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A Viking based Card Game.

Made for the Extra Credits Game Jam on 8/27/2019.

The Theme was Passage.


Copy of the Text from the file:

Viking's are landing!
2-8 players

Background:
A few days ago, a scout from your Viking clan approached the Hersir claiming to have found a new land, ripe to be conquered. You know that if you can beat the other fierce warriors that are going to try and take the land, you can win the admiration of the Jarl.
The best way to win the Jarl's favor is if you can capture a bunch of prisoners for the king.
However, the other Hersir have been thinking the same thing.
It is time to go a Viking, using your might, money, boats, and connections to gain passage to the nobles as fast as you can.

need:
1 deck of cards for the players. This will be called the Resource deck.
1 additional deck of cards with jokers. This will be called the Land deck.

if you have 5-8 players, use 2 additional decks and make the land grid a 10 by 10 with only the Jacks remaining.

land:
Remove all of the jacks from the land deck
Shuffle and layout the remaining cards in a 7x7 grid. The remaining card is set aside and not shown

Resource:
Remove all jacks, kings, queens, aces, and jokers from the Resource deck. Each person selects one of these cards to represent themselves hereafter called the Viking.
Using the remaining cards in the deck the players will put cards above the Viking until the player reaches or just exceeds 21(or 16 if you are playing with 4 or 8 players). Each player then repeats this one more time.
Organize your cards by suit. The recommended pattern is:

                  Clubs
Hearts  Viking   Diamonds
                  Spades

Important Information:
Spades beat hearts
Hearts beat clubs
Clubs beat Diamonds
Diamonds beat Spades.

For you:
Spades   = Boats
Hearts   = Diplomatic influence
Clubs    = Might
Diamonds = Monatary Influence

On land:
Spades   = Nobles
Hearts   = Rivers
Clubs    = Thugs
Diamonds = Rocky shores

Turns:
The person who starts with the fewest hearts goes first. If tied the youngest of the two goes first.
On your turn, you must do one of these actions and then pass your turn to the person on your right.
    Learn more information about an area.
    Invade the shore.
    Move your boat
        Draw a card from the Resource deck.
    Make/destroy rocky shores.
    Buy an opponent's boat.
    Remove a thug or a noble.

Learn more information about an area.
    Using either a Heart card or a Diamond card to learn more about an area.
    Place the card on any face down Land on the grid.     If that Land is beaten by your suit, reveal the cards around that card.
    If that Land beats your suit, discard the card

Invade the shore
    Place a boat on any face-down card along the perimeter of the Land grid.
    Reveal any card that touches your boat.
    If it is a diamond, the area is impassable by boats.
        Any diamond revealed this way that has a higher value than your boat, destroys your boat.
    Any thug revealed by invading attacks your boat. if the thug has a higher number than your boat, your boat is destroyed.
    Any noble revealed by invading will try to convince your boat to join them. If the noble has a higher number than your boat, your boat is sent back to you and the river it is on is sent to the land discard pile.
    Boats can travel along Rivers.
Move your boat
    If your boat has already invaded the shore you can move your boat to:
        Any adjacent empty square
        Along any river, stopping your movement at any point to reveal more cards.
        Any square along the perimeter.
    
Draw a card from the Resource deck
    Draw a card from the Resource deck
    If that card would make you have a value higher than 16 in a suit, the card you drew is put in the discard pile.

Make/destroy rocky shores or rivers
    Destroy rocky shores and rivers by discarding a might card with a value equal to or greater than the shore or river's value.
    Destroyed shores and rivers are put into the land discard pile.
    Create rocky shores by discarding a might card with a value equal to or greater than a shore or river's value from the land's discard pile.
    Rocky shores and rivers can be placed on any empty spot on the 7x7 grid.

Buy an opponent's boat
    Discard any number of Diamond cards to buy a boat that isn't on land from an opponent.     The Boat's value must be less than the value of the diamonds that you give up.

Remove a thug or a noble
    By using influence you can remove a thug or noble from the board.
    Discard influence greater than or equal to the number on the thug or noble.
    The thug or noble is put into the land discard pile.

Important information:
Capturing a royal
    kings and queens can be captured if one of your boats occupies an adjacent square or if you land on them directly.
    Once you reach a king or queen you must discard a boat card.
    each king and queen is worth 1 point.

Aces and Jokers
    an Ace represents a treasure that has been found. When an Ace is flipped over, draw a card and put the ace in the land discard deck.
    A joker represents a chaotic misfortune. any player who flips over a joker loses the most valuable card. the joker then is placed in the land discard deck.

Ending the game and winning
    The game ends when one of the following events occurs:
        All of the lands are flipped over.
        There are no more royals to capture.
        There is no way for anybody to enter the remaining land with a boat.
        A player cannot take an action on their turn.
    Once the game ends, the players all compare the number of royals they have captured, the one with the most wins!


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Vikings.txt 5 kB

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