Raiders of the North Sea (Expansion Content) - RFY / WFY

Review copy provided by the publisher

Raiders of the North Sea is one of the most popular worker-placement games in the hobby. Released in 2015 by designer Shem Phillips and co-published by Renegade Game Studios and Garphill Games, it was a breath of fresh air in the genre of tabletop games and it continues to be popular today.

Possibly part of the reason why it’s retained its status, and why it’s better than it was five years ago, is the release of additional content in the last two years—two expansions and, most recently, a collector’s box.

Each expansion brings new mechanics and opportunities to the game and the collector’s box gives you one place to store it all. So, whether you’re familiar with the game, love it, or haven’t even heard of it, let’s see if all of these goodies are right for you or wrong for you.


Overview

In Fields of Fame, players (now up to five) will fight, subdue and recruit, or flee from enemy jarls. Wounds suffered in the process will weaken the collective strength of hired crews. An extra board provides new settlements to raid. And the fame track will offer new ways to score victory points.

In Hall of Heroes, players (now up to six) will drink with the townsfolk in the mead hall, recruiting the more pliable ones and completing quests along the way. The new board provides another location in the village for workers and the quests that appear in raided settlements offer another way to score points. Additionally, mead can supplement the strength of a crew in need of some liquid courage.

The Collector’s Box organizes the (usually bursting-at-the-seams) content of the base game and both expansions into one box, providing spots for all of the components and cards. And thematically-illustrated card sleeves protect the valuable townsfolk and jarl decks.

Both Fields of Fame and Hall of Heroes introduce new cards and modular boards to Raiders of the North Sea, adding more complexity and more variability to the original worker-placement game.

Theme

Here at Quackalope, we love flavor text, so we’re so grateful that Shem Phillips games give us a taste of the worker-placement world that we’re in.

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Enemy jarls have joined forces to help defend against the onslaught of raids on their settlements. But despite their threats, there is fame awaiting those who seek to kill or subdue them. Encountering a jarl is sure to bring injury, but now is no time for the faint-hearted. Onwards to the battlefield!

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A mead hall has been constructed, attracting a new breed of adventurers. Each raid brings new quests for the daring to endure. But with mead in abundance, there is little room for the wary, so sharpen your axe and ready your shield as new adventures await!

The theme (with credit to the talented Mihajlo Dimitrievski for the arresting illustrations) and the core mechanics are strong, but the expansions follow in the same design as the base game. So, if you’re looking for narrative immersion and a deep dive into the lore of the North Sea lands, then you won’t find it here. What you will find is more of what was established in Raiders of the North Sea. It gives small glimpses of the story behind the game, but it’s not going to answer your burning questions about the Viking warriors that you control.

Whether subduing a tough Jarl in a settlement raid or convincing the tipsy townfolk in the mead hall to join your crew, ambitious Viking warriors will have new challenges ahead of them on the table.

Accessibility

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The modular board additions for both expansions are positioned alongside the main board and utilize the same iconography from Raiders of the North Sea, making it relatively intuitive to figure out what spaces on the board do, for players familiar with the base game.

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Player boards also give a place to hold all Hired Crew members; collected plunder, provisions, and silver; as well as the worker that stays with each player between turns. It helps organize the table space.

The Collector’s Box takes what once was a menagerie of plastic baggies and consolidates all of the components and cards into specific inserts. Keep them bagged or not, but set up and tear down is more manageable, meaning that people can get to playing faster and easier.

Keep in mind that the box will be bigger than the typical sizes for North Sea and West Kingdom games, if space is an issue.

Fields of Fame and Hall of Heroes increase the complexity of Raiders of the North Sea, but the design of the additional components and mechanics work within the boundaries of the original worker-placement game.

The Collector’s Box is purely an organizational and luxury purchase, but it might be justifiable for players who value space and ease-of-use, as it functions better than the cardboard inserts of the expansions and the open space of the original box.

Each of the two expansions for Raiders of the North Sea can be added separately or combined for one grand Viking adventure. And the Collector's Box allows one location to store the base game and all add-ons.

Gameplay

Fields of Fame allows for a fifth player to join the battle, bringing another glory-seeking Viking into conflict with the others at the table. And with the introduction of the Township board, players have three new raid spaces to compete for, as well as space to manage the Jarl deck and the Fame track.

In terms of what new mechanics are introduced, the fights with the Jarls and the wounds suffered in those battles are the two biggest tweaks to the original gameplay. Jarl Tokens are now mixed in with the regular plunder so every board space has a chance to hold these encounters.

Players will have three options—fight, subdue, or flee. Fighting results in the highest number of wounds divided among the Hired Crew, but that choice also rewards players with a healthy increase in Fame (another track that awards victory points at the end of the game) and an immediate bonus. Subduing still invites punishment with wounds, but it’s less harrowing and the Jarls are then added to the player’s board immediately, with most giving some endgame victory point bump based on certain parameters. And then fleeing is exactly what it sounds like—optioning to avoid a fight and not suffer any wounds, at the expense of a card and either one fame or one victory point.

