Die Wikinger Saga
Die Wikinger Saga Rulebook
Table of Contents
Table of Contents
Welcome to the Worlds of Norse Mythology (Components)
Before playing for the first time, gently punch out the pieces from the pre-cut boards and lay the game material on the table. Learn to store it in the game box as you receive it. Follow the order from 1 to 12. Then discover a few basic elements of the game in the quick-start guide.
- Divider for sorting the small cards.
- Odin figure for the player who begins. Before playing for the first time, carefully assemble the figure and its base.
- 4 victory point tokens. 1 per colour. Used to count your points on the victory point track on the game board.
- 4 Viking pawns. 1 per colour. These pawns move along the Vikings' path on the game board and the cards. Movement and Vikings.
- 36 large Adventure cards. Numbered 1 to 9; each time A-C or S, A-F or 2x B et T. If your pawns arrive on the space of an Adventure card, you receive bonuses or penalties.
- Viking boat. For placing your pawns during adventures at sea.
- 26 stage markers. They are placed on the game board and you receive bonuses or take penalties when you reach them (21 light and 5 dark for the final adventure "Bifröst").
- 49 coins of 1 and 15 coins of 5. To buy your new Vikings.
- 4 Prophecy tokens. For looking at cards face down.
- 220 small cards: god cards, movement cards, Viking cards and special movement cards.
- 16 God cards. These cards allow you to perform powerful actions, but they can only be used once.
- Movement cards. These cards allow you to move the Vikings' path on the game board (2 cards of each value, from 1 to 7).
- Vikings and Valhalla shield for the 4 colours (red - green - yellow - blue). 1 Valhalla shield and 7 Viking cards (Harald, Bjorn, Mikka, Helga, Kjer, Solveig, Ragnar). Each player plays with the same set of cards (with the Viking in the lower corner shown with the colour of their pawn) and a Valhalla shield. Put them together in the compartment of each player.
- Special Viking cards and special Movement cards. Some special Viking cards and special Movement cards are assigned to each of the 9 realms. The colour and Roman numeral (I to IX) of these cards correspond to those of each realm. Put all the Viking cards and Movement cards of the same colour together in the realm's compartment.
- Midgard (I) (23 cards): the realm of men. 5 Viking cards: Halvar, Lasse, Ingrid, Knut. 3 special Movement cards.
- Ljosalfheim (II) (23 cards): the green meadows. 5 Viking cards: Sigrun, Ansgar, Jorik, Olav. 3 special Movement cards.
- Svartalfheim (III) (23 cards): the dark forests. 5 Viking cards: Erik, Ellen, Magnus, Gunnar. 3 special Movement cards.
- Nidavellir (IV) (18 cards): the realm of the dwarves. 5 Viking cards: Ulf, Britta, Christian. 3 special Movement cards.
- Muspelheim (V) (18 cards): the realm of lava and fire. 5 Viking cards: Gunhild, Alfred, Tjure. 3 special Movement cards.
- Helheim (VI) (18 cards): the realm of the dead. 5 Viking cards: Sören, Alva, Mats. 3 special Movement cards.
- Game board, rulebook, quick-start guide. Place it on top of the box in the game box.
- Vikings' path ruler. You place your pawns on it when you start adventures. Place it at 45 degrees on top in the box.
You now know the game material. Then play following the tutorial "The Start" described on the back.
Tutorial for Beginners
With this quick-start guide, you can immediately learn the basics of the Viking Saga.
To begin, you only need a small part of the game material, which you prepare as follows:
- Place the game board in the centre of the table.
- Place the Vikings' path as in the photo, next to space 0 of the game board.
- Take out the Adventure card (T) "Tutorial: The Start". Read the legend on the back aloud. Then place the card on the game board so that the numbers on the card cover the corresponding numbers on the game board.
- Prepare the gold coins next to the game board.
- Shuffle the 14 Movement cards and place them to form a face-down draw pile at the bottom left of the game board.
- Each player chooses their colour and takes the corresponding material. (Identify your Viking using the pawn's corner at the bottom to start the game.)
- Place the Valhalla shield in front of you,
- the Viking pawn on the leftmost space of the Vikings' path,
- and the victory point token on space 5 of the victory point track.
- Each takes 5 gold coins and places them on their Valhalla shield.
- Shuffle your 7 Viking cards and place them as a face-down Vikings draw pile in front of you. (Played Viking cards are placed one beside another next to it.)
- Place your face-down Movement cards one beside another: flipped Movement cards are placed here next to each other.
- Each player draws 3 cards from their Vikings pile and takes them into their hand.
The player with the most powerful voice takes the "Odin" figure of the player who starts, and the game can begin.
Course of the Game
The player who has Odin turns over the first Movement card and places it to the right of the pile. He then slides the Vikings' path with all the pawns on it to the right, by the number of spaces corresponding to the number on the Movement card.
Then everyone plays and chooses at the same time a Viking card from their hand. Place it face down in front of you, to the right of the Valhalla shield. When all players have done so, turn over your cards at the same time. The player who has Odin moves all the Viking pawns on the Vikings' path according to the number of spaces corresponding to the number on the Viking cards concerned.
Your flipped Viking cards stay face up for the whole adventure. Then, each player draws one Viking card from their Vikings pile.
Repeat this operation several times. After a few turns, each reaches the Adventure card that will allow you to obtain the bonuses.
How to move the pawns during the game: Movement card (I) + Viking card (II) = Movement. Example: Movement card 5, Viking card 3: the pawns first move 5 spaces (I), then 3 more (II) for the Viking whose card was played.
Note: with the Viking Harald "0", you stop after (I); with the Viking Kjer "2/6", choose whether you advance 2 or 6 spaces after (II).
Each time that, at the end of your movement (not in an intermediate step of the movement along the Vikings' path), your Viking pawn arrives on a space of the Adventure card, take the bonus indicated there or pay the penalty.
With the small Movement and Viking cards, you can reach several spaces of the Adventure card. But beware! Moving beyond the Adventure card incurs a penalty.
- Advance your victory point token by the number of helmets represented.
- Take or give the number of gold coins indicated.
If your Viking pawn arrives on a space after the Adventure card, give the penalty indicated on the last space of the card.
