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2-4 players, 60 minutes, 10 years and older |
Author | Michael Kiesling |
Illustrators | Michael Menzel Harald Lieske |
Published by | Hans im Glück Rio Grande Games |
Online since | 2008-09-25 |
Reimplemented | 2021-11-20 |
Developed by | (Stonecrusher) |
Previously developed by | Kai Aust (kai96) John Crawford (lostdog) |
Boardgamegeek | 27173 |
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here! |
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If you are reading these rules for the first time, ignore the text along the right hand side. These rules serve as a summary to help you quickly familiarize yourself with the game.
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As the leaders of powerful Vikings tribes, the players set out to discover the islands seen off the coast of the mainland. Craftsmen, nobles and warriors will be stationed at these islands to claim and defend the land, gaining gold and fame for their tribe. After 6 rounds of play, the tribe with the greatest fame is declared the winner.
Each player receives:
- 1 Mainland - The starting point for tile placement
- 1 Starting tile. The player places her starting tile in one of the 5 spaces directly to the right of the colored Vikings pictured on her Mainland.
When playing with less than 4 players, the leftover Starting tiles are removed from the game.
- With 2 players 30 Gold, with 3 players 25 Gold, with 4 players 20 Gold.
- Each player starts with 10 fame points
Furthermore:
- The 72 remaining tiles are shuffled and separated into 6 face-down stacks of 12 tiles each.
- Al 78 Vikings are placed in the cloth sack . Shake well.
- The start player takes the start player figure .
The game consists of 6 rounds.
At the beginning of each round, an offer is prepared (= 12 tiles and 12 Vikings).
To do this, the start player takes a remaining stack of tiles and lays them on the spaces surrounding the rotating wheel.
The following rules apply:
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The first Island tile must be placed on the space marked by the number "0". Each
successive Island tile must be placed on the lowest remaining numbered space
(1, 2, 3, etc.).
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The first Ship tile must be placed on the space marked by the number 11. Each
successive Ship tile must be placed on the highest remaining numbered space
(10, 9, 8, etc.).
Now the start player draws 12 Vikings from the cloth sack and sorts them by color.
He then places one Viking on each space, starting from space 0.
All Vikings of a single color must be placed before placing Vikings of another color.
The Vikings must also be placed in the following color order:
blue Fishermen,
yellow Goldsmiths,
green Scouts, red Nobles,
black Warriors and
gray Boatswains. Skip any color that is not present.
Players now take turns purchasing Groups (= 1 tile with its associated Viking).
After purchase, the player adds the tile and Viking to their Mainland.
When all 12 Groups have been purchased, the round ends and scoring occurs.
The game consists of 6 rounds. In each of these rounds, one stack of tiles is used.
At the beginning of each round, an offer is prepared (= 12 tiles and 12 Vikings).
To do this, the start player takes a remaining stack of tiles and lays them on the spaces surrounding the rotating wheel.
The following rules apply:
-
The first Island tile must be placed on the space marked by the number "0". Each
successive Island tile must be placed on the lowest remaining numbered space
(1, 2, 3, etc.).
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The first Ship tile must be placed on the space marked by the number 11. Each
successive Ship tile must be placed on the highest remaining numbered space
(10, 9, 8, etc.).
Example: A completed offer
There were no green green Scouts to place
Now the start player draws 12 Vikings from the cloth sack and sorts them by color.
He then places one Viking on each space, starting from space 0.
All Vikings of a single color must be placed before placing Vikings of another color.
The Vikings must also be placed in the following color order:
blue Fishermen,
yellow Goldsmiths,
green Scouts, red Nobles,
black Warriors and
gray Boatswains. Skip any color that is not present.
Players now take turns purchasing Groups (= 1 tile with its associated Viking).
After purchase, the player adds the tile and Viking to their Mainland.
When all 12 Groups have been purchased, the round ends and scoring occurs.
Purchasing Groups
Beginning with the start player and proceeding clockwise, each player must
purchase exactly 1 Group (1 tile and 1 Viking). Players
proceed in clockwise order until all 12 Groups have been purchased.
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A player may only purchase the Group next to the 0 when it is the only available
Group containing a Viking of that color. A player is free to purchase any other Group she can afford.
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A player must always purchase a Group. If a player doesn't have enough Gold to
purchase the least expensive Group allowed, she is forced to take the 0-cost
Group, even if it would break the rule mentioned in the previous paragraph.
