Bad North, developed by Plausible Concept and published by Raw Fury, is a compact real-time tactics roguelite about defending small islands from Viking invaders. This guide covers Bad North: Jotunn Edition, the current package for the original game and its free Jotunn update, not a sequel or separate remake.
Bad North is beginner-friendly to control, but it is not a gentle campaign: commander losses and greedy island choices can snowball quickly, especially if you play without level restarts.
Essential Tips
1. Treat Every Island as a Terrain Puzzle
Bad North is not about selecting a perfect army and watching it win automatically. Each island has its own beaches, hills, bottlenecks, houses, and landing angles. Before the first boat arrives, pause mentally and decide where each squad can move safely.
Put your durable squad where it can intercept trouble, place ranged support where it can shoot without being trapped, and save pikes for narrow paths where enemies must walk into them. If the island is flat and open, do not pretend it is a perfect pike map. If it has slopes and chokepoints, use those features before the wave spreads out.
2. Protect Commanders Before Houses
Houses matter because defended islands produce the gold that keeps your campaign growing, but commanders are the run’s long-term backbone. If a commander is about to be surrounded, knocked down, or picked apart by ranged enemies, move them first and worry about a burning house second.
Jotunn Edition gives you more campaign safety tools than the original release, including checkpoint islands and optional replayable levels, but the best habit is still conservative command. A commander who survives a messy island can recover and keep contributing. A lost squad can leave the next island under-defended.
3. Use the Enemy Preview When Choosing Squads
Jotunn Edition shows enemy types before you commit to a level. Use that information. Do not take the same favorite group everywhere just because it worked on the last island.
If the preview suggests ranged pressure, bring a unit that can cross fire safely or force those enemies off the field. If heavy melee threats are coming, make sure you have a squad that can hold a line instead of relying only on fragile ranged damage. When the preview looks mixed, bring a flexible team and leave yourself room to retreat, replenish, or reposition.
4. Upgrade for Roles, Not for Neat Menus
Shared gold in Jotunn Edition makes spending cleaner because coins are no longer trapped on individual commanders. That also makes waste easier. Spend when the upgrade solves a real tactical problem.
Militia can become specialized units, but the first question is what your campaign lacks. If you are losing soldiers to arrows, invest in a defensive answer. If enemies reach houses in large groups, consider more control or ranged thinning. If your pikes already win every narrow lane but struggle on open islands, another pike upgrade may not solve the real issue.
5. Learn the Three Main Unit Jobs
Infantry, Archers, and Pikes are not interchangeable. Infantry are your mobile stabilizers: they can protect vulnerable units, handle projectile pressure better than unshielded squads, and clean up problems that have already landed. Archers are prevention: they thin boats, punish exposed enemies, and reduce casualties before melee begins. Pikes are area denial: they shine when enemies must walk into a held formation.
The catch is that each role has a failure state. Infantry can bleed soldiers in messy fights. Archers are fragile if caught. Pikes are powerful while set, but weak when moved, flanked, or shot. Beginner success comes from matching the role to the island instead of forcing one unit type to do everything.
6. Rotate, Replenish, and Retreat Early
Do not wait for a squad to collapse before sending it to a house or boat. Replenishing takes time, and retreating requires a safe route to an empty boat. If a unit is down several soldiers and the next wave is not its ideal matchup, pull it back while another squad covers the landing.
This is especially important on islands with multiple beaches. A squad that barely wins on one side may be too weak to answer the next boat on the other side. Rotate early so your defense remains a plan, not a sequence of emergencies.
7. Commit Items Carefully
Items can define a commander, but they are not casual equipment swaps. Once an item is assigned, plan around that commander having it for the campaign. Question-mark islands are valuable because they can add new tools, but the tool only helps if you attach it to a squad that can use it naturally.
Do not give a battle item to a commander who is always late to the fight, and do not assign an economy or campaign item without thinking about how often that commander will deploy. If you are unsure, wait until you understand the squad’s job.
8. Build Around Traits Instead of Ignoring Them
Commander traits were added with Jotunn Edition, and they are more than banner decoration. A trait can push a squad toward a clearer identity: tougher front line, better ability use, stronger knockback, faster recovery, or another campaign niche.
The important beginner move is not memorizing every trait. It is noticing when a trait and squad role agree. A defensive trait on a front-line unit, a utility trait on a commander with a key item, or a movement trait on a squad that must answer distant beaches can all shape your plan.
9. Use Checkpoints and Restarts as Learning Tools
If you enable replayable levels, use them to learn why an island went wrong rather than simply forcing the same plan until the dice favor you. Move pikes earlier, shift archers to safer ground, retreat before the last wave, or spend gold before trying again.
Checkpoint islands also change campaign risk. They do not make reckless play good, but they let you take a measured lesson from a failed stretch. When you are new, that is better than pretending every mistake has to end the whole run.
10. Flee Before Pride Ends the Run
Bad North lets commanders flee on boats when survival matters more than a perfect island. Use that option. If the landing pattern overwhelms your formation, if a home-island recruit is no longer worth the risk, or if a key commander is one mistake from death, leaving can preserve the campaign.
Fleeing feels bad in the moment, but a living commander gives you decisions on the next turn. A wiped squad gives you fewer answers, less flexibility, and more pressure on every island after it.
Common Mistakes to Avoid
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You defend every house at any cost - Saving structures is useful, but sacrificing a commander for one burning house can weaken the whole campaign.
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You bring the same squad mix to every island - Enemy previews and terrain should shape your roster, especially once Jotunn Edition’s added threats and traits enter the run.
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You move pikes after enemies are already charging - Pikes need time and position; moving them at the wrong moment turns their best matchup into a scramble.
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You let archers fight like infantry - Archers are for thinning and support, not standing in the path of a landing party.
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You spend shared gold just because you can - A clean bank does not mean every upgrade is urgent; hold coins until they solve a real island problem.
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You assign items before a commander has a job - Since equipped items are commitment decisions, wait until the commander’s role is clear.
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You ignore traits on recruited commanders - Traits can change which unit class or item makes sense for that commander.
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You replenish only after a squad is nearly gone - Houses are safer when used early, before the next wave cuts off the route.
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You refuse to flee losing islands - Retreating with a commander alive is often better than gambling the campaign on a bad beach.
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You treat restarts as a substitute for planning - Replaying a level helps only if you change deployment, timing, upgrades, or retreat decisions.
Summary
| Category | Top Tip |
|---|---|
| Scope | Play as Bad North: Jotunn Edition, the current original-game package |
| Terrain | Read each island before the first boat lands |
| Commanders | Preserve leaders before chasing perfect house saves |
| Enemy Preview | Pick squads for the visible threats |
| Units | Use Infantry for stability, Archers for thinning, and Pikes for held lanes |
| Gold | Spend shared gold on clear tactical needs |
| Items | Equip items only when the commander’s role is clear |
| Traits | Let traits influence class and item planning |
| Survival | Replenish and flee earlier than your instincts suggest |
| Learning | Use restarts to test a better plan, not repeat the same mistake |
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8 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Bad North.
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