Greenland as She is Played v0.2
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Transcript of Greenland as She is Played v0.2
8/20/2019 Greenland as She is Played v0.2
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Greenland - as she is
played
Authors:
Paul Agapow Version:0.2
Date:20150419
A rules summary for the purposes of learning,teaching or remembering the game, intendedto be comprehensible but not necessarilycomprehensive.
Overview The players are each tribes striving for survival inGreenland: the Norse red!" Thule yello#! and Tunitgreen!. $s the environ%ent cools" the tribes hope toalso increase their population" colonise the fertile Ne#
&orld and accu%ulate pri'ed possessions trophies orresources!.
(ach turn is a generation in #hich events %ay alter thelandscape in #hich the tribes live. The tribes %ust firstdecide #hich of their hunters #ill do #hat: go hunting to find food to allo# the tribe to gro#! and resources"colonise the Ne# &orld" raid a rival tribes possessionstheir do%estic ani%als" inventions and daughters!" orbeco%e a learned elder of their tribe.
To aid their struggle" tribes %ay try to gain specialabilities or advantages in a nu%ber of #ays: bydo%esticating ani%als or ac)uiring inventions tabling
* and + cards!" fro% the daughters of their o#n tribeor by %arrying hunters to the daughters of othertribes" or by using the #isdo% of tribal elders.
Components and layout(ach player #ill have:
● Population cubes" being hunters or elders" intheir tribes colour"
● $n Alpha" a %ighty hunter" represented by abig cube in the tribes colour
●
$n Elder card and several Daughter cards for their tribe The various resources gathered and e,pended by the
players are represented by dis-s:
● range dis-s are fuel" #hich can be used topo#er actions or -eep your elders alive during cold #eather
● &hite dis-s are valuable trading goods li-eivory
● /lac- dis-s are iron" useful for co%bat There are a variety of card types:
● Events" one of #hich #ill ta-e effect eachturn
● Biomes or terrain" for both north and southGreenland
● T#o New World cards" representing far landsthe tribes can colonise
● Domestic Animals
Game concepts There are a fe# broad idio%s or ideas that dont fitneatly into the turn order belo#. ou %ay #ant to readthe rest of the rules and co%e bac- 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 ! but
various cards in the tableau can raise that
size. "hould your hand ever go above this
maximum size# cards must be immediatelydiscarded.
Play order:
$he general order of players within a turn
in determined by the event card drawn that
turn. $he colour of the icon on the card
shows who plays first and play proceeds
cloc%wise from them.
&owever# a number of the turn phases
wor% in a different order# e.g. 'leasthunters order' means the player with the
least hunters goes first# etc. "hould there
be a tie in any of these conditions# the play
order is a tie brea%er.
Dice:
$he game is all about rolling dice# and
usually the lower# the better. A %ey to
success is gaining special abilities from
cards that allow die results to be converted
or rerolled○ $l%ost all of these abilities co%e #ith an
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icon that restricts #here it can be used"e.g. for hunting it %ust %atch the icon onthe bio%e card" an archer icon %ean itcan be used in fighting.
○ $ conversion icon sho#s that any dicesho#ing a specific nu%ber can be treated
as another result. $ reroll icon sho#sthat any dice sho#ing a specific nu%bercan be rerolled. *ice %ay only be rerolled once.
○ 3onversion and rerolling is al#aysoptional.
○ &hatever conversion or rerolling is used"the final result is used to deter%ine theresult of the hunting or attac-ing.
○ or clarity" The follo#ing order issuggested for resolving attac-s:
1. *ecide if you are rolling forthe $lpha or treating it a 1
2. oll one die per hunter6. 3hoose #hich you #ill re
roll. eroll the% all4. 3onvert any dice you #ish.
Alphas:
Each player has a single large cube# their
Alpha# which represents a mighty hunter.
*hen hunting# before rolling the player
may choose to treat the Alpha as if they
automatically rolled a +. ,ote this does
not apply during attac%ing or any other
combat or any other activity# -ust hunting.