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A player may exchange Fame for Gold at a rate of 1 Fame for 1 Gold.
Beginning with the start player and proceeding clockwise, each player must
purchase exactly 1 Group (1 tile and 1 Viking). The purchase price of a group is
marked on the space of wheel closest to it. Upon purchasing, the player
immediately adds the tile and the Viking to her Mainland (see below). Players
proceed in clockwise order until all 12 Groups have been purchased. (For example,
in a 4 player game, each player will purchase 3 Groups per round.)
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A player may only purchase the Group next to the 0 when it is the only available
Group containing a Viking of that color (see Example of wheel rotation,
part 1). A player is free to purchase any other Group she can afford.
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A player must always purchase a Group. If a player doesn't have enough Gold to
purchase the least expensive Group allowed, she is forced to take the 0-cost
Group, even if it would break the rule mentioned in the previous paragraph.
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A player may exchange Fame for Gold at a rate of 1 Fame for 1 Gold. The player
reduces their Fame by 1 on the Fame track for each Gold taken in this manner.
However, a player's Fame may never be reduced below 0. Therefore, a player with
0 fame may not take Gold in this manner (a debt of Gold or Fame is not
allowed). A player is never obliged to convert Fame to Gold in order to avoid
taking the 0-cost Group.
ROTATING THE WHEEL
After a player has purchased the 0-cost Group, the wheel is rotated clockwise
until a Group occupies the 0-cost spot on the wheel. In this way, the cost of all
remaining Groups is reduced.
Example of wheel rotation:
Part 1:
The last Fisherman is taken from the 0-cost space, leaving the 0-cost space empty.
Part 2:
Now the wheel is rotated clockwise until a Group occupies the 0-cost space.
Placing tiles and Vikings
YOUR MAINLAND
A player's Mainland is the starting point for all the tiles she will play.
Six rows are clearly marked (from top to bottom: Ships, Warriors,
Noble, Scouts,
Goldsmiths and Fishermen).
Each row may hold as many tiles as a player wishes.
PLACING A TILE...
Every turn, a player purchases a Group containing 1 tile and 1 Viking, each of
which must be placed immediately.
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The first 3 Ship tiles a player purchases must be placed in the first
3 spaces of the Ship row. Further Ship tiles are placed in the Ship row adjacent
to a previously placed Ship tile.
When a player purchases an Island tile, she must place it in one of the five
Viking rows, according to the following rules:
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Island tiles must be placed so that they are adjacent to the Mainland or at least
one previously placed Island tile (diagonals do not count).
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Tiles must be placed so that land connects to land, and sea connects to sea (land
and sea may not connect directly).
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If the purchased Island tile may not be legally placed according to these rules, it
is removed from the game and the Viking is placed at the top left of the
Mainland with the Head Boatswain.
Note:
When a player purchases and places her first tile, she also places her
Starting tile.
Tile placement example:
Ship tiles may be placed on the dotted spaces. Island tiles may be placed on
the striped spaces.
Every turn, a player purchases a Group containing 1 tile and 1 Viking, each of
which must be placed immediately.
When a player purchases a Ship tile, she must place it in the Ship row:
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The first 3 Ship tiles a player purchases must be placed in the first
3 spaces of the Ship row. However, these 3 spaces may be occupied in any
order the player chooses. Further Ship tiles are placed in the Ship row adjacent
to a previously placed Ship tile.
When a player purchases an Island tile, she must place it in one of the five
Viking rows, according to the following rules:
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Island tiles must be placed so that they are adjacent to the Mainland or at least
one previously placed Island tile (diagonals do not count).
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All Island tiles have a specific orientation and may not be played upside-down
(e.g. a left Island tile may not be used to close the right side of an Island).
An Island tile may not be placed upside-down.
Sea may not connect directly to an open Island.
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Tiles must be placed so that land connects to land, and sea connects to sea (land
and sea may not connect directly).
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If the purchased Island tile may not be legally placed according to these rules, it
is removed from the game and the Viking is placed at the top left of the
Mainland with the Head Boatswain.
Note:
When a player purchases and places her first tile, she also places her
Starting tile.
PLACING VIKINGS
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When a player places an Island tile in the row matching the color of the
Viking received in the same Group, the Viking may be placed on that Island
tile.
