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Wikingerschafe

Wikingerschafe Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Flow
    • 1. Wikinger Turn
    • 2. Round Scoring
    • 3. Advance the Round Marker
    • 4. Viking Dice Return
    • 5. Pass the Start Marker
  • Influence Scoring
  • Final Scoring
  • Locations
  • Special Rules
  • Summary

Components

  • 1 Round marker
  • 1 Round board
  • 1 Start marker
  • 5 Locations
  • 18 Coin markers
  • 24 Mead markers
  • 74 Glory point markers
  • 20 Sheeple (5 per player colour)
  • 28 Viking dice (7 per player colour)
  • 8 Viking shields (2 per player colour)

Round board key: Round track; Shields; Additional dice; Wollhalla; Die value of the location (1 to 5); Glory points for influence scoring; Location where dice are placed; Influence counter (0 to 12); Location reward.

Setup

The setup shown on the right of the rulebook is for a 3-player game.

  1. Place the round board in the play area. The lower part of the round board holds Wollhalla.
  2. Place the round marker on space 1 of the round track on the round board. After every 2 rounds, the symbol printed on the track shows when influence is scored.
  3. Each Wikinger chooses one of the available player colours. Each Wikinger stacks 2 shields of the participating colours onto the matching spaces of the round board. These shields can be unlocked during play as dice reinforcements.
  4. For each participating colour, place 1 die on the matching colour-marked space of the round board. These dice can be unlocked during play as additional dice.
  5. Set the Mead, Coin and Glory point markers aside as a general supply. When a Wikinger gains a marker, they take it from this supply. If the supply ever runs out, find a suitable replacement.
  6. Each Wikinger lays out their 5 Locations where everyone can see them. Arrange the Locations in numerical order from 1 to 5, in a circle or a row, as you prefer.
  7. Each Wikinger takes 6 dice of their colour and rolls them once to prepare for the first round. In a 4-player game, each Wikinger receives only 5 dice. In a 2-player game, set aside the dice of one colour for Björn Blökson (see Special Rules).
  8. For each participating colour, stack 1 Sheeple on space 0 of the influence counter of every Location. These Sheeple show each player's influence at the various Locations.
  9. The Wikinger who most recently drank Mead receives the Start marker and begins the game with the first turn. If nobody has ever drunk Mead, roll dice in a tense showdown to determine the starting player.

You are now ready for the first round of Wikingerschafe!

The Viking sheep have gathered, their horns are polished and their wool combed. It is up to you to win their favour. Fight for influence, collect glory, and prove to the herd that you are more than just an ordinary sheep.

Game Flow

Wikingerschafe is played over 4 rounds. After every 2 rounds there is an Influence scoring. After the second Influence scoring the game ends with the Final scoring.

Each round consists of the following 5 steps:

  1. Wikinger turn
  2. Round scoring
  3. Advance the round marker
  4. Viking dice return
  5. Pass the Start marker

1. Wikinger Turn

When a Wikinger is up, they carry out the following steps in order:

  • Roll up to 2 times any number of your own dice.
  • Then place all dice of one value on the Location with the same value, and receive that Location's reward. You may use dice showing 6 and shields (see Special Rules) as reinforcements when placing.
    • Example: Place all dice showing 2 on the Location printed with 2. You may place any number of dice showing 6 as if they were 2.
  • Optionally, you may do 1 of the following once during your turn:
    • Unlock 1 die: Pay 1 Mead and 6 Coins. Immediately receive 3 glory points. Roll the unlocked die immediately and add it to your dice supply.
    • Retrieve 1 die from Wollhalla (the lower part of the round board): Pay 2 Mead. Roll it immediately and add it to your dice supply.

End of turn: When a Wikinger ends their turn, the next Wikinger to their left takes a turn. Dice values remain for the next turn. A Wikinger who has already placed all of their dice is skipped in turn order.

When all Wikinger have placed all of their dice, the round scoring follows.

2. Round Scoring

Each Location is resolved one at a time, in turn:

Influence can be hard to gain when the herd cannot make up its mind. First, remove all dice of Wikinger who have placed the same number of dice on this Location. These do not take part in the scoring.

  • The Wikinger with the most dice placed receives 3 influence, the second-placed receives 2 influence, and the third-placed receives 1 influence.

Gathered influence is recorded on the outside of the influence counter of each Location and remains for the whole game, because Viking sheep never forget who has impressed them with coins, mead and particularly loud bleating.

  • If a Wikinger's Sheeple on a Location's influence counter is moved to space 8, 10 or 12, that Wikinger immediately receives 3 glory points for this great achievement.

3. Advance the Round Marker

Then advance the round marker 1 space. If this is not the 4th round, a new round begins.

4. Viking Dice Return

All dice and placed shields are taken back. Dice from Wollhalla also return. No Mead needs to be paid for this. Roll all dice once for the new round.

5. Pass the Start Marker

The Wikinger holding the Start marker passes it to the Wikinger to their left. This is the new starting Wikinger, who begins the new round with the first turn.

Influence Scoring

Influence scoring takes place after round 2 and round 4. In this scoring, the gathered influence is rewarded with glory.

Each Location is resolved one at a time, in turn:

  • The Wikinger with the most influence receives 5 glory points, the second-placed Wikinger receives 3 glory points, and the third-placed Wikinger receives 1 glory point.
  • Ties: All Wikinger receive the same number of glory points if they have the same amount of influence. Influence already gained cannot be erased.

If this is the 2nd Influence scoring, the Final scoring now takes place. Otherwise the next round begins.

Final Scoring

After the 2nd Influence scoring, there is one last contest for everything. Each Wikinger receives glory points for their currently unlocked shields, their gathered Mead, and their Coins:

  • 2 glory points for each unlocked shield.
  • 1 glory point for each Mead in your own supply.
  • 1 glory point for every 2 Coins in your own supply.

