Vikings fighting for the glory of their god

 Copyright Eric Pietrocupo


E-Mail: ericp[AT]lariennalibrary.com


Game

Game Rules

Game Development

Rule Changes

Page: Main.Changes - Last Modified : Wed, 06 Feb 13 - 1721 Visits

These are the rules that have been modified after a revision. The new rules will contains these changes, but if you only want to know what had changed, you can find it here.

2nd revision Modification

These modifications are still in revision and thay have not yet been integrated in the rule book and the components.

2nd Revision proposed modifications

1st Revision Modification

Invasion Priority Rules

The rules to determine invasion priority has been changed to be more fair and to allow playing with a hidden score. Here is the new priority.

  1. Players with No invader marker has priority
  2. Players with the least amount of cities under control have priority
  3. Player with the least intimidation has priority
  4. The player who was first to play has priority.

Compensation when full of troops

When all your troops are on the board and you fill up your unit track, you gain 1 glory point as a compensation for not being able to produce anything. The player with Tyr god will gain points if he his full of units.

Continuing invasions

When you invade, the second attack of a path will make player rolls 3 dice instead of 2. The goal is to remove unnecessary exceptions. It's even a rule I forgot myself when I played.

Intimidation on Even rolls

You now intimidate when you roll an even value (2-4-6) on one of your dice. Which creates the possibility where you can intimidate and not kill any unit, or kill units and not intimidate at all.

Intimidation effects

Due to the change above, intimidation does not take effect during rampages, and battle exhaustion will occur if no units are killed on both side even if one side managed to intimidate the other.

Invasions through controlled ports

It is now possible to pass through ports you already control (from a previous invasion path) and use a second navigation route from that port to attack further inside the map. This is useful when 2 adjacent invasion path leads to the same city by land and by sea.

Victory track

Below the scoring track, there will now be a victory track. Each time a player captures a city, he gains 1 point on the victory track. If a player accumulates 5 points, he gains a rumor trophy. Invading reset the player's victory token to 0. This rules make sure the rumor trophy depletion is at the same speed than the knowledges and buildings. If no rumor cards are available, a compensation of 3 glory points is awarded.

Note: Recent play test with a different group has shown that this new mechanic is not very good and makes player go into all out attack mode which breaks the balance of the game because there is no more reasons to keep the cities you have. It's also very annoying to count victories and it's easy to forget and miscalculate them. So I intend to remove this new rule.

Gods power

The gods power has been revised and some intimidation values will changes. Here are the changes so far:

  • Forseti: Exchange any 2 rumor cards between any 2 players or the top of the deck. Legends cannot be exchanged (expansion).
  • Norns: Exchange any 2 knowledge cards between players and/or public knowledge. You cannot force a player to lose a knowledge (expansion)
  • Heimdall: Replaced by Thor: 2 adjacent cities must each retreat 2 units in different cities.

Trophy scoring Points

Knowledge and rumor cards will give 6 points each instead of 8 points to make the buildings and cities more interesting to control. This is how it worked in the old rules, but they were increased since buildigns and cities could be scored multiple times by different players. But the difference is that these extra points are split between players while the extra trophy points goes to the same player which is much more powerful.


The scoring track and the god cards should be the only piece of components that needs to be reprinted. Everything else is optional.


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