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played
Authors:
Paul Agapow
Version:0.2
Date:20150419
Game concepts
A rules summary for the purposes of learning,
teaching or remembering the game, intended
to be comprehensible but not necessarily
comprehensive.
Overview
The players are each tribes striving for survival in
Greenland: the Norse (red), Thule (yellow) and Tunit
(green). As the environment cools, the tribes hope to
also increase their population, colonise the fertile New
World and accumulate prized possessions (trophies or
resources).
Alphas:
World.
2.
3.
3.
Negotiation
If tribes have hunters on the same biome or if a tribe
has hunters on a tableau card of another opponent,
negotiation can now take place. Players can offer to
remove thier hunters in exchange for cards (Domestic
Animal or Invention), commodities (fuel, ivory, iron)
or verbal agreements.
A player can remove their hunters back to their pool
of unassigned hunters, if if every tribe with cubes on
the card agrees and if transport permits. (If a Mariner
would be needed to get there, a Mariner is needed to
get back.) If agreed, one of these removed hunters can
be placed on a negotiating tribes daughter.
Attacks
Attacks take place in "most iron" order:
Assign hunters
Tend animals
In player order, animal cards in tableaus must be either
fed or slaughtered:
Elder actions
Polytheist then monotheists tribe may perform any
elder actions listed on their tribe cards. These can be
done in any order. Pay any associated costs.
At the end of this phase, any polytheistic tribes with
no elders on their cards may flip to the monotheistic
side. There is no way to flip back.