*hen losses are ta%en by a group of
hunters that includes an Alpha as in an
attac% or raid a player can choose which
hunters die# deliberately selecting or
sparing the Alpha. i%ewise# when gaining
new hunters from babies# they ma%e
choose an Alpha is one is available.
Negating losses with iron:
/f a hunt# raid or fight causes a player tota%e losses# they may spend one iron to
avoid those losses# regardless of how
large. ,ote this iron only negates a single
event.
Climate shift:
0ver time global shifts in temperate will
change biomes from warm to cold. $he
biome state is trac%ed by it1s relation to the
biome dec% for that row if it is to the
right (the starting position)# it is warm. /fit is to the left# it is cold. $his applies to
the ,ew *orld biomes as well.
Homelands and accessible biomes:
Mobility is important in 2reenland.
&unters may hunt in any biomes they can
travel to# to raid a tribe you need to reachtheir homelands# colonists need transport
to get to the ,ew *orld.
$ribes may freely move in their
'homelands'. 3or the ,orse# this si "outh
2reenland and their tableau. 3or the $unit
and $hule# this is ,orth 2reenland and
both of their tableaus# i.e. they may freely
raid each other.
Each sled (invention) possessed can be
used to move any number of hunters to asingle biome anywhere in 2reenland.
Each Mariner elder can move 4 cubes to
and from any location# including the ,ew
*orld.
Exogamy (marriage:
hunters can end up marrying the daughters
of other tribes. /n this case# place the
hunters cube on the 'exogamy' box of the
daughter. $he hunters tribe can now use
the daughters special abilities if any. $hehusband counts as a hunter in the
daughters defence against any raid.
!ame tempo:
2reenland is harsh and -ust gets harsher.
5our tribe will get more s%illed and
suceed more often as the game progresses#
but the climate will continue deteriorating#
accidents and events will decimate your
people and your choices will start to
narrow. Expect to have good and bad luc%.
Setup1. 7huffle and count out 10 event cards. These
#ill serve as a ti%er for the ga%e2. 3onstruct t#o parallel ro#s of cards" one for
north and south Greenland each.1. The first card in each ro# are the Ne#
&orld cards" 8ar-land in the north and inland in the 7outh. These start thepeaceful colourful! side up.
2. lace the North and 7outh Greenland/io%e dec-s to the left of these.
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6. ro% the respective bio%e dec-s" dealout ; cards to the right of the dec-.
6. (ach player gets:1. The elder card for their tribe" turned to
polytheis% side" in their tableau.1. The daughter cards for their
tribe" in their tableau. The edplayer gets their choice of a*o%estic $ni%al cattle" pony"sheep or goat!.
2. Their $lpha and 5 cubes. These areunassigned hunters" place the% belo#your elder card.
6. ; other cubes. lace these to the left ofyour (lder card" ne,t to each nu%ber.
These are elders and the roles theyoccupy. The Green player also gets 5%ore cubes placed on 8ar-land.
4. 5 fuel" 1 ivory" 1 iron.
Turn sequence
Random events
*ra# an event off the dec-:
1. <se the icon in the upper left to deter%ine #ho is the start player.
2. 3arry out the rando% events on the card forfro% left to right" one at a ti%e. or eachevent" inflict the% on players in play order.
6. +f the card has a lo#er purple region" auctionit off:○ layers bid ivory" in any order.○ (ach bid %ust e)ual or raise the previous
bids○ &hen no %ore bids are forthco%ing" the
highest bid #ins. Ties are bro-en by theplayer #ith eepeelee the daughter! andthen play order.
○ The #inner places the card in theirtableau #ith the purple te,t up#ards
Assign hunters
+n player order" players place their unassigned hunters:
● They %ay be placed on bio%es to hunt.● $ hunter %ay be %ade an elder for one fuel"
lace the% on a slot on the elder card and pay one fuel. The change ta-es place i%%ediately.
● +f transport per%its" hunters %ay be %ovedto and fro% the Ne# &orld.
● +f a tribe has a &ar chief" hunters %ay beplaced on an opponents tableau cards on araid" as a livestoc- raid being placed on a *card! or on a sabine raid to -idnapdaughters!.
