Empire of the North – Quick-Start Guide & Card Types Explained

Reading time: about 10–12 minutes · Last updated: Sept 9, 2026 — checked against the original German rulebook and the solo-play booklet

Quick start – your first game (with rules clarity)

Imperial Settlers: Empires of the North is a card game for 1–4 players by Portal Games, in which you lead one of 6 clans from 3 Nordic peoples. You build locations, harvest resources, place clan discs, and sail to unknown islands to plunder or conquer them.

This guide focuses on the actual flow of play, the mistakes people make most often, and the one spot where the rulebook trips people up most: how a card actually enters play.

Goal of the game

Victory: whoever has the most victory points (VP) at the end wins.

The game ends as soon as someone reaches or exceeds 25 VP during the Action phase. The current round is still played out completely, including the Expedition phase. (If someone only crosses 25 VP during the Expedition phase itself rather than the Action phase, one extra round is played.)

What am I working toward? Keep the final scoring in mind: On top of the points you accumulate along the way, the end of the game adds: 1 VP per card in your realm (every location, every starting card, every extension, every conquered island) plus 1 VP per 2 resources (wood, stone, food, wool, fish) and 1 VP per gold in your supply. Building up plenty of locations early while stockpiling resources on the side often pays off with extra points at the final count.

Components at a glance

  • 6 clan card decks (33 cards each: 3 starting cards + 30 clan cards) — one per clan
  • 3 starting cards per clan — your starting realm
  • 5 action tiles — form the action wheel
  • 2 clan discs per player — used for tile actions
  • Expedition board + island cards (12 nearby, 10 distant)
  • Scoring track + scoring marker
  • Resources: wood, stone, food, wool, fish
  • Other: gold, destruction tokens, workers, ship tokens
Recommendation for your first game (per the rulebook): play two-player with the Glenn clan (difficulty 1) against the Ulaf clan (difficulty 3) — these clans have the simplest card effects. Other clans are noticeably harder for a first game.

What do I actually do on my very first turn?

Many newcomers stare blankly at the table right after setup. Here's a worked example of a typical opening round, using the Glenn clan.

Card phase: set your starting hand briefly aside, draw 4 new cards. Say you want to keep two of them: put 2 workers on your rest tile for that, discard the other 2 cards. Pick your starting hand back up — you now have 5 cards in hand and 3 free workers left.

Action phase, possible moves:

  • Move 1 – Build (Errichten): place a clan disc on the Build tile, put a matching location card without a play action for free into your realm from your hand (its build cost is waived entirely).
  • Move 2 – Harvest: place your second clan disc on Harvest and take the goods from one resource source in your realm — for example a starting card, or the location you just built for free, if it happens to be a resource source.
  • Move 3 – Construct a location: pay for another location card from your hand with the goods you just harvested and add it to your realm. Any construction bonus triggers immediately.

Then pass. Your realm has grown by 2 locations — a solid first round.

Good to know: you don't have to use every clan disc, and you don't need to do something "big" on every turn. Especially in round 1, building up resources is often worth more than chasing points right away.

Setup (full detail: page 5 of the original rulebook)

Before your very first game: sort the island cards by distance and build the matching clan decks — keep everything separated after the game too, it makes the next setup faster.
  1. Set out the scoring board, then the expedition board beneath it.
  2. Shuffle the island cards (nearby/distant kept separate), place them face down on the expedition board, reveal 2 cards from each.
  3. Arrange the 5 action tiles randomly into a ring (the action wheel) — fronts up, this stays fixed for the whole game.
  4. Choose your clan and take its components: put 3 starting cards face up into your realm, shuffle the rest of the deck and place it face down in front of you.
  5. Choose a player colour: take a rest tile and 2 clan discs, place your scoring marker on space 0.
  6. Set out the general supply; build your personal supply from the goods shown on your starting cards plus 5 workers.
  7. Randomly determine the starting player, then everyone draws 5 cards — discard 2, the remaining 3 become your starting hand.
Don't mix these up: this one-time opening draw (draw 5, discard 2) is different from the regular Card phase from round 1 onward, where you only draw 4 cards.
Ulaf clan: owns 3 ship tokens instead of 2, but still only starts with 2 in play — the third only becomes available once the card "Floki's Workshop" is played.

The round structure — 4 phases

1 Card phase

This is where you get new cards "in exchange for payment."

