Gamehelpnorsemen
Overview
Expand your Territories over 5 rounds, by building structures, meeting objectives, and hoarding coin
Turn
To start the game, each player picks a Leader
After which, each round has three phases as follows:
Exploration
Expansion
Return
Exploration
Draw a card and either place it right next to your board if it is the first, or following a sequence for all subsequent draws
Every even damage icon damages one of your Longships, this Longship cannot be used until you take a Repair action
On the just revealed card, you can place a Lawspeaker &/or Longship if desired
You can repeat drawing cards in this way until one of three things happen: All your undamaged Longships are already on cards, you've played your 8th card, or you just don't want to play more
If during this process your deck runs out but you could still keep playing, shuffle your discards into a new deck and keep going as desired
Once everyone has finished drawing and resolving cards, the second part of Exploration happens
Any assigned Lawspeakers are moved from their card to the Territory on the board which matches the card, or you can move them to one of your Territories with a Fort, or to Normandy (except for Normandy, each Territory can only hold one of your Lawspeakers)
Exploration cards with Longships then give their player the associated Territory Bonus
Expansion
During this phase, players take turns taking a single action until they pass, once passed a player cannot take further actions this phase, your action choices are:
Place 1 Jarl - Place your Jarl on an unoccupied action space and take the action, if you are first you place it in the high spot, if your are 2nd or further place it in a low spot which causes you to pay an additional cost. Your Jarls cannot be placed on the same action, regardless of whether you took the high or a low spot.
Place 1 Longship - Place a Longship on on of your Exploration cards that does not contain one in order to gain its bonuses
Perform a Thing - Move one of your Lawmakers assigned to a Territory to its matching Thing Action as long as you can pay its cost then take the effect. Anyone who has already taken that same Thing action also gains its benefit again.
Repair - Pay 2 coins per Longship you wish to repair and move them back to your available Longships
Title - Use either a Jarl or Longship to gain either 2 coins or claim a scoring condition by placing a marker on the leftmost empty space as long as you meet its requirements and have not already claimed it before
Pass - If you take this option, you take no further actions this phase, and wait for all others to finish taking actions and also Pass
Return
First, determine a new playing order depending on Lawmakers placed in the player order track, if someone doesn't have a Lawmaker here then they retain relative play order
Get points for the amount of Gems/Runes/Spices in ranked position compared to other players, i.e. player with most of each will get 1st rank and score the highest (2/3/3 depending on player count). If you have none of a Lore, then you cannot qualify for any rank position.
Resolve Settlement effects in an order of your choosing
Gain 2 points per Legendary Token
Jarls, Lawspeakers, and Longships return to their player's supply
Activate your Port effects, each Port lets you move an Exploration Card from your Route to the top of your deck, as long as that card is of your highest Settlement Age or lower e.g. if your highest Settlement is Age 1, you cannot retain an Age 2 Exploration Card
After resolving all Ports as desired, all remaining Route cards are discarded to your discard pile
Reveal a new Territory then start a new round
Resources
The resources you have access to are based on your Longship locations
Resources are not spent, instead they simply need to be available to you, so as long as they are then you can use the same resource as many times as desired
Having said that, if an action requires multiple of the same resource, you need access to that many in order to use that many, i.e. you cannot have access to just one and use an action which requires three
You can use a single trade per action in order to gain a single copy of a resource you are missing
You may also find a special resource, Lore Icons, these are available if it is on your Route but does NOT need to have a Longship at that exact location
Some Exploration cards also have permanent resources shown under their banner which are always available to you with no requirement
Ladders
The four Ladders are where components are locked off at the start of the game
Whenever an action lets you produce one or more of these components, pick a ladder and pay the cost above the component to move it up one space
You can move a component up as many spaces as you can afford, and each space can hold multiple components
When you pay the final step of the ladder and move it off, it then becomes part of your supply
You do not need to move components in any particular order
Territories
A Territory card along with its matching board space are collectively known as a Territory (you cannot have one without the other)
Each Territory can hold 1 Fort and 1 Settlement and 1 Lawspeaker at most
Each Territory has a unique Thing action, which you can use a Lawspeaker to trigger
A Lawmaker used to trigger a Thing action cannot be moved afterwards
If you build a Fort in a Territory which already has a Fort, the owner of the previous Fort gets its Territory Bonus
If you build a Settlement in a Territory which already has a Settlement, the owner of the previous Settlement gets its Territory Bonus
If you perform a Thing in a Territory, all players who also permed the Thing in that Territory gain its Territory Bonus
Starting Territories do not have a space for Forts to be built at them
Game End
The game ends at the end of the 5th round
Get points from Scoring cards you claimed and any Exploration Cards you own with points on them
Get 1 point for every 3 coins left over
The player with the most points, wins!
If tied, the player highest in turn order, wins!