Shipwrights of the North Sea is set in the early years of the Viking Age, circa 900 AD. As Viking shipwrights, players compete to build the greatest fleet on the North Sea. Players must collect oak, wool and iron, as well as getting other craftsmen on board to help. Gold is a precious commodity, and must be spent wisely. As you would expect, the township is filled with an array of characters, bad and worse. Better hope they're on your side!
Aim of the GameThe aim of Shipwrights of the North Sea is to be the player with the most Victory Points at the game’s end. Points are gained by constructing various Ships and Buildings. The game ends after the round where 1 or more players constructs their 4th ship.
Gameplay OverviewThe game is played over a series of days (rounds). Each day follows the same pattern:
Morning Phase - Planning (Each player receives 3 cards)
Afternoon Phase - Working (Players take actions and play or discard their 3 cards)
Evening Phase - Resting (Players receive Gold and Workers for the next day)
Printed Components128 Cards - Featuring 46 unique and stunning illustrations
5 Beautifully Illustrated Player Boards
5 Player Reference Boards
1 Illustrated Rulebook
1 Pioneer Token
5 VP Markers
Wooden Components5 Gold Ships
25 Oak
25 Wool
25 Iron
50 Workers
- solid entry into the Garphill trilogy
- strong thematic consistency
- may feel heavy for absolute beginners
- engine-building and resource management
- north sea shipbuilding
Mechanics (from transcript analysis)
- engine building — Develop production and upgrade capabilities to build ships.
- engine-building — Develop production and upgrade capabilities to build ships.
- Resource management — Manage limited resources to optimize actions and scoring.
Video topics + discussion points
Quotes (from this video)
- We've been making content for four years.
- Four is a number I love; if we play four games in a game night, that's an ideal game night.
- We are ready to do four more with you.
References (from this video)
- Compact engine-building with solid theme
- Good balance of risk and reward
- Can feel derivative to Raiders of the North Sea
- Some players want more asymmetry
- crafting vessels and trading routes
- ship-building and Viking-era commerce
- tight, practical strategy
- Raiders of the North Sea
- Raiding engine-builders
Mechanics (from transcript analysis)
- worker placement / engine-building — Assemble ships and crew to fulfill orders and trade.
Video topics + discussion points
Quotes (from this video)
- Artwork does have a big impact on my interest in playing the game.
- I bought games just for artwork that I've never played.
- Santorini doesn't turn me off, and Arcadia Quest doesn't turn me off exactly but I would prefer it to be more realistic in general.
- I think games with Xavier Colette his kind of artwork he did the a lot of the dixit stuff.
- I love getting up and coming down here and shooting a video and editing a podcast and developing content for the next show.
- quit drinking soda it's poison.
- Feast for Odin is a Viking-era title that rewards careful planning.
References (from this video)
- Accessible and straightforward entry point within Garphill's lineup
- Engaging engine-building and drafting blend with clear progression
- Simultaneous actions help pacing once players understand the system
- Downtime can occur if one player lags, since drafting is shared per round
- Less complex than Raiders of the North Sea; players seeking heavier Euro mechanics may desire more depth
- shipbuilding, raiding, and exploration
- Viking Age coastal North Sea shipbuilding and raiding campaigns
- engine-building with drafting and simultaneous actions
- Raiders of the North Sea
- It's a Wonderful World
- Shipwrights of the North Sea: It's a Wonderful Fjord
Mechanics (from transcript analysis)
- Building and placement — Buildings are played beneath a player's board; a worker on a building can yield rewards and unlock powers.
- drafting — Each turn you draft six cards, choose one to keep, and pass the rest to the next player; this drives hand composition and interaction.
- Resource management — Resources include iron, wood, wool, gold, silver, and workers; these are spent to build, hire, and activate effects.
- set collection — Collecting icon sets advances you on bonus power tracks that influence scoring and abilities.
- Simultaneous Actions — The main phase features actions that occur in parallel, reducing downtime once players understand the system.
- Track advancement — Red track grants raid cards, blue track provides income cards, yellow track upgrades starting cards; leaders are awarded for progression.
- Tracks and leaders — Red track grants raid cards, blue track provides income cards, yellow track upgrades starting cards; leaders are awarded for progression.
- Turn order and trade costs — Turn cards determine the cost of trades and the direction of card passing for that round.
Video topics + discussion points
Quotes (from this video)
- The best thing about this game is the simultaneous actions.
- Once you know what you're doing the game blasts by.
- It's probably the least complex and intimidating, which makes it the perfect start point if you're looking at their games.
- Oh, it has these thingies for Tomb Saga if you have that.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we have only 19 unplayed games since then we played 14 of the games that were on that list
- we are challenging ourselves to play all of these games by the end of the year
- star wars rebellion is on the list and it's at the top