Each player whose Viking pawn has reached the Adventure card must decide whether to continue the adventure as described above or whether he wishes to stop.
The player who wishes to leave the adventure places his Viking pawn on the Adventure card and passes his turn from then on.
When all players have left the adventure, each can send one of their Vikings put into play to Valhalla. To do this, slide the chosen Viking under your Valhalla shield. The further you go in the game, you will receive 1 victory point for each helmet represented on that Viking.
This "tutorial" allowed you to discover the start of the Vikings and the basic principle of the Viking Saga. You are now ready to discover the worlds of the Vikings.
Take the game rules and learn how to use the rest of the material and play the 8 adventures. You will discover the other Adventure cards with legendary characters of Norse mythology, important bonuses and severe penalties.
You will receive Viking cards that will allow you to perform actions. You will discover special Movement cards that will establish new rules of the game. And you will receive God cards that will allow you to do very good actions. But the principle of the game always remains the same as the one you just discovered in this quick-start guide. Now put the Viking boats in the water, the world of Norse mythology awaits you...
Object of the Game
Nine realms, one objective. You are jarls, the counts of a few Viking villages, called to Asgard by the Norse gods. But only the most glorious among you will be allowed to enter their halls. So you set out with a handful of inhabitants of your villages, mostly inexperienced, to live adventures on land and at sea. Norse mythology is made up of 9 different worlds that you will discover during the game, for example Midgard, the realm of men, or Jötunheim, the realm of the ice giants. Other Vikings will join you during your travels, you will discover mysterious places, benefit from the help of the gods, fight dangerous adversaries and try to escape superior threats safe and sound. On the Adventure cards, you will learn more about the secrets and legendary characters of Norse mythology and see part of the path that awaits you. Move your Viking pawn as judiciously as possible on the spaces of this path, gather enough gold, but above all glory in the form of victory points, and try to avoid the dangers on your route.
The accumulated gold will allow you to recruit other Vikings with other powers, so your rather weak display at the start will fill up with ever more useful Vikings. You will be able to send the Vikings who have fought courageously at your side to the fortress of Valhalla in Asgard. You will thus compose a second set with the Vikings who will be at your side during the last adventure, often decisive, on the rainbow bridge Bifröst at the gates of Asgard and whose victory points will come back to you. It involves sending a Viking to Valhalla. You must always assess correctly the right moment to send a Viking to Valhalla. At each new realm, the bonuses that await you are more and more numerous, but also the dangers. As you can choose 3 Viking realms from the 9 before each game and each realm includes other adventures, other Vikings with different powers and other specific game rules, each game is different. You can also adapt the level of difficulty and the length of the game according to your choice of Viking realms. The player who has collected the most victory points after 8 adventures can access the halls of Asgard and wins the game.
Game Setup
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Place the game board in the centre of the table.
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Place the Vikings' path ruler on it (2A) so as to cover the shadows of the wooden pillars and so that your first space is level with space 0. You do not yet need the Viking boat (2B) for the first adventure; prepare it at the edge of the game board.
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Look for the following Adventure cards in the box.
- The lost city; The deceitful island; The old city of the dwarves; The rune gate (left column, first four).
- The stone guardians; The desert of the ice valley; The witches of the sea; The rainbow bridge Bifröst; The rainbow bridge Bifröst (right column).
Place these 9 Adventure cards next to the game board, text side up, as in the drawing.
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Take the cards corresponding to the colour of each Adventure card in the box. Take out one more card than the number of players for each Viking card different from this realm and place them on the Adventure card (4A). Among the 3 special Movement cards, look for the one that corresponds to the Adventure card of the display. You will recognise the right card by the inscription in the corner of it. Also place these special Movement cards on the prepared Adventure cards (4B). Put away the remaining Viking cards and special Movement cards in the box. Note: no Viking card or special Movement card corresponds to the adventures at sea (blue) and to the last adventure Bifröst (black).
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Shuffle the 5 dark stage markers face down and place 3 of them on the Bifröst Adventure cards (5A). Put the two remaining dark stage markers back in the box. Then shuffle the 21 face down and distribute them over the 7 remaining Adventure cards (5B).
Course of an Adventure
Each adventure (round) proceeds as follows:
- Phase 1: buying new Vikings. Before taking part in the adventure, you may buy new Vikings in exchange for gold coins.
- Phase 2: drawing cards.
- Phase 3: the Vikings set out on the adventure.
- a. Turn over the Movement card and the Viking cards. Move your Viking pawns.
- b. Obtain bonuses or penalties. At the end of your movement, you may obtain bonuses or penalties.
- c. Decision. Leave the adventure or continue it.
- Phase 4: sending Vikings to Valhalla. One of the Vikings played is worthy of going to Valhalla.
- Phase 5: departure for the next adventure. Prepare the next adventure.
1. Buying New Vikings
Before the start of each adventure, you have the opportunity to improve your crew, which at the start of the game is most often made up only of inexperienced inhabitants. All players, starting with the first player, may, in clockwise order, each buy 1 Viking from the display in exchange for gold coins. The purchase price is shown at the bottom right of each card. The Vikings of the realms in which you have already travelled, or in which you are about to face the adventures, are available. If you have, for example, played the adventure "The Lost City" in Midgard and the adventure "The Deceitful Island" on the high seas and have arrived in Nidavellir, you can still buy Vikings from Midgard, but also those from Nidavellir. On the other hand, you may only buy the Vikings of Vanaheim once you have arrived there and a Vanaheim Adventure card is in place for the game. Once each player has been able to buy a Viking, a second round follows. However, each Viking now costs 1 additional gold coin. Make further rounds, in exchange for 2, 3, etc. additional gold coins, until no player can or wants to buy any more Vikings. You are also allowed to have the same Viking several times in your display. Then shuffle the Viking cards you have just bought into your own draw pile.
Attention: this step is skipped before the last adventure "The Rainbow Bridge Bifröst". You can therefore no longer buy new Vikings during the last round.
Anatomy of a Viking card: victory points (helmets); number of spaces of movement; colour of the Vikings' realm; name of the Viking; type of action; description of the action; purchase price.
