viking Fury
Design Notes:
Some of what follows will make
more sense when you have a copy of Viking Fury in front of you
but a lot of gamers have been asking for some information on the
design and nature of the game - so with apologies for blowing our
own horns in advance, here we go
..
The origins of this game go back to a
Ragnar bash c. 1983. Phil invented a table-top game in which a
Viking raiding party clambered off a boat and ravaged a Saxon
village. Beer, a pig and a monk were amongst items stolen. The
Saxon warriors turned up and the Vikings either fought them hand
to hand or made a bee-line back to the longship.
In a bid to provide an evenings
light entertainment at Heartbreak Ridge (the Ragnar bash of
2003), Phil was commissioned to re-produce the earlier game.
However, Phil (being Phil) came up with a Viking Empire game. Viking Fury grew out
of this second original idea.
As with all Ragnar games the design was
driven by the theme and, as with any game, abstractions have been
made. Some of the following points are more obvious than others,
but hopefully the list will be of interest.
- centuries of time have been
condensed, but the voyages of Vikings were measured in
Days.
- a longship generally represents a
fleet
- the Vikings traded seal skins, furs
of various mammals and walrus tusks (along with a wide
selection of other goods)
- the trading of goods simulates the
establishment of trading stations. These were often the
springboard from which Vikings went on to conquer and
settle
- the Vikings were distinctly
Norwegian, Swedish or Danish, but the various chieftains
were often mercenary and free-booting. This is reflected
in the game by NOT assigning players to particular
nations.
- Vikings didnt fight each
other (much), so this element is only delivered through
the Rune cards
- Vikings raided some regions again
and again and long before any attempt at settlement.
Whilst raiding might only involve a small fleet, settling
generally involved migrations of population from the
homelands or other Viking centres. Weve tried to
keep the spirit of this, whilst designing some fairly
slick systems.
- the subtle difference between the
raid and the settling combat
systems reflects the fact that a settlement attempt might
well be carried out in the face of well-organised
resistance (Alfred, burnt cakes, etc ) whereas a raid
would probably disappear back over the horizon at the
first sign of trouble (burnt fingers, rather than cakes).
- the Wind Dial developed from a
desire to explore movement as a tactical feature of the
game. Movement seems to be a largely forgotten device in
current game design.
- having just one of the Rune card Winter
Storms we found, provided enough risk when
ending a turn at sea or on a river. The re-shuffle was
added so that the card remained a threat at virtually all
times.
- the instantaneous
return to the Wintering box allows the game to have
greater pace and liberates the Viking, so that he may
sail to the ends of the earth to become the
'stuff' of Sagas (and still get back for tea)
To be sure, gamers will recognise the
influence of other games in Viking
Fury. However, we also hope that
they will acknowledge that this game is a refreshing mix of
styles: the German puzzle tradition combined with
English table-top. If you have any questions about the game
design, please e-mail us.
Above all, we hope you enjoy playing Viking Fury (cue horn
music and dry ice).
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