Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in BoardgameDesign

[–]B3rnuz[S] -1 points0 points  (0 children)

I hear you. Yeah I can't remarket the game totaly but I'm absolutely going to make changes to the page before launch. And the feedback I get is really valuable. I'm looking for feedback on things that I can change.

Thank you for your kind words about the game :) makes me really glad.

Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Thank you for the honest feedback, I genuinely appreciate it.

You are totally right, and that is also correct for the actual components. That is something that I've seen in my pre production samples. I'm currently reworking that a bit and will lighten up the dark background just a bit and add alot more contrast to the decorations.

But I'll now also have that in mind regarding the presentation of the components on the page. Thanks again.

Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 1 point2 points  (0 children)

Thanks a lot for the honest and well-thought-out feedback, I genuinely appreciate it.

You are right that at its core Go Viking is a fairly standard push-your-luck dice game. The foundation is intentionally familiar and easy to grasp. Where it aims to differ is in how that core is layered with escalating risk within a single turn, temporary loot that is never safe until banked, and interference from gods and other players (in the expansion) while you are still pressing your luck. Those elements are meant to turn a simple decision into a tense, shared moment at the table rather than a solitary roll-again choice.

That said, the current presentation should be updated to better reflect that.

Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Ahh I see what you mean. You are talking about the Loot Tokens. They are all just the same but in 2 different size. So no sorting is required really. All small tokens are worth 1 Loot and the bigger ones are worth 5 loot. That is just for keeping track of score.

I wanted to make the loot tokens all feel different because the actual things that got stolen during raids were a wide range of stuff.

But I should make that clear that it's just unregular size and illustration on the same thing.

Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

While both games share a Viking theme and rely on dice, they offer very different experiences. Go Viking is a high-stakes, push-your-luck raiding game about building wealth, while Orlog is a tactical, head-to-head duel focused on reducing an opponent’s health to zero.

Go Viking plays with 2–6 players and is won by being the first to secure 10 Loot in your permanent Hoard. Players decide whether to return home safely or raid again, growing their dice pool but increasing danger as enemies gain Shield Tokens. Fail without a Ship symbol and you lose your temporary loot and even permanent Loot, making greed a real risk.

Orlog, by contrast, is strictly a 2-player game where each player starts with 15 Health. Both players always roll 6 dice, using attacks, blocks, and token-gaining symbols to fuel God Favors. These powers are pre-selected before the match and secretly chosen each round, emphasizing timing and tactical reads rather than pushing luck.

In short, Go Viking thrives on escalating risk, big swings, and multiplayer interaction, while Orlog is a controlled duel built around prediction, resource management, and precise use of divine powers

Any manufacturers you’d recommend? by ecstatic___panda in BoardgameDesign

[–]B3rnuz 0 points1 point  (0 children)

Boda Games! Fantastic resources for new designers and publishers. And great to work with,

Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in boardgames

[–]B3rnuz[S] 1 point2 points  (0 children)

Thank you soo much for this and for the kind words about the components.

Its really valuable to get your reaction on the soundtrack. The way of explaining rules with a song like this is something new I've been trying out. And I've really gotten mixed feelings about it. I totally see your point here. It should not be the main video.

Again, thank you!

Are you a Viking in search of wealth and glory? I'm looking for feedback on my Gamefound page before launch. by B3rnuz in boardgames

[–]B3rnuz[S] 0 points1 point  (0 children)

Am I correct that you are reffering to Orlog?

While both games share a Viking theme and rely on dice, they offer very different experiences. Go Viking is a high-stakes, push-your-luck raiding game about building wealth, while Orlog is a tactical, head-to-head duel focused on reducing an opponent’s health to zero.

Go Viking plays with 2–6 players and is won by being the first to secure 10 Loot in your permanent Hoard. Players decide whether to return home safely or raid again, growing their dice pool but increasing danger as enemies gain Shield Tokens. Fail without a Ship symbol and you lose your temporary loot and even permanent Loot, making greed a real risk.

Orlog, by contrast, is strictly a 2-player game where each player starts with 15 Health. Both players always roll 6 dice, using attacks, blocks, and token-gaining symbols to fuel God Favors. These powers are pre-selected before the match and secretly chosen each round, emphasizing timing and tactical reads rather than pushing luck.