2. Drawing Cards
Next, take the cards in your hand. The number of cards in your hand at the start of the adventure depends on your position on the victory point track. The first player(s) draw 3 cards, the second(s) 4 cards, the third(s) 5 cards and the fourth 6 cards. In case of a tie, the players share the place and therefore receive the same number of cards. You all start the first adventure with 5 victory points; you are therefore all in first place and each draws 3 cards.
Example: the yellow player and the green player, who occupy first place, each receive 3 cards, the blue player as second receives 4 cards and the red player as third 5 cards.
3. The Vikings Set Out on the Adventure
a. Turn Over the Movement Card and the Viking Cards
The player who has Odin turns over the first Movement card of the pile and places it face up to the right of it. He then moves the Vikings' path, with all the pawns on it, by the number of spaces corresponding to the number on the Movement card. At the start of the game, you use 14 Movement cards with the numbers 1 to 7, each number existing twice. For the adventures at sea, you will move the Viking boat in the same way (see page 7). If during the game you must turn over a Movement card and the corresponding pile is exhausted, shuffle the discard pile (however without the Movement cards in the display at that moment) and lay it out as a new pile.
Then play Viking cards. With these, try to reach spaces of the game board with bonuses or to take advantage of the useful actions of the Viking cards. Perhaps you will even manage to do both at once... Each player chooses a Viking card from their hand and places it face down in front of them. When all players have chosen a card, turn them over at the same time. The number on the Viking card indicates the number of spaces by which you must move your own Viking pawn on the Vikings' path; you therefore cannot decline to advance some spaces. Several Viking pawns may be on the same space. Place the Viking cards played in a row to the right of your Valhalla shield.
Example: the player who began turned over Movement card 3 and advanced the Vikings' path 3 spaces. The yellow and blue players then each chose a Viking card face down, then turned it over. The yellow player has a 1 and advances their Viking pawn 1 space on the Vikings' path. The blue player has a 3 and advances their Viking pawn 3 spaces.
You are obliged to play a Viking card, unless a specific rule (for example on a special Movement card or a God card) expressly provides otherwise. It may happen that you no longer have Viking cards in your hand, either because your Vikings draw pile is exhausted, or because you had to discard cards from your hand. You can nevertheless continue to play (you are even obliged to do so if you have not reached a space of the Adventure card at that time), but you depend on the help of the gods. Your Viking pawn is first moved as usual according to the number on the Movement card that has just been turned over. Then turn over the first God card of the pile and advance your Viking pawn by the number of spaces corresponding to the number on this card (but do not perform the action of the God card). Then put the card back under the God card pile.
Example special Movement card, "The Cave Genie's Spell": All players must immediately play 2 Viking cards instead of 1 and draw 2 cards.
In addition to moving your Viking pawns, most Viking cards also allow an action described on the card. You will identify the following 4 types of action using the symbols on the Viking cards:
- Immediate action (lightning symbol): to be performed immediately when the Viking card is played.
- Permanent action (infinity symbol): valid for the whole adventure from the moment the Viking card is played.
- Draw action (card-draw symbol): is performed when Viking cards are drawn.
- End-of-adventure action (horn symbol, red): to be performed when all players have ended the adventure.
If the card does not specify when the action must be performed, you may choose the moment yourself (so, for example, using for your action a bonus you have just received because you reached a stage marker). If you wish, you may decline to perform the action of a Viking card (but you are obliged to advance). Sometimes you cannot even perform the action of a Viking card; but you can nevertheless play this card and advance your Viking pawn by the corresponding number on the Vikings' path.
b. Obtain Bonuses or Penalties
During your journey, you may obtain the bonuses or suffer the penalties shown on the stage markers and on the spaces of the Adventure cards. For this, only the position of your Viking pawn matters after having moved it according to the Movement card and your Viking card. So, once you have played your Viking card and moved your Viking pawn, you immediately receive the bonus or penalty indicated for the current position of your Viking pawn. Stage markers reached by a player are not removed from the game. You may even receive several bonuses during an adventure if you reach several corresponding spaces. Also think of the bonuses you can obtain thanks to certain Viking cards (for example "Ingrid", which gives 2 gold coins or 1 additional victory point when a stage marker is reached).
The bonuses and penalties are as follows:
- Helmet: for each helmet, move your victory point token 1 space on the corresponding track of the game board.
- Broken helmet: for each broken helmet, you must move your victory point token back 1 space on the track.
- Gold coin(s): take the number of gold coins indicated on the coin from the general supply and place them on your Valhalla shield. You may make change of your gold coins at any time. In the very unlikely case that the coins run out, use other elements of the game.
- Gold coin(s) with a red cross: you must return the number of gold coins indicated on the coin to the general supply. If, during a penalty, you do not have the number of gold coins required, you must give all the coins you have and move back 1 space on the victory point track.
- Viking card (shield back) : you may take any Viking card from the display and place it under your draw pile. To buy this Viking, you do not need to give gold coins. But it must be a card from a Viking realm where you have already been. If several players reach this bonus at the same time, the player who has Odin begins, the others follow clockwise.
- Torn Viking card (red cross): you must remove a Viking card that you have already played during this adventure (so not a card from your hand, nor from your draw pile, and not a God card) and put it back in the game box. The position of your Viking pawn on the Vikings' path does not change here.
- Viking card with a hand: you may take the first Viking card of your draw pile into your hand. As you also draw a card for the Viking you have just played, this bonus increases the number of cards in your hand.
- God card (gold back): you may look at the first two God cards. Place one of these cards your draw pile, the other under the God card pile.
Example: after turning over a Movement card and advancing the Vikings' path accordingly, the yellow player and the blue player each played a Viking card. The yellow player's Viking pawn is therefore placed on space 15 and they take 1 gold coin. The blue player's Viking pawn is thus on space 18, they advance 1 space on the victory point track and take 3 gold coins.
If your Viking pawn advances onto the last space of the Adventure card or beyond (after performing the Movement card and the Viking card), as a penalty you must move back on the victory point track by the number of spaces corresponding to the number of broken helmets shown on the last space of the Adventure card. This penalty also applies if your Viking pawn leaves the Vikings' path, whether forwards or backwards. If you advance both onto the last space or beyond the last space of the Adventure card and also leave the Vikings' path, you must suffer the penalty twice. In each of these situations, the adventure is immediately over for the player concerned, who places their Viking pawn on the Adventure card.
c. Decision
Each player then takes one Viking card from their draw pile to replace the Viking card they played. With the specific rules of certain cards (for example the Viking card "Knut" or the Movement card "Surtr's Fear"), you may also draw more or fewer Viking cards.
