How to Play

Vikings

2-4 players 60-60 min 7.2 Board Game Geek Rating

Vikings is a streamlined economic game where players compete across six rounds to purchase meeple-tile pairs using a unique pricing wheel mechanism. Each round offers twelve randomly available tiles and meeples. Players take turns buying these combinations, then strategically placing them to build their Viking settlements. Victory comes through optimal resource management and placement decisions.

Published 2007

Vikings

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the board
Put the board on the table; the initial wheel position is unimportant
2
Assign player colors
Give each player 1 colored cube to display their player color and put the second matching cube on score 10
3
Distribute player materials
Give each player 1 homeland base and 1 scoring summary card
4
Distribute start tiles
Give each player 1 start tile (a left island part with viking outline on back) and remove unused start tiles from the game
5
Prepare tile stacks
Mix the remaining 72 tiles facedown and stack in 6 piles of 12 on the spaces along the top of the board
6
Prepare viking bag
Mix the vikings in the cloth bag
7
Distribute starting gold
With 2/3/4 players, give each player 30/25/20 gold in coins; put the remaining coins aside as a bank
8
Select start player
Choose a start player and give them the start player token (ship)

On Your Turn

What you can do during your turn.

1
Draw and place tiles
Draw tiles one at a time from the next stack of 12
2
Draw and place vikings
Draw 12 vikings and place them clockwise from 0 in the order blue, yellow, green, red, black, and gray
3
Buy a set
You must buy 1 set of a viking and a tile for the price shown on the wheel
4
Exchange points for gold
At any time, relinquish victory points for coins at 1-to-1 rate; score may not go negative
5
Place your first tiles
On your first turn, place both your start tile and the bought tile in either order
6
Position first three ships
Put your first 3 ships in the first 3 columns; the first may be in any column, others must touch another ship
7
Position subsequent ships
Put later ships in successive columns (4 and up), each touching a prior ship
8
Maintain orientation
You may not rotate tiles; each must be placed with its specific orientation
9
Connect to existing land
Each island tile must share an edge with another island tile or the homeland base
10
Match terrain types
Edges must only touch each other sea-to-sea or land-to-land
11
Forfeit invalid placements
If you cannot place a tile per the rules, forfeit the placement and remove the tile from the game
12
Place on matching tile
Put the viking on the bought tile if you placed that tile in the row for the viking's color
13
Place at homeland base
Otherwise, put the viking by the boatsman graphic at the top left of your homeland base
14
Handle gray boatsmen
Gray boatsmen are always placed at the top left of your homeland base
15
Collect goldsmith income
After each round, gain 3 gold for each unthreatened goldsmith
16
Ferry vikings
After rounds 2, 4, and 6, you may use boatsmen to ferry all vikings of 1 color or 1 viking of each available color from the base to empty tiles; remove used boatsmen from the game
17
Mandatory ferrying
After round 6, you must ferry as long as you have boatsmen, vikings to move, and places to move them
18
Score warrior bonuses
For each black warrior repelling a ship, gain the gold or points shown on the ship
19
Score noble bonuses
For each unthreatened red noble, gain 2 points
20
Score scout bonuses
For each unthreatened green scout, gain 1 point plus 1 for each yellow goldsmith or blue fisherman below it

Winning

How to claim victory.

1
Pay unrepelled ship penalties
For each unrepelled ship, lose the coins or points shown on the ship; if insufficient coins, lose the remainder in points
2
Convert excess coins
For each 5 coins, gain 1 point and return the coins to the bank; keep remaining 0-4 coins
3
Award boatsman bonus
Each player with the most remaining boatsmen gains 10 points (ties are friendly)
4
Award completed islands bonus
Each player with the most completed islands (finished left and right) gains 7 points (ties are friendly)
5
Award longest island bonus
Each player with the longest completed island gains 5 points (ties are friendly)
6
Calculate fish scoring
Each unthreatened blue fisherman supplies fish for 5 vikings; gain 2 points for each surplus fish or lose 1 point for each fish short (count all vikings including boatsmen and threatened vikings)
7
Determine winner
Highest score wins; break ties in favor of most coins; share further ties

watch & Learn

Let the pros teach you with these top videos.

Slik spiller du Vikings

Slik spiller du Vikings

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Vikings - Playthrough With Friends

Vikings - Playthrough With Friends

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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