Game Info
Year
2016
Players
2-4
Age
8+
Playtime
60 min
Complexity
2.1/5
Collection
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
A family worker-placement game where players supply and set sail with their Viking clan's ships while betting on which clan reaches its destination first.
Featured Videos
Rules Teach
Vikings On Board - How To Play
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Images
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video gnPzI1AQv2c
watch it played Rules Teach at 0:00
video_pk 68303 · mention_pk 164682
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's an exciting time to be a viking the long ships are getting ready to go out on their Explorations and you're going to ensure you have the richest merchandise and the strongest Sailors or rather you'd better because the other Vikings are prepared to steal the best ships right out from underneath of you
- Players will be manipulating the ships to gain influence over them which is represented by the number of your colored Shields along the edges.
- If you don't think you'll have enough influence over a ship you can still gain points by betting on which player will the game is played over a series of rounds taken in turns by players.
- The game will continue until seven of the ships have set sail at that point the game ends immediately and you'll ignore the remaining ships still in the harbor.
- Players now total the value of the tokens on their scoring tiles with supplies equaling the values shown here on this track.
- The player with the most points wins in the case of a tie as we have here between the green and the yellow player the tied player with the most Supply tokens wins if there's still a tie then the tied player with the highest value from Supply tokens wins and if there's still a tie the tied players share the Victory
References (from this video)
No references stored for this video.
Video gnPzI1AQv2c
watch it played Rules Teach at 0:28 sentiment: positive
video_pk 68303 · mention_pk 165278
Click to watch at 0:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Exciting theme of Vikings and exploration.
- Players can gain points by betting on which player will have control of a ship even if they don't think they'll have enough influence.
Cons
- If a player cannot perform an action, they pick a space and do nothing.
Thematic elements
- The exciting time to be a viking, where long ships are getting ready to go out on their Explorations and players ensure they have the richest merchandise and the strongest Sailors, because other Vikings are prepared to steal the best ships.
Comparison games
none
Mechanics (from transcript analysis)
- action drafting — When placing a Viking, players must put it into a space where they can perform the corresponding action. If no options exist where actions can be performed, players pick any space and do nothing.
- Area Majority/Influence — Players will be manipulating the ships to gain influence over them, which is represented by the number of your colored Shields along the edges. The player with the most of that color has first control.
- Betting/Wagering — Players can bet on which player will have the greatest control of a ship. Secret values on tokens represent points scored if correct. Tokens can be moved to new open circles.
- Resource management — Players can increase the value of metal, hides, or grain by one. Values cannot exceed four or be decreased.
- set collection — Players claim tokens (Supplies) from ships in order of control. Some players may not get any or others may get several. Supplies equal the values shown on a track for scoring.
- Stock holding — Players may secretly take a gambling token to place face down on empty spaces in front of a ship, indicating which color they think will have the greatest control. The secret value on the token is points scored if correct.
- worker placement — Players pick up a Viking and place it on an empty space on the opposite side of the village to resolve an action. The order of Vikings determines turn order for the next round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's an exciting time to be a viking the long ships are getting ready to go out on their Explorations and you're going to ensure you have the richest merchandise and the strongest Sailors or rather you'd better because the other Vikings are prepared to steal the best ships right out from underneath of you
- Players will be manipulating the ships to gain influence over them which is represented by the number of your colored Shields along the edges.
- If you don't think you'll have enough influence over a ship you can still gain points by betting on which player will the game is played over a series of rounds taken in turns by players.
- The game will continue until seven of the ships have set sail at that point the game ends immediately and you'll ignore the remaining ships still in the harbor.
- Players now total the value of the tokens on their scoring tiles with supplies equaling the values shown here on this track.
- The player with the most points wins in the case of a tie as we have here between the green and the yellow player the tied player with the most Supply tokens wins if there's still a tie then the tied player with the highest value from Supply tokens wins and if there's still a tie the tied players share the Victory
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2