With the drawn card, each decides whether they want to leave the adventure. However, you may only leave the adventure if your Viking pawn has been at least once on a space of the Adventure card after playing a Viking card. Players who stop the adventure take their Viking pawn and place it on the Adventure card. You thus leave this adventure (round); you no longer take part when other Movement cards are turned over and other Viking cards are played. But some of the Vikings you played (for example "Britta" or "Alfred") can continue to bring benefits.
Players who want to continue the adventure leave their Viking pawn on the Vikings' path. A new Movement card is then turned over as described above and all players who continue the adventure must play a new Viking card from their hand.
Do not forget that if you continue the adventure, your Viking pawn will be moved both by the value of the next Movement card and, necessarily, by the value of the next Viking card you play.
This step ends when all players have left the adventure.
4. Sending Vikings to Valhalla
At the end of the adventure, each player may send one Viking to Valhalla. To do this, place a Viking card played during this round (so not in your hand), and not a God card, face down under your own Valhalla shield. This is your Valhalla pile; you may look at the cards of this pile at any time.
Important: for the last adventure, "The Rainbow Bridge Bifröst", only the cards of the Valhalla pile are available to you. Moreover, at the end of the game, you receive 1 victory point for each helmet at the top left of the Viking cards in your Valhalla pile. During the game, you therefore compose two sets: one for your adventures in the worlds of the Vikings (rounds 1 to 7) and one for the Bifröst adventure (round 8).
5. Departure for the Next Adventure
Before setting out on your next adventure, some travel preparations are necessary.
Put the Adventure card that has just been played and the stage markers used back in the game box. Place the turned-over Movement cards on a discard pile next to the game board; God cards played are slid under the God card pile. The player who has Odin passes it to his left neighbour.
On the side of the game, you will have prepared the Adventure cards, stage markers, special Movement cards and Viking cards for the next adventures. Use these from left to right. The player who has Odin then takes the Adventure card prepared for the next adventure and reads aloud the legend on the back. Then place the Adventure card and the 3 stage markers on the game board as in the setup.
Slide the start space of the Vikings' path to level with space 0 of the game board and place all Viking pawns on the start space. If you are playing a new Viking realm, the prepared cards will also include special Movement cards. Put all the special Movement cards of this Viking realm into play (so, for example, before the first adventure at Nidavellir, both the card "The Curse of the Dwarf City" and the card "The Secret of the Rune Gate"). Shuffle them with the remaining Movement cards of the draw pile (not with the Movement cards of the discard pile or the Movement cards already played) and prepare the new pile thus formed. If you are playing a new Viking realm, also add the Viking cards of this realm prepared in the display next to the game board. Then take all your own Viking cards (both those that were played, those still in your hand and those of your draw pile that were not used), shuffle all these cards together and place them to the left of your Valhalla shield for the next adventure.
For the adventures at sea and the last adventure Bifröst, note the particularities on the next page.
You are now ready for the next adventure.
Specific Elements of the Game
Adventures at Sea
The adventure of the second round takes place "On the High Seas", the one of the seventh round "On Unknown Seas". For these adventures, put the Vikings' path aside and place the Viking boat on the game board instead. As the Viking boat sails on the sea, place the Adventure cards and stage markers under the boat for the adventures at sea, as in the illustration. Place the stern of the Viking boat as the start for all Viking pawns level with space 0 of the game board.
The Viking boat is used in exactly the same way as the Vikings' path. All the explanations in this rulebook concerning the Vikings' path also apply to the boat. However, the Viking boat is a little shorter: only 12 spaces are available to move your Viking pawns. You identify the spaces by the shields on the side of the boat. It thus happens more easily that your Viking pawn leaves the boat; you must then move back on the victory point track by the number of spaces corresponding to the number of broken helmets shown on the last space of the Adventure card and immediately leave the adventure.
Special Movement Cards
The different adventures of the Viking realms also include special Movement cards. Unlike the usual Movement cards, which have numbers from 1 to 7, the special Movement cards have numbers ranging from -4 to 8. For a Movement card with a negative number, move the Vikings' path back a few spaces, however never beyond space 0. But above all, the special Movement cards give specific instructions for a greater variety and additional suspense. These instructions apply only to the players who are still taking part in the current adventure at the moment the card is turned over and who have therefore not yet left the adventure. Otherwise, the card will mention "also valid for players who have already left the adventure".
If during an adventure several special Movement cards with contradictory instructions are turned over, for those that are contradictory, the instructions of the last Movement card turned over apply. The actions of Viking cards take priority over the instructions of special Movement cards, if they are contradictory. The special Movement card "The Curse of the Dwarf City", for example, associates the drawing of a new Viking card with the return of 1 gold coin; however, players who perform the action of the Viking card "Knut" draw 3 Viking cards, as is the rule for "Knut".
The Last Adventure, the Rainbow Bridge Bifröst
The game ends after the last adventure at "The Rainbow Bridge Bifröst" at the gates of Asgard. During this adventure, you place two Adventure cards on the game board. Moreover, for Bifröst, the stage markers with a dark back are used.
Before playing this adventure, count all your cards that you have not sent to Valhalla. You receive 1 gold coin for each of these cards (Viking or God). Then put the cards and your Valhalla shield back in the game box; they will no longer be used for the Bifröst adventure.
Now look at the cards that were previously under your Valhalla shield; they form your new draw pile for the final adventure. You therefore play the Bifröst adventure with the Vikings you previously sent to Valhalla.
At the start of Bifröst, you can no longer buy other Vikings (phase 1 "Buying new Vikings" is therefore skipped). Only during the Bifröst adventure does this remain possible, thanks to a few specific cards (and it is wise, since newly bought Vikings immediately become part of the cards that bring victory points at the end of the game).
