Academy Games | 878 Vikings Invasion of England 2nd Edition | Board Game | Ages 12+ | 2 to 4 Players | 60 to 120 Minutes Playing Time

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Academy Games | 878 Vikings Invasion of England 2nd Edition | Board Game | Ages 12+ | 2 to 4 Players | 60 to 120 Minutes Playing Time

Academy Games | 878 Vikings Invasion of England 2nd Edition | Board Game | Ages 12+ | 2 to 4 Players | 60 to 120 Minutes Playing Time

RRP: £26.99
Price: £13.495
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But at the end of every game we feel satisfied with the game play and relive how the game played out. Final Score: 4 Stars – Historical accuracy only enhances the fun whether players are defending England or raiding its northeast coast.

When playing as the English, I always feel dread as I see the huge Viking armies taking city after city, but also anticipation as I see opportunities constantly presenting themselves. Command results allow those units to retreat to an adjacent shire, but only if there is a friendly army there. The wise Viking player will not spread themselves too thin; there is a strong desire to rampage and pillage with their superior forces but they are quickly whittled down. Both treaty and overwhelming force require a certain amount of control markers to determine if the English or Viking team won.The use of colour to differentiate the battle dice and different factions really help to streamline the battle phase and it can be taught and grasped in a few minutes. The chance for multiple players collaborating between factions creates really interesting decision moments and lots of grand strategies.

Killing one more Berserker will result in the Vikings rolling fewer than 2 Berserker dice, which can mean doom for a Viking leader. For each blank face rolled, you have a 'Command Decision' and may use that to retreat a unit in the battle to an adjacent area. Those only serve to enhance the longevity of a game such as this one, allowing us to mix and match to play the unique setting we desire. If after rounds V, VI, or VII the Treaty cards of all factions on one or both sides have been played, the game ends. The number of Berserkers in the army is usually the number of battles that army can effectively fight, so I think of the Berserkers as the Viking army’s Hit Points.

Movement is a simple affair, there is no unit drop off or pick up, and armies must stop when in a region with the enemy. The really unique part about the Leaders is that they can win a Battle and keep moving as long as they have Movement points remaining. This is important because the Viking side does need a chance to invade and maintain hold on at least a few shires early in the game, otherwise they’ll lose. I had a lot of work to do, and fell far short of it in Round 5… which taught me that playing that first Treaty card to “bring the threat of ending early” can totally backfire.

Again, this is a very minor criticism and arguably it may be a design choice to keep consistency across cards that have the same effects. I hope that you have enjoyed these Action Points on this great game and I hope that you get a chance to try it out for yourself. If someone can handle the rules-complexity of Risk and enjoys the direct conflict in that ‘game’ then 878: Vikings can provide a much more rewarding experience in a much shorter time with marginally more rules. While I did ended up winning the Battle, I lost 5 of my 7 Housecarl units and 5 of my 9 Thegn units. The colors Black and Red are for the Viking Norsemen and Berzerkers, while Blue and Green for the English Housecarl and Thegn respectively.My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. If this ability is used properly, one Viking faction player can do considerable damage to the English and then leave the Leader token well positioned to do some more damage on the other Viking faction player’s turn. The game is finely balanced and seems to always come down to very small deciding factors that decide the entire game.

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