Greenland
Greenland Rulebook
Table of Contents
Table of Contents
- A. Summary
- B. Components
- C. Setup
- D. Event Phase (player order)
- D1. North and South Migrations (pawprint icon)
- D2. Decimations (blubber knife icon)
- D3. Energy/Elder Depletion (snowflake icon)
- D4. Global Cooling (sunspot icon)
- D5. Elder Die-Off (winged helmet icon)
- D6. Iron Import Breakage (iron value into iron)
- D7. No Maritime Hunting (slashed kayak icon)
- D8. Storm (lightning icon)
- D9. Can't Enter Markland (slashed lumberjack icon)
- D10. Auction of Imports (Viking ship)
- E. Hunter Assignment Phase
- F. Negotiate & Attacks Phase
- G. Roll for Hunt (least hunter order)
- H. Domestic Animals (player order)
- I. Elder Actions (polytheists first)
- J. Game End & Victory
- K. Solitaire or Cooperative Game
- Credits
- Icon Reference
A. Summary
The three players represent the Tunit (green), Norse (red), and Thule (yellow) tribes fighting to survive in Greenland in the 11th - 15th centuries. Each tribe sends hunters to gather food and fuel to support their children, elders, and livestock while collecting victory points by wiping out competing species or gathering resources. Historically, the climate turned frigid and all but the Thule (Inuit) died out.
- Turns. Each game turn represents one generation. Each turn has six phases (A1) during which each player performs his actions for the phase before going to the next.
- Terminology. Terms being defined are listed in bold, or italicized if defined elsewhere.
- Golden Rule. If the text on a card contradicts these rules, the card has preference.
A1. Greenland Sequence of Play (Six Phases per Turn)
- Event. Reveal an Event Card to begin the turn. Then determine the first player (A2), and apply the effects of the event icons from left to right to all players (Part D). If the card shows a Norse trade ship, auction its import good (D10).
- Hunter Assignment. All players assign their hunter cubes to hunt biomes (E1), become colonists in the New World (E2), become elders (E3), perform Livestock or Sabine Raids, or defend their Tableau Cards (E5).
- Negotiate & Attacks. Players can bribe others to peacefully withdraw hunters, including marrying them to their daughters (F1). Players with a War Chief Elder can use their hunters to attack other hunters on the same card (F2). If Markland or Vinland in the New World ends up with more than 6 cubes, flip the card to its hostile side (F3).
- At the end of this phase, any player can expend an ivory to pacify a New World Card (F3).
- Roll for Hunt. All players make Hunt Rolls (Part G), rolling one die for each of their assigned hunters. If the number of 1's or 2's rolled is at least equal to the number shown on the biome being hunted, add new babies (i.e. hunter cubes for the next generation) and/or new resources, as indicated. For Row Cards on the cold side (D3), only 1's are successful.
- Wives, Elders, or domesticated animals may allow you to re-roll all dice of the specified value.
- Some cards allow all dice of the specified value to be counted as 1's, see G3.
- If multiple players have cubes on a card other than Markland or Vinland, the first to hunt successfully reaps the benefits, and the others go home empty-handed (G4).
- The shark-bite icons show which dice-rolls kill off hunters, regardless if the hunt is successful or not (G0). Surviving cubes are returned to your unassigned hunters (B0).
- Biomes with inventions or domesticable animals can be taken into your hand (G6) and are replaced in the Row. Biomes with trophies can be added to your tableau (G5), but aren't replaced.
- Domestic Animals. Each "D" Card in your tableau gives you the babies specified without a Hunt Roll, if you expend the energy or elders specified (Part H).
- Elder Actions. Finally, all players perform Elder Actions (Part I), if they have cubes in the proper rank (i.e. row on their Elder Card). If you have no elders, you may convert to monotheism (i.e. flip the Elder Card over).
A2. Player Order — Phases 1, 2, & 5
The icon in the upper left corner of the turn's Event Card shows the color of the first player. In all phases except 3, 4 and 6, the first player performs his phase, then go to the next player clockwise, and finally the last player.
- Council of War. If this turn's event designates you as the first player and you have a rank 4 Elder (War Chief) at the start of the turn, you may designate another player as the first player for the entire turn. Then go clockwise.
A3. Negotiate/Attack Order — Phase 3
The player with the most iron (black disks) determines the order of negotiations among cards containing cubes of different players. If negotiations fail on a particular card, then all players with Elders of rank #4 (war chiefs) must immediately attack (F2), starting with the player with the most iron.
- If tied for the most iron, go in player order (A2).
A4. Hunt Order — Phase 4
If multiple players have cubes on a biome, the one with the least number of hunters there rolls first. If tied, go in player order (A2).
