Alphabetical card list 🇬🇧

Back to help—- 🇩🇪 DEUTSCH 🇩🇪 —-🇩🇰 DANSK 🇩🇰

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Description

ARMOURY

Worth 1 LOOT Victory Point.


BERSERKER


Cancel ANY action (Play at any time). Action cards have an 'A' in the corner.


Berserker cards can be played at any time, by any player, to cancel any one Action, and do not count towards the number of Actions a player may take on their turn. The player whose Action was cancelled is not allowed to play another Action instead of the cancelled Action. The cancelled Action card is placed on the discard pile. Berserker cards can also be played to cancel other Berserker cards. You must play your Berserker card before you know the outcome of an action. For example, if you want to cancel a raid, you must play it before the raid takes place. In other words, you are not allowed to wait and see if the raid is successful, and then use a Berserker to cancel the raid. A raid cancelled by a Berserker Card does not count as an unsuccessful raid.












BURIED TREASURE

Worth 1 LOOT Victory Point whilst it is in your hand. Is not included if your LOOT is raided. Can be used to win the game or to buy items from the Market. You do not discard the card when you use it as a Victory Point. Nor does it count as playing an Action, which means that using the card cannot be cancelled by a Berserker.

CACHE

Worth 2 LOOT Victory Points. You must already have 1 LOOT Victory Point in order to buy this card.

CORNUCOPIA

Gives you any resource of your choice, for example WOOD. You must declare your choice to the other players when you play the card.

CURSE OF VALHALLA

Steal any NAVY, CLAN or LOOT card from another player.

DAWN RAID

Raid another player. If you are NOT successful you may play another action.

DRAKKAR

Worth 2 NAVY Victory Points. You must already have 1 NAVY Victory point in order to buy this card.

EFFICIENCY

NAVY, CLAN and LOOT cards cost 1 less resource when buying from the Market. The player chooses which resource is not needed, and it can be a different resource for each card that is bought. Efficiency can be combined with other cards,  which means that items may be bought without any resources at all.

FENRIR

2 less Raid Protection cards when you are raiding. 4 more Raid Protection cards when you are being raided. If you are raiding, you must play this card at the same time as the raid card. If you are being raided, play this card after the raid has been declared. Fenrir does not count towards the number of Actions a player may take on their turn.
If you play Fenrir when you are raiding, and another player then plays a Berserker card, the Berserker only cancels Fenrir and not the raid itself. To cancel the raid as well, another Berserker would need to be played.

FLEET

NAVY card worth 3 Victory Points. You must already have 2 NAVY Victory Points in order to buy this card.

FOOD

Resource card worth 1 FOOD.

FORTRESS

Worth 3 CLAN Victory Points. You must already have 2 CLAN victory points in order to buy this card.

FREYDIS EIRIKSDOTTIR

LOOT cards cost 1 less resource.

FREYJA'S FORTUNES

Steal a LOOT card worth 1 Victory Point from another player. You may only steal cards that are visible on the table.

GEFJON'S DISGUISE

Steal a CLAN card worth 1 Victory Point from another player. You may only steal cards that are visible on the table.

GHOST SHIP

Worth 1 NAVY Victory Point whilst it is in your hand.  Is not included if your NAVY is raided. Can be used to win the game or to buy items from the Market. You do not discard the card when you use it as a Victory Point. Nor does it count as playing an Action, which means that using the card cannot be cancelled by a Berserker.

GIFT OF THE GODS

Gives you any two resources of your choice, for example WOOD and GOLD. You must declare your choice to the other players when you play the card.

GOLD

Resource card worth 1 GOLD.

GUILE

Win the game with 1 less Victory Point in EACH category (NAVY, CLAN and LOOT). EXAMPLE: If the agreed Victory Conditions is 6 Victory Points of each type, you can win the game with 5 NAVY, 5 CLAN, and 5 LOOT Victory Points. 

HAAKON SIGURDSSON

NAVY cards cost 1 less resource.

HARALD BLUETOOTH

Add 2 more raid protection cards when your NAVY is being raided.

HARVEST FESTIVAL

Draw 3 cards. You may buy 2 items from the Market this turn. You must replace the first item in the Market before you buy the second item. If you have already bought an item when you play this card, you may buy one more item during your turn.

HIDDEN FARM

Worth 1 CLAN Victory Point whilst it is in your hand.  Is not included if your CLAN is raided. Can be used to win the game or to buy items from the Market. You do not discard the card when you use it as a Victory Point. Nor does it count as playing an Action, which means that using the card cannot be cancelled by a Berserker.

JEWELLERY

Worth 1 LOOT Victory Point.