If the player does not wish to place the Viking on the placed Island tile,
she may instead place it at the top left of her Mainland with the Head Boatswain.
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A player is not obligated to place an Island tile in the row matching the grouped
figure. When a player places an Island tile in a row that does not match the
color of the Viking received in the same Group, the Viking must be placed
with the Head Boatswain.
Vikings placed with the Head Boatswain may be
moved onto Island tiles later during a Large Scoring
by using the gray Boatswain Vikings.
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When a player purchases a Ship tile, the Viking she acquires must be placed
with the Head Boatswain.
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When a player purchases a group containing a Boatswain, it must be placed
with the Head Boatswain.
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A Viking may only be placed on an Island tile in the row matching its color.
Example 1: The Island tile is being placed in the
Noble row and the Scout must be placed with the
Head Boatswain, as it does not match the row's color.
Example 2: The Island tile is being placed in the
Goldsmith row. The Goldsmith acquired in the
same group may be placed on the newly placed tile, as it matches the row's color.
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When a player places an Island tile in the row matching the color of the
Viking received in the same Group, the Viking may be placed on that Island
tile (e.g. yellow Goldsmith on the Goldsmith row).
The Viking may not be placed on any other tile in the same row, or any tile in another row.
Once a Viking has been placed on an Island tile, it remains there until the end of the game.
If the player does not wish to place the Viking on the placed Island tile,
she may instead place it at the top left of her Mainland with the Head Boatswain.
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A player is not obligated to place an Island tile in the row matching the grouped
figure. When a player places an Island tile in a row that does not match the
color of the Viking received in the same Group, the Viking must be placed
with the Head Boatswain.
Vikings placed with the Head Boatswain may be
moved onto Island tiles later during a Large Scoring
by using the gray Boatswain Vikings.
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When a player purchases a Ship tile, the Viking she acquires must be placed
with the Head Boatswain.
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When a player purchases a group containing a Boatswain, it must be placed
with the Head Boatswain.
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Only one Viking may be placed on each Island tile.
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A Viking may only be placed on an Island tile in the row matching its color.
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Tiles and Vikings may not be traded between players.
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There is no limit to the number of Vikings that may be placed with the Head
Boatswain at the top left of each player's Mainland.
When the spaces surrounding the rotating wheel are empty, the round is over and
a small or large scoring occurs. Fame or Gold are awarded for Vikings placed on
Island tiles. In this instance, it does not matter whether the Island a Viking
occupies is completed or not.
A small scoring occurs at the end of rounds 1, 3 and 5.
Players receive 3 Gold
for each Goldsmith placed on their Island tiles.
However, no gold is awarded for any Goldsmith threatened by a ship.
A small scoring occurs at the end of rounds 1, 3 and 5.
Players receive 3 Gold
for each Goldsmith placed on their Island tiles.
However, no gold is awarded for any Goldsmith threatened by a ship (see
Large Scoring).
A large scoring occurs at the end of rounds 2, 4 and 6.
Beginning with the
start player and proceeding in clockwise order, each player performs the
following actions and scores Fame accordingly.
1.) Boatswains:
Only at the beginning of a large scoring may a
Boatswain be used to move Vikings of other colors from the Head
Boatswain to the Island tiles below.
1 Boatswain may be used to move
all Vikings of one color or 1 Viking of each available color to
unoccupied Island tiles. All rules for Viking placement must be followed.
In each large scoring, a player may use as many or as few Boatswains as she chooses.
Each Boatswain used to move Vikings is removed from the game.
During the third large scoring (at the end of round 6), each player
must use her Boatswains to move as many Vikings as possible onto
unoccupied Island tiles.
2.) Ship tiles:
Ship tiles threaten the Vikings that occupy the Island
tiles directly below them. The threat affects all rows up to and
including the row that matches the color of the Ship's sail.
Threatened Vikings are ignored during scoring rounds.
3.) Warriors:
When a Warrior occupies an Island tile directly below a
Ship, the threat is repelled back onto the Ship.
All Vikings below the Warrior are not affected by the threat, and the Warrior earns the player
the Fame or Gold depicted on the Ship tile.
4.) Nobles:
For each Noble that occupies an Island tile, the player
scores 2 Fame.
If a Noble is threatened by a Ship, no Fame is awarded for that
Noble.