  1. Set all hand cards aside (not discarded — just moved out of your hand briefly).
  2. Draw 4 cards and decide which ones you want to keep.
  3. For every card you want to keep: tire 1 worker (put it on your rest tile) — that's the price of keeping it.
  4. Put any cards you don't want on your own discard pile.
  5. Pick your set-aside hand cards back up.
  6. Collect goods from any cards with a storage effect whose condition is met.
Notes: there's no limit on hand size. If your clan deck runs out, reshuffle your discard pile into a new deck. Hand cards are always secret.
Exhausted vs. tired — the most common mix-up: two terms that sound alike but mean completely different things:

Tired = put a worker on your rest tile. It's "used up" this round and comes back only during Cleanup.

Exhausted = turn a location card in your realm 90° to the right. Its action can't be used again this round; Cleanup automatically turns it back.

Rule of thumb: workers get tired — locations get exhausted.

2 Action phase

The main part of every round. Whoever holds the starting-player tile goes first. After that, clockwise, each player either takes 1 action or passes, repeating until everyone has passed. Whoever is left last may keep taking as many further actions as they like, one after another, until they pass too.

Passing protects you: once you pass, you can't take any more actions this Action phase — but you're also immune to everyone else's actions from then on. Nobody may raid your locations once you've passed.

The available actions are:

  • Construct a location
  • Place a clan disc (= use a tile action)
  • Use a location's action
  • Raid an opponent's location

3 Expedition phase

Everyone with at least one ship on the expedition board takes part. The order follows the order in which the ships were placed there.

When your ship is up, choose one of the open island cards or reveal the top card of one of the island decks. Then: plunder or conquer?

Action Nearby island Distant island
Plunder No extra material needed Assign 1 fish to the ship
Conquer Assign 1 destruction token 1 fish + 1 destruction token

Plunder: take the goods shown on the plunder field, then the island goes to the matching discard pile.
Conquer: the island is added to your realm as a location; you may use its actions and abilities immediately. At game end it's worth 1 VP, same as any other location.

Abilities and islands: effects that trigger on conquering only activate once the island is placed into your realm — not already when the ship is placed via the Sail tile action.

4 Cleanup phase

  • Return all tired workers from your rest tile to your personal supply.
  • Reactivate (turn back) all exhausted cards in your realm.
  • Take your clan discs back off the action wheel — un-tired side up.
  • Discard any islands still open on the expedition board and reveal new ones.
  • Pass the starting-player tile clockwise.
Note for Imperial Settlers fans: you never have to discard goods at the end of a round. There's no production phase — resources come exclusively from the Harvest tile action (or from plundering and individual card effects).

Actions in detail

Construct a location

Choose a location card with a build cost from your hand (not one with a play action), pay the shown goods — some build costs even include workers, which then get tired — and place it in your realm. You may use its effects immediately, even this round.

Place a clan disc (tile action)

There are 5 tile actions on the action wheel:

Action Effect
Explore Draw 1 card from your own clan deck and take it into your hand.
Populate Take 1 worker from the general supply into your own supply — permanently, for this round and every future one.
Build (free) Place 1 location card without a play action (i.e. a normal "pay to build" card) into your realm for free.
Harvest Take the goods from 1 resource source of your choice (including an assigned extension, if any).
Sail Place 1 ship token on the expedition board; optionally assign it 1 fish and/or 1 destruction token immediately.

How to place a disc: put it on an action tile (untired side up, OR pay 1 food to move an already-placed disc to an adjacent tile). You may then optionally play or place a card with the matching play action. Finally, carry out the tile action itself.

Using a clan disc twice: pay 1 food to move an already-placed, still-untired clan disc to an adjacent tile — it becomes tired in the process and can't be moved again this round. That way, every clan disc can be used up to twice per round.
Important rule: you must always be able to carry out the tile action you chose. If you can't (e.g. no matching card in hand for the free-Build tile), the clan disc may not be placed there.

Use a location's action

Pick a non-exhausted location with an action effect in your realm. Pay the cost, trigger the effect, turn the location 90° (exhaust it).

Important: harvesting from a resource source and using an ability never exhausts a location. Only a used action and a suffered raid do.

Raid an opponent's location

Pay 1 destruction token to use the action of a non-exhausted opponent's location, exhausting it in the process. Not possible if that player has already passed this round.

Build vs. free-Build — the most common table argument: both actions add a location card to your realm, but in completely different ways:

Construct = a standalone action, no clan disc needed. Take a card from your hand, pay its build cost from your supply, place it.