You may only leave the Bifröst adventure when your Viking pawn (after performing the Adventure card and the Viking card) has reached a space of the second Adventure card. Moreover, you cannot send Vikings to Valhalla at the end of Bifröst since you have already arrived among the gods.
God Cards
Each time you receive a God card (by reaching a stage marker or a corresponding space on the Adventure card), look at the first two cards of the God card pile. Keep one and place it under your draw pile. Put the other card back under the God card pile. God cards allow very powerful actions, but can be used only once. You play them like a Viking card from your hand, advance your Viking pawn according to the number and perform the action of the God card. You may also decline the action of the God card and only advance the Viking pawn; but the God card is then considered played. At the end of the adventure ("5. Departure for the next adventure"), all God cards played are put back under the corresponding card pile. It is therefore not possible to send God cards to Valhalla and place them under your Valhalla shield (only certain cards allow it, for example the God card "Thor" or the Movement card "The Horror of the Dog of the Dead").
End of the Game
The game is over when you have played the last adventure, Bifröst. You then sacrifice the gold you have left to Odin, god of gods: for 3 gold coins that you return to the general supply, advance 1 space on the victory point track.
The player in last position on the victory point track begins and counts the helmets on all the Viking cards he owns at the end of the game: so on the cards he gathered in the Valhalla pile during the game and on the cards he still bought at Bifröst (not on the cards put back in the game box). Then he advances his victory point token 1 space on the track for each helmet.
The player who is then furthest back on the victory point track does the same until you have all converted your cards into victory points.
The player who is then in the lead on the victory point track wins the game and Heimdall, the guardian of the rainbow bridge, allows him to enter the halls of Asgard. In case of a tie, the player who has the most gold not sacrificed to Odin wins; if there is still a tie, there are several winners.
In general: for many steps of the game, it is not necessary to play them one after the other; when you have acquired a little experience, you can play them simultaneously. If exceptionally the order of players is important (for example when buying Vikings, because the number of Viking cards in the display is limited), the player who has Odin begins, the other players follow clockwise.
Different Adventure Structures
Travel Journals
For your first game, this rulebook recommends that you play with the defined adventures of Midgard, Nidavellir and Vanaheim. If you want to continue discovering Viking Saga, for your next games, you can play the travel journals below and use the adventures indicated:
- The Gold Road. An easy journey to play with adventures that will allow you to amass a lot of gold and thus buy many Vikings: The Völva Witch (Ljosalfheim), An Unknown Coast (On the High Seas), Ginnungagap, The Flaming Castle (Muspellsheim), The Palace of the Ice Giants, The Ambush of the Snow Demons (Niflheim), The Midgard Serpent (On Unknown Seas), The Rainbow Bridge Bifröst.
- The Call of the Gods. A rather easy journey with adventures that will often allow you to receive God cards: The Abandoned Forest City (Svartalfheim), The Deceitful Island (On the High Seas), The Rune Gate, The Spirit of the Cave (Nidavellir), The Desert of the Ice Valley, The Gorges (Vanaheim), The Midgard Serpent (On Unknown Seas), The Rainbow Bridge Bifröst.
- The Longest Journey. Not an easy journey, with adventures where you will have to advance a great number of spaces; however, you will be able to play the Vikings with high values more easily than usual: The Funeral Mounds of the Draugr (Svartalfheim), An Unknown Coast (On the High Seas), The Fire Giant Surtr, Ginnungagap (Muspellsheim), The Stone Guardians, The Gorges (Vanaheim), The Giant Eagle Hräsvelgr (On Unknown Seas), The Rainbow Bridge Bifröst.
- The Paths of Glory. A difficult journey with adventures that will allow you to collect victory points very easily, but you will find that gold is also important: The Sacred Wood (Ljosalfheim), The Sea Demon (On the High Seas), The Old City of the Dwarves, The Spirit of the Cave (Nidavellir), The Palace of Hymir, The Field of Survivors (Jötunheim), The Midgard Serpent (On Unknown Seas), The Rainbow Bridge Bifröst.
- The Travel Companions. A difficult journey with adventures that will certainly allow you to collect additional Viking cards easily, but where you will be exposed to many other dangers: The Tree of Life (Ljosalfheim), The Deceitful Island (On the High Seas), The Golden Bridge, The Guard Dog of the World of the Dead Garmr (Helheim), The Ambush of the Snow Demons, The Jealous Dragon Nidhöggr (Niflheim), The Giant Eagle Hräsvelgr (On Unknown Seas), The Rainbow Bridge Bifröst.
- The Path of Suffering. A very difficult journey with adventures during which you will discover all the torments of the worlds of the Vikings: The Irminsul of the Dark Elves (Svartalfheim), The Sea Demon (On the High Seas), The City of the Dead, The Dog of the Dead Garmr (Helheim), The Ice Giant Skrymir, The Field of Survivors (Jötunheim), The Witches of the Seas (On Unknown Seas), The Rainbow Bridge Bifröst.
Glossary of Cards
By Odin! This is not written in the rulebook! The glossary below details the specific rules of certain cards. If a game situation is not covered in this rulebook, ask yourself what a Viking would do. Among the possible interpretations, then choose the bravest one and the one with the greatest scope. Simply play as a Viking would!
Viking Cards
Harald (0): if you play this Viking card, your Viking pawn stays in place after the movement following the Movement card. Despite this, you may benefit from a bonus or suffer a penalty.
Kjer (2/6): with this Viking card, you may decide to advance your Viking pawn 2 or 6 spaces on the Vikings' path.
I. Midgard
Lasse (1): if you play this Viking card, you may immediately place an additional card (Viking or God) from your hand under your draw pile and take 1 gold coin in exchange. But this reduces the number of cards in your hand since, as usual, you do draw a Viking card from your draw pile for the Lasse card played, but not to replace the card placed under the draw pile.
Halvar (-2/2): with this Viking card, you may decide to advance or move back your Viking pawn 2 spaces on the Vikings' path.
Ingrid (3): when you have played this Viking card, you may take 2 gold coins or 1 victory point each time you reach a stage marker during this adventure. This can be the case directly when you play the Ingrid card, but also later, and even several times during the adventure. Of course, you also receive the bonus associated with the stage marker.
Knut (4): after playing this Viking card, do not draw 1 Viking card from your draw pile as usual, but 3.
