Wikinger (Vikings) - Online Guide
Starting The Game
With /join 2-4 players can join the game. With /start the game begins. Alternatively, you can use the Game Tool!
Object of the Game
Wikinger is a game of placing tiles with a strategic auctioning element. Players discover and colonize islands, but hostile Viking ships will soon threaten your lands.
- Player tableau
- Auction bar
- Player Dashboard
- Mainland with currently unused Vikings
- Round and scoring indicator
- Arrows to scroll the tableau horizontally
- Player's name (in this case with the symbol for being starting player)
- Indicator for gold on hand and victory points
- Small view of the player tableau (the tableau of your opponents can be enlarged by clicking on it)
Starting the Game
Each round starts with the placing of 12 tiles. Island tiles are added from the left, Viking ships are placed on the right (starting with 11). 12 randomly drawn Vikings are placed on the tiles. The following order of colours is used starting with 0: blue (fishermen), yellow (goldsmith), green (scout), red (nobles), black (warrior), grey (boatsman)
Each player gets the starting tile "start of the island" and in a game of 2/3/4 players 30/25/20 gold respectively.
Flow of the game
Six rounds are played after which the score is calculated. A minor scoring takes place at the end of each odd round, a major scoring after each even round. A final scoring follows after the last major scoring.
You can see the current round on the round and score indicator. Each open tiles indicates one round, the last open tiles shows the current round (round 4 in this case). The symbol indicates the kind of scoring that will follow after this round (yellow goldsmith = small scoring, grey symbol = large scoring). Hidden tiles on the right indicate the rounds left to play.
Phase 1: Auction
The twelve island and ship tiles are auctioned off together with the Vikings belonging to them during the auctioning phase
The player whose name is shown in white is the active player. Each player beginning with the starting player now chooses a combination of island and Viking.
The following rules apply:
- Each Viking belongs to the tile on which he is placed.
- The place number of a tile shows the cost for the combination
- Each player must make a choice. Passing in not possible.
- The combination on place 0 can only be acquired if there is no other Viking of the same colour left on the bar.
- Players can trade victory points for gold at a ratio of 1:1 (not below 0)
- If a player doesnt have enough gold, the cheapest auction can still be bought. Even if the 0 cost viking is normally locked due to the more than 1 of the color rule. Victory points can also be traded into gold.
As soon as there is no combination left on place 0, the combinations are moved up to the left.
The player has only three gold left. He is not allowed to take island 0 (rule 4), he does not have enough gold to take an island >3. He can choose between the islands 1-3 or he could trade victory points for gold in order to acquire a more expensive combination.
This player has no gold left and so he can take island 0 (rule 6). He could also trade victory points if he wants to acquire a more expensive combination.
Click on the gold symbol in the player dashboard to trade victory points (rule 5). This window will open:
Choose the amount of victory points to trade by using the arrows up and down. Confirm your choice by clicking on the big yellow arrow. If you do not want to trade, close the window using the red x.
After acquiring a combination the player pays its price in gold and he has to place it immediately. In the first round he places his starting tile first. The following rules apply for placing tiles:
- Ships must always be placed in the first row from the top. The first three places of this row must be used first in any order. Further ships must be placed directly to the right afterwards.
- Island tiles must be placed on appropriate places - water to water and land to land.
- Island tiles cannot be turned round. Steep coasts are always end tiles, shallow coast tiles are always used as starting tiles.
- Island tiles may not be placed in the first row. Only ships can be placed there.
- Island tiles can be placed either horizontally or vertically adjacent to previously placed island tiles.
- Only tiles which start an island can be placed directly adjacent to the frame.
- A tile which cannot be placed is removed from the game
Places which can be used for this tile are highlighted. If one of the places highlighted in green is chosen, the Viking can be placed as well (he has the right colour), if one of the orange places is used, the Viking must be placed on the mainland(see Placing of Vikings)
If a player needs more than the nine shown fields per row, he can use the arrows on the upper right to scroll horizontally. So if he wants to place a tenth tile he has to scroll first before placing it.
Placing a Viking
Each Viking can be put into one row only, according to his colour:
Row 2: Warrior (black)
Row 3: Noble (red)
Row 4: Scout (green)
Row 5: Goldsmith (yellow)
Row 6: Fishermen (blue)
After acquiring a combination the tile is placed on the tableau first according to the rules above. Immediately afterwards the Viking is placed. The player may choose between these two options:
The Viking may be placed on the acquired tile if he is of the right colour (light green places). If you place the tile in a row unsuitable for the Viking (orange places) the Viking is placed on the main land. This option can be chosen even if the Viking is of the right colour.
Boatsmen (grey) and Vikings acquired with a ship are always placed on the mainland.
A Viking is per default placed on the most recently added tile if possible.
In some cases it may make sense not to place the Viking on the tile and to place him on the mainland first instead. In these cases, click on the button in the top with the Viking between brackets next to the island tile, before placing the tile. (Don't be bothered by the fact that the island tile is still attached to your mouse arrow.)
