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Greenland: Sea Sámi

Expansion for Greenland

Greenland: Sea Sámi Rulebook

Table of Contents

Table of Contents

  • Players and Components
  • Homeland
  • Tableau and Hand Management
  • Setup
  • Hunting and Movement
  • Solitaire Variant: The Daughter's Saga
  • Co-Op Variant: Nazi Greenland
  • Scenario Module
    • M1. The Real Greenland Story
    • M2. The Full Greenland Game Experience
    • M3. Early Greenland (2-Player)

Players and Components

Excerpts from the Third Edition rulebook, sections B and C.

There are 18 in each of the player colors (Norse-Viking = Player Red, Thule-Inuit = Player Yellow, Tunit-Dorset = Player Green, Sea Sámi = Player Blue).

Homeland

Excerpt from section B1 (Biome Type, Climax, and Homeland).

Homeland. The color of the biome icon indicates that the card is part of that player's homeland. Green / Yellow is the Tunit and Thule homeland in North Greenland. Blue / Red is the Sea Sámi and Norse homeland in South Greenland. Cards in your tableau are always part of your homeland.

Tableau and Hand Management

Excerpt from section B2 (Tableau and Hand Management).

Tip: The Tunit and Sea Sami start with no literate daughters and if they lose their rank 3 artisan, they cannot obtain any livestock or inventions other than what they buy from the ship. (This is historical.) As an early high priority, they need to maintain an artisan, buy an imported book, or marry a literate daughter.

Setup

Excerpt from section C5 (Tribal Placard and cards), with the Sea Sámi setup text.

Randomly assign each player to a Placard (starting on its Polytheism side). Each also gets the daughter cards of his color (three for Players Yellow and Green, two for Players Blue and Red). Player Blue (Sea Sámi) additionally starts with one side of the Sámi farm animal card (domestic reindeer or lappget). Place your cards in a row called a tableau; see the side of the box.

Tip for Players Red & Blue: Examine the rows before choosing your domestic animal.

Hunting and Movement

Excerpt from section E1 (Hunting Biomes).

Homeland. The Thule and Tunit share a homeland (B1) in North Greenland, which includes all the cards in the north row except Markland, plus all the cards in both the Thule and Tunit tableaus. This is indicated by the green/yellow Biome type Icon in the upper right corner. The Norse and the Sea Sámi homeland is South Greenland, as indicated by the red/blue biome icon. This includes all the cards in the south row, except Vinland, plus the Norse and Sea Sámi tableaus.

Excerpt from section E6 (Navigational Re-Assignment), including the Sea Sámi skiing ability.

The Sun Stone/Sun compass card in your tableau allows you to reassign three of your tribesmen after everyone has assigned all their tribesmen. This reassignment must be to other biomes where you would be allowed to assign to this turn, including as Raiders or Guards. You must respect your mariner limits (E1)

Skiing. Having Geala (skiing Sea Sámi daughter) in your tableau, or being married to her, gives you the same abilities as the sun stone. If the two ever conflict, the skiing ability moves last.

Solitaire Variant: The Daughter's Saga

Excerpts from section K (Solitaire Variant "The Daughter's Saga", by Jon Manker/Phil Eklund).

Setup Greenland as per normal (C) with 10 random event cards and your culture as the only player tableau, with tribesmen of an unused player's color (blue unless starting as the Sea Sámi) representing your daughters. Start with 2 blue daughters, placed on your daughter card.

Promote Daughters as Elder. Apart of a promoting a Hunter as an Elder, you may promote a daughter. This Elder, called a matriarch is distinguished from the males by being blue (or other color if you are playing sea sami).

Co-Op Variant: Nazi Greenland

Excerpt from section L4 (Hunter Assignment Phase) of the co-op variant.

Ski Troops. A player married to Gealá (Sea Sámi daughter) has access to sleds (E1).

Scenario Module

Excerpts from section M (Greenland Scenario Module), where the Sea Sámi have specific starting, inactivity, hunting, and scoring rules.

M1. The Real Greenland Story

Starting unassigned hunters (excuding Alpha). Norse 4, Sea Sámi 5, Thule 6, and Tunit 7.

Sea Sámi row of the M1 special rules table.

Sea Sámi Never inactive. Cannot hunt spear (land hunting) biomes in Greenland. Gets 1 free re-roll of 1 dice on Harpoon (Maritime) biomes.

M2. The Full Greenland Game Experience

Sea Sámi line of the M2 win conditions.

Add all players total population divided by 10 (rounded down) as VP to the Sea Sámi.

M3. Early Greenland (2-Player)

Sea Sámi special rules from M3.

Sea Sámi cannot hunt spear (land hunting) biomes in Greenland. Sea Sámi gets 1 free re-roll of 1 dice on Harpoon (Maritime) biomes