

Vendel to Viking
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Three generations. Each family member you elevate to legendary status forever changes the fate of the house. In the end, someone will have written the history of the North.
WHAT IT'S ABOUT
From the Vendel Period to the Viking Age: Three Centuries in One Evening
Designed by Jon Manker and illustrated by Madeleine Fjäll, Vendel to Viking is the standalone prequel to Pax Viking. We are in Northern Europe between 550 and 800 AD, in the era preceding the great invasions. You represent a family that wants to emerge as a prominent dynasty of the Viking Age. Each turn is a generation. Every character you elevate changes your house forever.
You place family members on the map to access worker actions, then you elevate them to legendary characters by linking them to character cards in an achievement tree. Each card goes on your family board and modifies your opportunities for the rest of the game. The first player to achieve two Future-level achievements wins, or the player with the most points when the generations end. Includes a robust solo mode and can be played in a campaign with Pax Viking.
What they say abroad
Each generation writes a page of family history. In the end, you find out if your house truly forged the future of the North, or if it merely survived long enough to see it change.
— FroGames
The achievement tree system transforms each game into a unique dynasty. You never play the same family twice.
— FroGames
Vendel to Viking
The elements of the dynasty
What you build generation after generation
Achievement Tree
The tree where you place your elevated characters. Each branch represents a path of development (military, commercial, cultural). Unlocking higher levels requires prerequisites in lower branches.
Character Cards
Historical and legendary characters to link to your family members. Each brings unique abilities and permanently modifies your board. Choosing them from the market is a crucial moment.
Modular Map
Pre-Viking Northern Europe is assembled differently each game. Key locations offer specific worker actions. Controlling the right areas at the right time makes a difference.
Family Board
The heart of your house. It hosts elevated characters and tracks their permanent bonuses. It becomes more powerful with each generation, but only if you plan synergies well.
At the end of the last generation, you will have built a unique dynasty. Or you will have discovered that three centuries are not enough to correct a wrong choice on turn two.
📦 CONTENUTO DELLA SCATOLA
A game in five moments
What happens at the table
Not the rules. The experience.
The foundation
Map setup, first character cards visible. Everyone studies the market trying to figure out which direction to take. There is silence. Someone is already calculating for turn three. The game hasn't even started yet and you're already planning generations.
First elevations
The first family members are elevated to legendary characters. Every choice is a crossroads: aim for the Future level immediately or build a solid foundation? Looking at other players' family boards starts to generate anxiety. Someone took a card you wanted.
Domino effect
The synergies between characters start to work. What seemed like a mistake in turn one is now an advantage. Or vice versa. Someone's achievement tree is racing towards victory. The others have to decide whether to chase or change plans. Tension is rising.
The last generation
Last worker actions, last cards to draft. Someone is one achievement away from winning. Someone else has accumulated silent points and no one has noticed. The market empties. Every move counts double. No one is talking anymore.
Final count
If no one has two Future achievements, points are counted. Family trees are all different. Someone won with a strategy no one had considered. The winner's tree is re-read, trying to figure out when they made the decisive move. And everyone wants to play again immediately.
How to play
The flow of each generation
Each turn represents a generation. You place family members, elevate them to characters, collect resources, advance in the achievement tree.
You place members of your family on spaces on the map to access specific actions: collecting resources, moving, preparing for elevation. The best locations go first.
You take a character card from the market and link it to a family member. That member goes into the achievement tree, the card onto your board. Both modify your game engine for the rest of the game.
Characters on your board provide recurring bonuses and abilities. The more you accumulate, the more efficient your turn becomes. But you have to build synergies, not just accumulate.
If you have two Future level achievements, you win immediately. Otherwise, the game continues. After a predetermined number of generations, the player with the most points wins.
Why it's different from others
Six mechanics that make the difference
Strategic achievement tree
It's not a simple linear tech tree. Branches intertwine, multiple prerequisites are needed to unlock higher levels. Each family builds a unique tree. The shape of your tree at the end of the game tells the story of your house.
Permanent characters
Every character card you link to your family stays on the board forever. They are not one-time bonuses. You build a self-sustaining engine, but only if you choose characters that empower each other. A wrong choice in turn two will cost you in turn eight.
Modular map
Northern Europe is assembled differently every game. Key locations change position, trade routes open or close. You have to adapt your strategy to the geography, not apply the same plan every time.
Interface with Pax Viking
The final state of Vendel to Viking can become the initial setup of Pax Viking. You play an epic campaign that covers five centuries. The dynasty you build here influences your choices in the next game. Optional, but memorable.
Dual victory condition
Race for Future achievements or silent point accumulation. Two completely different paths. Those aiming for achievements are visible and vulnerable. Those accumulating points can win by surprise. Neither is dominant.
Robust solo mode
It's not an adapted multiplayer. There's a dedicated system with an AI opponent that simulates competition for cards and spaces. It really works. Perfect for exploring all character combinations without waiting for the group.
How it ends
How to win and how to lose
Dual victory condition. You can win immediately or by points. The tension is constant because no one knows for sure who is winning until the very end.
Victory
- First to achieve two Future level achievements in the tree (immediate victory)
- Most total points at the end of the predefined number of generations
- Optimal combination of elevated characters and territory control
Defeat
- Unbalanced tree without prerequisites for higher levels
- Characters chosen without synergies, inefficient family board
- Ignoring the achievement race while someone reaches two Futures
Vendel to Viking rewards those who can look three generations ahead. Every family you build is unique. Your house will become legend or be forgotten by history.
Frequently Asked Questions
FAQ about Vendel to Viking
Do I need to know Pax Viking to play?
No. Vendel to Viking is a complete standalone game. It shares some mechanisms with Pax Viking but is a game in its own right. The campaign interface is optional and designed for those who already own both.
Is it really playable solo or is it just a consolation?
The solo mode is robust and dedicated. There's an AI system that competes for cards and spaces credibly. It's not multiplayer with a makeshift automa. Many players use it precisely to study character combos before bringing it to the group.
How heavy is it compared to an average eurogame?
BGG rates it 3.83/5 in weight. It's more complex than Catan, less than Lacerda. Worker placement is clear, but the achievement tree with multiple prerequisites requires planning. The first game needs someone who knows the rules.
How long is the campaign with Pax Viking?
Playing the two games in sequence means about 4-5 total hours. It's not something to do on a normal evening. It requires a dedicated group and a marathon session. But if you do, the narrative arc is memorable.
Is it available in Italian?
Vendel to Viking is published in English. Character cards and map texts require knowledge of English. There is currently no official Italian edition.
Vendel to Viking is a strategy game for 1-6 players, ages 14+, lasting 60-120 minutes. Designed by Jon Manker and published by Ion Game Design, it is the standalone prequel to Pax Viking set in Northern Europe between 550 and 800 AD. It combines worker placement, achievement tree, and open drafting in a system where each generation shapes the future of your house. Includes a dedicated solo mode and the option to play in campaign mode with Pax Viking. Weight 3.83 on BoardGameGeek. Available on FroGames.it.

Vendel to Viking
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