Odin en Rules-Lr
Odin en Rules-Lr
Odin en Rules-Lr
Rulebook
“A Feast for Odin” is a saga in the form of a board game. You are reliving the cultural achievements, mercantile
expeditions, and pillages of those tribes we know as “Vikings” today—a term that was used quite differently
towards the end of the first millennium.
When the northerners went out for a raid, they used to say they headed out for a “viking.” Their Scandinavian
ancestors, however, were much more than just pirates. They were explorers and founders of states. Leif Eriksson
is said to be the first European in America, long before Columbus.
In what is known today as Normandy, the intruders were not called Vikings but “Normans.” One of them is the
famous William the Conqueror who invaded England in 1066. He managed to do what the king of Norway failed
to do only a few years prior: conquer the Throne of England.
The reason why the people of these times became such strong seafarers is due to their unfortunate agricultural
situation. Crop shortfalls caused great distress.
In this game, you will raid and explore new territories. You will also experience their day-to-day activities:
collecting goods to achieve a financially secure position in society.
In the end, the player whose possessions bear the greatest value will be declared the winner.
C omponents
Goods boxes Dice
Game Boards
1 small supply
board for the
ships
Tiles
15 special tiles
2
Tiles 190 Occupations, 47 red Weapon cards
divided in three decks A, B, and C
Weapons
Craft Leader
Supplier
before the Income phase
if you have with
at least 1/2/3
Crafting
5 Vikings longships
on Crafting
action spaces
2/5/10
2 extension tiles to extend the action board 8a 32 A
45 light brown 145 dark brown 12x bow and arrow, 12x snare,
starting occupation occupation cards 12x spear, 11x long sword
cards
Goods
346 goods tiles, including:
Food Equipment
front side: farm product front side: craft product
back side: animal product back side: luxury good
3
3
B ef ore Y our F irst G am e
Goods
This game comes with a large number of goods tiles. In order to The game provides more tiles than you would normally need,
save you the hassle of storing the tiles in an assortment of plastic even more than you can fit into the goods boxes. Store any excess
bags, we have provided two goods boxes so that you can better tiles as a reserve in the provided bags.
store and organize the goods tiles.
The following table shows how you should organize the goods
tiles in the goods boxes. The goods boxes have alternating
small and large compartments. In the first goods box, the small
compartments are reserved for goods of the size of peas and
beans, and the large ones are reserved for goods of the size of flax
and grain. In the second goods box, the small compartments are
Each row stores goods of the same color and each column stores meant for goods of the size of cabbage and fruits, and the large
goods of the same shape. Note that orange and red goods of the ones for goods of the size of sheep and cattle.
same shape are on two sides of the same tile, as are green and
blue goods. Divide these goods (except for sheep and cattle) into rune
silverware chest silk spices jewelry
treasure
silver hoard
stone chest
two piles and place each pile in its designated compartment.
skin and
oil hide wool linen fur robe clothing
bones
game whale
mead stockfish milk salt meat sheep cattle
meat meat
For example, every “beans” tile has milk on the other side.
Peas and mead are two sides of the same tile, as are oil and rune
stone. Sheep and cattle are on both sides of their respective tiles.
S etup
Action Board and Goods Boxes
Open the goods boxes and place them on the table next to each
other, so that all players can easily access them.
Place the special tiles on the oval supply board. The other supply
board is for the three types of ships. Sort the ships by type and 1 oval supply board for 1 small supply board for the ships
place them face up in separate stacks on the supply board. the special tiles
4
Peddler
Occupation and Weapon Cards
Livestock
Market
By no means will you need
all of the cards each game.
Set up only part of them and
replenish the stack later, if
Do not open yet! Do not open yet! need be.
Occupations Weapons
total cost
Peddler dark brown
-1
Livestock
Market
light brown
total cost
-1 1A
1A
An illustration at the top left of the game board indicates what you
receive at the start of the game: Each player draws 1 starting Build Ships
OR
card from the stack of light brown occupation cards into their
hand. (After that, remove the remaining light brown cards from
These are your starting Hunting
cards along withHunting
the game.) Each player takes 1 “bow and arrow”, 1 “snare”, and
1 mead. Always keep all Game
tiles and cards face
Hunting Game Whaling with Whaling
1 “spear” weapon card, as well as 1 “mead” goods tile.
up in front of you and visible to all players.
