods cubes above his player board in
the loading area. He then returns his viking to his personal viking supply.
Next in line is the card with Sara's white viking. She has to skip buying this card as
she can’t afford the 2 coins. She discards the card to the game box and returns her viking. The last card to be considered is the card with Chris’ green viking. Chris is happy to buy a Warrior with 5 defence points for the cheap price of 1 coin. Since every
card has been discarded or bought, the players continue with the Loading phase.
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4. Loading phase
Beginning with the starting player and then proceeding in a clockwise direction,
each player carries out the following subphases in one go:
• Income: The player takes 1 coin from the reserve. If the player has no card in the
loading area above her player board (because she did not buy any cards during
the previous phase), she takes 2 coins instead.
• The player moves any cards from the loading area above her player board to her
personal card area beneath it, except ship cards as they await their unloading.
• Allocating goods: The player unloads any ship cards in her loading area and
allocates goods unloaded this way to cards in her personal card area or to her
player board (see the grey boxes below for all the options a player has to allocate
her goods). After all of her ships are unloaded the player moves them to her
personal card area as well.
Note: Coins are not limited to the amount provided in this game. If
you run out of coins, use a substitute (real coins, dice, etc.).
In Jarl game mode, every player takes 1 additional coin as income. (This means their income is 2 coins. If a player didn’t buy a
card during the last buying phase, her income is 3 coins.)
Example - Moving cards
loading area
After each player has carried out these subphases, the starting player gives the
starting player marker to the next player in a clockwise direction. Then the new
starting player continues the game with the next Supply phase.
Allocating goods
When allocating goods (mainly from unloading ships) the player has the following
options. She may combine these options in any way she wants and in any order. At the
end of this phase none of her ship cards may have any goods cubes left on them, so any
unallocated goods must be returned to the common goods space.
The player may place any of her goods on
empty material spaces of artisan cards in her
personal card area. Each artisan card shows
a different combination of material spaces
and each of these material spaces requires a
specific good. (For further details see p. 8.)
personal card area
The player may sell any of her goods to trader
cards in her personal card area. Each trader
card requires a specific good. If the player sells
that good to a trader card, she immediately
receives the indicated number of coins and
places the sold goods cube in the common
goods space on the game board. A player may
use any of her trader cards any number of
times during the Loading phase.
In Jarl game mode a player may also sacrifice any of her goods to the gods, if she has
a fitting oracle card (see p. 8 for details).
As with the trader cards, each oracle card
also requires a specific good. But instead of
coins, the player immediately gains 2 victory points for each matching goods cube that
she sacrifices to an oracle card (by placing it
on the common goods space as usual).
artisan cards
Important: Once a goods cube is placed on its
matching material space, it may not be removed
any more. During the final scoring, you only
score the victory points of an artisan if each of
its material spaces has a matching goods cube.
The player may store one goods cube on the
storage space of her player board. If she
owns the warehouse card, she can store up to
4 additional goods cubes on it (see p. 9). Each
storage space allows any kind of goods cube
to be placed on it. A goods cube stored on a
storage space can be allocated again during any
Loading phase.
Storage space on the
player board.
trader card
oracle card
common goods space
The player may trade in any 3
goods cubes to the common goods
space on the game board. In return, she takes
The player may trade in any 2 goods cubes
1 goods cube of her choice from the common
to the common goods space on the game
goods space and allocates it immediately. (Of
board to take 1 coin from the reserve. A
course, that goods cube must be available on
player may use this action as often as she
the common goods space at that moment.) A
wants.
player may use this action as often as she wants.
6
End of the game
Examples - Loading phase
(a)
At the beginning of the Loading phase, Lucy has two
cards in her loading area: the artisan card (requiring
1 brown leather cube and 1 white wool cube) and the
ship card with 1 brown leather cube, 1 orange amber
cube and 1 grey iron cube on it.
(b)
(c)
(d)
(a) As Lucy bought cards during the Buying phase,
she takes 1 coin from the reserve as income.
(b) Then Lucy moves her artisan card to her personal
card area underneath her player board.
(c1) (c2) (c3)
final "Attack of the
Picts" card that ends
the game
Beginning with the current
starting player, each player
scores all cards in her personal card area that show
the final scoring symbol,
and marks the victory
final scoring symbol
points of each card with
her marker on the victory
point track.
