{"id":3671,"date":"2004-09-15T12:00:00","date_gmt":"2004-09-15T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2004\/09\/15\/vikingfury\/"},"modified":"2004-09-15T12:00:00","modified_gmt":"2004-09-15T10:00:00","slug":"vikingfury","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2004\/09\/15\/vikingfury\/","title":{"rendered":"Viking\nFury"},"content":{"rendered":"<h2><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/ENgameid\/16074\" target=\"_blank\">Viking<br \/>\nFury<\/a><\/h2>\n<p>The Ragnar Brothers designed many interesting games (among them one of my favourites:<br \/>\n&#8220;History of the World&#8221;) , so I immediately ordered a copy of &#8220;Viking<br \/>\nFury&#8221;, their newest release. As always in their more recent games, the game material<br \/>\nis unusual and includes their &#8220;trademark&#8221;, a &#8220;tablecloth&#8221; game map. I<br \/>\noften read negative comments about the latter feature of their games, but fact is that I<br \/>\npersonally find the &#8220;cloth&#8221; map very practical: It always lies flat, is easily<br \/>\nfolded and stored, weighs little, looks nice, and the best feature: The counters stay<br \/>\nwhere they are on the map because of the added friction of the cloth! With the cloth come<br \/>\nwooden cubes, two decks of cards, and one counter sheet (printed on reasonably heavy<br \/>\nstock).<\/p>\n<p>The players take on the role of Viking longship &#8220;captains&#8221; in this game of<br \/>\ntrade, plunder and colonization. The game mixes abstract and historical elements into an<br \/>\nappealing whole, without using cumbersome rules. Let&#8217;s go into detail: Basically this<br \/>\nis a game of &#8220;action point management&#8221; (action points being the moves of your<br \/>\nlongship). The more efficiently you plan your travels the more VP&#8217;s you make (yes,<br \/>\nthis is a game where &#8211; not really surprisingly &#8211; the player with the most VPs wins in the<br \/>\nend. Do I really have to say it?).<\/p>\n<p>Each player commands one (only) longship represented by a card with empty spaces,<br \/>\nstarting in a generic &#8220;Wintering space&#8221;. Each of the empty spaces of your ship<br \/>\ncan be filled with either men (cubes in your colour) or goods (there are three different<br \/>\ngoods). Men are good for raiding and colonization, goods can be sold for immediate<br \/>\nVP&#8217;s at the various ports of the (mostly European) world. When you have filled up<br \/>\nyour ship you move into one of the three &#8220;Viking starting ports&#8221;, where you can<br \/>\nspend additional actions to draw &#8220;Rune&#8221;-cards (more about the role of the cards<br \/>\nlater on). Game actions (of which you have seven each turn) are divided into<br \/>\n&#8220;preparation actions&#8221; (drawing cards, placing men or goods) or &#8220;movement<br \/>\nactions&#8221;. They can be combined in any way, but the sum should never be more than<br \/>\nseven. You are never forced to set sail, but once you do you can only return to the<br \/>\nwintering space when having only one man left on board (this can be forced as well). You<br \/>\ncan deliberately throw everything over board though anytime, but returning to the<br \/>\nwintering space always ends your turn.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/vikingfury_b1.jpg\" align=\"left\" width=\"360\" height=\"230\" border=\"0\" alt=\"Viking Fury map\"\/>The map depicts Europe and various ports valued from 2-5<br \/>\n&#8211; the graphics are slightly abstract and confusing, at first you might think that the<br \/>\nmainland is the sea and vice versa. Another problem is that the port spaces always need<br \/>\nto be seen as the number they bear is always important, but most of the time this number<br \/>\nis covered up by the counters you place on the ports. We ended up placing the counters<br \/>\nslightly to the side of the ports, but that is not an ideal solution.<\/p>\n<p>Ports are either grouped in threes or are &#8220;independent&#8221;. Some ports also<br \/>\nhave treasure, which is placed secretly at the beginning of the game. There are three<br \/>\nlarge treasures (8, 10 and 12 VP) and several &#8220;small&#8221; treasures (ranging from<br \/>\n3-6).<\/p>\n<p>Entering or leaving a port costs one movement point, travelling on the seas uses an<br \/>\ningenious system: There are 4 &#8220;general&#8221; sea zones (N, W, E, S), which have a<br \/>\ndifferent maximum movement allowance. You can go beyond this allowance any time, but<br \/>\ndoing so costs you men or goods (you decide which). In addition there is a &#8220;wind<br \/>\nrose&#8221; which can be turned every time you play or discard a Rune card (a fiddly rule<br \/>\neasily overlooked in the rule book) which gives bonuses or minuses to each sea zone. The<br \/>\nwind rose certainly sees a lot of action in the game, so it is usually a good idea to<br \/>\ntravel where others travel too, as this means that other players will care for good wind<br \/>\nconditions, in their interest&#8230;<\/p>\n<p>If you are at a port, you have three options:<\/p>\n<ol start=\"1\" type=\"1\">\n<li>Raiding (only possible at ports with treasure). Here you roll the dice to roll higher<br \/>\nthan the port value, up to a maximum of three times. Each failed roll costs a man, when<br \/>\nyou win, you get the treasure.<\/p>\n<\/li>\n<li>Trading. You can simply place a goods counter from your ship on the port you are on,<br \/>\nfor immediate VP&#8217;s equal to the value of the port. After a port is &#8220;filled&#8221;<br \/>\nup, these guys don&#8217;t want to trade anymore, but they are more prone to raiding and<br \/>\ncolonization (the die roll becomes one easier). Also groups of ports want<br \/>\n<b>different<\/b> goods each, so you better schlep a selection around to be flexible&#8230;<\/p>\n<\/li>\n<li>Colonization. This works similarly to raiding, but here you decide how many dice you<br \/>\nwant to roll <b>beforehand<\/b>, up to three. If you are successful you place a cube (man)<br \/>\nfrom your ship for potential big VP&#8217;s at the end of the game.