After successfully tackling everything around their village in Raiders of the North Sea, our bloody Vikings fun band gives time to explore a huge world so they can rob it. At least they are consistent, I think. Yes, this is the third game in the North Sea trilogy, and I am very keen to consider that the designers would choose a heavier, darker game for the last game in the series before the trio was tied in by Runesca. Together or will Living with a light feeling
So, your goal is to train your dragon to achieve the victory points needed to become the ultimate Viking, from hiccups to catching seas, settlements, raids, cattle, stealing, troops and destroying pirate ships. To do this, you first have to pick one of the two captains that you will take on a random deal. The captain does not have any special powers that directly affect or act. But his cards have more ways to score and a way to score, for example, Archer provides a starting board and tiles. Return extra points to tiles between your levels.
It’s your turn to pick up one of the three thick tiles and place them on the table that are connected to the starting board or previously placed tiles. The rules here are easy to understand. Land must be connected to ground and water must be connected to water. As the game progresses, the layout evolves and expands, traveling through all islands and water networks, and when the final tile is placed, the game is over.
Each tile you place represents one of seven types of livestock, an enemy ship sailing through the ocean or an outpost capable of breaking through. What was shown was to put a suitable wooden animal, a fat red token, or a small sailboat and put it on the tiles waiting for the player to claim.
Here we get most of the game strategies. Much of the strategy comes from deliberately trying to avoid something from other players or keeping it close to you, perhaps building a huge island you want to control or a sheep wanting to cling to. Next to your wishes for the outfit.
As you expand the world, you get to know the peculiarities of descending as a Viking by selecting a total of four actions from a list of six possible persons to repeat. The most basic thing you can do is get your absurdly long plastic to step around the board, remember that you need at least one Viking to lift it like a real ship, of course, Longships cannot land. But they can land on tiles made up of land and sea, the way you take your warriors to land and out.
Yes, the next basic job is loading and unloading your boat. When it’s your turn to take the Vikings up or out of the Longship, the only rule to keep in mind is that the boat can hold up to three Vikings and / or Livestock at any given time, otherwise things will become awkward.
Their own goalkeepers are valuable because the more goals you score at the end of the game, the more points they get. But they also serve two purposes, giving you more control. Let me explain; At the end of the game you will take a look at all the complete islands and determine which players control them by calculating their effects. Vikings are valuable enough to make an impact, while outposts are worth two against, and whoever controls an island receives victory points equal to the number of tiles made of an island. As a result, some strategic outpost positions can help the game spin according to your preferences.
Finally, you can attack and destroy the same hex as the warship token. But you can only do this if your ship has at least two Vikings. The reason for this is because when flipping some tokens, one of your crew will kill them and permanently take them out of the game in exchange for victory points.
Talk about the ratings that we have to talk about next. In practice, anything you do in Inventor will earn you points. But the self-centering option gives the best results because for many things, on the other hand, each one is greater than the previous one. For example, the first stage you create has a double-digit value. But the second stage is worth 5 so far, their score for the cattle is again calculated as a series of seven, the smallest for each. If you have four different ranches, for example, they will be worth 10 points, while your other three ranches will get 6 points.Similarly, the dead Vikings will go to Vallah, so just like With the legend of the Vikings, they will magically become the point of victory.
For everything else, you’ll earn one point for every ship you take out of the water, along with more points for the attacked and controlled islands.
I like this scoring system because everything has its own rules and disadvantages. Taking over all the rodeos means traveling and exiting the Vikings all over the place simultaneously as the marathon races you have to make multiple trips to bring back your angry soldiers. And to hunt down pirate ships in hopes of sending Vikings to Velhala, which apparently might make you struggle for human power if you’re not careful.
All of these are very easy things you care about. The Explorers of the North Sea is primarily a pick-up and delivery game that is neither innovative nor slow down with complicated rules. No, Explorers of the North Sea is a light and fun gateway game, and I think. That it might be Shem Phillips, the ultimate decision maker. As a standalone game, he was able to use more complex mechanics.