Full manual text
game design - shem phillips
illustration - mihajlo dimitrievski
graphic design & layouts - shem phillips
copyright 2015 garphill games
www.garphill.com
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components
1 Game Board
12 Score Markers (In 4 Colours)
7 Black Workers
11 Grey Workers
12 White Workers
18 Valkyrie
32 Provisions
2 Averaging Dice
1 Black Bag
32 Silver
18 Gold
18 Iron
26 Livestock
71 Townsfolk Cards
4 Ship Cards (In 4 Colours)
16 Offering Tiles
introduction
The aim of Raiders of the North Sea is to impress the Chieftain by having the most Victory Points (VP) at the game’s end. Victory Points are gained primarily by raiding Settlements, taking Plunder and making Offerings to the Chieftain. How players use their Plunder is also vital to their success. The game ends when either 1 Fortress raid remains, all Valkyrie are removed, or all Offerings have been made.
Raiders of the North Sea is set in the central years of the Viking Age. As Viking warriors, players seek to impress the Chieftain by raiding unsuspecting settlements. Players will need to assemble a crew, collect provisions and journey north to plunder gold, iron and livestock. There is glory to be found in battle, even at the hands of the Valkyrie. So gather your warriors, it’s raiding season!
aim of the game
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game iconography
Before getting started, players should familiarize themselves with the board, cards and their icons.
first time players
When playing for the first time or teaching others, there is one simple concept to understand:
Players always start and finish their turn with 1 Worker in hand.
- Each player starts their turn with 1 Worker.
- On their turn they will place their Worker on the board to take an action.
- After doing so, they will pick up a different Worker for a second action.
- Regardless of which actions they take, this will always be true.
Victory Points (VP)
Military Strength
Valkyrie
Iron Plunder
Crew Card
Gold
Hand Card
Worker Placement Spot. Some have colour restrictions (shown by the coloured Workers). Only those colours shown are permitted. Spots without Workers allow any colour.
Livestock
Offering Tile
Dice to roll during a Raid
VP Gained
Required Plunder and/or Silver to make Offering
Military Strength
Cost to hire (Silver)
Name
Hired Crew Action
Town Hall Action
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setup
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Follow these steps to setup Raiders of the North Sea:
1. Place the game board in the centre of the playing area.
2. Shuffle all 71 Townsfolk Cards into 1 deck and place facedown within reach of all players. This forms the Townsfolk Draw Pile. Allow space for a Discard Pile also.
3. Shuffle all 16 Offering Tiles and stack them facedown to the side of the board. Turn over the top 3 Tiles, placing them faceup to the right of the Long House (the 3 spaces at the bottom right of the board).
4. Place all Valkyrie and Plunder (Gold, Iron and Livestock) into the Black Bag and give them a good mix. Randomly draw and place the required number for each raiding space. (Green icon at the top left of each raiding space). Remove all remaining Valkyrie and Plunder from the bag. These should be placed alongside the board to form the Main Supply.
Note: Raiding spaces are the transparent rectangular boxes over each Settlement (Harbours, Outposts, Monasteries and Fortresses).
5. Place all White and Grey Workers on their required raiding spaces (Worker icon at top right of each raiding space). These are collected during raids. Place 3 Black Workers in the Village. These should be on the Gate House, Town Hall and Treasury (buildings with a blue card icon).
6. Place all Silver and Provisions to the side of the board in the Main Supply. The dice can be placed here also.
7. Each player receives 2 Silver, 1 Black Worker, and 1 Ship Card in their chosen colour (with the 50 VP side facedown).
8. Place 1 Score Marker of each player’s colour on the 3 ‘0’ spaces around the board’s edge. These track each players Armour, Valkyrie and Victory Points.
9. Along with the Black Bag, place any unrequired Black Workers, Player Cards and Score Markers, back into the box.
10. Deal 5 cards from the Townsfolk Draw Pile to each player. Before beginning, each player must choose 3 of the 5 cards to keep in their hand. All other cards are placed facedown at the bottom of the Townsfolk Draw Pile.
11. Each player rolls both dice to determine a starting player. The highest roller starts the game.
The Main Supply
The Main Supply is limited to its current resources (Silver, Provisions and Plunder). Players can only claim what resources are available at the time.
The Offering Tile Stack
Offering Tiles are shuffled and kept facedown. Should this stack ever run out, the game is over. Making Offerings to the Chieftain is a vital part of scoring Victory Points. To do so, players need to collect varying sets of Plunder and Silver, as shown on each Offering Tile.