● Tribes can also place hunters on theirlivestoc- and daughters to defend the%.
Negotiation
+f tribes have hunters on the sa%e bio%e or if a tribehas hunters on a tableau card of another opponent"negotiation can no# ta-e place. layers can offer tore%ove thier hunters in e,change for cards *o%estic
$ni%al or +nvention!" co%%odities fuel" ivory" iron!or verbal agree%ents.
$ player can re%ove their hunters bac- to their poolof unassigned hunters" if if every tribe #ith cubes onthe card agrees and if transport per%its. +f a 8ariner
#ould be needed to get there" a 8ariner is needed toget bac-.! +f agreed" one of these re%oved hunters canbe placed on a negotiating tribes daughter.
Attacks
$ttac-s ta-e place in =%ost iron= order:
● &here hunters of rival tribes are on the sa%ecard" a player #ith a &ar 3hief can declare anattac-.
● They roll dice e)ual to their nu%ber ofhunters. (ach 1 -ills an ene%y hunter.
● Note that %ost bonuses i.e. those forhunting! do not apply to attac-s. nly the=archer= icons ones are used.
● *efenders of livestoc- and daughtersauto%atically roll 1s. This does not re)uire a
&ar 3hief ... $fter all attac-s" if there are %ore than ; cubes on aNe# &orld card" flip it to its hostile side.
$fter attac-s" if there are %ore than ; cuubes on aNe# &orld card" it flips to its =hostile= side. $ tribe
#ith hunters there can pay 1 ivory to flip the card bac- to its peaceful side.
Hunting
The first player decides the order in #hich bio%es areresolved. +f there are hunters fro% %ultiple tribes on acard" hunting ta-es place in =least hunter= order.
● The hunters roll nu%ber of dice e)ual to
their nu%ber. $ 12 is success on #ar%bio%e" a 1 on a cold bio%e. The nu%ber ofdice on the card sho#s ho# %any success areneeded to %a-e the hunt.
● +f the hunt is successful" the hunter %ay ta-ethe re#ards listed on the top of the card. Noone else %ay hunt there that turn. (,ception:this does not apply in the Ne# &orld. +t isabundantly fertile.!
● +f you roll any dice values sho#n on the cardas shar- bite icons" they are inflicted ascasualties a%ongst the hunters.
● +f a hand do%estication or invention! or
antler trophy! sy%bol is sho#n" this card canbe #on #ith the right die roll.
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● The nu%ber of e%pty s)uares sho#ho# %any %atching dice have to berolled: t#o e%pty s)uares for adouble" three for a triple" etc. #hetheror not the hunt is successful.
● No s)uares %eans that a successful
hunt roll gains the card.● +f you #in a trophy" it is added to
your tableau. The card is not replacedin the ro# it has been hunted out.
● +f you #in an * or + card: ta-e it intoyour hand. eplace the card in thero#.
● $fter#ards hunters go bac- to pool" e,ceptfor colonists in the Ne# &orld.
Tend animals
+n player order" ani%al cards in tableaus %ust be either
fed or slaughtered:● 7laughtered: discard the card and gain any
fuel listed on the card● ed: discard a fuel or elder for each
=sno#fla-e= icon on the card. Gain the babieslisted on the card.
Elder actions
olytheist then %onotheists tribe %ay perfor% anyelder actions listed on their tribe cards. These can bedone in any order. ay any associated costs.
$t the end of this phase" any polytheistic tribes #ithno elders on their cards %ay flip to the %onotheisticside. There is no #ay to flip bac-.
Game end & victory conditions The ga%e ends #hen the event card dec- runs out i.e.after 10 turns!. $t that point" players count andco%pare victory points:
● 1 for every cube on the board hunter"colonist" elder" etc.!● 3olonists on a Ne# &orld count
double if the card is cold● +f the tribe is polytheistic" count s fro%
trophies in your tableau● +f the tribe is %onotheistic" count 1 p for
each ivory and 2 p for each iron.● 4 for every opponents elder card a player
has a =representataive= on being a %e%berof the Greenland govern%ent!. Note thereare no points for having a secondrepresentative on the sa%e card.
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