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Gamehelpnorsemen
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
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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