Karvi

2023 · Adventure

Karvi

Players take the role of a Jarl commanding a karve-style longship across the northern seas, leading a crew to trade with foreign cultures and plunder distant settlements. Upgrade the ship, recruit stronger warriors, and manage supplies such as beer and bread while choosing between establishing trade routes for rare goods or raiding to seize riches. Actions and planning determine reputation across the islands; accumulating renown through successful voyages secures legendary status in the Norse world.

Players
2–4 best 2
Playing time
120–180 min
Age
12+
Complexity
3.4 / 5
7.7 on Ludoyafrom $51.29ExplorationWorker Placement with Dice WorkersWorker PlacementPoint to Point Movement

About the game

Photos from Ludoya tables

All photos in Ludoya
  • Karvi on the table, photo by Alessia Celadin
  • Karvi on the table, photo by Dídac
  • Karvi on the table, photo by Alessia Celadin

Where to buy it

Shop prices and second-hand copies, checked every day.

Compare all prices in Ludoya

On Ludoya's tables

Full stats in Ludoya
110
Plays logged
137
Players
2h
Average play
47
In collections
8
On wishlists

7.7/10

from 18 Ludoya reviews

  • Fun8.0
  • Interaction8.0
  • Replayability8.9
  • Uniqueness8.0
  • Looks8.0
  • Accessibility8.2
  • Dídac8.0

    Joc injustament infravalorat i que Devir va saldar als dos dies de treure al mercat.

  • Davidpeonnegro1$9.0

    Víkings

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

How is turn order determined — who goes next?

Turn order is determined by the sequence of dice on the action track: the player whose die is furthest back takes the next turn and must move that die clockwise to an action spot; after moving and resolving the action, play passes to whoever’s die is then furthest back (Rulebook p.6).

Can I move a die that’s already in the stop-area to another stop-area spot?

No — you may not move a die that is in the stop-area to another stop-area spot; each die must land on at least one action spot outside the stop-area before it can re-enter, and a die placed in the stop-area stays there until the end of the round (Rulebook pp.6–7).

When do I pay the beer cost for an action and can I split the cost between dice?

You must pay the beer cost immediately when you place that die on an action spot by reducing the die’s pips, and action spot costs cannot be split across dice — only the die that triggers the action may pay (Rulebook p.7).

My ship ends on a space with another player’s ship — can I displace them and how?

You may end on an occupied spot only by displacing the other ship: if your combat strength is greater you displace them for free; if it is equal or lower you must pay 1 additional provision to displace them (and if you can’t, you cannot move there) — when displaced you move the other ship to an adjacent free spot (Rulebook pp.8–9).

How does damage from a raid affect my warriors and scoring when they die?

For each point of damage you either flip a healthy warrior to injured (red side) or remove an injured warrior; removed warriors immediately score you points equal to their combat strength, and you may assign 2 damage to a healthy warrior to remove and score her immediately (Rulebook p.14).

What are locked actions and how do I unlock obstructed (yellow) spots/routes?

Locked actions are bonuses on the action track that become usable once you’ve unlocked the corresponding improvement by placing your second trade or second raid tile; obstructed yellow locations/routes become available once you’ve activated the 4th trade tile or the 4th raid tile (Rulebook p.16).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.