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A Feast for Odin

Introduction

Players take the role of Viking Leaders, collecting goods, raiding, and exploring new territories. The tribe with the highest
value of possessions at the end of the game will be the winner.

Game End and Winning

The game ends after 6 or 7 Rounds (Short or Long game respectively). The player with the most VP is the winner.

Setup

1. Put the Large Game Board in the middle of the table


a. If playing a 4P game only, flip the two board extensions, and place them at the bottom of the board.
2. Open the 2 Goods Boxes (RYGB tiles), and put them next to the board.
3. Place the Oval Supply Board next to the Goods Boxes, and put the 15 Special Tiles on their correct spots.
a. Note that there is a mistake on the Oval Supply board the crucifix is capable of being forged.
4. Place the Ship Supply Board next to the Goods Boxes, and place the three types of Ship Tiles (Whaling Boats,
Knarrs and Longboats) in stacks on their requisite spots.
5. Shuffle the Occupation Cards (dark brown backs), and place them in a face down stack.
a. For a beginners game, use the cards with small As on the bottom right of the face of the cards
b. For an advanced game, use the cards with small Bs and Cs on the bottom right of the face of the cards
c. Otherwise, just shuffle all the occupations together.
6. Shuffle the Starting Occupation Cards (light brown backs), deal one to each player, and put the rest back in the
box.
7. Take the Weapon Cards (Red Backs), and give a Bow and Arrow, a Spear, and a Snare card to each player,
placing it face up in front of them. Shuffle the remaining Weapon Cards, and place them face down near the game
area.
8. Give each player one Mead tile from the Goods Box.
9. Each player takes one Home Board.
a. Each Home Board is double sided, with a 6- or 7- Round game. The players agree whether they will play the
longer or shorter game, and all place their Home Boards on the appropriate face.
10. Each player takes 12 Vikings in their colour (R, G, Blu, Blk).
a. Place one Viking on each numbered space at the banqueting table on your Home Board (there will be 6 or
7 numbered spaces), and your remaining Vikings on the Thing square on your player board. The Vikings
in your Thing Square are your active pool of Vikings.
11. Shuffle the 8 Mountain Strips face down:
a. In a 2/3 P game turn two of them face up.
b. In a 4P game turn three of them face up.
c. Either way, place the depicted goods onto the face up strips.
12. Form supplies from the remaining goods (Wood, Stone, Ore, and Silver) next to the board.
13. Lay out the 4 Exploration Boards in order from A to D (Shetland, Faroe Island, Iceland, Greenland).
14. Place the 3 Shed, 3 Stone-House, and 5 Long House boards in stacks by type next to the board.
15. Place the Round Overview Board where all can see it, and put the white Phase Tracking Cube on Space 1.
16. Randomly determine Start Player, and give him the Start Player Moose.

Course of Play

The game takes place over 6 or 7 Rounds (depending on whether the short or long variant was chosen). Each Round consists
of 12 Phases.

Phases of a Round

The phases of a round are:

1. A New Viking
2. Harvest
3. Flip Exploration Boards and Place Silver
4. Draw a new Weapon
5. Actions
6. Determine Start Player
7. Income
8. Animal Breeding
9. Feast
10. Bonus
11. Update and Add new Mountain Strips
12. Remove Placed Vikings from Action Board

PHASES IN DETAIL

Phase 1: A New Viking

Take the left-most Viking from your Banqueting table, and place it in your Thing Square.

Phase 2: Harvest

All players will receive the same Harvest Goods, depending on the Round number (check beneath the Banquet table). Players
receive Harvest goods as follows (they place them next to their board):

Harvest Harvest Goods Received


Icon
Take one of each of the #1 Harvest Goods: Peas, Beans and Flax

Take one of each of the #1 Harvest Goods: Peas, Beans and Flax, AND,
Take one of each of the #2 Harvest Goods: Grain
Take one of each of the #1 Harvest Goods: Peas, Beans and Flax, AND,
Take one of each of the #2 Harvest Goods: Grain, AND,
Take one of each of the #3 Harvest Goods: Cabbage
Take one of each of the #1 Harvest Goods: Peas, Beans and Flax, AND,
Take one of each of the #2 Harvest Goods: Grain, AND,
Take one of each of the #3 Harvest Goods: Cabbage, AND,
Take one of each of the #4 Harvest Goods: Fruits
No Harvest Goods received this round.

Phase 3: Flip Exploration Boards, and Place Silver

There are four exploration boards (A-D). They are different locations that can be discovered using actions in Phase 5. The
locations are double sided so that some locations become unavailable as the game proceeds, but others appear. A symbol
below the Banqueting Table indicates which locations should be flipped each round (in the first and last rounds no tiles are
flipped and no silver is placed).