Shuffle the remaining weapon cards and place them face down Your starting card suggests which path
Laying a Snare
in a stack on the table. Shuffle the occupation cards with a dark you might want to take during the course
brown back and also place them face down in a stack on the table. of the game.
Livestock
Market
Each player takes a home board. Place 7 Vikings on the “Banquet Table” track
(only 6 in the short game).
The home boards are two-sided. One side is for a game lasting Weekly
7 rounds (long game), the other for a game lasting over 6 rounds Placement
Market
area Banquet Table
(short game). Decide how many rounds you wish to play and for goods from
The long game is the main version of the game. We recommend the short game Sailing
to all players who would like
to familiarize themselves with the game mechanics first. On the other hand, veteran players who know every
aspect of the game by heart might find the shorter version more challenging.
Raiding with Pillaging with Pillaging with Plundering
5
5 with Iceland with Baffin Island with
Shetland OR OR
OR
Faroe Greenland Labrador
Islands OR OR
Bear Island Newfoundland
Emigration
and
Mountain Strips, Building Resources, and Silver
Shuffle the eight mountain strips and turn two of them face up
(three strips in a 4-player game). The remaining mountain strips
form a face down draw pile. Place the depicted goods on the spaces
of the face up mountain strips.
Sort the remaining wood, stone, ore, and silver tokens by type and
place them ready at hand. Mountain strips at the start of a game
with up to 3 players
Exploration Boards
Lay out the four exploration boards with their “Shetland”, Overview Tiles
“Faroe Islands”, “Iceland”, and “Greenland” sides facing up in Place the round overview tile on the table and place the white
that order. round tracking cube on space 1.
Building Tiles
Place the “shed”, “stone house”, and “long house” building tiles
in separate stacks on the table.
G eneral O verview
How to Play the Game
The basic principle of the game is simple. Each round, you place
your Vikings on the spaces of the action board and take the chosen
actions immediately.
Overseas trading plays a special role in all of this. It allows you to turn any number of different green goods (representing craft
products) into blue luxury goods in a single action. (How turning a lot of green goods into blue ones may benefit you is explained
in the “Anytime Actions” section on page 12.)
6
Income
The big numbers across the placement area of your home board The home board on the previous
represent income values. The smallest visible income value page would generate an income of
indicates your income for the current round (described further on 2 silver.
page 9).
Bonus
Some spaces of your home board feature goods symbols. In the first example, the
mead space was covered.
In this one, it is completely
There are five goods spaces on
enclosed. Here, you would
your home board.
get a bonus of 1 mead each
round.
You gain additional points for sheep and cattle, which breed every
“Fur” can be effectively worth other round, and for the occupation cards you have played.
8 points if you use it to cover
eight spaces with negative points. The back sides of the animal
tiles show pregnant dams.
These are worth 1 additional
point.
The sheds, stone houses, and long houses also have spaces with
negative points, which you should cover with goods tiles.
• Sheds require wood and stone. Undertaker
1
100 b
7
7
C ourse of P lay
Randomly determine who receives the grey start player moose. The long game is played over 7 rounds (the short game over
6 rounds).
We will explain the rules for the game with 2 to 4 players first.
The solo game rules can be found on page 23. Each round consists of the following 12 phases, which are played
one after another in that order.
Phase 2: Harvest
Below the new round number, there is note indicating what you The numbers on the tiles mean:
will receive during harvest.
You receive one of each crop with a 1: peas, beans, and flax .
Long game: You receive one of each crop with a 1 or 2: peas, beans, flax,
and grain.
You receive one of each crop with a 1, 2, or 3: peas, beans,
flax, grain, and cabbage.
You receive one of each crop with a 1, 2, 3, or 4: peas, beans,
• During harvest, you can only get orange goods. flax, grain, cabbage, and fruits.
• Take the goods from the general supply and place them in your “No Harvest” means you do not get any goods in the harvest
personal supply. phase of that round.
In round 5 (round 4 in the short game), turn Iceland, Example: In round 3, 2 silver are
introducing Labrador. placed on the Faroe Islands. In
round 4, the Faroe Islands are
In round 6 (round 5 in the short game), turn Greenland,
turned to become Baffin Island
introducing Newfoundland.
and the 2 silver placed there last
round are returned to the general
supply.