(c) Now Lucy unloads her ship card. (c1) As she has
one artisan card requiring 1 brown leather cube, she
places that cube on this card. (If Lucy receives a white
wool cube later on to complete this artisan card, she
receives 5 victory points during final scoring.) (c2) As Lucy owns one trader card that requires amber goods cubes, she sells her orange amber cube to
that trader by placing the cube on the common goods
space and taking 1 coin from the reserve. (c3) As
Lucy has no empty space that shows the iron symbol,
she places her grey iron cube onto her storage space
on the player board, so that she may allocate it in a
later Loading phase.
The player with the most victory points wins.
In the case of a tie, the tied player with the most
coins wins the game. If there is still a tie, all the
tied players share the victory and should organise
a feast in honour of the gods!
(d) After allocating all the goods, she places the ship
card in her personal card area underneath her player
board.
Card Symbols
The game ends when at
the beginning of a Supply
phase the final "Attack of
the Picts" card is the only
card left in the card deck.
First this "Attack of the
Picts" card is resolved as
usual (see p. 3). Then final
scoring begins:
Most cards have symbols that indicate when their effect or action may be used. A symbol in a silver cross (
)indicates how often a
card's action may be used, while a symbol in a silver sphere (
)indicates in which phase a card can be used.
Such a card can be used throughout the
rest of the game in the phase shown to
its right.
Demand phase
The action of such a card can be activated only
once during the game in the phase shown to its
right. As soon as it is used, the card is discarded
to the box.
Loading phase
Buying phase
Attack of the Picts
Such a card is resolved immediately when bought.
Any phase
Card Glossary
"Attack of the Picts" cards
There are 4 "Attack of the Picts" cards
in the deck of cards. If an "Attack of the
Picts" card is revealed during a Supply
phase, the Supply phase is interrupted and
the players must follow the procedure of
an attack of the Picts as explained on p. 3.
7
Warrior cards
Warrior cards have defence points
(between 1 and 5), which are added up
if a "Attack of the Picts" card is revealed
during the supply phase (see p. 3). Players
keep their warrior cards until the end of
the game (thus they become automatically
active during each attack of the Picts).
Ship cards
If a ship card is revealed during
the Supply phase, the starting
player places goods cubes on the
card as explained on p. 3. If a
player buys a ship card during a
Buying phase, she must allocate
the goods cubes on the card during the following Loading phase,
as explained on p. 6.
If a player is not able to allocate a goods cube, she
has to discard this cube from this ship to the common goods space.
Feast cards
Feast cards are worth an
increasing number of victory
points depending on how
many of them you own.
During final scoring, a player
scores victory points according to the following table:
•
•
•
•
Artisan cards
Each artisan card has a
different combination
of material spaces that
require specific goods
cubes. See p. 6 for how
you allocate matching
goods cubes to these
material spaces.
Only if a player has a matching goods cube on
every material space of an artisan card is it considered completed ( ).
During final scoring, a player scores the victory
points indicated at the bottom of an artisan card
in her personal card area if and only if that card is
completed.
Trader cards
Each trader card allows its owner
to sell a specific type of good
during the Loading phase. To sell
a goods cube of that type, she
places it on the common goods
space and immediately receives
the number of coins shown on
the trader card.
She may use any of her traders as
often as she likes.
Also, each trader card has a victory point value at the
bottom that its owner scores during final scoring.
Journey cards
Each journey card has a
victory point value that its
owner scores during final
scoring.
If she has 1 feast card, she scores 2 victory points.
If she has 2 feast cards, she scores 5 victory points.
If she has 3 feast cards, she scores 9 victory points.
And if she has 4 or more feast card, she scores 14
victory points.
Oracle cards
Each oracle card allows its
owner to sacrifice a specific
type of good during the
Loading phase. To sacrifice
a goods cube of that type,
she places it on the common goods space and immediately receives 2 victory
points for doing so.
She may use any of her
oracle cards as often as she
likes.
Skald cards
During final scoring, the
owner of this card scores 1
victory point for each coin
she owns.
During final scoring, the
owner of this card scores 1
victory point for each ship
card she owns.
During final scoring, the
owner of this card scores
1 victory point for each
trader card she owns.
During final scoring, the owner
of this card scores 1 victory point
for each artisan card she owns
(completed or uncompleted).
During final scoring, the
owner of this card scores
1 victory point for each
warrior card she owns.
During final scoring, the owner
of this card scores 1 victory point
for each journey card she owns.
During final scoring, when scoring the journey
cards, the owner of this Skald card chooses 1 of
her journey cards. The chosen card's victory point
value is doubled.
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Building cards
The warehouse card has 4 storage spaces on which its owner may
store goods cubes in addition to the cube she may store on the
storage space on her player board. She can allocate any of these
stored goods cubes again during any Loading phase.
