Fjords
Designed by: Franz-Benno Delonge,Phil Walker-Harding
Although in Fjords players collectively build a landscape from the tiles, it’s both an abstract game of area control, and a deeply competitive one.
The rules are simple and the game takes place over two phases. In the first phase, there are three starting tiles already set up. Everyone takes turns adding to these tiles, one at a time, and growing the landscape. There are always four to choose from, and on your turn you must add a tile in such a way that 1. it connects to at least two previously-placed tiles, 2. the landscape types (grass, mountain, water) match, and 3. you never create an ‘island’ by placing a tile in a way so the land is separated from the rest of the landscape by water. Optionally on your turn you can also place a tent on the tile you just laid – the reasons for which will become clear in a moment. When the tiles run out, or no tile can be legally placed, the settlement phase begins.
In the settlement phase, players take turns placing their viking pieces out on the board, following three rules: 1. they must be placed adjacent to either one of your tents, or one of your previously-placed vikings, and 2. they may only occupy tiles with grass on them. And the key rule 3: One viking per tile! This continues until nobody can legally place vikings any more, either because they’ve run out of tiles to put them on or – rather less likely! – they’ve managed to place all their vikings. The player who has the most vikings on the landscape is the winner.
Sam says
A game with a dark heart. The paradox here is how very kid-friendly the rules are, but how gladiatorial the experience is – the tile-laying almost more so than the arrival of the vikings themselves. Every turn is pregnant with the potential for crestfallen disappointment, as someone sets up a tent in an area you hoped to keep to yourself, or blocks you in with mountains. It does feel, to me, a bit like a two-player game with tacked-on extra player potential – but a good game for two. I actually prefer Great Plains, but what Fjords has going for it is the easy accessibility and potential for more players, should you want them.
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Take That!
Plenty. As well as blocking each other off from unclaimed territory in the settlement phase, a first play will alert you to how critical the tile placement phase, particularly with regard to where you set up your tents. Players can screw each other over merely by hemming each other in to confined spaces, with unhelpful tiles, or tents of their own.
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Fidget Factor!
Varies hugely on the players and the player count. It's probably best experienced - in terms of pace if nothing else - as a two-player undertaking. The more players you add, the more thinky and potentially protracted it becomes (...in fact the original edition of Fjords was only for two players)
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Brain Burn!
Very light rules, but far from breezy to play, Fjords challenges you to think tactically, spatially, and kinda nastily!
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Again Again!
There are some additional modules in the box for extra variation, but if you like the Fjords experience you may be satisfied with revisiting the base game numerous times - the challenge never swims entirely into focus, and for two players especially a best-of-three type scenario can be fun.



