Plenty of games promise tough decisions, but Norsewind actually follows through on that. It’s set in Anglo-Saxon England around the year 793, right after the raid on Lindisfarne. Things are unstable, borders are shaky, and the idea of long-term safety is more wishful thinking than reality.
What makes Norsewind interesting right away is that you’re not ruling a single kingdom. You’re responsible for four at the same time, Wessex, Mercia, Northumbria, and East Anglia. Every building you place helps one kingdom grow, but it also increases the viking pressure that comes with that growth. Prosperity is useful, sure, but it’s never free.
The game constantly asks you to make uncomfortable choices. Do you grow now and deal with the consequences later, or slow down and risk falling behind? And maybe more importantly, which kingdom are you willing to sacrifice if things go wrong? Because honestly, that question comes up more often than you might expect.
👥 1-4 players, ages 10+
⌛ Playing time: 30-60 minutes
📝 Designers: Marco Canetta & Stefania Niccolini
🎨 Artwork: Eirik Belaska
🏢 Publisher: Aporta Games (review copy provided by IPA)

Gameplay overview
Each player has four horizontal rows in front of them, one for each kingdom. Buildings are placed to the right of a kingdom card, up to a maximum of four per row. On the left side, each kingdom can hold a single castle. During setup, every kingdom also gets a kingdom tile, which adds small rules, limits, or bonuses, and contributes viking helmet values that matter a lot by the end.
On your turn, you do one of two things. You either take a building or you take a castle. That’s it. Rules-wise, Norsewind stays pretty clean.
If you take a building, you choose one card from the shared market and place it into any of your kingdoms, as long as you follow the limits and any restrictions from that kingdom tile. Only inns normally cost coins to build. Everything else is free unless a tile says otherwise. Ships are the exception in a different way, they give you coins immediately when you place them, which can be a real lifeline early on.
After placing a building, you gain income. This part is where the game starts to feel a bit clever, but also slightly unforgiving. Each kingdom card shows a building type, and you earn coins for every matching building of that type in your other kingdoms. It doesn’t matter what you just placed. Income is about how well your rows work together, not how good a single row looks.
Then you can take either a citizen figure or an upgrade disc from the supply next to the market card you picked. Citizens go on matching spaces and increase scoring potential later. Upgrade discs improve shields or prestige. Shield upgrades are free, prestige upgrades cost coins, which always feels a bit painful since coins are also points at the end. You’re constantly trading flexibility now for points later.
Instead of a building, you can take a castle from the castle display and place it to the left of one of your kingdoms by paying its cost. If there’s already a castle there, it gets replaced. Castles give shields and prestige and often end up being more about survival than scoring. Placing a castle also triggers income in the same way as a building, which is easy to forget but very important. If the kingdom didn’t have a castle before and you still have an empty citizen space somewhere, you also gain a neutral citizen that can count as any color.
As the game goes on, viking helmet values slowly pile up from buildings and tiles. At the end, each kingdom is scored on its own. If shields are lower than helmets, that kingdom takes a flat minus seven points. No soft landing, no partial credit. If shields hold, you score prestige multiplied by the number of citizens in that kingdom. Leftover coins are worth one point each. Add it all up and whoever has the most points wins.


Artwork, components, and visual design
This is very much a card-driven game, and it looks like one. There’s a shared central board for the market, a lot of cards on the table, some wooden meeples, some wooden discs, and cardboard coins. Nothing flashy, nothing extravagant.
The artwork sticks closely to the historical theme. You get farms, churches, ships, inns, and stone castles, all illustrated in muted, earthy colors. It fits the setting and stays readable, but it’s not something people will gather around just to admire. The icons are clear, though, and that matters more here than pretty details.
One thing worth mentioning is usability. The cards are easy to read, and the iconography does its job well. The wooden citizens have small symbols on them, which helps players who struggle with color recognition. That’s a small detail, but at the table it actually makes a difference.
Overall, the presentation feels practical. It doesn’t try to impress you, and honestly, that matches the game itself quite well.


Our experience
Turns are quick to take, but not easy to play well. Managing four kingdoms at once sounds manageable at first, but it gets complicated fast. A choice that feels harmless in one row can quietly undermine your plans elsewhere a few turns later. Because everything runs through the shared market, you’re constantly adjusting, sometimes because another player took exactly the card you needed.
The viking threat sits in the background for most of the game. Especially in the midgame, we found ourselves hesitating, asking whether one more building was worth the extra helmet it would add. The rules stay light, but the pressure doesn’t. You’re often deciding whether to invest in defense now or gamble that you can fix things later.
The end of the game can feel sudden. There’s no fixed round count, and when the deck runs out, things wrap up fairly quickly. In several plays, scoring felt brutal. One kingdom collapsing into a minus seven while another barely survives is not unusual. More than once, most of a player’s points came from just two kingdoms, which really drives home how important long-term balance is.
Replayability has been solid so far. The kingdom tiles change how rows behave enough that the game doesn’t settle into a single obvious pattern. You can’t rely on the same approach every time, which is appreciated.


Our thoughts
Norsewind has a focused core, and it knows what it wants to do. Every turn feeds into the same question at the end, did you grow responsibly, or did you invite too much trouble? It’s easy to explain, but it doesn’t open up easily. You need a few plays before the systems really click.
The cross-kingdom income system is the most interesting part of the design. It forces you to think beyond the card you’re placing right now. Strong turns often come from setting things up earlier and then triggering income across several rows at once. When that works, it feels earned. When it doesn’t, it can feel like you’ve painted yourself into a corner.
Interaction mostly comes from the shared market. You’re not attacking each other directly, but denying a card can slow an opponent’s entire setup. At higher player counts, this becomes more noticeable and sometimes a bit frustrating, especially if the timing works against you.
The game can be harsh. The minus seven penalty is no joke, and sometimes a kingdom feels lost long before the end. Choosing to abandon a row can be an interesting decision, but it won’t be for everyone. Players who prefer flexibility and recovery options may find Norsewind a bit strict.
Ships stand out as especially useful early on. The immediate coins help you get going, sometimes more than other buildings do. In some games, that made early choices feel slightly narrower than expected.
Castles often shift from being a nice bonus to feeling mandatory, especially in helmet-heavy kingdoms. Upgrade discs reinforce that tension nicely. Shield upgrades are free, prestige upgrades cost coins, and coins are points. You’re always giving something up, and the game never really lets you coast.
The kingdom tiles add variety, but they’re not all equal. Some feel like interesting puzzles, others feel more like restrictions you’re forced to manage. That asymmetry adds replay value, but it can also make some starts feel harder than others.
All things considered, Norsewind will likely appeal to players who enjoy planning ahead, shared drafting, and games that don’t pull their punches. If you like euro-style designs that reward careful thinking and punish neglect, there’s a lot to appreciate here. If you’re looking for something forgiving or tactical on a turn-by-turn level, this one might ask more of you than you expect.
📝 We received a copy of the game from IPA.