When you explain the game, it is a good idea to mention the goal of the game first and the phases of a round
shortly after. You can show that the game is played over six or seven rounds by pointing the players to the seven
Vikings on the “Banquet Table”. Once they are focused on that, you can easily explain the first three phases
with the information provided below it.
8
Phase 4: Draw a New Weapon
Each players draws a new weapon card and places it face up in You could draw a long sword, the only
their supply. type of weapon you do not have from
the start.
Phase 5: Actions
Beginning with the start player and in clockwise order, take •
The action spaces on the action board are
one or more Vikings from your Thing Square and place them organized in groups of similar effects. The
on exactly one unoccupied action space of the action board. wood grain background helps to emphasize
Continue doing so until all players have passed or placed all of this. The type of action spaces in each group
their available Vikings. is stated in the left margin of the action board.
• You can pass even if you have Vikings left in your Thing Square.
Once you have passed, you cannot place any more Vikings that Also, note the actions you can take at any time
round. (When you have none left, you must pass.) during the course of the game (see page 12).
Important: each action space can only be occupied once per round.
The effect of each action space is explained in the next major • The action phase ends as soon as all players have placed all of
section (starting on page 14). You can tell what most effects do their Vikings or passed.
from their illustration. • Due to the varying number of Vikings that are required on each
action space, some players can run out of Vikings earlier than
• You must use an action space immediately after you occupy it. others. A player without Vikings must pass. Continue until all
To occupy an action space, you must use at least one of its effects players have passed.
(paying a cost is also considered an effect in and of itself).
Phase 7: Income
During the game, you will place green and blue goods tiles on
your home board. The smallest uncovered value on the “income • Important: You must cover the income values in ascending
diagonal” indicates the amount of silver you receive this phase. diagonal order. This is explained further on page 12
(Anytime Actions).
9
9
• By claiming exploration boards, you can produce additional
When explaining the game, now is a good time to explain, in
income. Income from an exploration board is handled like
detail, the placement of green and blue goods tiles on your
income from your home board (see also appendix, page 15).
home board. Income is where these rules really matter a lot.
Earlier, on page 6, we gave a general overview of these rules.
A more elaborate explanation will follow on page 12.
Now let us continue with the sequence of a round.
Phase 9: Feast
This phase focuses on the spaces of the “Banquet Table” track
with no Vikings. • One tile of each type may be placed horizontally to take up
more space at the table (like salt meat in the example below). All
other tiles of that type must be placed vertically (square tiles are
exempt from this rule, as it does not matter).
Place orange and red food tiles from your supply (or stable)
and/or “1 silver” coins on each empty space of the “Banquet
Table”, according to the following rules:
• Orange tiles (farm products) cannot be placed next to each other.
You should serve salt meat only once per feast to be efficient.
Bean dishes, on the other hand, can be served multiple times
without penalty.
Every tile you place on the “Banquet Table” must cover at least
one of the squares below the table and fit in the allowed space
(it cannot overhang). If you are not careful, you may have to
inefficiently place several tiles vertically to follow this rule.
These rules are also depicted below the Banquet Table.
• Red tiles (animal products) also cannot be placed next to
each other.
• Silver coins can be placed next to each other. The designer’s love for bean dishes
(Ore cannot be placed on the “Banquet Table”.) should be well-known. Vikings were very
thoughtful about what they ate. Too much
salt meat is unhealthy.
10
Thing Penalty
• For each space of your “Banquet Table” on which you could At the end of this phase, move the goods on your “Banquet Table”
not or did not want to place anything, you must take a “Thing to the general supply.
Penalty” tile and place it in your supply. You must keep these
tiles for the rest of the game. (This should not happen too often,
because the feast happens after you receive income. Income
should always provide enough silver to cover the spaces.)
Tip for experienced players: if you place goods tiles in your placement area before the income phase, you will
then receive silver that you can use right away to possibly get bonuses as well. (For instance, the silver that
enabled the ore bonus in the example above could have been silver the player received that round.)
• In this phase, remove the leftmost building resource (i.e. closest
to the arrow) from each face-up mountain strip and return it to
the general supply. At the left, the mountain strip at the top is about to be removed.
At the right, the mountain strip at the bottom has just been
If all spaces but the last “2 silver” space are empty, remove the added.
two silver and the entire mountain strip.
• In the 4-player long game, there are not enough mountain strips
for all 7 rounds. You simply do not add any in round 7.