- Biome Resolution Order. The first player decides which card is hunted first, second, third, etc. This is important in a Sabine Raid (G1), in which you might gain or lose the ability of a daughter.
- Hunt First. Certain cards allow you to hunt first if on a card of the specified biome type (B2). If tied to hunt first, go in least hunter order.
A5. Elder Action Order — Phase 6
All polytheists go first (in player order), then all monotheists (also in player order).
B. Components
- 54 population cubes represent elders if on the Elder Card, colonists if on a New World Card, husbands if on the exogamy space of a daughter card, and hunters if anywhere else. There are 18 in each of the player colors (Norse-Viking = red, Thule-Inuit = yellow, Tunit-Dorset = green). You must keep your unassigned hunters separate from the Valhalla (i.e. the common deadpile).
- 3 big cubes. One larger (10mm) cube for each player, used for the Alpha (E7).
- Disk types:
- 24 orange disks represent energy (the burning of wood or blubber). They are used to support domestic animals, promote hunters to elders, and to perform certain Elder Actions.
- 12 white disks represent ivory (also special wool, live bear cubs or falcons). Used to auction imported goods arriving by ship. They are worth 1 victory point each for monotheistic players.
- 12 black disks represent iron, used to make tools, reverse hunting losses, and allow you to attack first. They are worth 2 victory points each for monotheistic players.
- 60 cards. There are 16 Event Cards, 14 North Greenland Biomes, 15 South Greenland Biomes, 2 New World Cards, 3 Elder Cards (one for each player), 8 Daughter Cards, and 2 Norse Domestic Animal Cards. Anatomies for the card types are shown on the side of the box.
- 6 six-sided dice (6d6). Used for Attacks, Hunt Roll and Elder Die-Off.
B1. Biome Type, Climax, & Homeland
Each biome has a biome type shown in the upper right corner: maritime hunting, land hunting, fishing, metallurgy, or raid.
- Climax. The number in the icon is the climax. The lower the number, the more likely it is to be replaced in a migration (D1).
- 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. Red is the Norse homeland in South Greenland. Cards in your tableau are always part of your homeland.
B2. Tableau and Hand Management
You will manage a face-up row of cards called your tableau. Your starting tableau includes an Elder Card plus daughters. Biomes with the hand icon can be taken into your hand per G6. While in your hand they represent unrealized ideas, and so are not in play and their abilities and VP are not activated until played into your tableau as an Elder Action (I1 or I4). Cards you purchase in auction go directly into your tableau per D10.
- Hand Size. Your Hand Size equals what you are granted by certain daughters and imports. You also add one to your Hand Size for each Rank 3 Elder. If you have none of these, your Hand Size is zero.
- If you acquire a new Hand Card and your hand is full, you must choose one to discard. If your Hand Size drops (e.g. you lose a literate wife or artisan), you must discard Hand Cards until your Hand Size is reached.
- "D" or "I" Cards. Biomes that can be taken into your hand are marked either with a purple "D" (Domesticable animals) or "I" (Inventions). The two Norse Domestic Animal Cards are other examples of "D" cards.
Example: The Thule have Peepeelee (Hand Size +1), a husband on Birgitta (Hand Size +2) and a Sage (rank 3 elder). Their maximum Hand Size is four cards.
Tip: The Tunit start with no literate daughters and if they lose their rank 3 artisan, they cannot have a hand. Thus they can't get 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, and/or marry a literate daughter.
B3. Exchanging Cards for Disks
If a card in your tableau depicts a resource disk labeled "Value", at any time you may discard it to gain the disks specified in exchange.
- A "D" card that is being livestock raided (E5) cannot be exchanged.
- Respect woodpile rot (B4) when exchanging livestock for energy.
- Breakage. If a breakage event (D6) occurs, you must exchange one card with an iron "Value" icon to gain an iron disk.
Example: The Falconer's Ransom Event allows gyrfalcons to be worth three ivory instead of one for the turn. If you successfully hunt a wild falcon or exchange a domesticated falcon for disks, you get 3 ivory.
B4. Cube and Disk Management
- Cubes. You are limited to the 1 big and 18 small cubes of your color provided.
- Ivory and Iron. Use of white or black disks is unlimited. Use substitutes if you run out.
- Woodpile Rot. You may never hold more than 8 orange disks (energy).
- You may never substitute a disk of one color for a disk of another color.
C. Setup
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Events. Separate the Event Cards, and randomly select 10 to go into a shuffled face-down stack. The remaining cards will not be used in this game.
