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HauptseiteProduktlinienCard GamesGreenland 3rd Edition - A Cardgame of Survival


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Greenland 3rd Edition - A Cardgame of Survival

 

Hersteller: 

Sierra Madre Games

Produktlinie: 

Card Games

Bestellnummer: 

SMG 0033a

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

42,00 EUR

Produktbeschreibung

Imagine you are a tribe on an island slowly freezing over. The supply ships stop coming, and the only means to survival is intermarriage to discover the survival secrets of the other cultures: Tunit, Vikings, Inuit, Sea Sami.

In Greenland you get to play through a momentous period of human history. You play as one of the peoples who attempted to colonize Greenland during the Middle Ages. This version of Greenland also includes the little-known Sea Sami expansion pack.

Compared with the 2nd edition, introduces a 4th player (Sea Sami), custom meeples for each tribe, new domestic animals and daughters, upgraded art, new play aids. Contains 63 cards, 4 elder boards, 72 custom meeples, 4 large meeples, 52 disks for energy, ivory, and iron, 10 dice.

Designed by Phil Eklund, the designer of High Frontier and Pax Porfiriana. Art by Karim Chakroun



This new edition of Greenland includes the Sea Sami expansion pack so it is playable with up to 4 players.

The four players in Greenland represent the Tunit (Player Green), Norse (Player Red), Sea Sámi (Player Blue), and Thule (Player Yellow) tribes inhabiting Greenland from the 11th to the 15th centuries.

As a tribe, you attempt to secure food, resources, and technology to increase the size of your tribe and support children, elders, and livestock while also wiping out competing species or gathering resources to collect victory points. You must work around the weather and the extinction of natural resources as well as negotiate deals to protect your wives while you decide between monotheism or polytheism. In this tableau-building game, you'll send your population out to hunt native species of Greenland — but some might not come back. (Historically, the climate turned frigid and all but the Thule (Inuit) died out.)

In the game, play takes place over six phases; all players complete each phase in turn order, then the next phase starts. Each turn is one generation. In order:

Resolve events: Examples include elder deaths, animal migrations, feuds, or global cooling. If a trade ship arrives, an auction is held for its wares.
Assign hunters: Hunters are assigned to hunting grounds, resource gathering, colonizing the New World, raiding other tribes for wives or animals, or promotion to an elder.
Negotiate: Players can bribe others to peacefully withdraw hunters, including marrying them to their daughters. Players with a War Chief Elder can use hunters to attack others on the same card. The New World turns hostile if there are too many colonists.
Resolve hunting: Roll a die for each hunter and modify it for technologies and marriages. Success can result in gaining new hunters, resources, hand cards, wives, and/or technologies. Beware, as some animals can be confused by the prey-predator relationship and your hunters might not return. Some successes let your take cards from the central play area into your hand if within hand limit.
Maintain livestock: Pay to keep the animals you've already domesticated.
Take elder actions: Examples include invention, domestication, proselytization, and witch-burning. If you have no elders, you can convert to monotheism.

Depending on each player's ending theistic worldview, he has a variable scoring based on successful hunts (polytheism) or resource gathering (monotheism).

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