Phase 2: Scoring
After all twelve sets have been auctioned and placed, the round is scored. After Rounds 1,3 and 5, there is a small scoring. After Rounds 2,4 and 6 a large scoring.
Small Scoring (Rounds 1, 3, 5)
During small scoring, only Goldsmiths are scored. Each unthreatened goldsmith on an island earns three gold (see large scoring for details).
To play the next round of the game, each player must acknowledge the score by clicking on the red X at the top right of the screen.
Large scoring (Round 2, 4, 6)
During the large scoring all active vikings (except fishermen who score after the final round) are scored.
At the beginning of a Large Scoring, the boatsmen can transport unplaced vikings on the mainland to a vacant island tile. A boatsman can either transport all Vikings of one colour or one Viking of each available colour.
The selection window as well as the scoring window can move, if it is in the way.
The default setting is the transportation of "A Viking of each color." If you want a Viking of only one colour, click on the arrow in front of the desired colour. Click on OK to confirm your choice. If you do not want to transport then click on the button with the red X. If you have no boatmen, then the selection window will not appear.
If you elected to transport Vikings, you can then allocate them to a free island tile. To do this, click on one of the available Vikings on the mainland bar and then click on an available island tile. Of course, Vikings can only be placed in their respective rows. If there is only one choice, then the placement of the Vikings is done automatically.
Each boatsman may perform only one transportation action. Once he has done his duty, he is removed from the game. For multiple journeys, you will need several boatsmen.
If you cannot see more free island tiles, ensure that you have not scrolled horizontally and moved the available island tiles visually off the screen.
Additionally in the large scoring after the sixth round : all boatsmen must transport Vikings if they can!
Viking ships threaten all Vikings vertically below the column the ship is placed. The threat extends to the viking with the same colour as the sail on the ship. For example, a ship with a green sail threatens all the vikings up to and including the Scout. In this example a goldsmith and fishermen would not be affected.
Threatened Vikings get no points!
With a Warrior, the threat of a Viking ship is repelled, if the warrior is directly below it. Everything under Viking Warrior is safe and scores.
The warrior will receive the reward shown on the ship that he repels (points or money).
Each unthreatened noble on an island tile scores 2 Victory Points.
Each unthreatened scout on an island tile scores 1 Victory Point . If there is goldsmith and/or fisherman vertically below him, he gets one additional victory point for each.
Each unthreatened goldsmith on an island tile earns three gold .
Fishermen only score after the final round. They DO score indirectly when the scouts score during a 'Large' score.
Threatened Vikings and Vikings on the mainland receive NOTHING
Here we see how Nessi scored:
- The warriors fend off 2 ships: Nessi receives three VPs (blue boat) and three gold (red boat).
- There are three red nobles, however one is threatened by the green ship and therefore does not score. She scores 2x2 = 4 points for the nobles.
- Two of six green scouts are threatened and therefore do not score. The four unthreatened scouts score 4x1 = 4 points. Of the four unthreatened Scouts, there are only three goldsmiths below them: 3x1 = 3 points. There are also only two fishermen below these unthreatened Scouts:2x1 = 2 points.
- There are four unthreatened goldsmiths who earn 4x3 = 12 gold.
After the Large Scoring at the end of the sixth round ,a final additional score is made. It scores as follows:
For all ships not repelled by a warrior, you must lose the value of that ship (money or victory points). If a player does not have enough money, he deducts one victory point for each missing gold.=
Also five gold scores 1 victory point . Money remaining is used in a Tiebreaker.
The player with the most Boatsmen scores ten victory points . In case of a tie, all who tied earn ten points.
- The player with the most completed islands scores seven victory points . In case of a tie, all tied win seven points.
- The player with the longest (complete) island scores five victory points. In case of a tie, all tied win five victories points.
Now the fishermen play their part. Each unthreatened fisherman on an island can feed themself and four other Vikings (5 Vikings each). You must consider both Vikings on the islands as well as on the mainland!
If your fisherman can supply all of your Vikings and more , you score two victories points for each oversupplied fish. If you do not have enough fishermen to supply all your Vikings, then you must pay one victory point penalty for each Viking not fed!
We see the scoring for Ungeheuer:
- For three undefended ships she must pay 3 +5 = 8 gold (the red and green ship) and lose two victory points (yellow ship - hidden).
- The 38 Gold converts to seven victory points (38/5 = 7 and 3 gold remaining).
- With 4 boatsmen left, she has the most which scores ten victory points.
- Both Ungeheuer and Tester have 5 completed islands. They both therefore score seven points.
- All players tie for the longest island with islands of 4 in length. They each score 5 points.
- Ungeheuer has four fishermen. She can therefore supply food for 20 Vikings 20. Since she has a total of 23 Vikings on islands and the mainland, she is therefore three men short, which will lose her three points. Tester has five fishermen and only 23 Viking. He therefore scores 2x2 = 4 points extra for his fishermen.
End of the Game
The game ends after the final score. The winner is the player with the most victory points. In the case of a tie it is decided by remaining gold. If still a tie, then those tied are all winners.