Best new game I bought in 2014. Upgraded from a 9 to a 10 after more than 20 plays. Always exciting and always telling a story. Like the one time one of my friends crashed a peaceful wedding at a baby seal colony. He arrived in a musk ox sleigh and forced some of the wedding guests to marry his tribesmen - otherwise he would cancel the wedding.
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1-3
90'
12
Some necessary text
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Greenland (Prima Edizione)
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).
| Mechanics: | Auction/Bidding Simulation Worker Placement |
| Categories: | Card Games Economic Medieval Political/Negotiation |
| Alternative names: | Greenland 格陵兰岛 |
| BARCODE: | 4015566005433 |
| In 6 wishlists In 2 collections This was seen 15918 times | |
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).
| Mechanics: | Auction/Bidding Simulation Worker Placement |
| Categories: | Card Games Economic Medieval Political/Negotiation |
| Alternative names: | Greenland 格陵兰岛 |
| BARCODE: | 4015566005433 |
| In 6 wishlists In 2 collections This was seen 15918 times | |
What players say
How many players it plays best with · 37 votes on BoardGameGeek
- 1 1 1 say it plays best, 19 recommend it, 4 do not recommend it
- 2 0 0 say it plays best, 20 recommend it, 9 do not recommend it
- 3 27 27 say it plays best, 1 recommend it, 0 do not recommend it
- 3+ 2 2 say it plays best, 4 recommend it, 8 do not recommend it
Best Suggested Not recommended
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A selection of reviews rated 8 or higher. BoardGameGeek. BGG ratings are not included in the uplay average.
I don't know if I like it more or less than Neanderthal. There's definitely more going on. Since the third edition included the Sea Sami I want to try a four player game. I really, really miss the way the first edition looks. eta: I do like it more than Neanderthal eta: Finally played a 4p game and it rules.
Awesome game. Highly recommended if you find the theme interesting. 11.25.15 living rules Second Edition Karim Chakroun art version.
Eklund and Sierra Madre Games strike again! While not quite approaching the neutronium-like density of awesome found in Pax Porfiriana, this little box still holds a whole lot of game in a very small space. It's reasonably quick, full of theme and story and twists and turns, gambles and daring, strategy, negotiation, bluster and threat. It's even educational!
I like the new, sleek look of the second edition cards, and the new graphical layout and overhaul actually helps the game play smoother. The game is still a thrill ride in trying to desperately scrounge up enough resources to survive. This is not a game for happy eurogamers that love point salads, this game will kick you in the nuts, and then spit on your poor luck. Yup, this one's a winner! The educational value of this, and other Phil Eklund designs, should not be neglected. I feel smarter after playing his designs.
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