You are a jarl with a longhouse, three karls and a scout. Gather food, wood, gold and stone, raise a settlement, climb through four ages and break every rival hall on the map. A completed Great Hall that stands for five minutes also wins the saga.
| Age | Needs | Unlocks |
|---|---|---|
| Settlement Age (Landnám) | — | Huts, camps, mill, farms, barracks, palisade |
| Jarl Age (Jarlaöld) | 500 food, two Settlement-age buildings (mill, camps, barracks) | Archery range, stable, smithy, market, watch tower, stone wall |
| Kingdom Age (Konungaöld) | 800 food 200 gold, two Jarl-age buildings | Stronghold, siege works, hof, better warriors, unique unit |
| Saga Age (Söguöld) | 1000 food 800 gold, a stronghold or two Kingdom-age buildings | Elite warriors, keep, Great Hall |
Rival jarls run their own economies, climb the ages, raise armies and raid — and they know where the resources are without scouting. Easy jarls gather slowly and attack rarely; hard jarls gather faster than you and come often. The build-up setting keeps every jarl at home for that long.
Spears beat riders. Riders beat archers and siege. Archers beat spears and slow infantry. Javelineers beat archers. Rams and stone-throwers break walls and halls; keep them behind a shield wall. Towers and the Longhouse shoot more arrows with karls or archers garrisoned inside.