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Greenland - as she is

played
Authors:

Paul Agapow
Version:0.2
Date:20150419

players are represented by disks:


Orange disks are fuel, which can be used to
power actions or keep your elders alive during
cold weather
White disks are valuable trading goods like
ivory
Black disks are iron, useful for combat
There are a variety of card types:

Events, one of which will take effect each


turn
Biomes or terrain, for both north and south
Greenland
Two New World cards, representing far lands
the tribes can colonise
Domestic Animals

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).

There are a few broad idioms or ideas that don't fit


neatly into the turn order below. You may want to read
the rest of the rules and come back to these later:

Hands and tableau:


Each player will have a tableau (a set of
cards down on the table that they can use)
and a hand (as yet untabled cards).
Maximum hand size is normally 0! but
various cards in the tableau can raise that
size. Should your hand ever go above this
maximum size, cards must be immediately
discarded.

Each turn is a generation in which events may alter the


landscape in which the tribes live. The tribes must first Play order:
decide which of their hunters will do what: go hunting
The general order of players within a turn
to find food (to allow the tribe to grow) and resources,
in determined by the event card drawn that
colonise the New World, raid a rival tribes possessions
turn. The colour of the icon on the card
(their domestic animals, inventions and daughters), or
become a learned elder of their tribe.
shows who plays first and play proceeds
To aid their struggle, tribes may try to gain special
abilities or advantages in a number of ways: by
domesticating animals or acquiring inventions (tabling
D and I cards), from the daughters of their own tribe
or by marrying hunters to the daughters of other
tribes, or by using the wisdom of tribal elders.

Components and layout


Each player will have:
Population cubes, being hunters or elders, in
their tribes colour,
An Alpha, a mighty hunter, represented by a
big cube in the tribes colour
An Elder card and several Daughter cards
for their tribe
The various resources gathered and expended by the

clockwise from them.


However, a number of the turn phases
work in a different order, e.g. "least
hunters order" means the player with the
least hunters goes first, etc. Should there
be a tie in any of these conditions, the play
order is a tie breaker.
Dice:
The game is all about rolling dice, and
usually the lower, the better. A key to
success is gaining special abilities from
cards that allow die results to be converted
or re-rolled:

Almost all of these abilities come with an

Alphas:

icon that restricts where it can be used,


the New World biomes as well.
e.g. for hunting it must match the icon on
Homelands and accessible biomes:
the biome card, an archer icon mean it
can be used in fighting.
Mobility is important in Greenland.
A conversion icon shows that any dice
Hunters may hunt in any biomes they can
showing a specific number can be treated
travel to, to raid a tribe you need to reach
as another result. A re-roll icon shows
that any dice showing a specific number
their homelands, colonists need transport
can be re-rolled. Dice may only be reto get to the New World.
rolled once.
Tribes may freely move in their
Conversion and re-rolling is always
optional.
"homelands". For the Norse, this si South
Whatever conversion or re-rolling is used,
Greenland and their tableau. For the Tunit
the final result is used to determine the
and Thule, this is North Greenland and
result of the hunting or attacking.
both of their tableaus, i.e. they may freely
For clarity, The following order is
raid each other.
suggested for resolving attacks:
1. Decide if you are rolling for
Each sled (invention) possessed can be
the Alpha or treating it a 1
used to move any number of hunters to a
2. Roll one die per hunter
single biome anywhere in Greenland.
3. Choose which you will reEach Mariner elder can move 4 cubes to
roll. Re-roll them all
4. Convert any dice you wish.
and from any location, including the New

World.

Each player has a single large cube, their Exogamy (marriage):


Alpha, which represents a mighty hunter.
hunters can end up marrying the daughters
When hunting, before rolling the player
of other tribes. In this case, place the
may choose to treat the Alpha as if they
hunters cube on the "exogamy" box of the
automatically rolled a 1. Note this does
daughter. The hunters tribe can now use
not apply during attacking or any other
the daughters special abilities if any. The
combat or any other activity, just hunting.
husband counts as a hunter in the
When losses are taken by a group of
daughters defence against any raid.
hunters that includes an Alpha - as in an
Game tempo:
attack or raid - a player can choose which
Greenland is harsh and just gets harsher.
hunters die, deliberately selecting or
Your tribe will get more skilled and
sparing the Alpha. Likewise, when gaining
suceed more often as the game progresses,
new hunters from babies, they make
but the climate will continue deteriorating,
choose an Alpha is one is available.
accidents and events will decimate your
Negating losses with iron:
people and your choices will start to
If a hunt, raid or fight causes a player to
narrow. Expect to have good and bad luck.
take losses, they may spend one iron to
avoid those losses, regardless of how
large. Note this iron only negates a single Setup
event.
1. Shuffle and count out 10 event cards. These
Climate shift:
Over time global shifts in temperate will
change biomes from warm to cold. The
biome state is tracked by it's relation to the
biome deck for that row - if it is to the
right (the starting position), it is warm. If
it is to the left, it is cold. This applies to

2.

will serve as a timer for the game


Construct two parallel rows of cards, one for
north and south Greenland each.
1. The first card in each row are the New
World cards, Markland in the north and
Vinland in the South. These start the
peaceful (colourful) side up.
2. Place the North and South Greenland
Biome decks to the left of these.

