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.