5.) Scouts:
For each Scout that occupies an Island tile, the player
scores 1 Fame.
In addition, the player scores 1 Fame for each
Goldsmith or Fisherman directly below a
Scout.
If a Scout is
threatened by a Ship, no Fame is awarded for that Scout (including
the Fame for the Goldsmith and
Fisherman below it).
6.) Goldsmiths:
For each Goldsmith that occupies an Island tile, the
player earns 3 Gold.
If a Goldsmith is threatened by a Ship, no Gold is awarded for that
Goldsmith.
7.) Fishermen:
The Fisherman is responsible for feeding the Vikings,
which only occurs during the End Game Scoring.
A Fisherman's only value during large scoring is in relation to the scoring rules for the Scout.
A large scoring occurs at the end of rounds 2, 4 and 6.
Beginning with the
start player and proceeding in clockwise order, each player performs the
following actions and scores Fame accordingly. Players mark the Fame they
gain on the Fame track on the border of the game board. Vikings should be
scored in the following order (from top to bottom).
1.) Boatswains:
Only at the beginning of a large scoring may a
Boatswain be used to move Vikings of other colors from the Head
Boatswain to the Island tiles below.
1 Boatswain may be used to move
all Vikings of one color or 1 Viking of each available color to
unoccupied Island tiles. All rules for Viking placement must be followed.
In each large scoring, a player may use as many or as few Boatswains as she chooses.
A player may only move Vikings from the Head Boatswain to Island tiles.
Vikings already placed on Island tiles may never be moved.
Each Boatswain used to move Vikings is removed from the game.
During the third large scoring (at the end of round 6), each player
must use her Boatswains to move as many Vikings as possible onto
unoccupied Island tiles.
Example: A Ship with a green sail
threatens the figures up to and including
the green Scout row.
The Warrior on the right repels the threat of the ship above it.
2.) Ship tiles:
Ship tiles threaten the Vikings that occupy the Island
tiles directly below them. The threat affects all rows up to and
including the row that matches the color of the Ship's sail.
Threatened Vikings are ignored during scoring rounds. For clarity, we recommend
laying all threatened Vikings on their side.
At Yucata.de threatened Vikings are displayed behind a red dotted layer.
3.) Warriors:
When a Warrior occupies an Island tile directly below a
Ship, the threat is repelled back onto the Ship.
All Vikings below the Warrior are not affected by the threat, and the Warrior earns the player
the Fame or Gold depicted on the Ship tile.
4.) Nobles:
For each Noble that occupies an Island tile, the player
scores 2 Fame.
If a Noble is threatened by a Ship, no Fame is awarded for that
Noble.
5.) Scouts:
For each Scout that occupies an Island tile, the player
scores 1 Fame.
In addition, the player scores 1 Fame for each
Goldsmith or Fisherman directly below a
Scout.
If a Scout is
threatened by a Ship, no Fame is awarded for that Scout (including
the Fame for the Goldsmith and
Fisherman below it).
6.) Goldsmiths:
For each Goldsmith that occupies an Island tile, the
player earns 3 Gold.
If a Goldsmith is threatened by a Ship, no Gold is awarded for that
Goldsmith.
7.) Fishermen:
The Fisherman is responsible for feeding the Vikings,
which only occurs during the End Game Scoring.
A Fisherman's only value during large scoring is in relation to the scoring rules for the Scout.
The brown player would be awarded a total of 8 Fame and 9 Gold
during a Large Scoring for this display.
The same configuration would award the brown player 6 Gold during a
Small Scoring.
Next Round
After a scoring round is completed, the Start Player Ship is passed clockwise to the next
player. The new start player begins the next round by preparing the offer of 12 Groups
around the wheel.
After all 6 rounds, and when the third and final Large Scoring is complete,
players proceed to end game scoring, where Fame is awarded as follows:
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The player must lose the number of Fame or Gold printed on the sail
of any Ship she did not repel by a Warrior. For every 1 Gold a player is unable to lose, she must lose
1 Fame instead.
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Gold: For every 5 Gold remaining in a player's supply, she gains 1 Fame.
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Most Boatswains: 10 Fame.
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Most completed Islands: 7 Fame.
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Longest Island: 5 Fame.