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Draw Decks. Separate the North Greenland Biomes (with a green/yellow icon in upper right), which go into a shuffled face-down deck. Do the same for the South Greenland Biomes (with a red icon in the upper right), in a deck just below the North Deck.
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Greenland Biomes. Reveal the top six cards of the North Greenland Deck and spread them into a row to the right of the draw deck. Do the same for the South Greenland Deck. These are the North and South Rows. All cards begin to the right of the deck, i.e. the warm side.
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New World. Place the Markland Card into the North Row, and the Vinland Card into the South Row, in a position between the deck and the leftmost card in the row. This brings the number of cards in both Rows up to 7. Both start "Peaceful" side up.
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Starting Cards. Randomly assign each player to a color (red, yellow, or green). Each receives his Elder Card (starting on its Polytheism side) and the daughter cards of his color (three for Players Yellow and Green, two for Player Red). Player Red (the Norse) additionally starts with one side of one Norse Domestic Animal card of his choice (either cattle, pony, sheep, or goat). Set the unused Norse Animal card aside for possible use later. Place your cards in a row called a tableau; see the side of the box.
Tip: Examine the Rows before choosing your domestic animal.
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Starting Cubes. Each player gets the 18 small cubes and the big cube of his color. Place the big cube plus 5 small ones below your Elder Card; these are your unassigned hunters. Place 6 small cubes by your Elder Card, one next to each row; these are your starting elders. Put the remaining cubes into a common deadpile called Valhalla. It's best to use a small bowl to keep those in Valhalla separate from the living hunters.
- Tunit Markland Colony. Player Green starts with 5 cubes on the Markland Card in the North Row, taken from Valhalla.
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Starting Disks. Start each player with 5 orange, 1 white, and 1 black.
C1. The Two Player Game
Pick two random cultures, and the cards of the third culture are not used.
- First Player. If a player color who is not in the game is assigned to go first, the font color of "1st•" designates which player actually goes first. (Green goes 1st. If Green is not in the game, Red goes 1st.)
- Starting Rows. Start with 5 biomes instead of 6 in each Row.
C2. The Beginners' Game
Remove all daughters, Norse Domestic Animals, New World, and D and I cards from the game. Skip all advanced rules (i.e. those marked with the advanced-rules icon).
C3. The Survivalist Game
This brutal variant is more likely to achieve the historical result of only one culture left standing.
- Alpha. The Alpha's special ability (E7) is changed so that he auto-rolls 2's instead of 1's. Thus his ability can be suicidal if used (see example) and is no good on the cold side.
- The iron rule (F4) is not used.
- Cards taken into your hand or tableau are not replaced. Thus Greenland freezes faster.
Example: In a warm-side polar bear hunt using an Alpha and 4 hunters, you decide to use the Alpha's ability. This means the Alpha auto-rolls a "2" which is a hit yet suicidally kills him. Assuming at least one more hit, the hunt is successful allowing you to resurrect the Alpha as one of the four babies.
D. Event Phase (player order)
Reveal the Event Card and determine the first player per A2. Then apply from left to right each of the card's icons to all players per D1 to D9. Finally auction the card per D10.
D1. North and South Migrations (pawprint icon)
If the pawprint icon appears, reveal a new card from the top of either the North or South Greenland Deck, as indicated. Find the lowest climax (B1) card in the Row, on either the warm or cold side, and replace it with the new card in the exact same location so that the number of cards in the Row remains unchanged. The replaced card is discarded out of the game.
- No migration occurs if the deck is out of cards.
Example: A southern migration occurs. The existing three cards in the South Row are climax 6 and 11 on the warm side, and 4 on the cold side. The climax 4 card is discarded and replaced with a new card drawn from the south deck. Note that the climax 4 card is replaced even if the new card is lower in climax.
D2. Decimations (blubber knife icon)
The blubber knife icon means that the affected players are decimated (by disease, internal strife, etc.). To decimate, remove at least half your unassigned hunter cubes (i.e. all cubes of your color outside your Elders, New World Colonies (E2), husbands (F1), and Valhalla), and exactly one elder (of your choice, if you have any). Removed cubes go into Valhalla. There are three causes of decimation:
- Crowd Disease (8+, etc. knife icon). Decimate all players who have the specified number or more of unassigned hunter cubes.
- Venereal Disease (♀ knife icon). Decimate all players with husbands married to daughters of the color of the ♀ icon. The husband himself is immune.
- Feuds ("feud" knife icon). Decimate all players who do not have a cube in Rank 1 of their Elder Card (i.e. a chief or foreign missionary or representative). This is shown by the anti-feud icon in the first Rank.
