Northgard: Uncharted Lands – Warchiefs

Studio H, Board Game Box, Czacha Games · Board game · 2022
2–5 Weight 2.7/5
9.2 rating Ludopedia
8.3 rating BGG
STEP BY STEP

1. Objective of the Game

Northgard: Uncharted Lands – Warchiefs is an expansion that adds new characters and asymmetry to the core game. The theme revolves around Viking clans battling for control of the map. The goal is to achieve victory as defined in the core rules, with the added influence of the warchief powers. The exact condition of victory is not detailed in this excerpt, so consult the manual for the specific victory criteria.

2. Preparation (Setup)

During the setup phase of the core game, the following additional steps are taken for the Warchiefs module:

  • Phase H – Clan Selection: When a player chooses a clan, they also take the miniature of that clan’s warchief and attach a plastic ring of their player color to its base.
  • Phase L – Placement: Players may place their warchief on the map instead of one of the standard units, allowing a territory to host two units plus a warchief.

Other components that can be integrated with the core game include:

  • Modular player boards – replace the core aid cards and display the phases of the year, clan and warchief powers, and zones of play.
  • Clan upgrade cards – each clan receives an additional upgrade card that can be added to its deck.
  • Kaija miniature – may replace the Kaija token from the core game.

For a complete list of components and the full layout of the board, consult the manual.

3. Flow of the Game

The Warchiefs module does not alter the overall turn structure of the core game, but it introduces specific rules for combat involving a warchief.

  • Combat Steps – When a combat occurs, the following steps are relevant to warchiefs:
    1. Step 1: A warchief is worth x2 instead of x1. Some warchiefs have additional effects that modify this value.
    2. Step 4: Certain warchiefs (e.g., Liv) may reroll the combat die once.
    3. Step 6: Casualties are removed; a warchief counts as one unit for this removal.
  • Warchief Placement: A warchief can be recruited, moved, and fight like any other unit. If a warchief dies, it is returned to the player’s reserve and can be recruited again later.
  • Card Interaction: Warchiefs cannot be targeted by card actions or abilities that affect enemy units.

For the full sequence of phases, including environmental and maintenance phases, refer to the core game rules.

4. Actions and How to Play

Warchiefs follow all standard unit rules. The main actions involving a warchief are:

  • Recruit: Place the warchief in an eligible territory instead of a regular unit.
  • Move: Move the warchief like any other unit during the movement phase.
  • Combat: Engage in combat as a unit, with the special combat values and powers described below.

Each warchief has a unique power that only affects the combat they are involved in. The powers are:

  • Brand (Stag): During Step 1 of combat, you may move one friendly unit from an adjacent territory into Brand’s territory (ignoring rough borders).
  • Egil (Wolf): If Egil is the attacker, he is worth x3 instead of x2.
  • Liv (Raven): During Step 4 of combat, you may reroll the combat die once and must accept the new result. If Liv is the attacker, this reroll must be made before the defender’s roll.
  • Signy (Snake): During Step 1 of combat, you may place the Scorched Earth token in Signy’s territory.
  • Borgild (Bear): If Borgild is the defender, she is worth x3 instead of x2.
  • Svarn (Boar): If Svarn is in an open territory or territory with building icons (buildings do not count), he is worth x3 instead of x2.
  • Halvard (Goat): If Halvard is the defender, ignore 1 casualty inflicted by the attacker.

Note: If two powers apply during the same step (e.g., Brand and Signy), resolve the attacker’s power before the defender’s.

For additional actions such as resource gathering, building, and card play, consult the core game rules.

5. End of Game and Scoring

The Warchiefs module does not change the end‑game trigger or scoring mechanics of the core game. The exact conditions for the end of the game, how points are tallied, and the criteria for victory or defeat are defined in the core rules. Consult the manual for precise details.

6. Tips for Winning

  • Leverage the warchief’s combat value: Since a warchief is worth x2 (or more with a power) during Step 1, use them to tip the balance in close battles.
  • Use unique powers strategically: For example, Brand’s ability to move a unit into his territory can bypass rough borders, while Liv’s reroll can secure a decisive hit.
  • Protect your warchief from enemy unit cards: Remember that warchiefs cannot be targeted by card actions or abilities that affect enemy units, so keep them safe from cards like Raiding Party or Plunder.

These tips are drawn directly from the warchief power descriptions and general rules provided in the manual.

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