Also, during final scoring, the owner of this card scores 1 victory
point for each goods cube that is still placed on this card.
The player who buys this card receives immediately
4 coins from the reserve. She then places this card in
her loading area. Instead of moving this card to her
personal card area during the Loading phase, she has
to discard this card to the game box.
The owner of this card may choose to discard it to the
game box when buying a new card from the game board
(during any Buying phase, even the phase it is bought).
If she does, she receives the card she just bought free of
charge (and thus does not have to pay any coins for it).
During each Loading phase, the owner of this card
may trade in any 2 goods cubes to the common
goods space. In return, she takes 1 goods cube of her
choice from the common goods space and allocates
it immediately. (She may use this card as often as she
wants.)
At any point during the game, the owner of this card
may choose to discard it to the game box. If she does, she
removes up to 3 goods cubes from any of her own artisan
cards and must immediately re-allocate them following
the usual rules.
During each Loading phase, when the owner
of this card receives her income, she receives
1 additional coin. (This card also takes effect
when it is still in the loading area.)
The player who buys this card
also takes the 2 brown vikings
from the reserve and places
them on this card. Each of the
brown vikings acts as an additional viking of her colour, which she can place on the
game board during any Demand phase (thus increasing her number of vikings for that round). However, a
brown viking does not return to her during the Buying
phase but is placed in the game box instead. Once
both brown vikings have gone to the game box, this
card is discarded there as well.
At any point during the game, the owner of this card
may choose to discard it to the game box. If she does,
she takes 1 goods cube from the common goods space
and allocates it immediately.
Loki cards
The owner of this card may
choose to discard it to the game
box at the end of a Demand
phase (after all vikings have
been placed on the game board).
If she does, she immediately
exchanges the positions of any
two vikings on the game board.
When a player buys this card,
each of the other players
must immediately pay her 1
coin (if possible). She then
places this card in her loading area. Instead of
moving this card to her personal card area during
the Loading phase, she has to discard this card to
the game box.
At any point during the
game, the owner of this card
may choose to discard it to
the game box. If she does,
she immediately steals 1 goods cube from an
opponent's artisan card which has not yet been
completed. She must allocate this goods cube immediately following the usual rules or discard it.
Defender cards
The owner of this card may
discard it to the game box right
after she has fought off the Picts
by having the most defence
points. If she does, she scores
double the victory point value
indicated on the lower left part
of the "Attack of the Picts" card.
During each attack of the
Picts, the owner of this card
may double the defence
points of 1 warrior card in
her personal cards area.
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After each attack of the Picts,
the owner of this card may
pay 2 coins to the reserve
in order to avoid the loss of
victory points.
Cards overview
Winter cards
Additional winter cards for the Jarl game mode
Spring cards
Additional spring cards for the Jarl game mode
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Summer cards
Additional summer cards for the Jarl game mode
Autumn Cards
Additional autumn cards for the Jarl game mode
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Phase Symbols
Phase Symbols
1. Supply phase
In this phase the starting player draws from the deck
the cards that will be available to buy. (See p. 3.)
Any Phase.
2. Demand phase
In this phase players place their vikings onto the board
to indicate their interest in available cards, thereby
setting indirectly a price for the cards. (See p. 4.)
3. Buying phase
In this phase players can purchase the available cards
in a specific order that depends on the position of their
vikings. (See p. 5.)
4. Loading phase
Such a card can be used throughout the rest of the game in the
phase shown to its right.
Final scoring.
The action of such a card can be
activated only once during the
game, in the phase shown to its
right. Once it is used, the card is
discarded to the box.
Attack of the
Picts.
Such a card is resolved immediately when bought.
In this phase players receive income, allocate acquired
goods and clear their purchase area. (See p. 6.)
Card types
Ship cards
"Attack of the Picts"
cards
Skald cards
Artisan cards
Warrior cards
Feast cards
Trader cards
Defender cards
Journey cards
Oracle cards
Building cards
Loki cards
CREDITS
Author: Stefan Feld
Illustrations: Marc Margielsky
Rule book and Rule book layout: Philippe Schmit
Rule book revision: Neil Crowley, Viktor Kobilke,
Matthias Nagy
Copyright: © 2016 eggertspiele GmbH & Co. KG,
Friedhofstr. 17, 21073 Hamburg, Germany
All rights reserved. | www.eggertspiele.de
Distribution in North America: Stronghold Games
LLC | www.strongholdgames.com
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