PLAYED FOR YOU

 

Greenland

Which tribe will suvive?

 

Players represent one of three tribes in Greenland, in the period from the 11th to the 15th century - Tunit, Norse or Thule, who acquire food, resources and technology, fight against climatic changes and scarcity of resources and vacillate between monotheism and polytheism. Historically, only the Thule tribe, also known as Inuit, survived the climatic changes. During the game you manage your own card tableau and use wooden cubes to represent hunters and elders.

Each round in the game represents one generation and comprises six phases: 1. Resolve events - animal migration, drop of temperature, auctioning of imported goods when a Norse merchant ship arrives, or feuds. 2. Assign hunters to hunting, collecting resources, colonizing, raids for women or animals, defending your card tableau or rise to elder of the tribe. 3. Negotiations and attacks, maybe pacifying a „New World“ card. 4. Roll for Hunt - you roll one die for each hunter you assigned; when the amount of 1 and 2 in the result is equal to or higher than the number in the biome, babies and/or new resources appear. 5. “D” cards in your tableau yield babies without a hunt roll, if you pay with elders or energy. 6. Choose from seven different Elder actions. Scoring in this game is based on religious affiliation - success in hunting (polytheism) or gathering (monotheism) and you win with most points.

Greenland offers a challenging simulation using worker placement and minimalistic components; religious affiliation allows different strategies and the timing of a change of religion can be the deciding element in this very realistic simulation.

 

Players: 1-3

Age: 12+

Time: 120+

Designer: Phil Eklund, Philipp Klarmann

Artist: Karim Chakroun, Phil Eklund

Price: ca. 25 Euro

Publisher: Sierra Madre Games 2014

Web: www.sierra-madre-games.eu

Genre: Worker placement

Users: For experts

Special: 1 player

Special: 2 players

 

Version: en

Rules: en

In-game text: yes

 

Comments:

Enormous in-game depth achieved with simple means

Different strategies for religious affiliations

Gaming experience is an advantage

 

Compares to:

Historic simulations with worker placement

 

Other editions:

Currently none

 

Chance (pink): 2

Tactic (turquoise): 2

Strategy (blue):  

Creativity (dark blue): 0

Knowledge (yellow): 0

Memory (orange): 0

Communication (red): 2

Interaction (brown): 2

Dexterity (green): 0

Action (dark green): 0