2020 BGG rank #6309

Herrlof

2–3 players 30–45 min Ages 10+ 1.4/5 complexity 5.7/10 rating

About this game

Scandinavia during the viking age, from roughly 800 until 1050 AD, is characterized by powerful magnates (or chieftains) and kings. The title of king is not inherited, you fight for it. The leading magnate is recognised by the others as 'first among equals'. Four magnates now battle for Herrlof: the victory and praise gained in war. Who will become the next Viking king? In this two-person trick taking game your goal is to be the first player to reach 50 points or more, the player with the most points wins. You score points by winning tricks and bonuses you can gain. The game is played in a maximum of 10 rounds (although most often players will easily reach 50 points before that) of 15 cards. Each round you: 1) deal 15 cards, 2) set the trump, 3) predict your score, 4) battle for tricks, and 5) reveal the predictions and determine your score. All predictions are done in secret, ensuring your opponent doesn't know your goal. Certain Vikings have special abilities that will influence tricks. There are also additional cards that can destroy tricks all together or add other uncertainties. —description from the publisher

What it feels like

Predictive Bid Hand Management Trick-taking Card Game Medieval

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Setup

1. Prepare a standard deck suitable for 15-card deals per round. 2. Determine the first dealer. 3. Dealer deals 15 cards to each player. 4. Set the trump suit for the round. 5. Each player secretly makes their score prediction. 6. Begin trick-taking play.

Turn flow

Each round consists of five phases: (1) Deal — 15 cards are dealt to each player. (2) Set Trump — the trump suit for the round is established. (3) Predict — each player secretly predicts their score for the round. (4) Battle — players play out all 15 tricks, with standard trick-taking rules applying and the trump suit able to beat non-trump cards. (5) Reveal & Score — predictions are revealed and scores are determined based on tricks won and any applicable bonuses. This sequence repeats each round until the endgame is triggered.

Scoring and victory

The endgame is triggered when a player reaches 50 cumulative points. At that point, the player with the most total points wins. If no player reaches 50 points within 10 rounds, the player with the most points after round 10 wins. Target score: 50 Scoring sources: Winning tricks during the trick-taking phase, Bonuses (conditions specified in full rules)

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

General

Herrlof is a 2-player game only.

Herrlof is designed exclusively for 2 players. No more, no fewer players may participate in a standard game.

Turn structure

Each round follows five sequential phases.

Every round of Herrlof proceeds through five phases in order: (1) Deal 15 cards to each player, (2) Set the trump suit, (3) Each player secretly predicts their score, (4) Battle for tricks by playing out all 15 tricks, and (5) Reveal predictions and determine scores. A new round then begins unless the endgame has been triggered.

Setup

15 cards are dealt to each player at the start of every round.

At the beginning of each round, 15 cards are dealt to each of the 2 players, giving each player a hand of 15 cards. This deal is repeated at the start of every new round.

Turn structure

A trump suit is set each round after the deal.

After the 15 cards are dealt, a trump suit is established for the round. Cards of the trump suit beat cards of all other suits when played to a trick. The exact method for determining trump is resolved during the 'set the trump' phase of the round.

Turn structure

Each player secretly predicts their score before trick-taking begins.

After the trump suit is set and before trick-taking begins, each player privately and secretly predicts their score for the round. Predictions are made simultaneously and in secret, so neither player knows the other's prediction until the reveal phase at the end of the round.

Restriction

Predictions are kept secret from the opponent until the reveal phase.

All score predictions are made in secret. A player must not reveal or hint at their prediction to the opponent during the prediction phase or during trick-taking. Predictions are only revealed at the end of the round during the reveal and scoring phase.

Turn structure

Players battle for tricks by playing all 15 cards from their hand.

The trick-taking phase consists of 15 tricks played out using the cards dealt that round. Players alternate leading and following tricks. The trump suit beats all non-trump suits. Standard trick-taking conventions apply. The winner of each trick takes the cards and leads the next trick.

Scoring

After all tricks are played, predictions are revealed and scores are determined.

At the end of the trick-taking phase, both players simultaneously reveal their secret predictions. Scores are then calculated based on tricks won and any applicable bonuses. Scores are added to each player's running total.

Strategy briefing

Triggering the Endgame Strategically

Since the winner is the player with the most points when 50 is reached (not necessarily the one who hits 50), you should monitor both scores carefully. Avoid triggering the endgame if your opponent is ahead — try to delay until you have a lead. Conversely, if you are ahead, push aggressively to hit 50 before your opponent can catch up.

Secret Predictions as an Information Weapon

Because predictions are fully hidden until reveal, you have no direct knowledge of your opponent's target. This means you should play tricks based on your own predicted score rather than trying to disrupt their prediction — unless you have a strong read on what they need. Bluffing via play style can also mislead the opponent about your prediction.

Trump Management

Trump is set before predictions, meaning you can factor your trump holding directly into your secret prediction. If you hold strong trump cards, predict higher scores; if weak, predict conservatively. Misjudging your trump strength versus your opponent's is a common source of missed predictions.

Pacing Over 10 Rounds

With a maximum of 10 rounds, you have limited time to accumulate 50 points. If you fall behind early, you must take higher risks in predictions and trick-taking to close the gap, since the endgame hard-stops at round 10 regardless of scores.

Common questions and edge cases

A player triggers the endgame by reaching 50 points, but the opponent has more total points at that moment. Who wins?

The player with the most points wins when the endgame is triggered — not necessarily the player who triggered it. Reaching 50 points ends the game, but the winner is determined by who has the highest score at that point.

10 rounds are completed but neither player has reached 50 points. Does the game continue?

No. The game ends after a maximum of 10 rounds. The player with the most points after round 10 wins, even if 50 points was never reached.

Can a player change their prediction after seeing the trump suit but before trick-taking begins?

Predictions are made after the trump is set. The rulebook states predictions are made in secret in phase 3 (after trump is set in phase 2) and are only revealed at the end of the round. Once made, predictions are locked in for that round.

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