With /join 2-4 players can enter the game. With /start the game begins. Alternatively, you can use the game management use.
Viking is a laying game with a sharp auction element. Islands are discovered and colonized, but hostile Viking ships quickly threaten to reach.
At the beginning of each round, twelve plates are designed. Island platelets are always filled from the front (left), Viking ships are first placed at the end (starting at 11). Twelve randomly pulled Vikings are posted on the plate. The following sequence of colors, starting at 0: blue (fish), yellow (goldsmith), green (late), red (adliger), black (fighter), grey (marinesmann).
Each player receives a start plate "island start" and 30/25/20 gold for 2/3/4 players.
The game runs over six rounds, with a score taking place after each round. At the end of each odd round there is a small score, at the end of each straight round a great score takes place. After the big score of the last round, a final score will be made.
On the scoreboard you can always see what round you are playing. The open fields show the rounds already played. The last open field is the current round (Momentan we are in round 4). On the basis of the symbol (yellow goldsmith = small score, gray symbol = large score), you can recognize at any time what score follows at the end of the current round. The covered fields on the right side show the following rounds.
In the auction phase, the twelve island and ship platelets are auctioned together with the associated Vikings.
The player whose name is shown white is always the active player.
Each player now chooses an island/viking combination starting with the starter. The following rules apply:
As soon as there is no combination at the parking space 0, the island/Vikinger combinations move to the left.
Examples:
The player has only three gold available. The first island must not be taken (Rule 4), for the islands > 3 it has not enough gold. He can only take 1-3 or he would have to swap points in money to take one of the higher combinations.
This player has no more gold and can therefore take the island on position 0 (Rule 6). However, he could also exchange victory points here to acquire a more expensive combination.
To exchange win points (Rule 5), click on the gold icon in its player display. This window opens:
With the arrows up and down you can set the sum of the winning points you want to exchange. Click on the thick yellow arrow to confirm its selection. If you don't want to swap, you can close the window with the red X again.
If a player has acquired a combination, he pays the corresponding gold price for it and has to immediately to create. In first He puts his start plate before. The following rules apply to the application:
Possible setting fields are marked in color. On the bright green fields, the Vikings belonging to the platelet can be put in the same way (as the correct colour), while on the orange fields the platelet can be placed, but the Viking comes to the boatman (-> placement of a Viking).
If the existing nine fields per row are not sufficient, the yellow arrows at the top right can be horizontally scrolled. In order to create a tenth plate, scroll so that it can be applied.
Each Viking can only stand in exactly one row according to its color:
Two. Series: Fighter (black)
3. Series: Adlige (red)
4. Series: Späher (green)
Five. Series: Goldsmith (yellow)
6. Series: Fischer (blue)
If you buy a combination, you first place the platelet according to the above rules in your tableau. After that, immediately the associated Vikings. There are two possibilities:
You put the Viking on the just acquired Platelets if the Viking fits in this row (light green field). If the platelet is placed in a row (orange) which is inappropriate for the Viking color, the Viking is parked on the mainland. This can also happen voluntarily with a suitable series.
Boatmen (grey) and Vikings, who were purchased together with a ship, are basically parked on the mainland.
By default, a Viking is placed on the island part that is just placed.
In some cases, it may be useful not to put his Vikings directly on the island's part, but to park it on the mainland. In this case you click before the laying of the island part on the right part of the display with the locked Viking (do not disturb that the island part still sticks to the mouse pointer).
If all twelve combinations are auctioned and placed, there is a score. After round 1, 3 and 5 there is a small score, after round 2, 4 and 6 a big one.
In the small value only the goldsmith valued. Everyone Undone (see great appreciation) Goldschmied on an island brings three gold.
To get to the next round, all players have to close the red X window to the top right.
In the case of a large score, all Vikings are included in the score (except Fischer -> see final score).
At the beginning of large Valuation can be boatmen on Mainland parked Vikings ship to islands. A boatman can always either All Vikings a Color or exact a Vikings of each available color shipping.
The selection window as well as the value windows can be moved when you pack it in the upper area.