Example: The syphilis event afflicts players with husbands on either yellow or green daughters. The Norse player is married to Kirima, so for his decimation he loses two hunters, leaving only his Alpha. He also chooses his bishop as his dead elder. The Thule, married to Meeka, are also decimated. Although they have no elders to lose, four of their seven unassigned hunters perish.
D3. Energy/Elder Depletion (snowflake icon)
The Snowflake Icon means that each player must expend the number of energy and/or elders specified by the event. You choose which elder(s) die, from among the elders of your color on any Elder Card. If you have no elders or "D" cards, then there is no effect. If you don't pay for a "D" card, discard it instead, obtaining its value per B3.
- If an event card with a snowflake icon appears, the number of energy/elders you lose is reduced by one if you have Saila as a wife or daughter.
Example: A snowflake labeled "for each D in tableau" appears. You have a "D" card but no elders or energy, so you must discard the "D" card. If it has a resource value per B3, you gain those disks.
D4. Global Cooling (sunspot icon)
The solar icon means to move the card furthest right in both the North and South Rows from the warm side to the cold side (i.e. to the left of the draw deck). Put them to the left of all other cards in the Row. They are not replaced, so both Rows have one card fewer on the warm side.
- The Cold Side. Biomes to the right of the draw deck are on the warm side, which means that both 1's and 2's in a Hunt Roll are considered successful. However, for cards on the cold side, only 1's are successful, see G0.
- The New World Cards (E2) are biomes following the same rules as others in the Row, and so also can go to the cold side.
- Deep Freeze. If all the warm side cards have been removed in a Row, Global Cooling will remove a cold side card from the game, without replacement. Remove the card that has been the longest in the cold side (i.e. closest to the draw deck).
D5. Elder Die-Off (winged helmet icon)
Each player rolls 1d6, and kills off one of his elders of this rank (A1.6). Choose a cube of your color from your Elder Card, or on other Elder Cards if you have any cubes of the affected rank there. If you have nothing in the affected rank, there is no effect.
D6. Iron Import Breakage (iron value into iron)
Each player who has one or more iron imports (i.e. cards with the iron "value" symbol, see B3), must choose one to convert into a black disk.
D7. No Maritime Hunting (slashed kayak icon)
No player may assign cubes to a maritime hunt biome (B1) on the turn of this event. You may flip these cards upside-down on this turn as a reminder.
D8. Storm (lightning icon)
Each player who has one or more Rank 6 elders (mariners) loses one.
D9. Can't Enter Markland (slashed lumberjack icon)
No player may move to or from Markland (E2) on the turn of this event.
D10. Auction of Imports (Viking ship)
Auction any Event Card with an image of an import. All players may bid using their ivory only. If a card is not bid upon, discard it out of the game.
- Bid Procedure. Any player can initiate the bid (minimum bid = 1) and any other player can match this or increase it. When nobody is willing to go higher, the high bidder spends his ivory and takes the Event Card into his tableau. The losers get their bids returned. (Use only white disks in auctions!)
- Ties. If the bid is tied, players with the Peepeelee daughter (or married to her) win auction ties if they are in the auction. If still tied, resolve in player order (A2).
- If you win the auction, place the import card into your tableau partly under your Elder Card oriented 180° (so the purple side reads upright).
Example: An Iceland Trade Ship offers a Norse pony for sale. Players Red and Yellow bid one ivory each, but neither is willing to bid higher. Since Player Yellow has the Peepeelee daughter (who wins auction ties), he wins the bid and takes the card into his tableau. Note that imported domestic animals, like all imports, go directly to your tableau instead of your hand.
E. Hunter Assignment Phase
Each player assigns all their unassigned cubes in player order (A2). Assign each cube by placing it on a card, either a Biome (hunting), Elder Card (promotion), Daughter or Livestock Card (raiding or defense), or in the New World (colonizing).
- You may place as many cubes on a card as you wish, or leave some unassigned.
E1. Hunting Biomes
To hunt one of the biomes that are revealed, place hunter cubes directly on it.
- Homeland. The Tunit and Thule 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 Tunit and Thule tableaus. This is indicated by the green/yellow biome type icon in the upper right corner. The Norse homeland is South Greenland, as indicated by the red biome icons. This includes all the cards in the South Row except Vinland, plus the Norse tableau.
- Mariner. You must have one Mariner Elder (rank 6) for each Biome or Tableau Card outside your homeland you place cubes on. Each Mariner Elder can transport up to 4 hunter cubes to a single Biome or Tableau Card each turn.
- Sleds. For each "D" card with a sled icon in your tableau, you may place any number of cubes on one card outside your homeland without a Mariner Elder. However, sleds work only in Greenland, not the New World (E2).
