7.0
rating
Ludopedia
6.2
rating
BGG
Our Verdict
Perfect for those looking for a chaotic and noisy party game that pushes everyone out of their comfort zone.
Highlights
- Frantic and hilarious rhythm
- Simple and intuitive cooperative play
- Great ice-breaker for groups
- Fast and dynamic sessions
Keep in mind
- Can be way too noisy
- Relies heavily on group synergy
RECOMMENDED
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Clear your throat and find your beat, because you and your friends are now a crew of fearless Vikings sailing a mighty Drakkar! But don't think it's just a casual cruise; to keep the ship on course, you'll need serious coordination and, above all, a steady rhythm. The game operates like a collective mantra: everyone must chant together "Drakkar... Tum... Tum... Tum". On the third "Tum", the active player must play a card onto the ship and draw a new one, keeping the flow going without a hitch.
The catch is that the sea is treacherous. Certain cards you play can completely shift the rhythm. If a danger is revealed, the beat speeds up: instead of three "Tums", you only get two. If a second danger appears, it drops to just one! If a third danger is revealed, the crew panics and the game ends in defeat. To avoid disaster, there are specific cards that can cover these dangers and restore the original beat, along with action cards that can even reverse the turn order, throwing everyone off balance.
The ultimate goal is exploration. You need to discover three islands and successfully empty the draw pile to claim victory. But be careful: playing out of turn or missing the beat has consequences — those who mess up don't get to draw a new card. Furthermore, if any single player runs out of cards in their hand, it's game over for the entire group. It's a game of pure adrenaline, laughter, and that wonderful chaos of trying not to miss a beat while the ship is nearly sinking. It's the perfect blend of motor coordination, focus, and teamwork, turning your gaming table into a true Viking choir!
The catch is that the sea is treacherous. Certain cards you play can completely shift the rhythm. If a danger is revealed, the beat speeds up: instead of three "Tums", you only get two. If a second danger appears, it drops to just one! If a third danger is revealed, the crew panics and the game ends in defeat. To avoid disaster, there are specific cards that can cover these dangers and restore the original beat, along with action cards that can even reverse the turn order, throwing everyone off balance.
The ultimate goal is exploration. You need to discover three islands and successfully empty the draw pile to claim victory. But be careful: playing out of turn or missing the beat has consequences — those who mess up don't get to draw a new card. Furthermore, if any single player runs out of cards in their hand, it's game over for the entire group. It's a game of pure adrenaline, laughter, and that wonderful chaos of trying not to miss a beat while the ship is nearly sinking. It's the perfect blend of motor coordination, focus, and teamwork, turning your gaming table into a true Viking choir!
GALLERY
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Mechanics
Categories
Families
Publisher
Rocket Lemon Games, TGM Editora
Designer
Alexander F. Francisco
Artist
Daniel Araújo
Is the game hard to learn?
Not at all! The rules are super simple and intuitive; the real challenge is keeping the rhythm, not understanding the manual.
How long does a game last?
It's very quick, usually lasting about 20 minutes, making it a great opener or closer for your game night.
Do I need to be a singer or have a good sense of rhythm?
No need to be a maestro! The fun part is actually watching those who lack rhythm try to keep up with the group.
How many people can play?
From 2 to 4 players. The more people, the more chaos and laughter during the chanting.
Is it suitable for children?
Yes, it's an excellent gateway game for kids, as it teaches coordination and cooperation in a fun way.