Tile to Flip Round to Flip Round to Front Face Back Face


it (Short) Flip it (Long)
2 3 Shetland Bear Island

3 4 Faroe Island Baffin Island

4 5 Iceland Labrador

5 6 Greenland Newfoundland

Flipped Silver: If a tile is flipped and has silver on it, the silver is returned to supply.

Placing Silver: On the rounds where a tile is flipped (2, 3, 4, 5 or 3, 4, 5, 6), place 2 silver on each unclaimed tile that was not
flipped. Place the silver even if the tile that was supposed to be flipped could not be flipped because it had already been claimed.

Phase 4: Draw Weapons

Each player draws a new Weapon from the Weapon Card pile and adds it face up to their Weapon Supply.

Phase 5: Actions

Beginning with the start player and proceeding clockwise, players take it in turns to take 1-4 Viking(s) from their Thing
Square and place them on an unoccupied Action Space on the Game Board and immediately take that action. If a player has
run out of Vikings they pass. Once all players have passed, the Action Phase is over.
Each action Use 1 Viking Use 2 Vikings Use 3 Vikings Use 4 Vikings
space only And optionally Draw 1 Card And optionally Play 1 Card
provides its
action once.
Build House Pay 2 wood, build 1 Shed Pay 1 Stone, build Stone House Pay 2 Stone, build Long House Pay 2 Stone and 2 wood, build either: 1
Build Ship Pay 1 wood for 1 Whaling Pay 2 wood for 1 Knarr Pay 2 wood for 1 Long Ship Stone house and 1 Long Ship or
You must have Boat 1 Long house and 1 Knarr
space in your
bay for the ship
Hunting Hunting Major Whaling Minor Whaling
ROLL LOW Roll 8-sided die (up to 3 times). You want to roll LOW. Pre-requisite: You must own at least Pre-requisite: You must have at least 1
Pay wood and/or bows equal to die roll to make the hunt 1 Whaling boat. You may commit up Whaling boat.
successful. If successful, get hide + Meat to 3 to the hunt. You may only commit 1 to the hunt.
Fail: Do not pay anything. Get 1 wood + 1 Bow Roll 12-sided die up to 3x. You want (-1 per ore)
Fishing Lay Snare to roll LOW. Roll 12-sided die up to 3x. You want to
Get 1 Fish Roll 8-side die up to 3 x Subtract 1 difficulty for each ore roll LOW.
You want to roll LOW. Pay cube you have on any Whaling Boat Subtract 1 difficulty for any ore cube
wood and/or Snares equal to you are using to do the action (do you have on the Whaling Boat you are
the die roll to be successful. If not discard). using to do the action (do not discard).
successful, get 1 Fur and 1 Pay Wood and/or Spears equal to Pay wood and/or Spears equal to the
snare the die roll. die roll to be successful, If Successful,
Fail: Do not pay anything. Get 1 Success: Get 1 Whale Oil, 1 Meat, 1 get 1 Whale Oil, 1 Meat, and 1 Bones
wood + 1 Snare + return 1 Viking Bones. Fail: Do not pay anything. Get 1 wood + 1
to your Thing square. Fail: Do not pay anything, Get 1 wood Spear + return 2 Vikings to the Thing
+ 1 Spear + return 2 Vikings to your square.
Thing square
Livestock Pay 1 Silver Get 2 fish Pay 1 Silver Get 1 sheep Get 1 sheep or pay 1 Silver to get 1 Pay 3 Silver Get 1 Cow +1 Sheep
Market Pay 2 Silver Get 2 salt Meat Pay 3 Silver Get 1 Cow +1 Milk Cow
Weekly Get 1 Bean + 1 Silver Get 1 Flax + 1 fish + 1 Silver Get 1 fruit + 1 Oil + 1 salt Meat +1 Get 1 Spice + 1 Silver
Market Silver +Get 2 Milk if you have 1 or more cows
Products Get 1 Milk per Cow, Max 3 Get 2 Mead + 2 Silver Get 1 wool per Sheep. Max 3 +Get 1 Wool if you have 1 or more
sheep
Crafting Pay 1 Flax get 1 linen Pay 1 linen & 1 hide to get 1 Smithy Get 4 Silver
robe + 2 Silver Pay 1 Ore to get any 1 tile with a May Pay 1 wool for robe
Tongs icon (1 blue Jewelry tile or 1 May Pay 1 Silverware for Jewelry
Special tile that is a forged good).
Pay 1 Stone get 1 Silver + 1 Pay 1 wood or 1 Ore, Get 1 Pay 2 wood and 2 Stone.
Rune Stone Silver + 1 Chest Get 2 Chests and 2 Rune Stones
Mountains Take the first 2 Resources Get 1 Wood per player in the Take first 3 Resources from 1 Take first 4 Resources from 1 Mountain
and Trade from 1 Mountain Strip. game from supply, and also get Mountain and first 2 Resources and
1 Ore. from a different Mountain Upgrade 2 Goods 2 Levels
Take the first Resource from Take first 3 Resources from 1 Upgrade 3 Goods 1 level and draw 4
1 Mountain Strip. Mountain and weapon cards
Upgrade 1 Good 1 level Upgrade 1 Good 1 level
Upgrade 2 Goods 1 level Upgrade 3 Good 1 level Upgrade 4 Goods 1 level Take the first 2 Resources from 4
different Mountain strips, or, Upgrade 3
Goods 2 Levels
Sailing Overseas Trading Overseas Trading Special Sale
ROLL HIGH You must have a Knarr You must have a Knarr You must have a Knarr
Pay 1 Silver Pay 1 Silver Buy 1 or 2 Special tiles from the
Upgrade any number of Upgrade any number of Oval Board that have a Silver cost.
different Green Tiles to Blue different Green Tiles to Blue (you cannot buy the Crown)

