Pax Viking is a historical strategy game of trade and diplomacy in the 10th century for 1-6 players. The game highlights those Vikings who travelled eastwards, towards the rich trade routes of Persia and around the Black Sea. Skilled opportunists in the matters of silver and axe, these Vikings are ready to wield whichever worked best in any given situation. They shared an adventurous explorer ethos with the westward travelling Vikings, and reached far to the south and east, forming strong alliances, influencing societies, and founding empires along their way.
The areas under Norse control are vast. The administration of power is becoming increasingly complicated. The Viking longships are excellent for travelling both at sea and on rivers. In the western part of Europe, your neighbour Jarls in Denmark and Norway are pillaging the lands. It is wise to be on good terms with these Powerful Allies. You interact with them by travelling to their Posts in the West. But you are also aware of the economic advantages to be gained by having followers in the strong Trade Center of some existing larger cities as well. It is up to you to weave and navigate a successful saga within Pax Viking in order to become the first Swedish monarch!
—description from the publisher
GO VIKING Gamefound preview
- Accessible and quick to learn
- Modular power system adds variability and replayability
- Two-player friendly with engaging push-your-luck decisions
- Thematic Norse setting with loot and boat mechanics
- Prototype copy indicates rules and artwork may change
- Potentially luck-driven depending on dice and powers
- Pillage, loot, and mythic powers from Norse gods
- Norse myth-inspired Viking raid world, ship battles and looting with mythic powers
- Push-your-luck dice-based raiding with a modular power system
Mechanics (from transcript analysis)
- Dice pool management — Roll up to three dice, claim loot, add dice on wins, and reroll decisions guided by powers.
- end game bonuses — Game ends when a player reaches 10 loot; one final round determines winner by most loot.
- Endgame scoring — Game ends when a player reaches 10 loot; one final round determines winner by most loot.
- Loot ownership and loss — Loot is accumulated in a horde; losing a battle can cause loss of loot; boats prevent loss of loot but not necessarily all.
- Modular mythic powers — Seven base mythic powers; players draw two at the start and those available for the round; powers can modify dice outcomes.
- Push-your-luck dice rolling — Roll dice to attempt battles and loot, with the option to reroll via mythic powers.
Video topics + discussion points
Quotes (from this video)
- Go Viking is a push your luck dice game
- Let's go Vikings
- Thor's Strike gives you an extra five attack dice
- Odin's Vision lets you roll any number of rolled dice
- When someone has 10 loot, we have one more round to play
- This is a prototype copy, so there may be changes to rules and artwork
- Go Viking is coming to Kickstarter very soon
References (from this video)
- Strong eurogame feel with adaptive strategy due to variable Saga tiles
- Saga tiles provide meaningful variety and game meat
- High replayability due to tile variety and multiple victory paths
- Asymmetric elements (Gods, Advocates) add depth
- Dynamic end-game tension through event-driven checks
- Viking expansion, alliance-building, trade, and empire-building
- Western Europe in the Viking era (10th century)
- Saga-driven, tile-based progression with events and gods
Mechanics (from transcript analysis)
- actions via action markers and turns — Four action tokens per turn; place markers to perform actions; round sequence.
- area majority — Each follower type tracks influence; majority yields bonuses.
- area majority / influence — Each follower type tracks influence; majority yields bonuses.
- asymmetric player boards (Yarl, God tiles, Advocates) — Different starting abilities and power-ups per player.
- end game bonuses — End game triggered by events achieving one of four victory conditions.
- longship movement and travel — Move ships across seas and rivers; embark/disembark with trading.
- market and acquisition of tiles — Market allows drawing or buying Saga tiles for strategic options.
- parlay combat — Resolve conflicts to steal followers or gain control; compare longships.
- play out Saga tiles and events — Place tiles on board or resolve events; some require conditions to trigger.
- Resource and market management — Money and other resources used to acquire tiles and advance strategies.
- Resource management — Money and other resources used to acquire tiles and advance strategies.
- tile-based saga tiles on map — Saga tiles provide abilities and effects; deck composition changes per game.
- Tile/Map Shifting — Saga tiles provide abilities and effects; deck composition changes per game.
- victory conditions and end game — End game triggered by events achieving one of four victory conditions.
- winter solstice / phase structure — Turns include influence, action, and solstice phases with resets.
Video topics + discussion points
Quotes (from this video)
- the Saga tiles which gives the game its meat
- this is a great Euro Viking game that requires an ongoing adaption of your strategy to what Saga tiles are available
- the charm in the game is the Saga tiles
- really these Saga cards make the game
References (from this video)
- accessible entry into Pax line
- expansion-driven depth
- part of a larger Pax suite; may require other games
- vikings / expansion concept
- Pax Transhumanity
- Pax Emancipation
Mechanics (from transcript analysis)
- Faction interaction — balance alliances and power among vikings with strategic positioning
Video topics + discussion points
Quotes (from this video)
- you are a pepper farmer
- this is eclipse this is a four second dawn for the galaxy 4e game that i have actually played
- i'm teaching alex this
- i'm so excited that i now know how to play this game
- it's a tile laying game where you're laying out a map