The Wikinger with the most glory points becomes the new Jarl of the herd and may shout "Määäh!" loudly to underline their dominance.

Ties: The Wikinger with the fewest Mead and Coin markers in their supply wins. Their influence was stronger than gifts of Mead and Coins to the herd!

Locations

Each Location has a printed die value from 1 to 5, and offers a reward that you receive when placing dice, or an action you may carry out. Each Location's reward may be received or carried out only once per turn, no matter how many dice are placed in that turn. Most Locations offer 2 rewards, of which only one may be chosen.

Only dice of the printed value may be placed on a Location. The only exceptions are dice showing 6 and effects from Location rewards.

Location 1

  • Option A – Loot: Receive 1 Coin.
  • Option B – Destiny: Turn the value of one die in your supply to any side.

Location 2

  • Option A – Mead: Receive 1 Mead.
  • Option B – Shield: Unlock 1 shield. You may use it on your next turn to reinforce one die. You may not place it on a die immediately.

Location 3

  • Option A – Redistribution: Choose one Location and re-roll all of your dice placed there. Then place these dice according to their new values on the Locations. You receive no Location reward for this. Shields placed there, and any 6s newly rolled, may be used freely as reinforcements with the newly rolled dice.
  • Option B – Relocate: You may move 1 of the 3s you have just placed to any Location, where you receive that Location's reward. Adjust the die value to match and leave it there.

Location 4

  • Great Celebration: Receive 1 Mead and 1 Coin. You only receive this reward if, after placing, you have at least 2 of your own dice on this Location. Example: you place 1 die on 1 die already placed, 1 die on 2 dice already placed, or 1 die reinforced by a shield.

Location 5

  • Option A – Attack: Immediately destroy 1 placed shield belonging to any Wikinger. Return it to the general supply. The die protected by the shield stays on the Location.
  • Option B – Wollhalla: Send 1 placed die belonging to any Wikinger, which is not protected by a shield, to Wollhalla. A maximum of 2 dice per Wikinger may lie in Wollhalla.

Special Rules

Dice showing 6: These dice may only be placed together with other dice. They reinforce these dice and immediately take the same value.

If you have only dice showing 6 left, and can no longer re-roll, you may once spend 1 Mead to re-roll them. If 6s are rolled again, these 6s go to Wollhalla and cannot be placed again this round. The limit of a maximum of 2 dice per Wikinger in Wollhalla is ignored for this.

Shields: Unlocked shields may only be placed together with a die. One die may be reinforced by only 1 shield. That die then counts as 2 dice for all purposes. At the same time, the shield protects the die from being sent to Wollhalla.

Retrieving dice from Wollhalla: If at least 1 of your dice is in Wollhalla, you may once per turn spend 2 Mead from your supply to retrieve 1 die from Wollhalla. Roll it immediately, add it to your dice supply afterwards, and keep the newly rolled value. You may only retrieve dice from Wollhalla if you still have dice in your supply.

Variant: Friendly Game: For a friendlier play experience you may adjust the round scoring as follows:

  • In a tie, no dice are removed. Instead, all Wikinger with the same number of placed dice receive the same amount of influence on the Location.

Four-player game: In a 4-player game, all Wikinger start with only 5 dice. Return 1 die to the box for each Wikinger.

Two-player game: Björn Blökson, the distant cousin of the old Jarl, wants to make your lives harder. Each round begins with you rolling the dice of an unused player colour and placing them on the matching Locations. Dice rolled as 6 are rolled again until they can be placed. Björn receives no Mead or Coins, but gathers influence and glory points as normal. He starts the game with 10 glory points.

Example turn: Wikinger 1 pays 2 Mead from their supply to retrieve one of their dice from Wollhalla. They roll it immediately. The result is a 6.

They decide to re-roll all available dice. Their dice result is: 1, 2, 3, 5, 5.

They re-roll the two 5s. Their new dice result is: 1, 2, 2, 3, 6.

They forgo their second roll, choose the two 2s and the 6, and place them on the Location printed with 2. They now have the choice of receiving 1 Mead or unlocking 1 shield, and choose the shield first. They take 1 shield of their colour from the supply and place it in front of them. In a later turn they can reinforce 1 die with it and use it as 2 dice.

They check whether they can unlock the additional die now, but it costs 1 Mead and 6 Coins. They have not yet collected enough Coins for that, so they end their turn.

Summary

Your turn

  • Roll up to 2 times any number of your own dice.
  • Place all dice of one value on the Location with the same value.
  • Receive that Location's reward. You may use dice showing 6 and shields as reinforcements.

Optionally, once per turn

  • Unlock an additional die for 1 Mead and 6 Coins. Immediately receive 3 glory points. Roll the unlocked die immediately and add it to your dice supply.
  • Retrieve 1 die from Wollhalla for 2 Mead. Roll it immediately and add it to your dice supply.

Round scoring (per Location)

  • Remove all dice of Wikinger who have placed the same number of dice on the Location. These do not take part in the scoring.
  • The Wikinger with the most dice placed receives 3 influence, the second-placed receives 2 influence, and the third-placed receives 1 influence.
  • Then advance the round marker 1 space, take back your dice, and pass the Start marker on.

Influence scoring (after rounds 2 and 4, per Location)

  • The Wikinger with the most influence receives 5 glory points, the second-placed 3 glory points, and the third-placed 1 glory point.
  • Ties receive the same number of glory points.

Final scoring (after the second Influence scoring)

  • 2 glory points for each unlocked shield.
  • 1 glory point for each Mead in your supply.
  • 1 glory point for every 2 Coins in your supply.
  • Most glory points wins. Ties are broken by the fewest Mead and Coin markers in your supply.