Arctic Scavengers: Tribal Leaders Promo Pack
Arctic Scavengers: Tribal Leaders Promo Pack Rulebook
Table of Contents
Table of Contents
Tribal Leaders
Each leader card's printed ability is transcribed below. Resource icons are written out as words.
The Poacher
Your Refugees have a hunt of 2.
Pay one additional food when you hire a mercenary.
The Merchant
You can exchange 2 food for 1 medicine (or vice versa) when hiring.
Your tribe members receive a -1 to dig score.
The Gambler
Once per turn, replace any one card of yours in play (not in hand) with the top card of your deck.
The Chemist
Your tribe members can equip medicine cards like tools to modify hunt or fight scores (+1 per medicine).
The Chemist cannot win The Pharmers gang.
Rules Insert
The rules insert printed with the pack gives the following notes for each leader.
Chemist
Equipped medicine works like tools (i.e. one per tribe member card, modifiers cannot add a new skill, can be disarmed, etc.). The Pharmers gang is offended by your abuse of medicine. You cannot win them.
Gambler
When activated, first discard one of your cards which is in play, then draw the top card from your deck to replace it. You may then rearrange cards to make optimal use of tools and other modifiers which are in play.
Merchant
Exchange can be performed multiple times per round. The dig penalty is permanent and applies to every round.
Poacher
Additional food requirement applies even on rounds in which your Refugees don't hunt. Mercenaries hired without food (such as Hunter) do not add food to the cost if it wasn't there to begin with.
Notes
The pack also contains five Crate of Pears cards. Their printed rules text is not transcribed here, because the icons on the card scan could not be identified at the available resolution.