3.
3.

From the respective biome decks, deal


out 6 cards to the right of the deck.
Each player gets:
1. The elder card for their tribe, turned to
polytheism side, in their tableau.
1. The daughter cards for their
tribe, in their tableau. The Red
player gets their choice of a
Domestic Animal (cattle, pony,
sheep or goat).
2. Their Alpha and 5 cubes. These are
unassigned hunters, place them below
your elder card.
3. 6 other cubes. Place these to the left of
your Elder card, next to each number.
These are elders and the roles they
occupy. The Green player also gets 5
more cubes placed on Markland.
4. 5 fuel, 1 ivory, 1 iron.

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:

Where hunters of rival tribes are on the same


card, a player with a War Chief can declare an
Turn sequence
attack.
They roll dice equal to their number of
hunters. Each 1 kills an enemy hunter.
Random events
Note that most bonuses (i.e. those for
Draw an event off the deck:
hunting) do not apply to attacks. Only the
"archer" icons ones are used.
1. Use the icon in the upper left to determine

Defenders of livestock and daughters


who is the start player.
automatically roll 1's. This does not require a
2. Carry out the random events on the card for
War Chief ...
from left to right, one at a time. For each
After
all
attacks,
if there are more than 6 cubes on a
event, inflict them on players in play order.
New
World
card,
flip it to its hostile side.
3. If the card has a lower purple region, auction
it off:
After attacks, if there are more than 6 cuubes on a
Players bid ivory, in any order.
New World card, it flips to it's "hostile" side. A tribe
Each bid must equal or raise the previous with hunters there can pay 1 ivory to flip the card back
bids
to its peaceful side.
When no more bids are forthcoming, the
highest bid wins. Ties are broken by the Hunting
player with Peepeelee (the daughter) and
then play order.
The first player decides the order in which biomes are
The winner places the card in their
resolved. If there are hunters from multiple tribes on a
tableau with the purple text upwards
card, hunting takes place in "least hunter" order.

Assign hunters

In player order, players place their unassigned hunters:

They may be placed on biomes to hunt.


A hunter may be made an elder for one fuel,
Place them on a slot on the elder card and pay
one fuel. The change takes place immediately.
If transport permits, hunters may be moved
to and from the New World.
If a tribe has a War chief, hunters may be
placed on an opponents tableau cards on a
raid, as a livestock raid (being placed on a D
card) or on a sabine raid (to kidnap
daughters).
Tribes can also place hunters on their
livestock and daughters to defend them.

The hunters roll number of dice equal to


their number. A 1-2 is success on warm
biome, a 1 on a cold biome. The number of
dice on the card shows how many success are
needed to make the hunt.
If the hunt is successful, the hunter may take
the rewards listed on the top of the card. No
one else may hunt there that turn. (Exception:
this does not apply in the New World. It is
abundantly fertile.)
If you roll any dice values shown on the card
as shark bite icons, they are inflicted as
casualties amongst the hunters.
If a hand (domestication or invention) or
antler (trophy) symbol is shown, this card can
be won with the right die roll.

The number of empty squares show


how many matching dice have to be
rolled: two empty squares for a
double, three for a triple, etc. whether
or not the hunt is successful.
No squares means that a successful
hunt roll gains the card.
If you win a trophy, it is added to
your tableau. The card is not replaced
in the row - it has been hunted out.
If you win an D or I card: take it into
your hand. Replace the card in the
row.
Afterwards hunters go back to pool, except
for colonists in the New World.

Tend animals
In player order, animal cards in tableaus must be either
fed or slaughtered:

Slaughtered: discard the card and gain any


fuel listed on the card
Fed: discard a fuel or elder for each
"snowflake" icon on the card. Gain the babies
listed on the card.

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.

Game end & victory conditions


The game ends when the event card deck runs out (i.e.
after 10 turns). At that point, players count and
compare victory points:

1 VP for every cube on the board (hunter,


colonist, elder, etc.)
Colonists on a New World count
double if the card is cold
If the tribe is polytheistic, count VPs from
trophies in your tableau
If the tribe is monotheistic, count 1 Vp for
each ivory and 2 Vp for each iron.
4 VP for every opponents elder card a player
has a "representataive" on (being a member
of the Greenland government). Note there
are no points for having a second
representative on the same card.

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