<\/li>\n<\/ol>\n<p>Depending on your goals these activities often result in the funny situation that you<br \/>\nfirst soften up the natives with your goods, making them lazy and more susceptible for<br \/>\nyour raid attack where you steal their treasure, and then you hit again and colonize<br \/>\nthem! It&#8217;s a wonder the inhabitants of Europe put up with this for so long <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/smiley.gif\" width=\"15\" height=\"15\" border=\"0\" alt=\"smiley\"\/>.<\/p>\n<p>Another incentive is the &#8220;Saga&#8221; cards, which I have not mentioned yet. These<br \/>\nare similar to &#8220;missions&#8221;, for example &#8220;colonize these three ports&#8221;<br \/>\nor &#8220;trade with these three ports&#8221;. The player who fulfils one of these missions<br \/>\nimmediately gets the card, no matter who else was involved. This means that somebody who<br \/>\ncolonizes two ports will get nothing if another player colonizes the decisive third and<br \/>\nlast port!<\/p>\n<p>The Saga cards essentially drive the game forward as they give a LOT of VP&#8217;s at<br \/>\nthe end- they also run through three stages &#8211; The longships get bigger if a new stage is<br \/>\nreached, recreating the historically increasing seamanship of the Vikings. There are<br \/>\nnever all Saga cards in play (some are randomly removed before play), so if you sneakily<br \/>\ntrade with faraway port &#8220;triplets&#8221;, hoping to fulfil their mission later on,<br \/>\nyour plan might be foiled by the simple fact that this specific mission never appears!<br \/>\nPlayer interaction is mostly &#8220;racing&#8221; for specific ports or goals, direct<br \/>\ncombat is normally not possible. The &#8220;Rune&#8221; cards bring some spice in the game,<br \/>\nas they allow you specific rules bending actions which also might involve attacking<br \/>\nalready occupied locations. Some of the cards are extremely strong though &#8211; There is one<br \/>\ncard which can effectively cost another player up to 20 VP without the card-playing<br \/>\nplayer having anything to do but play the card. This seems unfair and is certainly an<br \/>\ninvitation for &#8220;kingmaking&#8221;, so we would recommend simply removing the cards<br \/>\nthat seem to harsh or unfair from the game. The majority of the cards work well<br \/>\nthough.<\/p>\n<p>The game ends three turns after the three last possible missions have appeared or been<br \/>\n&#8220;solved&#8221;. Now each player gets more VP&#8217;s: Each colonized port is worth<br \/>\nit&#8217;s value, or double it&#8217;s value when two ports of a &#8220;triplet&#8221; are<br \/>\noccupied, or triple value when three ports of a triplet are occupied. Each mission card<br \/>\nis worth 10 if you have the most of a series (Denmark, Sweden or Norway). Finally owning<br \/>\nthe most treasures gives an additional 3 points per treasure.<\/p>\n<p>In our first gaming the scoring was wide off &#8211; the winner ended up with more than<br \/>\ndouble the VP&#8217;s than the other players, but this is partly the &#8220;Rune&#8221;-cards<br \/>\nfault. Future games might be closer&#8230;<\/p>\n<p>We found this game to be a lot of fun &#8211; all 4 players felt totally absorbed by the<br \/>\ngame. There was no feeling of &#8220;downtime&#8221; as everybody desperately tried to find<br \/>\nthe best routes to fulfil the most goals in their head when it was not their turn. The<br \/>\nrules are neither too simple nor too complicated, and the game plays astonishingly<br \/>\n&#8220;epic&#8221; in a relatively short time (we played 2 \u00bd hours with 4 newbie players,<br \/>\nan additional half hour was spent with explaining the rules). Don&#8217;t misunderstand me:<br \/>\nThis is by no means a short, quick game, but if you compare it with monsters like<br \/>\n&#8220;History of the World&#8221; or even the overrated &#8220;Mare Nostrum&#8221;<br \/>\nyou&#8217;ll find this game a breeze. All testers were sure about wanting to play the game<br \/>\nagain, which is usually a very good sign. I personally think it is one of the<br \/>\nRagnar&#8217;s best designs to date, although the &#8220;Rune&#8221; cards remain a slight<br \/>\ndisappointment. There is a luck element with the roll of the dice, but usually your<br \/>\nchances are pretty calculable when playing carefully, so it didn&#8217;t disturb us that<br \/>\nmuch.<\/p>\n<p>Westpark-score: 7.75<\/p>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Viking Fury The Ragnar Brothers designed many interesting games (among them one of my favourites: &#8220;History of the World&#8221;) , so I immediately ordered a copy of &#8220;Viking Fury&#8221;, their newest release. As always in their more recent games, the game material is unusual and includes their &#8220;trademark&#8221;, a &#8220;tablecloth&#8221; game map. I often read &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2004\/09\/15\/vikingfury\/\" class=\"more-link\"><span class=\"screen-reader-text\">Viking<br \/>\nFury<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3671","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":5,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3671","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3671"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3671\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3671"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3671"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3671"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}