Raiding Pillaging Plundering


You must have a Longship You must have a Longship. If you have more than one, choose your You must have 2 or more Longships.
Roll the 8-sided die. You want Longship with the most ore on it to commit. Get 1 Silver hoard tile without having to
to roll HIGH. Add longswords Roll 12-sided die. You want to roll HIGH. Add your ore to your result battle.
and/or stone to the die roll to (dont discard), and also pay Longswords and Stone to obtain your
get your battle result. Take battle result. Take 1 blue tile with a sword value equal to or lower than
1 blue tile with a sword value your battle result.
equal to or lower than your Fail: Pay nothing. Get 1 Stone and 1 Long Sword + you may return 1
battle result. Viking to your Thing square to re-use.
Fail: Pay nothing. Get 1 Stone
+ 1 Longsword
Exploration Discover Shetland/Faroe Discover Iceland or Greenland or Discover Baffin Island,
You get to keep Islands Bear Island Labrador or Newfoundland
the ship you Must have at least 1 ship of Must have at least 1 Knarr or Must have at least 1 Longship
explored with any type. Get listed board + Longship Get listed board + any Silver
any Silver on it. Get listed board + any Silver on it on it
Emigration Get 1 Silver and draw 1 Pay Silver equal to round number. Trade a whaling boat for a Knarr.
and Occupation Card Flip one Knarr or Longship from your bay (15 or 21 VP) and use it toPay Silver equal to round number.
Occupations cover a banquet space. Any Ore on the ship is lost, you must have space
Flip 1 Knarr or 1 Longship from your
in your banquet hall. bay (15 or 21 VP) and cover banquet
Pay 1 Stone or 1 Ore and get 1 Play 1-2 occupation Cards Play 1-4 occupation Cards space. Any Ore on the flipped ship is
Silver and Play 1 Occupation lost, and must have banquet space to
Card emigrate/
NB: Weapons received are always drawn from the Weapon discard. If there are none there, take them from the weapon draw and reshuffle after.
Extension Tiles for 4P game
There are two extension tiles added to the board for a 4P game. Each tile has a space that allows a player to imitate the action
already taken by another player (not them) in the column that the space is under. Two columns are always blocked, and two
have this action available (which spaces are blocked is randomised at the start of the game).
Anytime Actions
The following actions can be taken at any time during the game:
1. Place Green Tiles/Blue Tiles/Silver/Ore on your Home Board or any Exploration Board you have discovered,
following the placement rules.
2. Place Yellow Tiles/Red Tiles/Green Tiles/Blue Tiles/Silver (but not ore) in your Buildings (shed / stonehouse /
longhouse) according to the placement rules.
a. Once you have placed a tile via (1) or (2) you may never move/remove it.
3. Buy a Ship:
a. Pay 3/5/8 Silver for a Whaling Boat/Knarr/Longship respectively.
b. Put it into an empty bay on your landing that is the right size for the ship
i. Small ships (Whaling boat) cant go on Large Ship (Knarr/Longship) bays and vice versa.
4. Change Silver You may make change for your larger silver denominations with the bank.
5. Arm Ships Place ore on your ships. Once it is on a ship, you cant take it back.
6. Use Anytime Occupation Actions Many occupations have at any time (blue actions) that you can use.

NB You are not permitted to give away or discard goods, ships, boards or cards at any time.

