Red North - When Vikings Play Hide and Seek
- Renaud Fleusus

- Dec 8, 2025
- 3 min read
I spotted Red North at the Mighty Boards booth at Essen, and I have to confess, the synopsis had me dreaming of a big epic game where we'd conquer the North with armies of Vikings. In my head, I was already imagining managing complex strategies, twisted alliances, basically something really meaty. Then I opened the box and discovered a clever little 30-minute card game designed by James Dickinson for Mighty Boards. Not exactly what I was expecting, but ultimately...

First Skirmishes at Tipsy Tribe
I got the chance to test Red North during my game night organized at Tipsy Tribe, then several times with friends. The principle is simple: you play raiders, jarls, and heroes face-down to control Viking outposts. Each warrior faction corresponds to a type of outpost, and it's by deploying your troops that you gradually reveal your intentions. The catch? Resources are limited, and you need to keep enough forces for the final round, the famous Ragnarok, where even the Norse gods get involved.
It's a bluffing and guessing game accessible from age 10, where you try to figure out what your opponents are preparing while hiding your own game. You know that moment when you watch your neighbor place a card face-down and you wonder if they're bluffing or if they really have the firepower they claim to have? That's exactly Red North. The bluffing mechanic is really effective, and games move quickly without downtime.

The Magic Works at Three, Less So at Two
And that's where I discovered something important: the game really takes off starting at three players. At two, honestly, there isn't enough tension. You guess your opponent's intentions too easily, and the bluffing loses its flavor. It's like playing poker with two people: it works, but it lacks that delicious uncertainty that makes the whole game worthwhile.
At three or four, however, the interactions become much more tense. You no longer know who's bluffing, who's conserving their forces for Ragnarok, who's going all-in on a crucial outpost. Games become real mind games where every decision counts. It's in this configuration that the short, accessible format of the game reveals its full potential.

A Feast for the Eyes
I need to talk to you about the illustrations, because honestly, they're magnificent. The cards are beautifully illustrated with a style that perfectly captures the Nordic atmosphere without falling into clichés. Each faction has its visual identity, and the outposts are beautifully represented. For a game sold around $25, it's really beautiful work. I literally love every card, and it contributes enormously to the immersion in the Viking universe.

The Expectations Trap
Now, let's be honest: if you arrive with the same expectations as me after reading the synopsis, you might be disappointed. Red North can seem really light if you're hoping for a big strategic conquest game like Risk or Small World. It's a filler, not an evening game that will keep you busy for two hours. And in the long term, I have to admit that replayability is somewhat limited. Once you understand the mechanisms and test the different strategies, the game reveals its limits fairly quickly.

The Warrior's Verdict
Red North surprised me. Not in the way I expected - it's clearly a lighter and faster game than I imagined - but in a good way. It's a clever little bluffing and hand management game that works well starting at three players. If you're looking for a filler with guessing and nice interactions, it's a pleasant option. However, forget it at two players, and don't expect a big strategic conquest game. Red North is more like the accessible little brother of games like Citadels, with an assumed Viking flavor and stunning illustrations.




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