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Over and Underfeeding:
Each Fisherman occupying an Island tile not threatened by a Ship feeds itself
and 4 other Vikings. For each Viking a player could feed, but
did not need to, she is awarded 2 Fame. For each Viking a player
could not feed, she loses 1 Fame.
After all 6 rounds, and when the third and final Large Scoring is complete,
players proceed to end game scoring, where Fame is awarded as follows:
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Ships: All ships that have not been repelled by a Warrior are imposed as penalties
against the player. The player must lose the number of Fame or Gold printed on the sail
of any Ship she did not repel. For every 1 Gold a player is unable to lose, she must lose
1 Fame instead.
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Gold: For every 5 Gold remaining in a player's supply, she gains 1 Fame. If a player
is left with 1 – 4 Gold after this exchange, it remains in her supply.
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Boatswains:
The player with the most remaining Boatswains is awarded 10 Fame.
In case of a tie for the most, all tied players are awarded 10 Fame.
Note: In the large scoring at the end of round 6, all players are obliged to have moved
as many of their Vikings as possible onto empty Island tiles; a player is not allowed
to refrain from using Boatswains when legal placements for her other Vikings
remain.
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Completed Islands:
The player who has the most completed Islands is awarded
7 Fame. In case of a tie for the most completed Islands, all tied players are awarded
7 Fame. A completed Island consists of a left end piece, a right end piece, and any
number of middle pieces (no holes allowed).
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Longest Island:
The player who has the longest completed Island is awarded
5 Fame. To clarify, this means the Island consisting of the most Island tiles. In case
of a tie for the longest completed Island, all tied players are awarded 5 Fame.
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Over and Underfeeding:
Each player counts the number of Vikings she has
(on Islands or with the Head Boatswain). Each of these Vikings must be fed.
Each Fisherman occupying an Island tile not threatened by a Ship feeds itself
and 4 other Vikings (=5 Vikings total). For each Viking a player could feed, but
did not need to, she is awarded 2 Fame (overfeeding). For each Viking a player
could not feed, she loses 1 Fame (underfeeding). Fishermen threatened by
Ships or remaining with the Head Boatswain do not provide food to their fellow
Vikings, however they must still be fed.
Game End
After the End Game Scoring is complete, the game ends.
The player with the most Fame is declared the winner. In case of a tie, the player with the most Gold
remaining wins. If there is still a tie, the tied players share the victory.
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Gold is both important and scarce, but offers you a greater variety of options
when purchasing groups. It is advisable to invest in and place Goldsmiths early, as
they award you 3 Gold at the end of each round.
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The wheel works in such a way that the Groups that start off very expensive
become much cheaper later on after the wheel has been rotated. However, if you
notice a Group that is perfect for you, you may wish to pay a premium price for it,
rather than risk another player purchasing it instead of you.
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Again, you may convert Fame to Gold in order to purchase a group. However, you
should carefully consider whether the Group you wish to acquire is worth the
Fame you will lose in purchasing it.
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It is wise to consider purchasing Groups with Warriors even when no Ships are
threatening your Islands. Acquiring and placing Warrior pre-emptively can save
you later on when you must place a Ship unexpectedly.
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As your first Island tiles will be added from the left, it is often wise to place your
first Ship in the third ship space. Doing this will delay conflict between the Ships
and your Vikings. Don't forget: you may not place a Ship in the 4th column until
the first 3 columns have Ships.
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Remember that you may only use your Boatswains to move other Vikings at the
end of every even numbered round (during the large scoring).
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Do not neglect the feeding of your Vikings. Although Fishermen do little to help you
during the game, they play a very important role during game end scoring.
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It is easy to forget a step in the End Game Scoring.
It is important that you closely follow the steps of the end game scoring (using the end game scoring card), so as
to not rob any players of well deserved Fame.
Once you are familiar with the standard rules for Vikings, these advanced rules will
offer increased tactical options and greater variety in gameplay.
The rules for the advanced game differ from those of the standard game in the way
that Vikings are placed during the setup of the offer and the rules regarding
Boatswains. Additionally, the
Special Tiles are also used. All other rules remain the
same.
Auction for Viking placement
In preparing the offer, the player with the Start Player Ship draws 13 Vikings from
the cloth bag and sorts them by color. These Vikings are not yet placed around the
wheel.
