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A Feast for Odin

A Feast for Odin Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Setup (Summary)
  • Home Board Placement
  • Course of Play
    • Phase 1: A New Viking
    • Phase 2: Harvest
    • Phase 3: Turn Exploration Boards and Place Silver
    • Phase 4: Draw a New Weapon
    • Phase 5: Actions
    • Phase 6: Determine Start Player
    • Phase 7: Income
    • Phase 8: Animal Breeding
    • Phase 9: Feast
    • Phase 10: Bonus
    • Phase 11: Update and Add Mountain Strips
    • Phase 12: Remove Vikings
  • The Action Spaces
  • Final Scoring

Goal of the Game

Your goal is to cover the spaces in the placement area of your home board with green and blue goods tiles. Gaps can be filled with ore and silver. The big numbers across the placement area are income values; covering the board raises your income and removes negative points. You obtain green (craft) and blue (luxury) goods by raiding or by trading farm goods, and overseas trading lets you turn any number of different green goods into blue luxury goods in a single action. Each round you must also hold a feast, and uncovered spaces on your home board and buildings cost negative points at game end.

Setup (Summary)

  • Place the large action board in the middle. In a 4-player game, add the two extension tiles (random side up).
  • Set out the goods boxes, the oval supply board for special tiles, and the supply board for ships.
  • Sort occupation cards by their light/dark brown backs (decks A/B/C; beginners use deck A). Each player draws 1 light brown starting card; then remove the remaining light brown cards. Shuffle the dark brown occupations and the weapon cards into face-down draw piles.
  • Each player takes 1 "bow and arrow", 1 "snare", and 1 "spear" weapon card, plus 1 "mead" tile.
  • Each player takes a home board (long-game or short-game side). Place a Viking on each numbered space of the "Banquet Table" track (7 in the long game, 6 in the short game) and the remaining Vikings on the Thing Square.
  • Shuffle the eight mountain strips; turn two face up (three in a 4-player game) and place the depicted goods on them. Lay out the four exploration boards (Shetland, Faroe Islands, Iceland, Greenland side up). Stack the building tiles (shed, stone house, long house).
  • Randomly determine the start player (the grey moose).

Home Board Placement

At any time (even during a main action) you may place green craft products, blue luxury goods, silver coins, and ore tokens on empty spaces in your placement area, following these rules:

  • Green tiles cannot be orthogonally adjacent to other green tiles (diagonal adjacency is allowed).
  • Blue tiles may be adjacent to other blue tiles; likewise silver-to-silver and ore-to-ore.
  • Once a tile is placed on your home board, you cannot take it back.
  • You must cover the income values in ascending diagonal order — the smallest uncovered value on the income diagonal is your income each round.
  • Uncovered spaces score negative points at game end; cover them with goods (or fill gaps with ore/silver).

Bonus spaces: Some home-board spaces show a goods symbol. They count as already covered, but if you cover the 8 spaces around such a space (5 on an edge) while leaving it uncovered, you receive that good as a bonus each round (Phase 10).

Course of Play

The long game lasts 7 rounds (short game 6). Each round consists of the following 12 phases in order:

Phase 1: A New Viking

Take the leftmost Viking from your Banquet Table and move it to your Thing Square. (The now-empty space shows the current round number.) You gain a new Viking each round, including the first.

Phase 2: Harvest

Take the orange crop goods indicated below the new round number (peas, beans, flax, and — depending on the round — grain, cabbage, fruits). "No Harvest" means you get nothing that round.

Phase 3: Turn Exploration Boards and Place Silver

Each round in which an exploration board is due to be turned (long game rounds 3–6), place 2 silver on each unclaimed board not being turned, then turn the scheduled board to its back side (introducing a new territory). Silver on a board being turned returns to the supply. There is no Phase 3 in the first and last rounds.

Phase 4: Draw a New Weapon

Each player draws a new weapon card and places it face up in their supply.

Phase 5: Actions

Beginning with the start player and going clockwise, take one or more Vikings from your Thing Square and place them on exactly one unoccupied action space, taking that action immediately. Continue until all players have passed or placed all their Vikings.

  • Each action space can only be occupied once per round, and must be used immediately (paying a cost counts as using it).
  • Action spaces in the 1st/2nd/3rd/4th column require 1/2/3/4 Vikings respectively.
  • You may pass even with Vikings remaining; once you pass, you place no more Vikings that round.

Phase 6: Determine Start Player

The player who placed Vikings last becomes the start player next round.

Phase 7: Income

The smallest uncovered value on your income diagonal is the amount of silver you receive. Claimed exploration boards can add income.

Phase 8: Animal Breeding

Sheep and cattle tiles are double-sided (non-pregnant / pregnant). If you have at least 1 pregnant animal, turn all pregnant animals of that type non-pregnant and take 1 new tile for each. If you have at least 2 non-pregnant animals of a type but none pregnant, turn 1 to its pregnant side. Thus animals breed every 2 rounds.

