Manual in English

Raiders of the North Sea: Fields of Fame — Rules Manual

Garphill Games, Angry Lion Games, Games Factory · Board game · 2018
2–5 · best 3 60–80 min Weight 2.8/5 Official PDF 8 pages
8.4 rating Ludopedia
8.0 rating BGG

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Full rulebook

Browse the manual or download the original PDF
8 pages
Full manual text available to read Open text

game design - shem phillips
illustration - mihajlo dimitrievski
graphic design & layouts - shem phillips

copyright 2017 garphill games
www.garphill.com

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15 Jarl Cards
1 Ship Card
3 Reference Cards
1 Township Board
components
introduction
2
In Raiders of the North Sea: Fields of Fame, enemy jarls have joined forces to help defend against the onslaught
of recent raids. But despite their threats, there is fame awaiting those willing to stand against them. Encountering a
jarl is sure to bring injury, but now is no time for the faint-hearted. Onwards to the battlefield!
9 Score Markers
(In 6 Colours)
3 Grey Workers
50 Wounds
12 Jarl Tokens
6 Multiplier Tiles
6 Encounter Boards
1 Black Worker
30 Townsfolk Cards
(Marked with a )
2 Valkyrie Dice

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3
setup
Setup Raiders of the North Sea as described in the original rulebook, with the following changes and additions:

1. Place the Township Board alongside the bottom-right side of the Main Board.

2. Shuffle all Jarl Cards and place them facedown on the lower card space of the Township Board, forming the Jarl Draw Pile. The space above is for the Jarl Discard Pile.

3. Add all Jarl Tokens into the Black Bag before placing any Plunder or Valkyrie. When placing Plunder, Valkyrie and Jarl Tokens, remember to place the required amounts on the new Township spaces, along with the 3 Grey Workers too.

4. Place 1 Score Marker of each player’s colour on the ‘0’ space of the Fame Track, on the Township Board.

5. Place all Wounds in the Main Supply.

6. Each player receives 1 Encounter Board. This will be used to keep track of any Jarl encounters during the game.

7. Shuffle all new Townsfolk Cards together with all cards from the base game of Raiders.

8. When playing with 4 or more players, a new card draft is recommended. However, this may also be used with less players. To use the new draft follow these steps:

- Deal 5 cards facedown to each player.
- Each player looks at their hand of cards and chooses one card to hire for free (no silver required). For now, players should place this card facedown in front of them.
- Of their remaining 4 cards, all players pass 1 card to the player on their left and 1 card to their right.
- All players must now turn their previously hired crew card faceup.
- All players should now have a hand of 4 cards (2 from their starting hand and 1 from each neighbour).

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encountering jarls
4
Enemy jarls have joined forces, to put an end to your recent raids. Will you give in to their threats, or meet them
on the battlefield, axe to axe?

During setup, Jarl Tokens were added to various sets of Plunder and Valkyrie. When a player claims a set
containing a Jarl Token, they must turn over the top Jarl Card from the Jarl Draw Pile. After seeing the Jarl Card,
they must choose from 1 of 3 options:

1. Kill
2. Subdue
3. Flee

When picking up more than 1 Jarl Token in a single raid, reveal as many Jarl Cards as there are Jarl Tokens.
The current player must decide in which order they will encounter each Jarl
(the order in which they are
drawn is irrelevant). However, all encounters must be resolved in the order shown above (Kill > Subdue > Flee).
A player cannot Flee from the first Jarl and then choose to Kill the second.

For example, the current player encountered 3 Jarls during their raid. They decided to Kill the first 2 Jarls and
Flee from the third. Another option may have been to Subdue 1 Jarl and Flee from the last 2.

Important Notes:
- Jarl encounters happen before resolving any Valkyrie in the same raid.
- Once a player has revealed a Jarl Card, they must encounter them
(they cannot change their mind and choose
a different set of Plunder).
- When resolving each encounter, the current player should place the Jarl Token onto the associated area on
their Encounter Board. Once placed, Jarl Tokens will remain there for the rest of the game.
- It is important to let new players know that all Jarl Cards have a Military Strength of 5 or 6 and a Silver cost
of 3 or 4. As you will discover, it helps to know this before entering any encounters.

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5
1. Kill
Killing an enemy jarl is no easy challenge. Your crew is sure to leave weary and wounded.

When Killing a Jarl, the current player will need to take Wounds, equal to the Jarl’s Military Strength +1.

Taking Wounds
Killing and Subduing Jarls will always result in your crew getting wounded in the battle. In both cases, the
current player must take the required Wounds from the Main Supply and place them onto their crew.

Each Crew Member may take a number of Wounds, up to the same value of their printed Military Strength.
For every Wound a Crew Member takes, their Military Strength is reduced by 1 in future raids.