Player Supplies
Players are limited to holding no more than 8 Silver, 8 Provisions, and 8 cards in their hand at the end of their turn. However, they may collect more than this during their turn. There is no limit to how much Plunder players may hold.
The Townsfolk Draw Pile
Should this ever run out, players must shuffle the Discard Pile to form a new Townsfolk Draw Pile.
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playing the game
6 7
Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players may choose to Work or Raid. Players continue to take turns until 1 of the 3 end-game conditions have been met (See page 10).
Regardless of their choice, each turn will always follow the same pattern:
1. Place Worker and resolve its action
2. Pick up a different Worker and resolve its action
Working
Having a good Crew and enough provisions are vital to successful raiding. So before making any raids, players will need to do some work to prepare their Crew and collect supplies. This is all done in the Village, at the bottom of the board.
There are 8 different buildings, with various actions (see page 12 for full details). At the start of the game, there are Workers in the Gate House, Town Hall and Treasury. These buildings are currently blocked for placing a Worker. On their turn, players place their Worker in an available building. It is important to note that there are 3 different Worker colours. In some cases, the Worker’s colour alters the building’s action.
The starting player could place their Worker in either the Mill (to gain 1 Provision), Barracks (to hire 1 Crew Member), or Silversmith (to gain 3 Silver). The Armoury and Long House require a Grey or White Worker. After placing their Worker, and resolving the building’s action, they then pick up a Worker from a different building and resolve its action also. Players hold onto the Worker they picked up, as they will place it on their next turn.
For example, the starting player decides to place their Worker in the Mill to gain 1 Provision. This is taken from the Main Supply, and added to their own. They then decide to pick up the Worker from the Gate House. They draw 2 new cards from the Townsfolk Draw Pile and add them to their hand.
- Players cannot pick up the same Worker they just placed.
- Players may choose to place or pick up a Worker without taking the building’s action.
- Players can only take each building’s action once on their turn (with exception of the Sage/Long House).
After picking up their new Worker and resolving any action, their turn is over. Play then continues with the next player, in a clockwise fashion. As before, the current player can either Work or Raid.
Raiding
Once players have hired enough Crew and collected Provisions, they may choose to raid on their turn. To raid a Settlement (Harbour, Outpost, Monastery or Fortress), players need to meet 3 requirements. They must have:
1. A large enough Crew.
2. Enough Provisions (and Gold for Monasteries/Fortresses).
3. The required Worker colour.
Each Settlement has a different set of requirements.
For example, this Monastery requires a minimum of 3 hired Crew, 3 Provisions, 1 Gold and either a Grey or White Worker.
Once a player decides to raid a Settlement, they must follow these steps:
Ignore step 3 when raiding Harbours (these always score 1 Victory Point).
1. Place their Worker on 1 of the Settlement’s Worker Spots (it will remain there for the rest of the game).
2. Pay required Provisions and Gold to the supply.
3. Roll the required dice and add up their total Military Strength to determine any Victory Points gained.
4. Receive additional Victory Points from Hired Crew.
5. Pick up their new Worker and Plunder, adding it to their supply.
6. Resolve any Valkyrie actions.
Note: Steps 3-6 will be explained over pages 8-9 (Scoring Raids).
After picking up their new Worker, along with their Plunder and resolving any Valkyrie actions, their turn is over. Play then continues with the next player, in a clockwise fashion. As before, the current player can either Work or Raid.
For example, a player decided to place their Grey Worker in the Monastery shown above. They first make sure they have at least 3 Crew Members. As they do, they pay the required 3 Provisions and 1 Gold to the Main Supply. They then roll 2 dice and add up their Military Strength to determine any Victory Points gained. After scoring, they take their Plunder and new Worker, adding them to their supply.
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scoring raids
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There are 3 different ways to score Victory Points during a raid:
1. Military Strength
2. Hired Crew
3. Plunder and Valkyrie
1. Military Strength
Each Settlement (except Harbours), offer 2 or 3 levels of Victory Points. These are all paired with a set level of Military Strength. For example, the Monastery shown to the right will reward players 4 Victory Points if they raid with at least 12 Military Strength. Should they have 20 or more Military Strength, they will instead gain 6 Victory Points. Likewise, if they raid with less than 12, they will gain no Victory Points for their Military Strength.
When raiding, players will roll 1 or 2 dice, as indicated by the Settlement (not applicable for Harbours). After doing so, they add up their total Military Strength to determine any Victory Points gained. Each player’s Military Strength is made up of the following:
1. Rolled dice -
Note: 1 die guarantees a minimum of 2 Military Strength, while 2 dice guarantees at least 4.