Phase 9: Feast

Place orange (farm) and red (animal) food tiles from your supply/stable, and/or "1 silver" coins, on each empty space of the Banquet Table:

  • Orange tiles cannot be placed next to each other; red tiles cannot be placed next to each other; silver may be adjacent. Ore cannot be placed on the Banquet Table.
  • One tile of each type may be placed horizontally; others of that type must be vertical. Every tile must cover at least one square below the table and fit without overhang.
  • Thing Penalty: For each Banquet Table space you cannot or choose not to fill, take a Thing Penalty tile (−3 points each at game end). Afterward, move the served goods to the general supply.

Phase 10: Bonus

Receive all goods bonuses from fully enclosed bonus spaces (see Home Board Placement), all at once.

Phase 11: Update and Add Mountain Strips

Remove the leftmost resource from each face-up mountain strip (returning it to supply; remove any emptied strip), then turn a new mountain strip face up with its goods.

Phase 12: Remove Vikings

Return your Vikings from the action board to your Thing Square, then begin the next round.

The Action Spaces

Some actions require a specific ship; a ship may be used multiple times per round for different actions. Ship limits: up to 3 whaling boats and up to 4 large ships (knarrs, longships) in your bay.

  • Production spaces (green): Receive exactly the goods depicted (some scale with your cattle/sheep, or cost silver).
  • Exchange spaces (dark yellow): Build houses and ships or craft goods, exchanging building resources for something else (once). E.g., pay 2 wood for a shed; build stone/long houses for 1/2 stone; build ships for 1–2 wood; upgrade an orange "flax" to green "linen"; craft clothing/robe/jewelry.
  • Mountain actions (golden brown): Take building resources and silver from mountain strips (always left to right, closest to the arrow first). Variants let you take 2, 3+2, or 2+2+2+2 items across strips; you may not exceed a single strip's allowance by drawing from another.
  • Trading actions (golden brown): Upgrade goods to the next more valuable type of the same shape — "↑1 Good" (one tile), "↑2 Goods" (up to two), or "↑↑2 Goods" (upgrade two goods twice, plus take 4 resources from one strip). Orange→red→green→blue.
  • Overseas Trading (blue, requires a knarr): Pay 1 silver to turn any number of different green goods tiles in your supply to their blue sides in a single action. (Green tiles already on a board may not be turned.) Also, the "Special Sale" space lets a knarr owner buy up to 2 special tiles at their printed cost.
  • Emigration (yellow): Pay silver equal to the current round and turn a knarr or longship to its back, placing it on the leftmost Banquet Table space, where it reduces the food you must serve at feasts. You keep your Vikings.
  • Raiding, Pillaging, Hunting (red): Roll a die (up to 3 times, each re-roll replacing the last; stop anytime), then declare success or failure.
    • Raiding (needs a longship): roll the orange 8-sided die; take one blue goods tile with a sword value ≤ your battle result. Each stone and "long sword" spent adds +1 (even above 8). A result of 5 or less auto-fails; on failure you receive a consolation 1 stone and 1 long sword.
    • Pillaging (needs a longship, use the one with most ore): roll the blue 12-sided die; add +1 per ore on your longship (even above 12), plus swords spent, for a higher-value tile.
    • Hunting and die-symbol spaces at the top of the board: you want to roll low.
  • Exploration (orange): Place the required Vikings and take an exploration board to add a placement area (and any silver on it). Shetland/Faroe Islands need a whaling boat/knarr/longship + 1 Viking; Iceland/Greenland/Bear Island need a knarr/longship + 2 Vikings; American territories (Baffin Island, Labrador, Newfoundland) need a longship + 3 Vikings. You keep the ship.
  • Occupation (brown): Play an occupation card from your hand to use its effect (paying 1 stone/ore on some spaces, receiving 1 silver). Different spaces let you draw cards or play 1, 2, or 4 cards. Placing the 3 required Vikings on a 3rd-column space grants a bonus occupation card; placing 4 on a 4th-column space lets you play an occupation card.

Anytime cards (blue background occupations) have permanent effects you may use at any time before scoring, any number of times.

Extension tiles (4-player): Grey imitation spaces let you use an action space in the same column already occupied by another player (not empty ones or your own). Only two columns feature imitation, determined randomly. Imitation spaces are used once per round.

Final Scoring

At game end, place leftover wood/stone on shed and house tiles, and any remaining goods tiles into your placement areas if possible, then score:

Positive points:

  • Ships: whaling boat 3, knarr 5, longship 8.
  • Emigrations: each knarr used to emigrate 18, each longship 21.
  • Exploration boards: their printed value (4 to 38).
  • Buildings: shed 8, stone house 10, long house 17.
  • Sheep 2 (3 if pregnant), cattle 3 (4 if pregnant).
  • Occupations: printed value of occupation cards in play.
  • Silver in your supply (silver on your boards is worthless).
  • Final income (write it down instead of paying it out).
  • The English Crown special tile: +2.

Negative points: Subtract the negative points shown for uncovered spaces on your home board, exploration boards, sheds, and houses, plus 3 points per Thing Penalty tile.

The player with the most points wins; ties result in multiple winners.