Klicka för svenska      Vikingatid

Distributor: Trollspel
Category: Strategy game
Players: 2-6
Play time: 03:00
Ages: 12+
Content:     1  extra large game board 
    6  10-sided dices 
112  cards  (max 3 cards in the hand and normally they may be played whenever you want) 

Each players counters (in 6 different colours and differents values (1, 3, 5 or 10). 
  30  "trading ships" / "war ships" 
  26  "trading posts" / "war camps" 
    1  "victory points" / "victory points+40" 
    1  "home lands" 

Counter which belongs to each viking country: 
    3  "king" 
    3  "war" / "peace?" 

Common counters: 
    1  "Year" to the turn pointer 
  32  "trading stop" / "pillaged" 
  26  "conquered" / (of which 5 "discovered" on the back) 
    5  "fief" / "small realm" 
    3  "secessionist" 
    4  "Bysans"(2), "W. Caliphate" and "E. Caliphate" 
  76  silver coins (35x1, 22x3, 10x5 och 9x10)

Game target: The player who have most victory points when all players have been christianized, wins the game. The victory points are alloted in phase 9 in each turn, where conquered territories trading values give points, 2 points per viking country where you are king during this turn and also 5 points for each unknown territory you have discovered this turn. At the end of the game will also every trading post and war camp give points.
Rules: Rules in English
Rules in Swedish 
FAQ - rule questions in Swedish   (Answered by the layouter Fabian Fridholm
Review in English    (from Mik Svellov's Brett & Board)
Review in English    (from Westbank Gamers)
Review in English    (from a news group by Örjan Ohlson)
Strategy: Try to expand as soon as possible. The first 2 turns is it mopst important to build trading posts to gain silver for continued expansion, but then you must protect those as soon as possible with war camps, to defend both against other players "war trains", as well as against the armies of the territories, which can attack by different card, which might be played by any player, any time.
Comments: Year of publication is 1997. Game idea by Johan Palén and Kim Bergström. 

If you have played Risk, you find some similarities, but the game is more subtle and interesting. You trade and make war with different territories to build larger trading posts and war camps. Be attentive to what the other players do, as you might be too weak, when they arrive. It's allowed to cooperate, which is mainly done with those who belongs to the same viking country, but no treaties are compulsory to keep. The event cards gives a lot of possibilities to destroy for your opponents. 

An interesting playing mechanism, which is called initiative throw, makes that every time in the initiative phase (with trade and war), all have to throw a dice, but only the one with the highest value moves. At first sight it seems to make a game with a lot of luck, but you have the possibility to pass your turn to the next, if you want to wait and see the opponents movement before your "war trains" are to weak to defend yourself with. It feels quite weel balanced, but it's probably better (and longer) with 5-6 participants. 

The long playing time (first time 6.5 hours with 4 persons and the game ended at year 1000) and the extensive rules, which don't cover all situations (you need to create house rules after a lot of discussions during the play), degrades the game a bit. But all where unanimous to give it another chance. 
The title Vikingatid means Viking Era.
(This game is only published in Swedish.)

Extract from Belgoludique report 2004 After lunch I started a long game of Vikingatid with Mikael, Michael and Frederic. I would say finally, as it was the second time in more than 6 years I had the chance to play it. The disadvantage of the game is that it naturally splits in two parts, which at least in the beginning cooperate, as players belonging to the same kingdom are not allowed to war. The Swedes who go Eastwards and the Norwegians who go Westwards and Southwards. Probably it’s better with 6 players, so you can use Denmark too and the board is getting more crowded and more diplomacy is required. On the other hand it will probably take even longer than the 6 hours we used. The initiative rolls, which are made before each trade or war journey starts, makes the game unique. We tried to quicken up the game sometimes by saying that we would not interfere with each other and made the movements and local wars simultaneously. The rules felt less messier than I remembered, but the event cards together with the die rolls make it quite chaotic. Still it’s very fun to play and none of us felt how long the game was. I will still rate it 7 of 10.

I would say that indirectly Vikingatid is the reason that Mikael and I were there, as I exchanged this for Elfenland and Elfengold 6 years ago with Frederic. This contact was kept when I went to Essen 1999 for the first time and he introduced me to several other gamers from all around the world.

 
 
 

 
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