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Overview

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Turn

To start the game, each player picks a Leader

After which, each round has three phases as follows:

Exploration

Expansion

Return


Exploration

Draw a card and either place it right next to your board if it is the first, or following a sequence for all subsequent draws

Every even damage icon damages one of your Longships, this Longship cannot be used until you take a Repair action

On the just revealed card, you can place a Lawspeaker &/or Longship if desired

You can repeat drawing cards in this way until one of three things happen: All your undamaged Longships are already on cards, you've played your 8th card, or you just don't want to play more

If during this process your deck runs out but you could still keep playing, shuffle your discards into a new deck and keep going as desired

Once everyone has finished drawing and resolving cards, the second part of Exploration happens

Any assigned Lawspeakers are moved from their card to the Territory on the board which matches the card, or you can move them to one of your Territories with a Fort, or to Normandy (except for Normandy, each Territory can only hold one of your Lawspeakers)

Exploration cards with Longships then give their player the associated Territory Bonus


Expansion

During this phase, players take turns taking a single action until they pass, once passed a player cannot take further actions this phase, your action choices are:

Place 1 Jarl - Place your Jarl on an unoccupied action space and take the action, if you are first you place it in the high spot, if your are 2nd or further place it in a low spot which causes you to pay an additional cost. Your Jarls cannot be placed on the same action, regardless of whether you took the high or a low spot.

Place 1 Longship - Place a Longship on on of your Exploration cards that does not contain one in order to gain its bonuses

Perform a Thing - Move one of your Lawmakers assigned to a Territory to its matching Thing Action as long as you can pay its cost then take the effect. Anyone who has already taken that same Thing action also gains its benefit again.

Repair - Pay 2 coins per Longship you wish to repair and move them back to your available Longships

Title - Use either a Jarl or Longship to gain either 2 coins or claim a scoring condition by placing a marker on the leftmost empty space as long as you meet its requirements and have not already claimed it before

Pass - If you take this option, you take no further actions this phase, and wait for all others to finish taking actions and also Pass


Return

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Resources

The resources you have access to are based on your Longship locations

Resources are not spent, instead they simply need to be available to you, so as long as they are then you can use the same resource as many times as desired

Having said that, if an action requires multiple of the same resource, you need access to that many in order to use that many, i.e. you cannot have access to just one and use an action which requires three

You can use a single trade per action in order to gain a single copy of a resource you are missing

You may also find a special resource, Lore Icons, these are available if it is on your Route but does NOT need to have a Longship at that exact location

Some Exploration cards also have permanent resources shown under their banner which are always available to you with no requirement


Ladders

The four Ladders are where components are locked off at the start of the game

Whenever an action lets you produce one or more of these components, pick a ladder and pay the cost above the component to move it up one space

You can move a component up as many spaces as you can afford, and each space can hold multiple components

When you pay the final step of the ladder and move it off, it then becomes part of your supply

You do not need to move components in any particular order


Territories

A Territory card along with its matching board space are collectively known as a Territory (you cannot have one without the other)

Each Territory can hold 1 Fort and 1 Settlement and 1 Lawspeaker at most

Each Territory has a unique Thing action, which you can use a Lawspeaker to trigger

A Lawmaker used to trigger a Thing action cannot be moved afterwards

If you build a Fort in a Territory which already has a Fort, the owner of the previous Fort gets its Territory Bonus

If you build a Settlement in a Territory which already has a Settlement, the owner of the previous Settlement gets its Territory Bonus

If you perform a Thing in a Territory, all players who also permed the Thing in that Territory gain its Territory Bonus

Starting Territories do not have a space for Forts to be built at them