II. Ljosalfheim
Sigrun (-3/1): with this Viking card, you may decide to advance your Viking pawn 1 space on the Vikings' path or move it back 3 spaces.
Ansgar (3): after playing this Viking card, do not draw 1 Viking card from your draw pile as usual, but 2.
Jorik (4): after playing this Viking card, you may buy 1 Viking from the display by paying the number of gold coins indicated on the card. Add the Viking bought to your hand. This increases the number of cards in your hand since, as usual, you draw a Viking card from your draw pile to replace the Jorik card played. This action can also be performed at Bifröst; it then has the advantage that the new Viking card is immediately among the cards that bring victory points at the end of the game.
Olav (7): as soon as you have played this Viking card, it exempts you from giving gold coins on any occasion during this adventure (for example as a penalty for a stage marker or on the Adventure card or as the result of a special Movement card). Instead, you receive the number of gold coins equivalent to what you would have had to pay without Olav. The card is not valid when you give gold voluntarily (for example to buy a Viking or for certain actions).
III. Svartalfheim
Erik (-6): with this card, your Viking pawn moves back 6 spaces on the Vikings' path.
Ellen (2): as soon as you have played this Viking card, you receive during this adventure 2 victory points each time you must pay gold coins for any reason during this adventure (for example as a penalty for a stage marker or on the Adventure card, or for a special Movement card). But you receive these victory points only if you can give all of the gold coins demanded. The card is not valid when you give gold voluntarily (for example to buy a Viking or for certain actions).
Magnus (6): directly after playing this Viking card, you may place any number of cards remaining in your hand (even none) under your draw pile and draw the same number of cards. Then, do not take 1 Viking card from your draw pile as usual, but 2. The number of cards in your hand therefore increases.
Gunnar (9): the player who plays this card immediately receives 2 gold coins.
IV. Nidavellir
Ulf (-1): with this card, your Viking pawn moves back 1 space on the Vikings' path.
Britta (6): when you have played this Viking card, you receive 1 additional victory point each time you receive victory points during this adventure (as a bonus for a stage marker or for the Adventure card, for Viking cards and God cards, or for a special Movement card). This permanent action can also occur several times during an adventure. However, you only receive 1 additional victory point once per instance, even if you should receive gold several times (for example for the action of a Viking and for a stage marker).
Christian (7): when you play this Viking card, you immediately receive 1 gold coin for each other Viking you have already played during this adventure (but not for the Christian card you have just played, nor for God cards).
V. Muspelheim
Gunhild (1): after playing this Viking card, you may buy 1 Viking from the display. It always costs 2 gold coins, whatever the price indicated on the card. Slide the new Viking card under your draw pile. This action can also be performed at Bifröst; it then has the advantage that the new Viking card is immediately among the cards that bring victory points at the end of the game.
Alfred (8): once you have played this Viking card, it is not just one Viking that you can slide under your Valhalla shield at the end of the adventure as usual, but a second one as well. It may also be Alfred himself. However, the second Viking must have been played during this adventure. Important: you cannot perform this action at Bifröst, because you will no longer have a Valhalla shield.
Tjure (?): once you have played this Viking card, choose another Viking card (and not a God card) that you have already played during this adventure. Advance your Viking pawn on the Vikings' path by the number of spaces indicated on the Viking card you chose. For cards with several numbers, you may choose the number you want to use for Tjure, regardless of the number you chose previously when playing that card. Tjure cannot be the first card played. If other cards refer to a certain number on a Viking card (for example the special Movement card "The Secret of the Stone Guardians"), this never concerns Tjure because this card mentions no number.
VI. Helheim
Sören (1): once you have played this Viking card, you receive 1 additional gold coin each time you receive gold coins during this adventure (for example as a bonus for a stage marker or on the Adventure card, but also for a God card or a special Movement card).
Alva (4): when you play this Viking card, you receive 1 gold coin for each Movement card (normal or special) with the numbers 5, 6 or 7 in the display at that moment.
Mats (5): once you have played this Viking card, you may look at the first 2 Movement cards of the pile without showing them to the other players. Then put the cards back on the pile without changing their original order. If the pile has fewer than 2 Movement cards, you can only look at the number of cards available.
VII. Vanaheim
Sven (-4/4): with this Viking card, you may decide to advance your Viking pawn 4 spaces on the Vikings' path or move it back 4 spaces.
Helge (9): this Viking card has no action, but many victory points.
VIII. Niflheim
Leif (2): after playing this Viking card, you may buy 1 Viking from the display by paying the number of gold coins indicated on the card. Immediately slide the Viking under your Valhalla shield. Important: you cannot perform this action at Bifröst, because you will no longer have a Valhalla shield.
Jari (5): once you have played this Viking card, you receive 1 gold coin each time an opponent receives gold coins during this adventure (for example as a bonus for a stage marker or on the Adventure card, as the action of a Viking card or for a God card or a special Movement card). But if you have left the adventure and an opponent receives gold afterwards, you come away empty-handed. However, you do receive the gold for all the opponents who leave the adventure during the same turn as you. But you only receive 1 gold coin once per turn of an opponent, even if the latter receives gold several times during that turn (for example for the action of a Viking and for a stage marker).
IX. Jötunheim
Thorsten (?): when you play this Viking card, advance 1 space on the Vikings' path for each other Viking you have already played during this adventure (but not for the Thorsten card you have just played). If Thorsten is the first card you play, your Viking pawn does not advance. If other cards refer to a certain number on a Viking card (for example the special Movement card "The Secret of the Stone Guardians"), this never concerns Thorsten because this card mentions no number.
Ole (9): once you have played this Viking card, you immediately receive 2 victory points. But Ole reduces the number of cards in your hand because, exceptionally, you draw no card to replace it. As always, performing an action is not mandatory.
God Cards
Loki, god of fire and cunning (3): as soon as you play this God card, you advance 3 spaces on the Vikings' path and receive any bonuses or suffer penalties. You may then choose an action from among the Viking cards (not God cards) of your opponents in the display (so also those that are being turned over at the same time as Loki) and perform this action once. Even permanent actions can only be performed once. You do not advance by the number shown on the chosen Viking card. The opponent performs the action of the Viking card you chose as usual.