2. Hired Crew Strength (shown at the top left of each Hired Crew card).
3. Hired Crew Actions (shown at the bottom left of each Hired Crew card) - Some Crew offer additional Military Strength when raiding specific Settlements. Players should check these when raiding.
4. Armour - This can be bought at the Armoury with Iron or Silver. It is never spent during a raid. Rather, it offers constant Military Strength to players’ Crews.
Military Strength = Rolled Dice + Crew Strength + Crew Actions + Armour
After totalling their Military Strength, players determine how many Victory Points they gained, if any. These are scored immediately by moving the current player’s Score Marker around the Victory Point Track.
Should players’ scores ever reach 50 Victory Points, they should turn over their Ship Card, revealing the 50 VP side. Players loop their Score Marker back around to the 0 mark and continue scoring as normal. Their total score now equals 50, plus their score on the Victory Point Track.
2. Hired Crew
Some Hired Crew offer additional Victory Points when raiding specific Settlements. These are additional to any Victory Points gained for Military Strength (even if they scored none), and are added to the Victory Point Track in the same manner.
3. Plunder and Valkyrie
After scoring any Victory Points for Military Strength and Hired Crew, players pick up their new Worker and Plunder. Players must take 1 of the remaining sets of Plunder from the raided Settlement. Once all Plunder has been taken, players can no longer raid that particular Settlement (there will be no available Worker Spots anyway).
Plunder is worth Victory Points at the game’s end.
= 1 VP = 1 VP = 1 VP
However, it can also be spent throughout the game to help make further raids, or gain additional Victory Points. For now, players take the Plunder, adding it to their supply.
Some raids may also include 1 or more Valkyrie with the Plunder. Although taking Valkyrie result in the death of hired Crew Members, they also offer another way of scoring Victory Points. When taking Valkyrie, players should follow these steps:
1. For each Valkyrie taken, players must lose (discard) 1 hired Crew Member of their choice. Some Hired Crew allow players additional actions if killed during a raid. These actions are resolved immediately. If players take more Valkyrie than they have Hired Crew, they cannot claim the excess Valkyrie for further scoring. Extra Valkyrie are removed without action, and placed back into the Main Supply.
2. Players move their Score Marker 1 space up the Valkyrie Track for each Valkyrie taken during a raid. At the game’s end, players will score Victory Points for the total amount of Valkyrie they’ve taken during the game. Players may take more than 7 Valkyrie throughout the game (still losing Crew), but will only score a maximum of 7 (15 VP) at the game’s end.
3. Players place all collected Valkyrie into the Main Supply (they do not keep them).
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FIM DO JOGO
Existem 3 maneiras de o jogo terminar:
1. Há apenas 1 conjunto de Saques restantes nas Fortalezas (1 dos 6 ataques à Fortaleza permanece).
2. A Pilha de Compra de Ofertas foi esvaziada.
3. Não há Valquírias restantes no tabuleiro.
Uma vez que 1 dessas 3 condições tenha sido cumprida, o jogador atual termina seu turno, resolvendo quaisquer ações inacabadas. Cada jogador (incluindo o jogador atual) tem 1 turno final antes que o jogo termine (1 rodada final).
Uma vez que o jogo tenha terminado, os jogadores marcam Pontos de Vitória adicionais de fim de jogo. Estes são registrados movendo os Marcadores de Pontuação dos jogadores ao redor da Trilha de Pontos de Vitória. A pontuação de fim de jogo consiste em:
1. Trilha da Valquíria - Os jogadores marcam Pontos de Vitória com base em quão alto seu Marcador de Pontuação está nesta trilha. Os Pontos de Vitória ganhos são mostrados no lado direito da Trilha da Valquíria.
2. Trilha da Armaria - Esta é pontuada da mesma maneira que a Trilha da Valquíria.
3. Peças de Oferta Coletadas - Estas são reveladas e seus valores adicionados à Trilha de Pontos de Vitória.
4. Tripulação Contratada - Alguns Membros da Tripulação ganham Pontos de Vitória, conforme mostrado em cada carta.
5. Saque - Os jogadores pontuam qualquer Saque que possuam:
1 Ouro = 1 Ponto de Vitória
1 Ferro = 1 Ponto de Vitória
2 Gado = 1 Ponto de Vitória
(1 Gado não pontua nada por si só)
Depois que cada jogador adicionou todas as suas pontuações de fim de jogo à Trilha de Pontos de Vitória, o jogador com a maior pontuação final é declarado o vencedor! Em caso de empate, o jogador mais avançado na Trilha da Valquíria é o vencedor. Se ainda houver empate, o jogador mais avançado na Trilha da Armaria é o vencedor.