Build via tile action = a tile action, needs a clan disc on that tile. In exchange, the build cost is waived entirely — the card comes into your realm for free.

Rule of thumb: Constructing costs goods. The free-build tile action costs a clan disc.

Resources & goods

Good Used for
Wood & stone Building materials for locations (build costs)
Food Using a clan disc a second time
Wool Many location actions and card effects
Fish Reaching distant islands, various actions
Gold Substitutes for any resource — but not the other way around
Destruction tokens Conquering islands, raiding opponents' locations
Supply is unlimited: resources, workers, and other tokens are never limited in quantity. If you ever run short, use the duplicate tokens to indicate the true amount.

Card types at a glance

Every card shows either a build cost in the top left ("pay to build"), or the name of one of the five tile actions (its play action). Whether it then stays in play permanently or only triggers once is not shown in that banner — it's in the body text, and that's exactly what gets missed on a first read.

Card type How it enters play
Starting card Lies face up in your realm from the very start (3 of them), never drawn or played. It already counts as a "location."
Location card – pay to build The default: pay its build cost via "Construct a location," then it stays in play permanently. Alternatively, play it for free via the "free-Build" tile action (waives the cost).
Location card – with a play action Shows one of the five tile actions instead of a build cost. Enters your realm for free, exclusively when that exact action is carried out. Almost all cards of this kind are resource sources, and they stay in play permanently.
Reinforcement card ("Immediately") Also shows a play action, but its text begins with "Immediately:" — it triggers once as soon as the matching action is performed, then goes to the discard pile. It never stays as a location.

In practice: before every tile action, it's worth glancing at your hand to see if a matching card is there. Whether that turns into a new permanent location or just a one-off bonus is revealed solely by the word "Immediately" — not by the banner in the top left.

Resource sources & extensions

Resource sources show only good icons, no body text. When you play one, you immediately take the pictured goods once — and again every time you activate that source with the Harvest tile action.

Extensions are special resource sources that must be assigned to an already-existing resource source of the same good type (slid underneath it) — they can't be played on their own. When harvesting, you take the goods of the source and its assigned extension together.

Location effects

  • Ability: triggers automatically whenever its condition is met — never exhausts the location.
  • Action: must be actively used (pay the cost + exhaust the location).
  • Construction bonus: a one-time bonus, exactly at the moment the location is placed into your realm — never again after that.

End of the game & final scoring

The game ends after the Expedition phase of the round in which someone reached or exceeded 25 VP during the Action phase. Cleanup is not carried out in the final round.

Extra points at game end:

  • 1 VP for every card in your realm (starting cards, locations, extensions, conquered islands)
  • 1 VP for every 2 resources in your supply (resources assigned to cards don't count)
  • 1 VP for every 1 gold in your supply (assigned gold doesn't count)

Whoever has the most victory points wins.

Ties

Tie-break order: 1. more locations in the realm → 2. more workers (wherever they are) → 3. more hand cards. If it's still tied after that, the tied players share the placement.

The 6 clans — difficulty & playstyle

Clan People Difficulty Playstyle
Glenn Scots 1 Relies on cooperation to reach its goals — ideal for beginners.
Ulaf Vikings 3 Leads with respect for old Viking traditions — fighting, sailing, winning.
Panuk Inuit 3 Many passions: loves penguins, collections, and combining things by their own system.
Heidel Vikings 5 Heidel and his followers never run out of drinks — not very ambitious, but cheerful.
Nanurjuk Inuit 7 Must keep moving to be happy — survives in the harshest environment, follows its own path.
Mackinnon Scots 8 Loves investing and profiting, longs for camaraderie and its own wealth.

Core principles worth remembering

  • Resources and workers always sit openly visible in your own supply.
  • Always draw cards from your own clan deck, unless stated otherwise.
  • Gold substitutes for any resource — but resources don't substitute for gold.
  • Mark victory points on the scoring track immediately as soon as you receive them.
  • Card text always overrides the general rules (the Golden Rule).
  • Exhausted locations (turned 90°) can't be used — abilities and Harvest never exhaust a location.
  • Discard = from hand to your discard pile. Remove/place aside = from your realm to your discard pile.
  • Unlike the base Imperial Settlers game, there is no option to trade 2 workers for 1 resource or 1 card.

