Viking Route is a 1-4 player cooperative game with multiple scenarios that can combine into a 5-mission campaign through the realms. Manage the ship, navigate the map, and track down resources and scenario goals, all while repelling boarders and fleeing from or shooting at angry Valkyries.
Loki has corrupted the Valkyries and released ancient threats into the realms in order to trigger Ragnarök. Travel to each realm and defeat the enemies. After all are beaten, you must defeat Loki to win.
Disclaimer: The copy being reviewed is the Kickstarter version. That said, Ares Games has put all Kickstarter items in a separate box, so to my knowledge everything used in this review is from the retail version.
Ship shape
I’m a sucker for good tactile game components, and this game makes me very happy. The components are good solid standees, decent-quality cards, lovely plastic models, and a wonderful ship model that is built once and then serves as part of the storage solution when packing the game away.
The art style is cartoonish but clear; it all works cohesively and adds to the light feeling of the game. All of the iconography is obvious but also heavily stylised.
A great combination of style and usability
Readying Sails
Setup is quick and simple. There are three game zones: the Fate board, the Map and the Drakkar. The rulebook walks you through setting up each section clearly and easily.
Everything is easy to follow and takes up less space than you’d expect
I have to applaud the simple way the map is slightly randomised each time. There are 7 Rune tokens; three have numbered Magic Stones that are the initial objectives for each map, three have Valkyries, and one is the Drakkar. Shuffle them face down, place them on the seven Rune spaces on the map, and then flip them over.
Vikings ‘R’ Us
There are four Vikings in the game; all are used regardless of the number of players (one is a mostly passive passenger in a 3-player game). Each has a unique ability and varying combat prowess, health and carrying capacity. They are nicely balanced while being distinct enough to have preferred roles in the game.
In common with many “spin the plates, put out the fires” style of crisis management games, the game cycle is that a Viking has 3 actions and then the game has its turn. The order for which Viking is next is entirely up to you; to easily track this, you take that Viking’s token from the Fate board. Do this with each Viking until everyone has had a go, then put all of the tokens back and carry on.
There are some generic actions that you can take.
The first action is Move. This is how you move around the Drakkar or get on/off if you’re near land.
The next option is Combat. Roll the number of combat dice that Viking shows on their sheet. A Hit is usually enough to knock an enemy away or off the Drakkar, a Critical Hit is needed for Enemy fights and to banish a Valkyrie back to a distant Rune space.
The other general action is to generate Clan Spirit. Spirit is used for any special abilities and to ignore hindrances. These are an essential resource; if you ever have a spare action then generate more Spirit.
Arranging Deckchairs on the Titanic
There are six zones of the Drakkar, each section has its own associated actions.
The Ballista is used to attack opponents as they approach the Drakkar. You can also boost the chance of a Critical Hit by setting fire to the bolts.
The Deck is the area between all of the other zones. There’s a “Help of the Gods” deck with single-use but very powerful effects that are accessed from here. These cards can be an absolute saviour, so try to keep one or two of them available.
The Lookout is where you can adjust the winds that guide the Drakkar on the main map. This is definitely the cleverest feature in this game, so I’ll explain this in more detail in the next section.
Next is the Sails. You can set the sails to 'Struck', 'Half' or 'Full'. This sets the Drakkar’s movement speed on the map to either 0, 1, or 2 spaces each turn.
The fifth zone is the Hold. This is where the resources and Magic Stones are kept and collected from. Food heals wounds, weapons give you a free Critical Hit, and materials repair a damaged zone.
Last is the Tiller. The winds can be risky; you can adjust the tiller to make the Drakkar move to the space either clockwise or anticlockwise of where it normally would. Used for brute force steering.
These are a lot of options. With only 3 actions, be ready to never do everything that you want.
North by Northwest
Navigation on the main map is genuinely genius.
Around the edges of the map are three Ravens with magnets in their bases. In the centre of the map is the Wind statue with another magnet inside. These all create a combination of magnetic fields around the map, and the Drakkar is simulated on the main map as a small compass.
Astrid would really like us to come back and get her...now
Each time a Fate card says to move the Drakkar, move the compass a number of spaces based on the Sails. Each move, you check the current compass direction, so if you move 2 spaces the second one can be in a completely different direction.
You do have some agency. A Viking at the Lookout can spend an action to move and rotate one of the Ravens. Alternatively, you can rotate the Wind in the centre if you’re close enough. Doing either shifts the magnetic fields on the map and adjusts where the winds will blow you when you move.