E2. New World Cards
Markland and Vinland are biomes in the New World. They go into the North and South Rows respectively. These cards are not part of the homeland of any player, and you need a Mariner to go there (sleds do not work).
- Inexhaustible. Any number of players may place cubes on these cards. The "infinity" symbol under the dice icons indicates that, unlike all other biomes, any number of players can successfully hunt here.
- Colonists. Cubes in Markland or Vinland are permanently assigned (E4) and are not returned home each turn. These cubes are called Colonists.
- Hostile Beothuk Natives. If after Negotiations (Phase F), the number of cubes in Markland or Vinland is greater than 6 (counting all players), then the card flips to the hostile side per F3.
- New World Little Ice Age. If Markland or Vinland flips over or shifts to the cold side, any colonists on it follow. If the card is then removed (e.g. in a migration (D1)), all the colonists on it go to Valhalla.
E3. Promotion to Elder
Promote an unassigned hunter to Elder status by paying one energy and placing its cube on one of the six Elder ranks (A1.6) of your Elder Card. His powers are effective immediately. This is a permanent assignment (E4), and the cube cannot change ranks. You may have multiple elders on a rank.
The six Elder ranks are:
- Chief. Promote: rank +1.
- Shaman (Gothi). Domestication — Play a "D" card from your hand. Banish — Kill one of your... (a successful Martyr Roll).
- Blacksmith. Tool-Maker — Play an "I" card from your hand.
- Viking Chieftain. Allowed to Attack or Livestock/Sabine Raid. If designated, designate the first player.
- Tracker.
- Mariner. Each delivers up to 4 hunters to 1 card in the New World or North Greenland.
E4. Permanent Assignment
Placing unassigned hunters on the New World (E2), Elder Cards (E3), or the Exogamy Box on Daughters (F1) is a permanent assignment. This means the cubes are not returned to your unassigned hunters in Phase G.
- These cubes do not count as unassigned hunters (e.g. during decimations).
- Exception. Starting Phase E with one or no unassigned hunters allows you to reassign one permanently assigned elder, colonist, or husband as an unassigned hunter, assuming you have the appropriate sleds/mariners.
- Colony Abandonment. If you have enough unused mariners (E1) to evacuate all your colonists (leaving none behind in either Markland or Vinland), you may assign them to hunt or raid in Greenland. Colonies may be partly abandoned by leaving during Phase F.
E5. Livestock or Sabine Raid
To raid a "D" or daughter card in an opponent's tableau, place unassigned hunter cubes on its card. This will be resolved in Phase F (see F2) and Phase G (see G1).
- War Chief. You must have a Rank 4 Elder to make a raid.
- You need a mariner or sled to raid a Tableau Card that is not in your homeland (E1). So the Thule and Tunit don't need transportation to raid each other.
- "I" cards cannot be raided or stolen, and cubes are never placed on them. Also, "D" cards that indicate "NO RAID" cannot be livestock raided.
- Defense. You may also assign hunters to any of your daughter or livestock Tableau Cards, or to daughters you are married to, to defend them. This will be resolved in Phase F (see F2).
- You may not assign hunters to attack husbands (in your tableau) or elders.
E6. Navigational Re-Assignment
The Sun Stone/Sun Compass card in your tableau allows you to reassign three of your hunters after everyone has assigned all their hunters. This reassignment must be either to other cards where you have cubes (except no reassignment to the New World), or to daughter or livestock cards in your tableau. You can reassign regardless of your mariner limits (E1).
Example: Moving last, the Vikings place a hunter on the muskox card in the Thule tableau. This livestock raid allows them to try to steal two babies that otherwise will belong to the Thule. The Thule use their sun stone import to re-assign two hunters from two different biomes to the muskox instead. The fight between the raider and defenders proceeds per F2.
E7. The Alpha
Each player starts with one Alpha cube. This cube is treated as any other cube, except you have the option to consider the Hunt Roll for this cube to be "1", without actually rolling for it. You must decide to use this special ability before you make the Hunt Roll.
- If you choose NOT to use the Alpha's ability, or he is used in a biome or raid where his ability is inactive, then he rolls a die like every other hunter. If the die designated as his kills him off, he can be resurrected as your next new baby.
- The Alpha special ability is deactivated on metallurgy or raid biomes (B1), and also in attacks (F2) or raids (G1). The big cube is treated as any other cube.
Example: You assign your Alpha to go fishing. Because he automatically rolls a "1", this hunt is successful without rolling.