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11
Anytime Actions
There is a variety of actions you can take literally at any time • Green tiles cannot be orthogonally adjacent to other
during the game (usually even during a main action). green tiles (diagonal adjacency is allowed). (An
illustration on your home board reminds you of that.)
12
Placing Goods on the Exploration Boards
As with the home board: at any time, you may place green craft A lot of goods spaces on the exploration boards are surrounded
products and blue luxury goods as well as silver coins and ore by less than 8 other spaces, which makes it easier to enclose them
tokens on empty spaces of the exploration boards, according to for the bonus.
the same rules.
Buying Ships
At any time, you may buy a ship by paying its cost in silver. The
cost of a ship is equal to its value (also depicted on the supply
Each whaling boat costs 3 silver,
board for ships). Instead of buying ships, you may build them
each knarr 5 silver, and
with wood by using a “Ship Building” action space (see page 15).
each longship 8 silver.
• The whaling boats are small boats.
• Knarrs and longships are considered “large ships.”
Each ship you acquire must be placed in your bay, on a landing
The knarr costs 5 silver. stage of appropriate size (you cannot place whaling boats on the
larger spaces).
Changing Silver
At any time, you may make change with your silver
coins. Silver comes in denominations of “1 silver”, The silver coins are designed such that
“2 silver”, “4 silver”, and “10 silver”. you can place them in the placement areas
and houses.
Arming
At any time (including immediately before, but not during an
Longship are used for raiding and pillaging
action), you may place ore from your supply on the designated
(see pages 17 - 18).
spaces of your whaling boats and longships.
You may not take back the ore you place on your ships.
Whaling boats are used for whaling (see
page 18). They show 1 preprinted ore and
provide space for 1 more ore.
13
13
Occupations
Farmer
Many occupations provide actions you can take at any time. (see Modifier
(or )
Giving Away
You cannot simply give away or discard goods, ships, boards, or
cards outside of an action.
General rule:
Some actions require you to have a specific type of ship. You may
use the same ship multiple times per round for different actions. All the actions mentioned in the example
above are explained on the following
Example: You have a single longship in your bay. With this ship, pages. Most action spaces (like the
you can production spaces) have a rather simple
• head out on a raid first effect, so we will explain those first.
• then explore “Newfoundland”,
• and emigrate that same round.
Production spaces
On the green spaces of the action board, On this space, you receive wood and ore
you receive exactly what is depicted, from the general supply. While you only
e.g., 1 stockfish. ever get 1 ore here, you also get 1 wood
per player: in a 1/2/3/4 player game, this is
In particular: 1/2/3/4 wood.
Tip: Most new players overrate the Weekly Market. Your Vikings are well provided for during the harvests.
Usually, you will not need much more food than that.
On the other hand, they tend to overlook the long-term potential of animal breeding.
14
Exchange Spaces
The dark yellow action spaces relate to house building, ship On this space, you may spend green “hide”
building, and crafting. On these, you exchange something (usually and “linen” tiles to make “clothing”, for
building resources from your supply) for something else, but only which you also receive 2 silver.
once. In particular:
On the action space at the top left of the At the Smithy, you may spend 1 ore to
game board, you can pay 2 wood to receive receive a tile with a forge tongs symbol.
a shed (see page 13 for what it does).
Here, you may build a “stone house” and “long house” for 1 and Jewelry tiles show a forge tongs symbol …
2 stone, respectively (see page 13 for what they do). … as well as all the special tiles.
Here, you may build the indicated ship (and only that ship) for
1 or 2 wood:
On these three action spaces, you can exchange stone and/or wood
or ore for blue “rune stone” and “chest” tiles. On the first two of
The number of ships is not limited. The only limitation is the these spaces, you also receive 1 silver.
number of landing stages in your bay: you can only have up to
3 whaling boats and up to 4 large ships (knarrs, longships). Playing a single occupation costs 1 stone
or 1 ore, and you receive 1 silver (see
also “Occupation” on page 20).
On this space, you can choose what to get
for 2 stone and 2 wood: either you take
a stone house and a longship, or a long Here, you may exchange a whaling boat* for
house and a knarr. a knarr (if you wish), before using that knarr
or another large ship to emigrate (more on
emigration on page 17).
Here, you may exchange an orange “flax”
tile for the larger and more valuable green * If the whaling boat you exchange has ore
“linen” tile. on it, you lose that ore.