JÖRMUNGANDR

Draw 2 cards. You may play 2 more actions this turn.

KARVI

Worth 1 NAVY Victory Point.

KING CANUTE

Add 2 more raid protection cards when your LOOT is being raided.

LAGERTHA

Add 2 more raid protection cards when your CLAN is being raided.

LEADERSHIP

1 LESS Raid Protection card when you are RAIDING. 1 MORE Raid Protection card when you are BEING RAIDED. Remember that there must always be at least one Raid Protection card when raiding. Leadership is not able to reduce this to zero.

LOKI'S FAVOUR

Steal an Ability from another player. If you then have 2 abilities, you must choose one to discard. Shuffle it back into the Market supply pile.

LONGHOUSE

Worth 1 CLAN Victory Point.

MARKET FIRE

Buy any card from the Market for 2 less resources. You don't need Victory Points. You may also buy a card as normal. This card can be combined with other cards that allow Market cards to be bought for less resources (for example Chief cards). It is up to you which resources are not needed. As this card is an Action, you may also buy a card as normal from the Market during your turn (at the normal cost).

MIDSUMMER MADNESS

Collect all cards from all players hands. Shuffle and take 2 cards at random. Deal the rest clockwise, starting with you. When you play this, you will end up with 2 or 3 more cards in your hand than the other players. Some players may end up with fewer cards than they had before Midsummer Madness was played.

NIGHT RAID

Raid another player. If you are successful you may play another action.

NJORD'S PLUNDER

Steal a NAVY card worth 1 Victory Point from another player. You may only steal cards that are visible on the table.

ODIN'S FAVOUR

Take ANY card from the Market. You don't need Victory Points. You do not have to pay any resources to take a card from the Market. As this card is an Action, you may also buy a card as normal from the Market during your turn (at the normal cost).

PLUNDER RAID

Raid another player. If you are NOT successful you may take the top card from the Market Supply.

RAGNAROK

As soon as this card appears: ALL cards are discarded from ALL players' hands. Abilities are passed to the player on the right. Players get one NAVY, CLAN or LOOT card at random from the player on their left. Play passes to next player.

Ragnarok cannot be stopped. A player cannot win during Ragnarok. In other words, you must complete all the instructions on the card before a winner can be declared. During Ragnarok, when a player gets a card at random, it is not used as one of the cards offered to the next player.

RAID PROTECTION

If you get this card during a raid, the raid was unsuccessful. A raid cannot be cancelled once the outcome is known.

SETTLEMENT

Worth 1 CLAN Victory Point.

SIGRID STORRÅDA

CLAN cards cost 1 less resource.

SKIRMISH

Take 2 cards at random from another player's hand. If the player you are taking from only has one card in their hand, you take that card, and the Skirmish action is finished.

SNEKKJA

Worth 1 NAVY Victory Point.

SPRING RAID

Raid another player. If you are successful you may draw a card to your hand.

STONE

Resource card worth 1 STONE.

STORMY SEAS

As soon as this card appears: All players pass their hand of cards to the player on their right. Abilities are passed to the player on the left. All players draw 2 extra cards. Play passes to next player. Stormy Seas cannot be stopped. A player cannot win during Stormy Seas. In other words, you must complete all the instructions on the card before a winner can be declared.

SURGE OF STRENGTH

If you lose a card in a raid, you have a 1 in 2 chance to win it back. Mix the lost card with 1 Raid Protection card and try to pick it out. If you get it, you have won it back. A raid is not fully complete until the Surge of Strength Ability has been resolved. The Victory Points are therefore not gained by the raiding player - and so cannot be counted towards victory - until Surge of Strength has been resolved.

THOR'S REVENGE

Steal any NAVY, CLAN or LOOT card worth up to 2 Victory Points from another player. You may only steal cards that are visible on the table.

THRONE

Worth 3 LOOT Victory Points. You must already have 2 LOOT  Victory Points in order to buy this card.

TRADING FAIR

Look at another player's hand. Swap up to 2 cards in exchange for 1 card from your own hand. To use this card, you must have at least one other card in your own hand that you can swap.

VIKINGS

Resource card worth 1 VIKINGS.

VILLAGE

Worth 2 CLAN Victory Points. You must already have 1 CLAN  Victory Point in order to buy this card.

VÖRS VISION

Draw 3 cards to your hand from the viking draw pile. 

WINTER RAID

Raid another player.

WOOD

Resource card worth 1 WOOD. 

YGGDRASIL

When you get this card, place it on the discard pile and draw an extra card. At the end of your turn, shuffle the discard pile back into the Viking draw pile.

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