- Even though they may have more strength, Heroes can still not take more Wounds than their printed value.
- Crew Members with 0 Military Strength cannot take any Wounds.
- Crew Members cannot die from taking Wounds.

Wounds should not be limited by the supply. Should the Main Supply ever run out, players should use
another token in place of Wounds temporarily
(perhaps Valkyrie if available).

After taking the required number of Wounds, the current player receives the bonus Kill action, shown on the
bottom-right of the encountered Jarl Card. They also gain 2 Fame for each Kill. This is done by moving the
current player’s score Score Marker 2 spaces up the Fame Track. Lastly, they place the Killed Jarl into the Jarl
Discard Pile.

For example, the current
player has encountered Jarl
Ylva and have decided
to Kill her. They take 7
Wounds, gain 1 Armour and
2 Fame. They then discard
Jarl Ylva and place the Jarl
Token onto the Kill space
of their Encounter Board.
+1

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encountering jarls
6
2. Subdue
While granting your enemies a glorious death sounds great, persuading them to join your crew may prove more
beneficial in the long run.

When choosing to Subdue an enemy Jarl, the current player will need to take Wounds, equal to the Jarl’s
Military Strength -1
(see ‘Taking Wounds’ on the previous page).

After taking the required number of Wounds, the current player must pay the Silver cost indicated on the Jarl
Card, to the Main Supply. The Jarl Card is then placed into the current player’s crew.

Note: Subdued Jarls cannot take Wounds or be targeted by Valkyrie in the same raid that they were encountered.
However, they can take Wounds and be targeted by Valkyrie in future raids.

For example, the current
player has encountered Jarl
Borg and have decided to
Subdue him. They take 5
Wounds, pay 3 Silver and
add him to their crew.
If Jarl Borg is still in their
crew at the game’s end, they
will score 3 VP if they have
not fled any Jarls.

Once an enemy Jarl has been Subdued, it is considered a hired crew. However, there is one exception: Jarl Cards
can never be added to a player’s hand
(by use of the Gravedigger or any other means). Players are limited to
having no more than 5 Crew Members
(including Jarls) at the end of their turn (after resolving Valkyrie).

At the game’s end, players may score additional Victory Points for any Jarls still alive in their crew. These
Victory Point conditions are shown on the bottom left side of each Jarl card.
-1

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7
In a culture drenched in warfare, only the greatest battles will be remembered.

When players exceed the maximum Military Strength for scoring on their
current raid, they may gain Fame for their excess Military Strength.

For example, if a player raided this Monastery with 26 Military Strength,
they would have an excess of 6 (over the maximum of 20 for scoring). The
chart on the Township board shows 3 thresholds for gaining Fame during a
raid. Since they have at least 4 excess Military Strength, they would gain 1
Fame. Likewise, if they raided the same Monastery with at least 32 Military
Strength, they would gain 3 Fame.
fame in battle
curing wounds
The only way to cure Wounds is by some Town Hall actions, or of course... a glorious death.
If a Crew Card is removed for any reason
(Valkyrie, Crew action, Town Hall action, or anything else), all
Wounds on that card are returned to the Main Supply
(they are not transferred to other Crew Members).
3. Flee
Sometimes it’s easier to just run away. So long as you can accept the shame and mocking that is sure to follow.
When choosing to Flee an enemy Jarl, the current player discards the Jarl Card without taking any Wounds.
They must then choose to lose either 1 Fame or 1 Victory Point. If they have neither, nothing happens.
If a player cannot Kill or Subdue a Jarl, they must flee.
1/2 384 /12

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8
Fame in Battle
Any Fame received during a raid is recorded by moving the current player’s score Score Marker up the Fame Track. Just as Harbours do not award Victory Points for Military Strength, they also do not award players with Fame when raiding.
The 2 supplied Valkyrie Dice offer an optional variant for players who enjoy some added risk. During setup, replace the original red dice with these. They have the same die results, but also have a Valkyrie icon on each ‘2’ side. When rolling a Valkyrie icon, the raiding player must treat it just as if there is an extra Valkyrie in the plunder they choose. If they happen to roll 2 Valkyrie icons (1 on each die), they must resolve both.
At the game’s end, players will score final Victory Points, as outlined in the original rulebook.
Players will also score Victory Points for how high their Score Marker is up the Fame Track (in the same manner as the Armour and Valkyrie Tracks).
Additionally, players may also score Victory Points for any Jarls still alive in their crew.
The new Township offers 3 additional raids for Black or Grey Workers to enter. There is an opportunity to score Victory Points from Military Strength, however no dice are rolled when raiding the Township.
Valkyrie Dice
End Game Scoring
The Township

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