First steps — a strategic take on rounds 1 and 2

The following points aren't rules — they're our own take on getting started. Empires of the North is an engine-building game: the more resource sources and locations you build early, the more options you'll have in later rounds.

Priority 1 – get resource sources into your realm early

Without resource sources, you'll barely have goods to build with or pay location actions in rounds 2 and 3. Building or free-building an extra resource source in round 1 almost always pays off.

Priority 2 – build up workers, but don't overspend them early

Every worker you spend during the Card phase isn't available for other card effects this round. In the early rounds, 1–2 new cards per Card phase is usually plenty.

Priority 3 – don't sail too early

Sailing costs a clan disc and ties up a ship until the Expedition phase. In round 1 you usually still lack the resources to grow your realm and make good use of an island at the same time.

Priority 4 – plan your construction bonuses on purpose

A construction bonus only applies once, at the moment of building. If you're holding a card with a strong bonus, build it when the bonus does the most good — not just at the earliest opportunity.

Rule of thumb for the first 3 rounds: Round 1: free-build a resource source and harvest. Round 2: build a second source or your first location, and sail. Round 3: keep growing your realm and cash in your island's yield.

The 6 most common mistakes

  • Mixing up Harvest and free-Build: Harvest takes goods from a resource source. Free-Build places a card into your realm for free. Two separate tile actions.
  • Placing a clan disc on a tile with no viable option: the tile action must be executable — without a matching card for free-Build, the disc can't go there.
  • Using exhausted locations anyway: exhausted locations are locked for the round. Only abilities and Harvest never exhaust.
  • Forgetting or misusing a construction bonus: it only applies at the moment of building, never after.
  • Raiding after someone has passed: a player who has already passed is fully protected.
  • Counting assigned goods in the final score: they don't count there.

Playing with 2–4 people — what changes

Turn structure and order

The Action phase is an open back-and-forth: whoever holds the starting-player tile moves first, then everyone else takes exactly 1 action clockwise, or passes. There's no fixed number of turns — the phase ends once everyone has passed. Passing early saves resources but takes you out of the action sooner. Whoever is left last may take as many further actions as they like, until they pass too.

Interaction between players

  • Raiding a location: paying 1 destruction token lets you exhaust a non-exhausted opponent's location — a good way to break up a strong combo.
  • Expedition order: whoever sails first gets first pick in the Expedition phase. A coveted island can be snatched away this way.
  • Starting-player tile: passes clockwise after every round.
Strategy tip: watch when opponents want to sail — if needed, sail earlier yourself to secure the better island.
Player count Dynamic What's different
2 players Direct and fast Raids and island competition feel more pointed
3 players Balanced interaction Raids need care — weakening one player strengthens the third
4 players Longest playtime Islands get taken more often, sailing early matters more

Solo play (separate solo-play booklet)

Solo play works differently than you might expect: there is no automated opponent. Instead, you play one of several scenarios from the separate solo booklet — each with its own flavour, its own extra rules, and a fixed victory-point threshold you have to reach or beat. You should already know the base rules from a few multiplayer games first.

The key differences from multiplayer:
  • Solo play always lasts exactly 4 rounds — not until someone hits 25 VP.
  • After round 4, you total your VP as usual and compare it to the chosen scenario's threshold (the scenario's special starting location itself scores no VP).
  • The Card phase gains an extra step: draw 1 of 5 numbered tiles at random (e.g. from a bag) and trigger the matching numbered event from the scenario's event table. The tile then goes back, so an event can occur more than once.
  • In the Action phase you simply take action after action without passing — after all, there's nobody to interrupt you. This is where the backs of the 5 action tiles come in, which show slightly different, usually stricter conditions than the fronts.
  • Every scenario also tweaks setup and sometimes the endgame, usually via an extra starting location already in your realm from the beginning.

Example scenarios and their victory-point thresholds:

Scenario Threshold
Outpost 40
Winter Is Coming 30
Declaration of War 35
Pirates' Nest 45
Track your results: a sheet in the booklet ("Your Victory Points") gives you space to log the clan, scenario, date, and score for each attempt — handy for comparing clans or scenarios, even with others online.
Order doesn't matter: the scenarios don't tell an ongoing story, so you can play them in any order you like.

Note: this is an unofficial quick-start guide and has no connection to the publisher or manufacturer of the game. It's based on the original German rulebook and the separate solo-play booklet (Pegasus Spiele) and has been checked against scanned original pages. No liability is accepted for the content of linked pages.

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