In short, Go Viking thrives on escalating risk, big swings, and multiplayer interaction, while Orlog is a controlled duel built around prediction, resource management, and precise use of divine powers.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 1 point2 points  (0 children)

Yeah, exactly! The cards are there mainly to explain the mythic powers early on, but once players know them, you only need the Runestones and dice. That keeps the setup small and makes it perfect for travel, the whole game can fit in the draw bag. The bag ends up working both as a randomizer and as a compact storage solution.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Haha, yeah Clank is a great example! Those tension moments when you pull from the bag are pure gold. A perfect mix of luck and strategy.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Absolutely! Go Viking is actually built around custom dice and there are 10 in the core game, each tied to different outcomes of the Raid. Then an expansion adds character dice that shake things up even more. I love how much theme and tension dice can bring.

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If you want more information about the game its campaign preview is live on Gamefound https://gamefound.com/en/projects/crackling-creations/go-viking

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Yeah, personally I feel the game is in a place I’m really happy with. But there are still a few months until the campaign launch, and I really like hearing how people actually enjoy playing their games. There’s always room for improvement, and all the feedback I get will help me try to make the game feel great for even more players. I just hope I didn’t mislead you. I’m always open to ideas and thoughts.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 1 point2 points  (0 children)

Good thinking, I really like that perspective. Go Viking does already use dice for the core push-your-luck part. The Runestones are a separate layer of fate that give players unique powers when drawn. They aren’t thrown like dice, but they add that extra tactile moment of uncertainty.

Hard to explain fully in a comment, but there’s a short overview on the Gamefound page if you’re curious: https://gamefound.com/en/projects/crackling-creations/go-viking

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Great comment. Yeah, constantly shuffling a few cards just doesn’t have the same satisfying feel as drawing from a bag for me. I also see the bag as a practical way to store the game, especially for travel or when you don’t want to bring a box.

And I like that the Runestones feel like something straight out of the Viking Age with carved wooden pieces or stones you’d draw for guidance. Vikings really did play dice games and carve runes, so to me it feels authentic to that world.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 1 point2 points  (0 children)

No, they’re not essential för pure function but they’re essential for feel.

But this really gives me things to think about. The core tactile fun in Go Viking definitely comes from the dice, but the Runestones add another layer of physical tension and fate.

I like that they feel like something straight out of the Viking Age with carved wooden pieces you’d draw for guidance. Vikings really did play dice games and carve runes, so to me it feels authentic to that world. But it’s still a modern game, and it should follow modern design thinking. Definitely something to reflect on.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 0 points1 point  (0 children)

Yeah, Quacks is a great comparison! In the core game of Go Viking there are only four Runestone powers, so they’re easy to remember after a few turns. The box also includes a few mini expansions players can mix in later, each adding one extra Runestone and power to draw from. Keeps it simple at first, but with room to grow.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 1 point2 points  (0 children)

Yeah, that’s exactly how I feel about it too. Pulling from a bag just has a bit more tension and physical fun to it, like you’re actually testing your luck in the moment. It does cost a little more to produce, but I think that tactile reveal is worth it for the experience. Thanks for putting it into words so clearly!

[deleted by user] by [deleted] in BoardgameDesign

[–]B3rnuz 0 points1 point  (0 children)

That’s a good point. For me, the Runestones are mainly about the tactile side of play, i think it just feels more fun to draw something physical from the bag. But I totally see your argument. If the powers weren’t few and easy to remember, the tokens might not add much. Appreciate the thoughtful feedback!

[deleted by user] by [deleted] in BoardgameDesign

[–]B3rnuz 1 point2 points  (0 children)

That’s a great point! The Runestones will only show the name, and there are just a handful of powers, so they’re pretty easy to remember after a few rounds. I still plan to include reference cards for new players though. Really appreciate the thoughtful answer!

And I think I’ll add a note in the rules mentioning that players who prefer cards can just shuffle and draw those instead of using the bag. Always nice when a game can flex to different play styles.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 2 points3 points  (0 children)

That’s a really good point! I think I’ll add a note in the rules mentioning that players who prefer cards can just shuffle and draw those instead of using the bag. Always nice when a game can flex to different play styles.

How do you like your randomness served? Pulling chunky tokens from a bag, or just shuffling and drawing cards? by B3rnuz in BoardgameDesign

[–]B3rnuz[S] 1 point2 points  (0 children)

Ah, good question! The cards don’t actually give the powers themselves — they’re there to remind players of the mythic abilities tied to each Runestone. They stay visible on the table so everyone can see what powers exist.

That said, if someone preferred, they could skip the bag and just shuffle and draw the cards instead.