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