Idun, goddess of immortality (4): as soon as you play this God card, you may immediately put another card from your hand (Viking or God) back in the game box and replace it with any Viking from the display according to the purchase rules, without giving a gold coin. This action can also be performed at Bifröst; it then has the advantage that the new Viking card is immediately among the cards that bring victory points at the end of the game.
Njörd, god of the sea (5): as soon as you play this God card, you advance 5 spaces on the Vikings' path and receive any bonuses or suffer penalties. You may then look at all the cards of your draw pile, choose a Viking card (not a God card) and play it immediately. Advance by the number of spaces on the Vikings' path, take any bonuses or suffer penalties, and perform the action of the Viking. Shuffle the other cards of your draw pile and put the pile back in place. Then draw a Viking card from your draw pile to replace Njörd, and a second card to replace the other card of your hand that was played.
Heimdall, guardian of the gods (5): as soon as you play this God card, you may immediately slide up to 3 cards (Viking or God) from your hand under your Valhalla shield. But Heimdall thus reduces the number of cards in your hand since you do draw a Viking card to replace it, but not to replace the cards placed under your Valhalla shield. Important: you cannot perform this action at Bifröst, because you will no longer have a Valhalla shield.
Freyja, goddess of fertility (6): as soon as you play this God card, you may immediately slide a card (Viking or God) from your hand under your draw pile and receive 3 victory points in exchange. But Freyja thus reduces the number of cards in your hand since you do draw a Viking card to replace it, but not to replace the card placed under your draw pile.
Thor, god of thunder (6): as soon as you play this God card, you may immediately look at the cards of your draw pile (Viking or God), choose one and slide it under your Valhalla shield. Then take the quantity of gold coins indicated on the card; if the card mentions no gold coin, you can nevertheless perform this action, but without receiving gold. Shuffle the other cards of your draw pile and put the pile back in place. Then draw a Viking card from your draw pile to replace Thor. Important: you cannot perform this action at Bifröst, because you will no longer have a Valhalla shield.
Gullveig, goddess of gold (7): when you play this God card and receive victory points thanks to Gullveig (for example as a bonus for a stage marker, for the Adventure card or for a Viking or Movement card), you receive in addition double the number of gold coins as victory points.
Hel, goddess of the dead (7): as soon as you have played this God card, you may immediately look at the cards under your Valhalla shield, choose one (Viking or God) and put it back in the game box. Advance 4 spaces on the victory point track. But do not forget that at the end of the game, you will not receive victory points for the helmets of the card removed from the game. Important: you cannot perform this action at Bifröst, because you will no longer have a Valhalla shield.
Special Movement Cards
Unless the Movement cards or the explanations below provide different rules, Movement cards are in principle valid only for players who have not yet left the adventure. If during an adventure several special Movement cards with contradictory instructions are turned over, the instructions of the last Movement card turned over apply.
I. Midgard
The Trick of the Troll Women: when this Movement card is turned over, the Vikings' path does not advance. However, you must all immediately place 1 Viking card (not a God card) from your hand under your draw pile. This reduces the number of cards in your hand since you do not draw a card to replace the one placed under the draw pile. Draw as usual one card to replace the Viking card that you played afterwards.
The Aura of the Forest Demon: when this Movement card is turned over, the player in the lead on the Vikings' path at that moment (and who has not yet left the adventure) immediately receives 1 victory point. If several players are tied, each of them receives 1 victory point.
The Legend of the Lost City: when this Movement card is turned over, you may all decide to immediately move back 1 victory point and take 3 gold coins in exchange.
II. Ljosalfheim
The Miracle of the Sacred Wood: when this Movement card is turned over, move the Vikings' path back 1 space. Then you all take 1 Viking card from your draw pile. The number of cards in your hand therefore increases.
The Witch's Conjuration: as long as this Movement card is in the display, you receive 1 gold coin less than the number indicated each time you receive gold coins in this adventure (as a bonus for a stage marker or the Adventure card, from Viking and God cards, or for a special Movement card). Players who have already left the adventure at the moment this Movement card was turned over are not concerned, even if they receive gold later (for specific cards).
The Superstition of the Tree of Life: when this Movement card is turned over, take the first Viking card of your draw pile and look at it. Decide whether you put it back face down on top of the pile or under the pile.
III. Svartalfheim
The Oaths of the Draugr: as long as this Movement card is in the display, for each card played (Viking or God) with a 6 or higher, advance 5 spaces on the Vikings' path. Cards with numbers up to 5 are not concerned, nor are the other Movement cards.
The Covetousness for Irminsul: when this Movement card is turned over, move the Vikings' path back 3 spaces. During this adventure, you cannot place under your Valhalla shield a Viking that another player has already played during this adventure (neither during the adventure for Viking or God cards, nor as usual at the end of the adventure). Viking cards displayed in front of you are considered "played"; Vikings you place under the draw pile, under the Valhalla shield or in the game box are not "played". Players who have already left the adventure at the moment this Movement card was turned over are not concerned; they may therefore send Vikings to Valhalla at the end of the adventure as usual.
The Gold of the Forest City: as soon as this Movement card is in the display, you receive 1 gold coin each time you yourself play a Viking card (not God cards) with a 4, 5 or 6. Viking cards displayed in front of you are considered "played"; Vikings you place under the draw pile, under the Valhalla shield or in the game box are not "played".
IV. Nidavellir
The Spell of the Rune Gate: as long as this Movement card is in the display, you receive 1 additional victory point each time you receive points (for example for a stage marker, or on the Adventure card, or for the action of a Viking or for a God card or Movement card).
The Curse of the Dwarf City: as long as this Movement card is in the display, do not draw as usual a new Viking card from your draw pile to replace a Viking card played. In fact, you must therefore finish this adventure with your current hand. But after each Viking card played, you may decide to pay 1 gold coin to draw a card anyway. Drawing for another reason, for example for a stage marker, certain Movement cards or certain Vikings, such as Knut, Ansgar or Magnus, never costs anything.