F. Negotiate & Attacks Phase
During this phase, if you have cubes on the same card as an opponent, or have cubes on a Tableau Card of an opponent, you may open negotiations with him. Husbands, missionaries, representatives, and hunters on contested biomes can negotiate. You may ask him to leave peacefully, or volunteer yourself to leave. You may exchange disks, Hand Cards, or "D" or "I" cards in your tableau (the exchange tableaus), as well as offer daughters for marriage or make non-binding agreements about plays on future turns.
- Leaving. Your hunters may leave during this phase only if all other players with cubes present allow you to leave. If a hunter leaves, either return him to your unassigned hunters (so he can't do anything this turn), or else marry him to a foreign bride (F1), if agreed to by the player holding the Daughter Card.
- Divorce. Your husbands may abandon daughters during negotiations, becoming unassigned hunters.
- Transportation. If leaving a card outside your homeland, you are limited to 4 cubes per mariner. The number of cubes leaving is unlimited if allowed to use sleds.
F1. Exogamy
If agreed to during negotiations or as a result of a Sabine Raid (G1), you can convert one or more assigned hunters into a husband by placing its cube onto the exogamy box of a Daughter Card in a foreign tableau. This is a permanent assignment (E4), so husbands are no longer unassigned hunters.
- Abilities. A Daughter Card shares her abilities (e.g. hunting advantages per G2) equally with the player who owns the tableau and the player who owns the husband. This ability is conferred immediately.
- Monogamy. Only one husband is allowed per daughter. Married daughters cannot be offered in subsequent negotiations.
- Defending One's Wife. The husband counts towards defense of the Daughter Card. If the Daughter Card is nevertheless remarried in a Sabine Raid, the original husband is killed.
F2. Attacks
If you have a rank 4 Elder (War Chief), your hunters, colonists, and raiders may attack other cubes on the same card by rolling a number of dice equal to the number of your cubes present. Each "1" or "2" will kill a cube of the victim's choice if the card is on the warm side or in a tableau. Each "1" will kill if the card is on the cold side. Each player is allowed one round of attacks.
- Most Iron Order. For multiple attackers, go in most iron order (A3). That is, the player with the most iron disks rolls first and applies damage, then next attacker, etc. You may distribute your hits among multiple defenders.
- Re-rolls. For the purposes of an Attack Roll, the listed biome type (B1) is ignored and instead the archer icon is used. If the attacker has a tableau card with the "may re-roll" archer icon, he is allowed one re-roll of each attack die of the value indicated.
- Vengeful Husbands & Shepherds. If you are defending a card in your tableau against a Livestock or Sabine Raid, you are allowed attacks even if you have no War Chief, and each cube automatically rolls a "1". After resolving the attack, return any surviving defenders (except husbands) to your unassigned hunter pool.
Example: In a Sabine Raid, the defending Norse and the raiding Thule have two hunters each. The Thule have more iron, and roll a "5" and "6". The Thule have an imported sword, allowing him to re-roll the "6", which is a "1". The Norse are down to one defender, who automatically kills off one Thule. The surviving Thule rolls a "3" for his Hunt Roll. This is a "shark bite" die which kills the last hunter and spoils the raid.
F3. The New World Turns Hostile
If after negotiations and attacks, there are more than 6 cubes on a peaceful New World Card (counting the cubes of all players combined), then flip it over to its hostile side (which has higher attrition). All cubes remain on the card.
- Pacification. If you have cubes on a hostile card, you may pay one ivory at the end of this phase to flip it to its "Peaceful" (full color) side. Note that if over 6 colonists remain at the next Negotiations Phase, it goes hostile again.
F4. The Iron Rule
If you have suffered losses either during an opponent's Attack Roll or during your Hunt Roll, right after that roll you may expend one iron to cancel your losses.
Example: You roll five 3's in a Markland Hunt Roll. You expend an iron and the five colonists remain in Markland instead of dying.
G. Roll for Hunt (least hunter order)
Cubes on a biome represent assigned hunters. When it is your turn to Hunt (see A4), make a Hunt Roll by rolling a number of dice equal to your cubes present. If the card is on the warm side (D4), each "1" or "2" die-roll is a hit. If the card is on the cold side (i.e. left of the draw deck), only 1's will hit. If your roll shows a number of hits greater than or equal to the number of die shown in the upper left corner of the card, then it is successfully hunted (see G4 for results of the hunt). After hunting, all of your surviving hunters (except for colonists) are returned to your unassigned hunter pool.
- Biome Resolution Order. Per A4, the first player determines which card is hunted first, second, third, etc.
- Mandatory Hunt. On your turn to hunt, all your assigned hunters and colonists must make a Hunt Roll (exception, see G7). Often you do not need to roll for the Alpha, see E7.