The “Take 2 Building Resources” action The “Take 2+2+2+2 Building Resources”
allows you to take (up to) 2 items from one action allows you to take (up to) 2 items
mountain strip of your choice. each from (up to) four mountain strips.
Here, you cannot take 4 or 6 items from
You may choose a mountain strip with fewer resources than you one mountain strip.
are allowed to take (you may not take resources from another
mountain strip to make up for it).
15
15
Trading Actions Other action spaces on the game action board allow you to
The other golden brown action spaces allow you to exchange exchange more than 2 goods.
goods in your supply for more valuable ones.
One of the action spaces described here
also provides 4 weapon cards. This means
The “ñ1 Good” action allows you to exchange exactly 1 goods you draw 4 random weapons (and place
tile for the next more valuable one: either an orange for a red one, them face up in front of you).
or a red for a green one, or a green for a blue one. The old and
new tile must have the same shape and dimensions.
For example, you could use a Before you exchange your goods for more
“ñ 1 Good” action to exchange valuable ones via “ñGoods” actions,
“game meat” for “skin and bones” check how many and which goods you will
once. need for the Feast phase. We recommend
you place those goods on the “Banquet
The “ñ2 Goods” action allows you to Table” during the action phase ahead
exchange up to 2 goods tiles for the next of time.
more valuable one. Both tiles may be of the
same type, but you may not “upgrade” a
single tile twice (from orange to green, or
from red to blue). Blue, yellow, red, and brown action spaces are special. Blue
stands for overseas trading, yellow for emigration, red for hunting,
The “ññ2Goods” action allows you raiding, and pillaging. Brown is the color of occupation cards.
to “upgrade” 2 goods twice: you may
exchange an orange good for a green one,
or a red good for a blue one. (In addition,
you also take 4 resources from one
mountain strip.)
Overseas Trading
In this example, during a single “Overseas Trading” action, you may turn
1 oil, 1 hide, 1 wool, 1 linen, and 1 clothing to their blue sides. (The other linen
tile must remain on its green side.)
16
Emigration
• To take this action, you must pay an amount of silver equal to
the current round.
• In the very rare case that you emigrated so frequently that there
is no more space for another ship on the Banquet Table, you
Yellow is the color of emigration. On “Emigration” action spaces, cannot take the emigration action anymore.
you may turn a knarr or a longship* in your possession to its back
side and place it on the leftmost space of your “Banquet Table.”
This tile is no longer a ship, but it reduces the amount of food you You do not lose any Vikings in the process
have to serve during a feast (see page 10). of emigration. (Your Viking figures
represent the leaders of your tribes, and
they would never abandon you.)
In each case, you may roll the die up to three times. (Each re-roll
invalidates the previous roll.) You can stop rolling at any time. Sword value
When finished (and after modifying the roll, if need be), announce
your battle result. Then declare your die action a success or
failure. At the left of the “Raiding” action space, there are stone
and sword symbols. These symbols serve two purposes.
The following action spaces are each followed by an example. • They show which goods and weapons you may spend to
increase your roll.
• They remind you of the consolation prize you receive upon
failure.
The symbols on the “Pillaging” and “Hunting” action spaces
are to be treated the same way.
17
17
Example of a Failed Raiding Attempt
You have a longship and take a “Raiding” action. 3 Let us talk a little bit about the luck factor in this game. Rolling
dice is frowned upon in development games—with good
The amount of ore on your longship is irrelevant, reason. In this game, failure is designed such that it is only
because you may not use it for raiding anyway. You marginally worse than, for example, taking 2 stone (compared
take the orange die and roll 4 on your first roll, and 5 on the to stone and long sword) or 2 wood (see failure in the next
second. You want to do better, but you only roll 3 on your final section) from a mountain strip. When you fail,
roll. If you spend 2 stone and 1 long sword, the most you could your next roll is more likely to succeed. Bad
get would be a battle result of 6, which is a rune stone. You rolls do not prevent success, they just delay it
decide it is better to declare the raid a failure and take your a little. For me, it is an essential part of the
consolatory 1 stone and 1 long sword. game to provide that feeling of adventure.
Pillaging
As with “Raiding”, you want to roll high when pillaging. Example of a Successful Pillaging Attempt
You have a longship and 2 ore on it. You have 1 ore in your
supply, which you decide to place on the longship before you
take a “Pillaging” action. You take the blue die and roll 4 on
your first roll. You could stop here, but you want to do better.