Standard shipping setting is "A Viking of any color". Would you like only Vikings a Ship color, click on the arrow in front of the corresponding color group. Click OK to confirm your choice. If you don't want to ship anything, you click on the button with the red X. If you don't have boatmen, you don't get the selection window.
If you have chosen Vikings for shipping, you can place them on free island fields after confirmation. To do this, click on one of the unspoiled Vikings on the mainland and then click on a free island field. Here too, of course, Vikings can only be set in their row. If there is only one choice to place the Vikings, they will be set automatically.
Every boatman can only carry out a shipping operation. After that he did his guilt and is taken out of the game. If you want to perform several shipping operations, you also need several boatmen.
If you can't see a free space anymore, make sure that you haven't scrolled horizontally and unoccupied islands get out of sight.
Special features for the great value after the sixth round: All Boatmen must be shipped as far as possible!
Viking ships threaten all Vikings standing right below the ship. The threat extends up to the row that has the same color as the sail. A ship with a green sail threatens, for example, all the figures up to and including the scout. Goldsmith and fishermen would not be affected in this case.
Get Threatened Vikings No Points!
With a fighter, the threat can be denied by a Viking ship if the fighter is just below a ship. So all Vikings below a fighter are safe and give points.
For its use, the fighter himself receives what is specified on the ship he has rejected (points or money).
Every unhapped noble on an island gets two win points.
Every implicit scout on an island gets a victory point. If there is still a goldsmith and/or fishermen right below him, he will receive a further victory for each one.
As in the small esteem, every imminent goldsmith gets here on an island three gold.
Fischer counts only in the final evaluation. They are only assessed indirectly by the scout.
Threatened Vikings and Vikings on the mainland do not receive any points!
Example:
We see player's edition Nessi:
The fighters rejected two ships: Nessi wins three points (blue ship) and three gold (red ship).
Nessi has three red nobles, but one is threatened by the green ship and therefore does not count. So only 2x2 = 4 points for the nobles.
Two of the six green scouts are also threatened and therefore do not count. The four unsolicited scouts thus bring 4x1 = 4 points. Of the four goldsmiths, one is below a threatened scout, so only three goldsmiths are taken into account in the scoring: 3x1 = 3 points. And from the four fishermen there are two below threatened scouts, therefore only 2x1 = 2 points.
Four unmarried goldsmiths fill the cash register with 4x3 = 12 gold.
After the big score at the end of the sixth round, a final score is still made. The following is evaluated:
For all vessels not can be denied by a fighter, what is displayed on the ship (money or win points). If a player does not have enough money, a win point will be deducted for each missing gold.
Jeweils Five gold they are a victory point converted. Rest money remains as Tiebreaker.
The player with the Most Boatmen get ten win points. At the same time, each participant receives ten winning points.
Now the fishermen come into play. Each (unthreatened) fisherman on an island supplies himself and four more Vikings. Both the Vikings on the islands and on the mainland must be disposed of!
If you have a fisherman's surplus and could provide further Vikings, you will receive for each further Vikings who could still be supplied, each two win points. ♪ not enough Fischer, in order to provide all Vikings, you must for every unsecured Viking a victory point penalty pay!
Example:
We see the edition of Player Ungeheuer:
For three non-protected ships it must pay 3+5 = 8 gold (red and green ship) and two win points (yellow ship - hidden) penalty.
38 Gold again yield seven win points (38:5 = 7 + 3 residual money).
With four boatmen, she has the sole majority, giving her ten points of victory.
Together with Player Tester, she has five and thus most islands, for which there is a bonus of seven points.
The longest island has all in common with four parts, so everyone gets the five bonus points.
Monster has four fishermen, which can supply 20 Vikings. With a total of 23 Vikings (including the fishermen) on islands and mainland, this results in a deficit of three, for which three win points are drawn off again.
Testers, on the other hand, could have supplied 25 Vikings with his five fishermen. Since he only has 23 Vikings, he gets extra 2x2 = 4 win points for the two oversupply.
The game ends after the final score. The winner is who was able to collect the most winning points. At the same time, the remaining gold decides. There are several winners.