- The Hunt Roll may be modified first per G2 and then per G3.
- Attrition. Hunting is dangerous. If the biome shows a shark-bite dice, any hunter rolling that result (after all re-rolls) has been killed (eaten by a prey animal confused about the hunter-prey relationship). You may use the iron rule (F4) to reverse your losses.
- Competitive Hunt. If there are hunters of more than one player on a biome, the hunt goes in least hunter order (A2). The first player to succeed in the Hunt gains the benefits, and all the other players go home unsuccessful (i.e. winner-take-all).
G1. Sabine or Livestock Raids
Each raiding cube placed per E5 makes a Hunt Roll, just as for a biome. If any of the raiders roll one of the die faces shown in the "RAID" field, the raid succeeds, assuming at least one raider survives attrition (G0). (Raid is a success if you roll a "1" or "3". However, each "3" rolled kills a raider!)
- Livestock Raid. If you successfully raid a "D" Card, you steal the babies that normally would have gone to the owner during H2. The victim must still pay the Hay Cost (H1). If you are raiding sheep, you may optionally steal an ivory instead of a baby.
- Sabine Raid. If you successfully raid a daughter in an opponent's tableau, place one of the surviving raiders in the exogamy box per F1, killing off the previous husband if any. You gain the daughter's benefits immediately.
Example: Two Sabine-raiders roll a "3" and a "5". One dies, and the other successfully marries the daughter.
G2. Re-Rolls Due to Biome Types
If you have one or more tableau cards depicting a biome type labeled "may re-roll", then you are allowed one re-roll of each Hunt Die in that biome with the number indicated. The five biome type icons are shown in B1.
- Once you make a re-roll, its value is fixed and may not be re-rolled again.
Example: Four Tunit fishermen roll "3", "3", "4", "4". Their daughter Meeka allows re-roll of 4's while fishing, and the re-roll is a "2" and "4". This fishing succeeds if warm side, but fails if cold side. The second "4" cannot be re-rolled yet again.
G3. Hunt Modifications Due to Inventions
If you have an Invention or Import in your tableau with a purple icon corresponding to the biome type (B1), then dice showing the indicated number become 1's instead.
Example: Your hunter hunts elkhounds with a tracker and an imported crossbow. If you roll a "4", the tracker allows you to re-roll it. If the re-roll is a "3", you may choose it to become a "1", which is successful.
G4. Results of a Successful Hunt
If you successfully hunt a biome, first take attrition if any (G0), then add the indicated number of babies (new hunter cubes taken from Valhalla) to your unassigned hunters. You must add these cubes if you have any available. You also get any disks specified (energy, ivory, iron). Unless you claim it as a trophy (G5) or take it into your hand (G6), the card remains in the Row.
- If you run out of cubes or disks, see B4.
- Limits. You may gain the benefits of a hunted card only once per turn, even if you roll multiple successes. For instance, if you roll three 1's when hunting a harbor seal, you get one baby, not three.
- New World Babies. Babies born in Markland or Vinland become colonists instead of unassigned hunters (E2).
- Iron Mines. Successfully hunting an iron biome gives you an iron disk. In the case of bog iron, if you succeed in the Hunt Roll you suffer a snowflake icon event (D3). If you can't or won't pay, the hunt fails.
- Warm Side Hunt. If a card is to the right of the Draw Deck, both 1's and 2's are successful. This is different from weapons-use where numbers become 1's and count as 1's for all purposes. This distinction is important when determining if you rolled doubles, triples, etc. during trophy-taking (G5) or domestications (G6).
- Successfully hunting a biome outside the New World returns all your cubes on it to your unassigned hunters. All other cubes on it are automatically unsuccessful and are also returned to the owner's unassigned hunters.
Example: Two Thule and three Tunit are hunting dogs. The Thule, with fewer hunters, go first and are successful with one hit. The Tunit automatically go home in disgrace. They cannot attempt to domesticate the dogs, for instance.
Example (New World): The Tunit player has three colonists in warm side hostile Vinland. For the Hunt Roll, he rolls a "2", "2" and "6". Since the 2's are successes, he gains two colonists, two energy, and an iron. However all three original colonists perish, see G0. If he has the imported sword, he may re-roll the "6". He may also sacrifice the iron to save the colonists (F4).
G5. Adding Trophy Cards to Your Tableau
The antler icon indicates a card that can be added to your tableau as a trophy. If it has 2, 3, or 4 blank dice on it, your Hunt Roll must include doubles, triples or quadruples respectively to optionally add it to your tableau. Place it partly under your Elder Card rotated so the antlers are at the top.
- If the antler icon has no dice, add it to your hand per G6.
