Vikings Gone Wild: It’s a Kind of Magic
2017
A 110-card addition featuring Spells, magical units, a new building, Odin’s Path cards, missions, and end-game bonuses.
90
minutes
2 - 4
player(s)
10+
Medium
About this expansion
Vikings Gone Wild: It’s a Kind of Magic is a 110-card addition for 2–4 players, with a listed play time of 90 minutes and a 2017 release year. It introduces a new card type, Spells, bringing a magical theme to the Viking world.
When included in the game, Spells replace Defense, Units, or both. The set includes six Spells: Shield, Thunder, Magic Manipulation, Ice Trap, Magic Potion, and Gold Touch.
Alongside the Spells, this release adds a new Building, four new Units, and a new Divine Favor. The Sorceress Tower joins the building lineup, while the Shaman, Sorceress, Dreki, and Dreki Eggs expand the available Units.
- 1 Building: Sorceress Tower
- 4 Units: Shaman, Sorceress, Dreki, and Dreki Eggs
- 6 Spells: Shield, Thunder, Magic Manipulation, Ice Trap, Magic Potion, and Gold Touch
- 1 Divine Favor: Hel
- 8 Odin’s Path cards, including Necronomicon, Destruction, Sheep Storm, and Zap Trap
- 2 end-game bonuses and 5 Missions
Its Odin’s Path additions include eight cards, with Necronomicon, Destruction, Sheep Storm, and Zap Trap specifically named among them. Two new end-game bonuses and five Missions provide additional content to include in your games.
With magical cards, mystical Units, and new objectives gathered in one set, Vikings Gone Wild: It’s a Kind of Magic offers a clearly defined collection of new components for players exploring its expanded card pool.