Because the clock is ticking and Valkyries are chasing you, the temptation is to go Full Sail and race to the objective. This is unwise except in short bursts; the magnetic fields are hard to predict, so you never quite know where the second move will be.
Fate and Misfortune
After you’ve done everything you can (rarely as much as you want), it’s time to let the game respond. Flip over a Fate card and apply the effects, usually a combination of moving the Drakkar, having the Valkyrie move and/or attack, changing the Wind randomly, or triggering the special scenario effect that escalates the Enemy’s threat.
Here are some examples. Hint: Almost all of these cards are probably bad for you
It’s at this stage that you get attacked. Valkyries on the Drakkar damage the zone they’re in (or move to the next undamaged zone if it’s already damaged). If there is a Viking in that zone, they can prevent that damage by taking a wound instead. Be warned that if any Viking takes wounds equal to their health, then you lose. If every zone of the Drakkar is damaged, you also lose.
I can’t stress enough how often this simple step will completely ruin your plans. We have on more than one occasion been running away with the Valkyries hot on our heels, when we (of course) draw a card that activates the Valkyries three times. Suddenly, they’ve reached the ship, climbed on board, and have started tearing it to pieces.
Not only are the Fate cards the way the game ambushes you, but they're also a ticking clock to keep you moving. Each time the Fate deck runs out, you move the hourglass at the top of the Fate board one space, shuffle the discard, and place it back as the Fate deck. If this happens 3 times, you’ve run out of time and lose.
That’s enough about how you lose the game. Let’s talk about how you win.
A Norse Saga
There are 5 scenarios in the game, they can be played individually or in series as a campaign. First, go to Midgard and defeat the Kraken. Next, go to Niflheimr and rescue Balder. Scenario 3 takes us to Svartálfaheimr to capture Fenrir. Next you’re off to Asgard to defeat Jörmungandr, and finally you chase Loki to one of the previous realms as he shapeshifts into multiple earlier Enemies.
Enemies are easy to set up and run
Each scenario has a different map with new rules, a different Enemy, and rules for when a Special icon is shown on Fate cards. In general, Phase 1 of each scenario is completed by collecting all 3 Magic Stones, while the particular Enemy has ways to interfere in your plans. Phase 2 is much more varied, as the method of winning is thematic to the particular enemy you are up against. The final scenario “Ragnarök” is also used as a way to play a randomised mix of the earlier scenarios as a one-off game.
If you do decide to play as a campaign, you go back to Port between each scenario. You can do a small amount of healing and repairs, and you can buy some single-use items (e.g., extra resources or an explosive barrel) or permanent upgrades that improve some of the Drakkar actions. I appreciate the very minimal campaign; it allows you to feel like you’re making progress without needing to invest lots of extra time. It also gives you a way to feel tougher and better equipped for the next challenge as a reward for winning.
Final Thoughts
I really, really enjoy Viking Route, although as is often the case with these crisis management games like Pandemic, it can sometimes seem like the feeling is not mutual. One unlucky Fate card or a couple of bad combat rolls can completely derail your plans, but games are fast-paced and you can reasonably easily restart and try again. It’s often manic, occasionally infuriating, but never dull. It’s not uncommon that you think you’re doing well until a sudden change of luck leaves your ship grappled by the Kraken as Valkyries storm the deck. A few good combat rolls, a shot from a flaming ballista, and friendly winds can still turn the tide. Both victory and defeat are constantly within reach.
The combination of moving the compass on the map and moving the Vikings on the Drakkar maintains a connection between these two areas, and also gives a real feeling of scale. As the Valkyries get closer, you’re preparing the Ballista and steering away. If they get on board, everyone rushes to drive them back onto the map and protect the Drakkar. All the while, you need to navigate the map and be wary of other threats approaching.
This is an absolute rollercoaster of a game. The last game, we got pinned down by the Kraken for too long as Astrid was stranded on the island. She helped as much as she could by generating Spirit and attacking the Valkyries that passed the island. We eventually broke free and managed to pick up the third Magic Stone (and Astrid), at which point it was time to go hunting for calamari. There wasn’t time to take the scenic route so we had to run through the swarm of Valkyrie, pushing them back with fiery ballista shots and evicting the ones that made it on board. Unfortunately, the earlier delays took their toll and we ran out of time just one shot away from winning. Excellent drama.
A great game, even if it sometimes hates you.