Your second roll is 6. Since you only have one roll left, you
To do so, you must have a longship. If you have more than one decide to stop right here. You spend 1 long sword for a final
longship, you must use the longship with the most ore on it. battle result of 10: 6 from the roll, 3 from the ore on your
longship, and 1 from the long sword. With that battle result,
you take 1 “Jewelry” goods tile.
Success Failure
When pillaging, add 1 to Your raid automatically
your dice roll for each ore fails if your battle result is
on your longship (even 5 or less. You may willingly
above 12), keeping the declare it a failure, regardless
ore. After you roll the blue of the result.
Hunting Game, Laying a Snare and Whaling
twelve-sided die, you can Upon failure, you receive When hunting game and laying a snare, you roll the orange eight-
take exactly one blue goods a consolatory 1 stone and sided die. When whaling, you roll the blue twelve-sided die. In all
tile with a sword value 1 long sword**** from the of these cases, you want to roll low.
equal to or lower than you general supply. Additionally,
rolled.* You can spend stone after each failed pillaging
and long swords from your attempt, you may return
supply to increase the roll 1 Viking from the respective
by 1 per item spent. This action space to your Thing
modified value is considered Square and use it again later
your “battle result”. that round.
Success Failure
When hunting, laying snares, If you declare your hunting
and whaling, reduce the attempt a failure, you do not
value of your roll by one for have to pay anything. (You
each ore (even preprinted may not declare a result of 0
ore) on the whaling boat(s) as a failure.)
you are using to perform the Upon failure, you receive
The English Crown has the highest sword
action (you keep the ore). a consolatory 1 wood and
value and is worth 2 points.
This can lead to a negative 1 weapon**** of the proper
value; any negative value type** from the general
is treated as a 0. Pay a supply. Additionally, when
number of wood or proper you fail laying a snare, you
At the bottom left of the “Pillaging” action spaces,
weapons** equal to this may return 1 Viking from
you can see a Viking symbol and an arrow pointing
value to declare a successful the action space to your
left. This is a reminder of the consolatory Viking you
action and receive the reward Thing Square. When you
receive upon failure.
depicted on the action fail whaling, you may even
space.*** return 2 Vikings. You may
*When taking a blue goods tile, you can take a regular blue tile
use the returned Vikings
or one of the special tiles (on the oval supply board).
again later that round.
18
**These are “bow and arrow”, “snare”, and “spear” for hunting At the bottom left of the “Whaling” action spaces, you
game, laying a snare, and whaling, respectively. can see two Viking symbols and an arrow pointing left.
This reminds you of the 2 consolatory Vikings you can
return to your Thing Square on failure.
19
19
Exploration
Orange is the color of exploration. By exploring, you may • “Iceland”, “Greenland”, and “Bear Island”
add exploration boards to your home board to gain additional each require a knarr or longship, as well as
placement areas. There are four unique exploration boards— 2 Vikings.
which side faces up depends on the current round (see phase 3 • Places on the American continent (“Baffin
of a round on page 8). When taking an exploration action, place Island”, “Labrador”, and “Newfoundland”)
the required number of Vikings on the action space and take the each require 3 Vikings and a longship.
corresponding exploration board.
On this action space, you draw a random dark Each time you place the three required Vikings on an action space
brown occupation card from the draw pile in the third column, before taking the action, you receive a dark
and put it into your hand. Additionally, you brown occupation card from the draw pile into your hand. You
receive 1 silver. may look at that card immediately. (This bonus is only available
on action spaces in the third column.)
Here, you may pay 1 stone or 1 ore to play an The previously mentioned action space is located in the third
occupation card from your hand. Additionally, column. It is the only action space, on which you may draw an
you receive 1 silver. occupation card and play it right away.
Here, you may play up to 2 occupation cards Bonus for Placing Four Vikings
from your hand, one after another.
