karvi
Bir Jarl olarak, ölümsüz şan ve şöhrete ulaşmak için kuzey denizlerinde seyahat edersiniz. Bir karve (Karvi) gibi inşa edilmiş kendi geminizin yelkenleri altında, bir mürettebata liderlik edecek, yabancı kültürlerle ticaret yapacak ve diğer toprakları yağmalayacaksınız.
Geminizi geliştirerek ve daha güçlü savaşçılar kiralayarak mürettebatınızın becerilerini güçlendirin. İster nadir malları güvence altına almak için yeni ticaret yolları kurmak, ister zenginliklerini yağmalamak için uzak yerleşim yerleriyle savaşmak isteyin, zafere giden yolunuz sizin seçiminizdir. Ancak, rekabet eden klanları alt etmek için yeterli malzemeye sahip olmak için bira ve ekmek stoklamayı unutmayın.
Başarılı bir planlama sizi tüm topraklarda ünlü yapacak ve korkusuz bir Jarl olarak İskandinav efsanelerindeki yerinizi sağlamlaştıracaktır.
Oyuncu sayisi: 2 - 4
Oyun süresi: 80 mn
karmaşıklık: 4 / 5
karvi ve 982 başka oyun online oyna.
İndirmeye gerek yok, direkt web tarayıcın üzerinden oynanabilir.
Arkadaşların ve dünyadaki binlerce oyuncuyla.
Ücretsiz.
karvi ve 982 başka oyun online oyna.
İndirmeye gerek yok, direkt web tarayıcın üzerinden oynanabilir.
Arkadaşların ve dünyadaki binlerce oyuncuyla.
Ücretsiz.
Kisa kural
THEME AND GOAL:
Use your viking-dice to perform actions on the action rondel. Also use your scout ship (Karvi) to build colonies and gain Trade- and Raid-objective-tiles which may be activated later for points and other benefits. Upgrade your ships, build runestones, use cards and collect income during 3 rounds (4 rounds in 4p-game). The player with the most points (purple hex-symbols) will be the winner.
PRE-GAME:
Before you start the game: choose one of the three runestones from top-right of your playerboard as a free runestone. This is an objective tile that may give you end-game victory points if the easy or difficult goal is met. For the runestone chosen at the start of the game you do not need to fulfill the requirement on the bottom half. You may be able to build the remaining two runestones as an upgrade action during the game.
You will then draw a starting card and automatically get starting resources based on this card.
PLAYER ORDER AND TURNS:
Turn order is determined by the action-rondel track. The next player is always the player whose dice is furthest behind on the track. Hence, it could be the same player several turns in a row.
On your turn:
- 1. You may do free actions
- 2. You must move your active dice (the one furthest back)
- 3. You may do free actions
When moving the die, you can move any number if spots, but only in a clockwise direction. The die can be placed on any free spot as long as you can pay the beer cost of the action-spot with beer (pips) from your active dice. The exception is the stop area (top left of the action rondel) where each dice will have to stop once, and can take only one of the six actions on the stop-tile each round. Once all players have stopped on the stop tile, next round begins.
After placing the dice, immediately do the associated action.
FREE ACTIONS:
- As many times as you’d like you may pay one gold to gain either one beer (pip), one provision on your ship, one silver-resource or one fur-resource.
- You may play any number of cards from your hand. Pay the cost on the top and gain the bottom half effect. If there are two separate bottom half effects you choose one of them.
- You may discard two cards from your hand to gain one gold.
- Once per turn (either before or after moving the dice) you may also move your ship:
MOVING YOUR SHIP:
You may move any number of spaces, but will have to pay one provision for each step you move.
There may only be one ship on each spot. You may push another player’s ship away if you have more strength than that player, or by paying one provision to the bank.
You will then interact with the spot you stop on:
- If this is a red raid-tile or yellow trade tile you may scout/choose one of these objective-tiles. You pay nothing when taking a tile. The back of the tile indicate the trade-cost range or strength-requirement, but this is only relevant when activating the tile from the action-rondel later, see below
- If the spot is a colony (house or tower) you may build that type of colony for free if you have one available. Immediately gain the points as indicated.
- Note that you may only interact with each space on the board one time each. The number of tiles available is equal to the number of players, but first come will choose first.