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ESCLARECIMENTOS SOBRE OS MORADORES
PONTUAÇÃO DE FIM DE JOGO
Arqueiro - Ação da Prefeitura: "Troque um Trabalhador de um oponente por 1 da Vila"
Esta deve ser uma colocação legal. Se um oponente tiver um Trabalhador Preto, ele não pode ser trocado por 1 da Armaria ou da Casa Longa (pois eles exigem um Trabalhador Cinza ou Branco).
Vingador - Ação da Tripulação: "Se for morto, force um oponente a perder um Membro da Tripulação também"
O Membro da Tripulação a ser descartado é escolhido pelo jogador alvo (não pelo atacante).
Forrageiro - Ação da Tripulação: "Ganhe 1 Provisão adicional no Moinho"
Isso só é ativado quando os jogadores pegam Provisões, não Ouro.
Coveiro - Ação da Prefeitura: "Troque 1 Membro da Tripulação Contratada por uma carta da sua mão"
Isso é entre o jogador atual e sua Tripulação Contratada. O Membro da Tripulação escolhido é colocado de volta em sua mão. Eles então contratam um Membro da Tripulação diferente de sua mão (sem custo).
Mercenário - Ação da Prefeitura: "Todos os jogadores devem lhe dar 1 Prata ou 1 Provisão"
Esta decisão é tomada pelos jogadores alvo (não pelo atacante). Se eles não tiverem Prata, devem oferecer Provisões (da mesma forma se não tiverem Provisões). Se não tiverem nenhum, nada acontece.
Sábio - Ação da Prefeitura: "Mova todas as 3 Peças de Oferta para o fundo da Pilha"
Isso é para limpar as Peças de Oferta atuais. Elas são colocadas abaixo da Pilha de Peças de Oferta, e 3 novas peças são compradas do topo da pilha para substituí-las.
Batedor - Ação da Prefeitura: "Troque uma quantidade igual de cartas com um oponente"
O jogador atacante seleciona um oponente e anuncia quantas cartas deseja trocar. Ambos os jogadores selecionam suas cartas privadamente e fazem a troca.
Frases comumente usadas que valem a pena explicar:
"Se Morto..." - Essas ações são ativadas apenas pelo jogador atual pegando Valquíria. Mortes causadas por Vingadores não as ativam.
"Pague 1 a Menos..." - Essas ações podem resultar em jogadores não pagando Prata, Ouro ou Provisão ao realizá-las. Estas ainda são consideradas ações legais.
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village buildings
Gate House - Draw 2 cards from the Townsfolk Draw Pile.
Players are limited to holding 8 cards in their hand. However, this is only in effect at the end of
each turn. If they hold too many cards at this point, they must discard back down to 8.
Town Hall - Play 1 Hand Card. Played cards are placed in the discard pile and their actions
resolved immediately. The Town Hall action is shown at the bottom right of each card.
Treasury - Discard 1 Hand Card to gain 2 Silver, or discard 2 cards to gain 1 Gold.
Cards are placed in the Discard Pile. Silver or Gold is always taken from the Main Supply.
Barracks - Hire a new Crew Member.
Choosing a card from their hand, players pay the required Silver
(shown on the left side of
each card) to the Main Supply. The newly Hired Crew Member is placed faceup in front of
them. Players can never hire more than 5 Crew Members. However, they may choose to
discard a Crew Member before hiring a new one.
Note: Players may hire more than 1 of the same Crew Member if they wish.
Armoury - Lose 1 Iron to gain 2 Armour, or lose 2 Silver to gain 1 Armour.
The Iron or Silver is paid to the Main Supply. Players then move their Score Marker 1 or 2
spaces up the Armoury track.
Players cannot purchase more than 10 Armour.
Mill - Gain Provisions or Gold.
These are taken from the Main Supply. A Black Worker gains 1 Provision. A Grey Worker
gains 2 Provisions. A White Worker gains either 2 Provisions, or 1 Gold.
Silversmith - Gain Silver. This is taken from the Main Supply.
A Black Worker gains 3 Silver. A Grey or White Worker gains 2 Silver.
Long House - This allows players to take 1 of 2 actions:
1. Lose 1 Livestock to gain 2 Provisions - These are exchanged with the Main Supply.
2. Offer goods to the Chieftain - Pay the required Plunder and/or Silver shown on the desired
Offering Tile to the Main Supply. The Offering Tile is picked up and kept facedown in front of
the current player. A new Offering Tile is immediately turned over from the Offering Stack to
fill the empty space. Players score the VP on their collected Offering Tiles at the game’s end.
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