20
A b out the O ccupation C ard E ffects
Every occupation card has the same layout. Its name is at the top Anytime Cards
left, its point value at the top right, and its effect at the bottom. You can recognize anytime cards by their blue
background color. These cards have a permanent
Tanner
silver to receive 1, 2, or 3 hides, respectively. These bend the rules for you. The Modifier allows
1/2/3
from
you to take ore from your ships back into your supply
86 A
These cards have two differently shaded parts. The light red part
Consequently, if you have 2 whaling boats, you receive grain and states when the effect activates (usually in form of a condition),
no beans. (You could argue that 2 boats also include 1 boat, but the dark red one explains the action you may then take. Priest
this is not the case in this game.) Consequently, you may take the action each time the
condition is met. Immediately before each time you use before taking
Every occupation card belongs to one of the following categories: receive 1 oil (dark red part).
149 A
and 2 spears for 1 treasure chest. Other cards provide exchange actions or bend the when rolling
65A
rules for you. The Proficient Hunter lets you roll up to
4 times instead of 3.
roll up to
and at most once. (For instance, you could not exchange 4 snares Exchange actions on each time cards are represented by a
and 4 spears for 2 treasure chests.) You can only do an exchange grey arrow (as on immediate cards), because the exchange
multiple times if a card explicitly says so, using terms like cannot be done at any time. However, some cards can say “multiple
“multiple times” or “once per …”. times” or “once per …” to modify that.
Some cards provide two actions. When you play such a card, you can
choose which actions you want to take.
Apart from exchange actions, some cards allow you to
If a card shows two immediate actions and you decide
Cattle Breeder
1
Do an Animal
through an additional “Animal Breeding” phase just you would have to hunt game first, then you could lay 2 1 Laying
a snare.
a Snare
by yourself.
action
35A
85 C
Fruit Picker
21
21
If you only intend to use cards from deck A for now, you can skip Sail Patcher The Sail Patcher requires 3 large ships. If you already
the following section. Only decks B and C contain as soon as as soon as
you have
3 large have 3 large ships when playing this card, you can use
cards. its effect immediately.
ships
3/2/1
if your total round
income is at most:
4/9/30
As Soon As Cards
max.
181 C
• You can recognize as soon as cards by their green background Cutter This card explicitly states a future point in time. As
color. Like the each time cards, these cards have two differently soon as you acquire your next knarr, you immediately
Operator
next
shaded parts. The light green part states when the effect activates
acquire
a knarr
(usually in form of a condition), the dark green one explains the per
knarr
1
1
then have.
action you can then take. In this, these cards are no different
179 B
R unning O ut of C omponents
For now, you can skip the following section. Come back to it if Building resources: In case you run out of building resources,
you run out of components. look at the back sides of the seven “Thing Penalty” tiles and take
the appropriate one as replacement.
• There are only a few components that are limited by the provided
amounts.
Goods tiles: If you run out of goods, you could return goods to
the general supply from sections of your placement areas that have
already been fully covered. You can then either cover them with
other goods or silver, or simply remember they were already covered.
Positive Points
• If you have sheds or stone houses, you can place wood and • Ships: each whaling boat is worth 3 points, each knarr 5 points, and
stone left in your supply on the designated spaces of those tiles. each longship 8 points.
(The tiles show you exactly how many they require.) • Emigrations: each knarr used for emigration is worth 18 points,
• If you have goods tiles left in your supply, you can still place each such longship 21 points.
them in the placement areas of your boards and houses, • Exploration: The Exploration boards vary in value (4 to 38
if possible. points). Their value is printed in the top right corner.
Then score your points using the provided scoring pad. • Sheds and houses: sheds are worth 8 points, stone houses 10
points, and long houses 17 points, as printed in the top right corner.
22
• Sheep and cattle: each sheep is worth 2 points (3 points if Also, do not forget your Thing Penalties, if any (see “Phase 9:
pregnant), each cattle is worth 3 points (4 points if pregnant). Feast” on page 11).
• Occupations: the value of your occupation cards is printed in • It may occur that a player places goods tiles adjacent to each other
the top right corner. Only occupation cards in play count. even though they were not allowed to do so. Correct the mistake
• Silver: determine the total of silver in your supply. Silver on immediately when that happens. If you notice a mistake too late,
your boards is worthless. you can punish the culprit during the scoring with 1 Thing Penalty
• Final income: do not pay out the income of the final round; for each wrongly placed pair of tiles. Here are 2 examples:
instead, write it down in the “Final Income” category of the
scoring pad.
• The player who owns the “English Crown” special tile receives In the example on the left, a player has
2 additional points, regardless of whether it is in their supply or placed three green goods in a row, so
on one of their boards. there are two green-green pairs. This is
punishable by two Thing Penalties for a
Negative Points total of -6 points.