PROCESS OF AN AUCTION
Players use Gold to participate in an auction to be the new start player. In clockwise
order, players may raise the bid or pass. The player who offers
the highest bid pays her bid to the bank.
The winner of the auction is the new start player.
She chooses 1 of the 13 Vikings drawn and removes it from the game.
She places the Island and Ship tiles from the appropriate stack, according to the
standard rules.
She chooses one color of available Vikings and places them around the wheel,
starting with number 11 and descending from there.
Then, the next player in clockwise order chooses one color of available Vikings
and places them at the highest numbered spots available. Play continues in this
manner until all Vikings have been placed around the wheel.
Example 1:
The start player removes 1 Boatswain from the game. Then,
she lays the 12 Island and Ship tiles around the wheel. She
chooses to place the Goldsmiths and places them at numbers 11 and 10. The next player chooses Fishermen and
places them at numbers 9, 8, 7 and 6.
This continues until all Vikings have been placed.
Players use Gold to participate in an auction to be the new start player. When a
player has no more Gold, she may exchange Fame for Gold at a rate of 1 to 1. The
current start player begins the auction by bidding 0 or more Gold. In clockwise
order, players may raise the bid. If a player does not wish to (or cannot) raise the
bid, she may pass, ending her participation in the auction. The player who offers
the highest bid pays her bid to the bank. If no player chooses to raise the bid, the
current start player can win with a bid of 0.
The winner of the auction is the new start player.
She takes the Start Player Ship.
She chooses 1 of the 13 Vikings drawn and removes it from the game. There are
now 12 Vikings that must be placed around the wheel.
She places the Island and Ship tiles from the appropriate stack, according to the
standard rules (Islands from 0 – Ships from 11).
She chooses one color of available Vikings and places them around the wheel,
starting with number 11 and descending from there (see example to the right).
Then, the next player in clockwise order chooses one color of available Vikings
and places them at the highest numbered spots available. Play continues in this
manner until all Vikings have been placed around the wheel (see example 1).
The new start player begins the new round by purchasing one of the available
Groups. Play following the standard rules.
Note:
Players can also choose to play the advanced game
without the preceding auction and offer preparation rules
At Yucata.de every player may bid only once.
Yucata.de allows to play the advanced rules (special tiles + progress rules for Boatsmen)
with or without the auction for the start player. There's also a play variant where the Vikings are not placed around the wheel
by the players but automatically, just like in the base game.
Boatswain
In the advanced game, a Boatswain may only be used to move a single Viking
from the Mainland to an unoccupied Island tile.
Special Tiles - Laying them out
At the beginning of each round, the Special Tile Offer is filled up to 4.
Shuffle the 25 Special Tiles, split them into two face-down stacks and place them
on the 2 spaces provided on the game board. At the beginning of the first round,
before the first auction, the start player draws 4 tiles from these stacks and places
them face up on the 4 spaces provided.
Special Tiles - Taking them
Whenever a player purchases the most expensive remaining Group, she
takes 1 of the face-up Special tiles.
Example 3:
A player purchases a
Ship and a Warrior
for 10 Gold. She
receives one of the
face-up Special tiles.
Whenever a player purchases the most expensive remaining Group, she may also
take 1 of the face-up Special tiles. Depending on the function of the Special tile a
player chooses, it will be placed next to or on her Mainland, or even replacing an
Island tile. No special tile is taken when purchasing the last tile of the round for
0 Gold.
Only 4 Special tiles are available in each round. At the beginning of each round,
refill the empty spaces with new Special tiles. Vikings depicted on Special tiles are
not counted during the feeding phase of the End Game Scoring.
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You can activate the color blind help in the game options.
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If you'd rather have the tiles offer ("rotating wheel") on the right instead of the left side, you can set it in the game options.
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If, on your device, you need to scroll the player areas in order to see everything
- normally this shouldn't be necessary, could however be reproduced on an ipad -
then you can activate a corresponding workaround in the game options.
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In order to recognize the building on an island tile that is covered by the Viking figure
and the ship threat marker, you can move the mouse over the corresponding special tile in the
special tile offer. This will make all of the Viking figures and ship threat markers invisible, so you should be able to see the buildings on the islands.
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With the button on the top right of a player's display, you may enlarge the player's display to the whole screen ("Maximize"). Use the same button to get back ("Restore Down"). "Maximizig" might be helpful on devices with small screens.
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