Placement Rules for tiles on boards


1. Home Board
a. The spaces with the big numbers form the income diagonal. A space on the Income Diagonal can only be
covered if all spaces in the row to the left of it, the column below it AND the square formed by those
columns are also already covered. Spaces depicting Goods are considered covered, although you may place
a tile on top of them.
b. Green Tiles cannot be placed orthogonally adjacent to each other (they may be diagonally adjacent).
c. Blue Tiles, Silver and Ore may be placed orthogonally adjacent to itself.
d. Any tiles placed cannot overlap each other.
e. Any tiles placed may not overlap the boundaries of the placement area.
f. Provided these rules are heeded, goods can be placed anywhere in the placement area, and do not
necessarily have to be placed adjacent to previously placed goods.
2. Exploration Boards
a. The rules are exactly the same as for the home board.
3. Building Boards
a. Yellow Tiles and Red Tiles cannot be placed orthogonally adjacent to their respective selves (they may be
diagonally adjacent).
b. Green Tiles, Blue Tiles, and Silver may be placed orthogonally adjacent to itself.
c. Ore may not be placed.
d. You may not cover the pillars in the buildings.

Phase 6: Determine Start Player


Pass the Moose to the player who took the last action in the Action Phase.

Phase 7: Income (Silver)


The smallest uncovered number in the income diagonal of your Home Board indicates the amount of silver you should
receive. If you have discovered any Islands, you also receive the smallest uncovered number in its income diagonal as well.

Phase 8: Animal Breeding


Your animals live in the stables at the bottom of your home board. Your animals breed according to these rules:
1. If you have at least one sheep that is pregnant, flip it to the non-pregnant side, and draw a further sheep tile, placing
it on the non-pregnant side, or
2. If you have at least two sheep, but no pregnant sheep, flip one sheep to the pregnant side.
a. You may not do this if you already did Step 1.
3. The rules for Cattle are the same as for Sheep.

Phase 9: Feast
You need to feed your Vikings by placing Red Goods, Yellow Goods, and Silver Coins at the Banqueting table, according to
the following rules:
1. All the spaces not covered by future Vikings must be covered by tiles and coins.
2. Orange tiles cannot be placed next to each other.
3. Red tiles cannot be placed next to each to other.
4. Silver coins can be placed next to each other.
5. Vikings are easily bored by their diet. The first type of food (e.g. salt beef) can be placed horizontally, but if that food
is repeated at the mean, the Vikings are less satisfied by it, and it must be placed vertically instead (for square tiles,
this is no penalty).
6. Tiles may not overhang the banqueting table to left or right.
Thing Penalty If you are unable to cover all spaces at the banqueting table according to the above rules, take 1 Thing Penalty
token (-3 VP) for each space you cannot cover.
Once Feast Phase is over, return all the tiles you put on the banqueting table to supply.

Phase 10: Bonus (Goods)


For each Bonus Good icons depicted on your home and Exploration Boards that is completely surrounded (by tiles or a
combination of the edge of the area/island and tiles), receive the Bonus Good.

Phase 11: Update and Add Mountain Strips


Remove the left-most building resources on each Mountain Strip and put it back in supply. If, after the removal of the piece,
the mountain strip is now empty, return it to supply, and replace it with a new one. The newly placed mountain strip should
be filled with goods according to its icons.

Phase 12: Remove Placed Vikings from Action Board


All players pick up their Vikings from the Action Board, and return them to their respective Thing Square.

End of Game
The game ends after Phase 9: Feast of the final round (ignore Phases 10-12 in this round). Do the following before conducting
final scoring:
1. Add any remaining wood or stone to a shed or stonehouse.
2. Place any remaining goods tiles (and ore) on your boards.

Final Scoring
Use the Scoring Pad to conduct final scoring as follows:
1. Score Points for:
a. Ships 3/5/8 VP for each Whaling Board, Knarr and Longship respectively.
b. Emigrations 18/21 VP for each Knarr and Longship emigration, respectively.
c. Exploration Score the number of VP shown in the top left of each Island a player has explored.
d. Sheds/Houses Score 8/10/17 VP respectively for each Shed/Stonehouse/LongHouse.
e. Sheep and Cattle Score 2 VP for a normal sheep, 3 VP for a pregnant sheep, 3 VP for a normal cattle, and
4 VP for a pregnant cattle.
f. Played Occupations Score the shown VP for all Occupations that you have played.
g. Silver Score 1 VP for each silver that you have not played to your board (silver on your board is worthless).
h. English Crown 2 VP for the player with the English Crown whether they have put it on their board or not.
2. Lose points for:
a. Any exposed -1 VP space on any of your boards. There may be many!
b. Any tile placement mistakes that have been made (-3 VP per mistake).
c. -3 VP for each Thing Penalty you have.

Total up points. The player with the most VP is the winner!

Occupation Card Effects


Occupation cards contain the following symbology. Also see the Rules Appendix for a full explanation of each card:
1. Slash Means either/or.
2. Immediate (When Played) Yellow Activate only once when played.
3. Anytime Blue Either allow you to make a specific trade at any time, or provide a permanent benefit.
4. Each Time Red Each time you do X, get Y. The effect can be before or after the action you are taking.

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