• From your total of positive points, subtract the negative points
for your boards and buildings, including your home board and
exploration boards as well as your sheds and houses. In the example on the right, the mistake
is more severe. The three goods have
been placed such that any two of them
are adjacent to each other. So there
are three green-green pairs, which is
punishable by three Thing Penalties for
a total of -9 points.
T he S olo G am e
In the solo game, use whichever side of the home board you like. Notes on the Phases of a Round:
You will need a second set of Vikings of a different color. • Once you are familiar with the solo game, you can skip phase 3.
• Place 1 Viking (2 Vikings in the short game) of one color (here: If you would like to know which exploration boards are available
red) on round space 1 at the “Banquet Table”, and another in any given round, check the appendix on page 15. It will also
2 Vikings each on spaces 3, 5, and 7 (the latter only in the long tell you how big the reward for exploring a specific board is.
game). • Always skip phase 6. (You have the privilege to always be the
• Place 2 Vikings of the other color (here: yellow) each on round first player.)
spaces 2, 4, and 6.
In the solo game, I prefer to lay out more
mountain strips during setup than required.
I use a pencil to mark how many of those
mountain strips are available to me at each
time. This way I can go much quicker through
phase 11 and enjoy the game more.
23
23
C redits
“A Feast for Odin” was published in June 2016 and designed in May 2013. Florian Racky, Ronny Vorbrodt, Rolf Raupach, Stefan Wahoff, Tanja Muck,
Extensive testing started in August 2014. Peter Muck, Tim Koch, Christoph Post, Bianca Bartsch, Claudia Görldt,
Frank Heeren organized the realization of this heavy game. Dennis Lohausen Patrick Enger, Gabi Köpke, Gernot Köpke, Tanja Techmann, Torsten Techmann,
was responsible for its illustrations and graphic design. Uwe Rosenberg wrote Lisa Hofmann, Markus Habenberger, Witold Kliszczynski, Raimund Kessler,
the rules and also supervised the editing process of the game. Christof Tisch Jutta Böhm, Michael Gnade, Karola Köhler, Lea Reinisch, Patrick Hoffbauer,
typeset the occupation cards, Hans-Georg Schneider the rule book. Grzegorz Dani Kemmler, Antonio Messina, Jörg Freudenstein, Kerstin Herdzina,
Kobiela did the elaborate English translation. His meticulous way of working led Ragnar Deist, Jürgen Dissinger, Désirée Höher, Andrea Neis, Stefan Ziemerle,
to many linguistic improvements. The editing team would like to thank Gernot Oliver Heck, Sebastian Dames, Lisa Roggenbuck, Anna Birkelbach, Ralf Seifert.
Köpke for the historical accompanying texts, which were supplemented by
Uwe Rosenberg and translated to English by Gernot himself. Also many thanks Z-Man Games wishes to thank Patrick Korner, Adam Marostica, and Michael
to the proof-readers of the rule book: Janina Kleinemenke, Gabriele Goldschmidt, Young for proofreading the epic-length documents of the grand journey that is
Grzegorz Kobiela, and Mario Wiese. Gernot would like to thank the proof- “A Feast for Odin.”
readers of his accompanying texts: Kerstin Herdzina and Steffen Jost. Last but
not least many thanks to all play-testers, in chronologic order: Andreas Odendahl, Special thanks to Andreas “Ode” Odendahl for his
Lasse Goldschmidt, Gabriele Goldschmidt, Sascha Hendriks, Mechthild Kanz, crucial idea to implement bonuses. He had already
Reinhold Kanz, Kai Poggenkamp, Thorsten Roth, Janina Kleinemenke, proved his outstanding aptitude for complex board
Jennifer Jünger, Marc Jünger, Hagen Dorgathen, Corinna Büttemeier, games with “La Granja.”
Stephanie Michaelis, Petra Zardock, Anja Beduhn, Michael Speckmann,
Ingo Böckmann, Frank Heeren, Pan Pollack, Helge Ostertag, Jens Drögemüller,
Thorsten Hanson, Stephan Rink, Christof Tisch, Dirk Schmitz, Kevin Farnworth,
Maxime Gauthier-Kwan, Anthony Gascon, Emily Berthelet, Klaus Lottmann,