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Wounds decrease the overall strength of the damaged crew member and will require players to eventually sacrifice those injured parties in order to avoid a permanent loss of strength, which is essential for raiding.

The expansion increases variability, but the complexity also rises somewhat.


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Hall of Heroes also enables a fifth player to join (though, when combined with Fields of Fame, six players can play!). It introduces the Mead Hall board, which acts as a new location in the Village for drafting Townsfolk. More significantly than the Gatehouse, however, the cards drafted also provide bonuses of silver and mead to incentivize players. Also, the Mead Hall is where players will go to complete quests, which are placed on empty raid spots after the battle and the looted plunder.

What’s going to change, though? The Mead and the Quests are what you need to focus on. Mead is an additional resource that empowers raiding crews with temporary Strength bonuses. So players might be able to secure higher victory point totals than previously due to the one-time buff. And the Quests now offer more ways for players to score points. In addition to spending Plunder to complete Offerings, players can now burn Townsfolk cards to meet the Strength requirements of these quests, which give Plunder rewards and gradually increasing victory point rewards. Reputation tiles also offer bonuses once sets of Quests are obtained.

Just like Fields of Fame, the Hall of Heroes expansion will give players more to do, but it might get a little crunchier in terms of strategy.

Add both expansions together and Raiders of the North Sea becomes significantly denser and more interesting. Just know that games will take longer and you might have more decision fatigue if the usual worker-placement gameplay was more your speed.

The typical worker-placement rules are bolstered by new locations, card abilities, and paths to victory.

The setup and breakdown of the game is eased with one box to hold it all.


Modes of Play

In Fields of Fame, players get 30 more Townsfolk cards, 15 Jarl cards, and the ability to change how the game plays with Wounds and Valkyrie dice.

In Hall of Heroes, players get 30 more Townsfolk cards, the valuable Mead resource, and the combination of Quests and Reputation titles.

Play with one of the expansions. Play with both. Take a break from them and just play with the base game. It’s whatever you want, but the gameplay and variability are altered enough to make these expansions feel like a new game.

Raiders of the North Sea can now play three different ways: on its own, with one expansion, or with both.

Innovation

Wounds and Jarls make trickier raiding decisions. Mead can help remedy that problem if both expansions are used together. And then Quests make for additional choices of how to allocate cards and resources. All of that feeds into the extra tracks for victory points.

But we’ve talked about the two expansions a lot, but some of the innovation is specific to the Collector’s Box, which contains a plastic insert that can store Raiders of the North Sea, as well as both Fields of Fame and Hall of Heroes.

It’s worth mentioning because Raiders of the North Sea, and most Shem Phillips games, come packed tightly into the smaller box. While it’s great for shelf space, it could be a baggie overload for some players. The insert has a space for everyone—small inset spots for all of the components, a middle tray for the titles, and spacious slots for the cards, which can now be sleeved with the themed artwork from Mihajlo Dimitrievski.

Packing everything away into one box can be a big space saver and also a gameplay enhancer when it’s easier to unload and reload. Be aware that if you’re familiar with the size of the North Sea and West Kingdom games, this will be a bigger box, so know that upfront. You may have to reorganize your gaming shelves.

The introduction of wounds makes combat and raiding decisions more crunchy. The use of mead when raiding can augment a loss of strength. The fight-or-flight response to jarls can change the course of a turn. Quests give additional scoring opportunities beside offerings. And the collector's box gives an organized method of getting your game on and off the table.

Pricing

It depends where you buy your games from. If you go to a big online seller like Amazon, then you may be able to find them for less than $30 apiece, but if you’re going to the shops at Renegade Game Studios or Garphill Games (which we recommend), then the prices might be a little higher. Also, keep in mind that your FLGS could have copies of the expansions or could order them from the distributors.

Considering that the base game can retail at $50 to $60, these are reasonable prices if you already have Raiders of the North Sea and enjoy the worker-placement game.

If you haven’t played the original game but think you might be interested in the expansions as well, they add a lot of content to the game. Still, it might be wise to try the core gameplay first before pulling the trigger on expansions and a collector’s box.

Each add-on (the expansions and the collector's box) are around $30, cheaper than the base game but as pricey as some board games on their own.

Raiders of the North Sea expansion content is…

Right for You!

Be sure to check out the Renegade Game Studios page to learn more about the game's extra content.

Learn the rules here.

To see what the community thinks check out the BGG pages for Fields of Fame and Hall of Heroes.

Wrong for You...

But maybe you'll enjoy these other titles:

Raiders of Scythia by Renegade Game Studios and Garphill Games - (BGG)

Wingspan by Stonemaier Games - (BGG)

Everdell by Starling Games - (BGG)

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