Obstructed spots: Ireland on the top left on the map, and Iceland on the top right of the map are not available at the start of the game. These will become available after you have unlocked the map from spot 4 of your raid- or trade track as mentioned below. Also note that these spots have special colony-spots which will give you a free special runestone when you build a colony at these spots. These special runestones will both give you an immediate one-time benefit, and possibility for end-game points.
MAIN ACTIONS:
Grey spots:
- Gain resources as indicated on that spot.
- If you gain warriors you will place the warrior healthy-side up on your player board. You will only have room for 5 warriors, but you may exchange the new warrior with another warrior.
Brown spots:
-
- Gain beer: Gain the number of beer (pips) as indicated on your player board. At the start of the game you will gain 2 beer from this spot. But as you active more trade tiles you will gain more beer, up to 5 beer. See bottom left of your player board. You may freely distribute the beer among your two dice. Each die can have a maximum of 5 pips -
- Gain provision: Gain the number of provisions to your ship as indicated on your player board. At the start of the game you will gain 2 provisions from this spot. But as you activate more raid-tiles you will gain more provisions, up to 5 provisions. See bottom right of your player board. Your ship can only hold 6 provisions.
Green spot: Gain income.
- At the start of the game you will get one resource (either fur or silver) and one strength. Whenever you gain strength, increase one of your warriors by one. Maximum strength for each warrior is 6.
- As you build colonies on the map you will gain more income. For each trade-house you have built you gain one more resource. For each tower you have built you gain one more strength.
Blue spots: Upgrade. Choose one, either:
- Draw an upgrade card from one of the 3 decks. The back indicate the type of card which is either related to the dice/action-track, the warriors/strength or the map/ship. Note that each deck contains level 2 cards at the bottom, which is more expensive to play but for better effects.
- Build an upgrade from above your player board to, which may be one of the ship-upgrades (in any order), or one of the runestones. Before building an upgrade you will have to have the requirement at the bottom half of the tile fulfilled. You also have to pay the resource cost in silver or fur as indicated below the chosen tile. The left upgrades have simpler requirements and are cheaper, but you may build them in any order. You immediately gain the points covered by the tile. The ship-upgrades will give you a permanent effect which is active from the turn after it is built. The runestones may give you end-game points.
Yellow spots: Trade: -
- You may activate one of your previously scouted trade-tiles from below your player-board.
- To activate a tile, pay the cost as indicated on the tile. Then gain points and trade-cards as indicated on the tile. When gaining a trade-card, choose one of the 3 trade-cards and immediately gain the benefit as indicated on the chosen section.
- The trade tile is then placed to the left of the trade-track, which will give you an ongoing permanent benefit as indicated below the track. From the 2nd and 4th spots you will get one more trade-house available to build.
- If you have actived all 6 trade-tiles, you will have access to trading with Francia, as indicated below the last spot on the trade-track.
Red spots : Raid:
- You may activate one of your previously scouted raid-tiles from below your player board.
- To activate a tile, you will need to have strength from your warriors equal to or higher than the raid-tile. Then suffer damage as indicated on the tile. For each damage you suffer: either flip a healthy warrior to the wounded red side, or discard a wounded warrior. When a warrior is discarded by taking damage you will get points equal to the warrior’s strength. Then gain any other benefits from the raid tile as indicated.
- The raid tile is then placed to the left of the raid-track, which will give you permanent benefits as indicated below the track. From the 2nd and 4th spots you will get one more tower available to build.
- If you have activated all 6 raid-tiles, you will have access to raiding Francia, as indicated below the last spot on the raid-track.
Locked action:
- The locked action is available when you have activated the 2nd raid- or trade-tile. The benefit you gain from the spot is either 3 strength or 1 gold+1 silver as indicated on raid and trade-tracks. If you have unlocked both tracks, you will have to choose one of these benefits.
END OF THE GAME
The game ends when all dice are placed on the stop-spots after the 3rd round (4th round in a 4-player game)
In addition to the points gained during the game, you will score:
- Points from your runestones where you have met either the easy or difficult requirement
- Points from the special runestones for each of the symbols as indicated on the tiles
- Points equal to the strength of your remaining warriors (both healthy and wounded warriors)
- Points from your trade-tiles equal to square of your activated trade-tiles (6 tiles equals 36 points). Note that you do NOT gain additional points from the raid-tiles as these usually gave you more points earlier.
- 1 point for each beer/pip left on your dice
- 1 point for every gold
- 1 point for every 2 provisions
- 1 point for every 2 upgrade card
- 1 point for every 2 silver/fur
- Most points win