The Cave Genie's Spell: when this Movement card is turned over, you must not play 1 Viking card as usual, but 2, one after the other. First move your Viking pawn according to the first Viking card, collect the bonuses or pay the penalties for the stage markers or Adventure card, and perform the action of this first card. Then do the same (movement, bonuses/penalties, action) - without drawing a Viking card - according to the second Viking card. As you have played 2 Viking cards, also draw 2 cards. You can only leave the adventure after that if you have reached the Adventure card. If you have fewer than 2 cards in your hand, this Movement card does not apply. From the next Movement card on, play 1 Viking again as usual.
V. Muspelheim
Surtr's Fear: as long as this Movement card is in the display, do not draw as usual a new Viking card from your draw pile to replace a Viking card played. In fact, you must therefore finish this adventure with your current hand. However, only the usual draw of the replacement card is excluded; drawing for another reason, for example for a stage marker, certain Movement cards or certain Vikings, such as Knut, Ansgar or Magnus, is always possible.
The Veil of Ginnungagap: when this Movement card is turned over, each player may take 1 gold coin for each female Viking he has already played himself during this adventure. This is the only card for which the sex of the Viking is exceptionally important.
The Mystery of the Flaming Castle: as soon as this Movement card is turned over, immediately count all your gold coins. The player with the fewest gold coins draws two God cards from the pile, takes one into his hand and puts the other under the God card pile. If several players have the same number of gold coins, each receives a God card. This Movement card is valid even for players who have already left the adventure at the moment it was turned over.
VI. Helheim
The Breath of the City of the Dead: when this Movement card is turned over, you may immediately look at the cards under your Valhalla shield, choose a Viking card (not a God card) and place it under your draw pile. This Viking is again at your disposal. In addition, advance on the victory point track by the number of spaces corresponding to the number of helmets on the Viking card. Important: this action cannot be performed at Bifröst, because you will no longer have a Valhalla shield.
The Temptation of the Golden Bridge: when this Movement card is turned over, those who have already played one or more Viking cards (not God cards) with a 3 during this adventure must return 2 gold coins to the supply. Players who do not have 2 gold coins must return all their gold and move back 1 space on the victory point track.
The Horror of the Dog of the Dead: when this Movement card is turned over, move the Vikings' path back 2 spaces. Then you must all immediately look at the first card of your draw pile and place it under your Valhalla shield (even if it is a God card). Important: if this card is turned over at Bifröst, the Vikings' path must indeed be moved back, but the instruction of the card will not be performed since you no longer have a Valhalla shield.
VII. Vanaheim
The Terror of the Ice Valley: each player who, after having moved his Viking pawn for a Movement card and for his Viking card, reaches a space of the Adventure card or goes beyond the Adventure card leaves the adventure with that move. The player who arrives on the Adventure card with the Movement card, but leaves the Adventure card again with a Viking bearing a negative number, is not concerned by "The Terror of the Ice Valley". The player who was already placed on a space of the Adventure card when this card is turned over completes this move and must then leave the adventure. At Bifröst, this card concerns the second of the two Adventure cards.
The Secret of the Stone Guardians: as long as this Movement card is in the display, it is worthwhile for you to choose a Viking card whose number is also chosen by at least one other player when you choose secretly a card. You can indeed then immediately take 2 cards from your draw pile. In addition, you may draw a Viking card to replace the card played as usual. Viking cards without a number or with several numbers and God cards are not taken into account for the comparison of numbers.
The Mist of the Gorge: when this Movement card is turned over, you must all immediately place a card (Viking or God) from your hand under your Valhalla shield. This reduces the number of cards in your hand since you do not draw a card to replace the one placed under your Valhalla shield.
VIII. Niflheim
The Temptation of the Ice Spirits: when this Movement card is turned over, you may give 2 gold coins for the Viking card you will play immediately afterwards and increase or decrease the number of this Viking card by 1, that is, advance or move back 1 additional space on the Vikings' path.
The Curse of the Snow Demons: as long as this Movement card is in the display and you suffer a penalty because of a space on the Adventure card, you must pay 2 additional gold coins on top of the penalty. This can also happen several times during the same adventure. But this is not valid for penalties due to a stage marker, for going beyond the Adventure card and for penalties due to Movement cards.
The Prophecy of Nidhöggr: when this Movement card is turned over, each player may immediately return 2 of his gold coins to the supply and, in exchange, advance 1 space on the victory point track. Each player can do this up to three times.
IX. Jötunheim
The Memory of Skrymir: when this Movement card is turned over, move the Vikings' path back 4 spaces. Then all players may look at the first 3 cards of their draw pile, change the order of these cards at will, then put them back on top of the pile.
The Shadow of the Survivors: when this Movement card is turned over, advance the Vikings' path 3 spaces. Afterwards, no player can play a Viking card and thus advance additional spaces. As no player has played a card, nobody draws a replacement card. The bonuses and penalties that apply are those of the place where you were moved by "The Shadow of the Survivors". You may decide to leave the adventure if you have reached the Adventure card.
Attention: this card does not mean that you will not play any Viking card for the whole rest of the adventure. For all players who have not left the adventure here, the next Movement card is then turned over as usual and each must again normally play a card.
The Aura of Hymir: when this Movement card is turned over, each player may take a Viking card of his choice from the display and put it under his draw pile. No gold coins need to be given. Take the cards in the order defined by Odin.
Explanation of Symbols
- Helmet: gain victory points.
- Broken helmet: lose victory points.
- Gold coin (2): receive gold coins.
- Gold coin with a red cross (1): have to pay gold coins.
- Viking card back: receive a Viking card from the display without paying gold coins.
- Torn Viking card with a red cross: have to put a played Viking card back in the game box.
- Viking card with a hand: take a Viking card from your draw pile into your hand.
- God card back: receive a God card.
- Valhalla shield: may place a card from your hand under the Valhalla shield.
- Prophecy token: may take a Prophecy token.
- Stage marker with "31...": reaching or going beyond a space of this type results in a penalty.
- Lightning symbol: immediate action.
- Infinity symbol: permanent action.
- Draw symbol: draw action.
- Horn symbol (red): end-of-adventure action.
- Stage markers (8, 11, 20): stage markers are placed on these spaces of the game board.
- Start space symbol: place your Viking pawn on this space at the start of an adventure.
- Boat shield: you may place your Viking pawns on these spaces of the boat.