- A successful hunt is not necessary to claim a trophy. For instance, if the trophy indicates doubles, any doubles (not just two 1's) will claim the trophy.
- Extinct. The removed card has been over-hunted and is not replaced in the Row (G7).
Example: Four walrus-hunters roll a "1" and three 4's. They have a daughter allowing 4's to be re-rolled. They could take this option and if the re-roll has one more hit the hunt becomes successful. But they instead opt not to re-roll, and use the triples to claim the walrus as a trophy.
G6. Taking "I" or "D" Cards into Your Hand
The hand icon indicates biomes that can be taken into your hand. If it has 2, 3, or 4 blank dice on it, your Hunt Roll must include doubles, triples or quadruples to optionally take it into your hand. If it has no dice, a successful hunt takes it into your hand.
- Cards can be taken into your hand even if your Hunt Roll was unsuccessful.
- Cards can be taken into your hand even if your hand is full. But then you must immediately discard down to your Hand Size (B2).
Example: An Alpha and two hunters are hunting musk oxen. The Alpha automatically rolls a "1", and both hunters also roll 1's. The hunt is a success, and furthermore because they rolled triples, they take the card into their hand. They may play it into their tableau during Elder Actions (I2). The oxen card is replaced per the biodiversity rule (G7).
G7. The Biodiversity Rule
If a card is taken as a trophy (G5), it is not replaced so the Row now has one less card. If a card is taken into your hand (G6), replace it in the same position with the top card drawn from the draw deck of that Row, so that the number of cards in the Row is unchanged (unless playing the survivalist variant C3). Cards replaced by migration go out of the game (D1).
- If a card is taken into your hand but the hunt was unsuccessful, hunters of other tribes that were on this card may optionally attempt to hunt the replacement card.
G8. Hunt Example
The Norse player tries to hunt the walrus biome in the cold side of North Greenland. This maritime animal requires two 1's to be successful.
- Phase E (Hunter Assignment). At a cost of 2 energy, he promotes two hunters to the sixth rank (mariner) to reach North Greenland. Then he places his remaining 6 unassigned cubes onto the walrus card as shown. During this phase, he remains unopposed.
- Phase G (Hunt Roll). He rolls 6d6 for his six hunters: "1", "2", "3", "4", "4", "6". Since he only rolled one "1", the hunt fails and moreover the walrus kills the hunter who rolled the "3".
- Wives. If he has a husband married to Kirima, then since this is a maritime hunt he is allowed to re-roll both of the 4's. He needs one of them to be a "1" for the hunt to succeed, and it could result in more hunter deaths.
- Weapon. If he has toggle-head harpoon technology (the harpoon changes the "3" into a "1" if maritime hunting), the "3" acts as a "1", resulting in hunt success (and saving the life of the hunter). He gains 4 babies, 2 energy (blubber fuel), and 1 ivory. Since no triples were rolled, the walrus card remains in the Row.
H. Domestic Animals (player order)
H1. Hay Cost
For each Snowflake Icon (D3) on each "D" Card (B2) in your tableau you must expend either one energy or one elder of your choice. You must pay this cost even if it has been successfully livestock raided this turn.
- Slaughtering Animals. To avoid the Hay Cost, or if you can't pay, discard the "D" card. If it has an energy value, obtain these disks per B3.
H2. Milk and Skyr
Unless it has been successfully livestock raided (G1), you gain the babies indicated. You do NOT need to assign any hunters or roll any dice to gain the babies.
- Icelandic Waterproof Wool. In the case of sheep, you choose whether to gain a baby or an ivory. (With two snowflake icons, the cow is high maintenance!)
I. Elder Actions (polytheists first)
Each player may perform the following Elder Actions if he has one or more elder cubes in the specified rank and pays the indicated resource cost. Each cube can perform one action per turn.
- Sequence. All players that began the turn polytheist perform actions first (in player order per A2), then all monotheists (also in player order). You choose the order that you play your actions.
I1. Domestication (Rank 2 Action, polytheism)
Expend one energy and play one "D" card in your hand into your tableau alongside your daughter cards.
- When moved to your tableau, both "D" and "I" cards are rotated 180° so the purple text reads upright.
- Once you convert to monotheism, you can no longer domesticate!
I2. Banishment (Rank 2 Action, polytheism)
Expend one energy to try to kill one cube in your tableau. Either remove one of your own elder cubes automatically or roll to attempt to remove one of your opponent's husbands or elders from your tableau.
- Martyr Roll. If you wish to kill an opponent's cube on your Elder Card (i.e. a missionary), or one on a daughter in your tableau (i.e. a husband), expend one energy and roll a number of dice equal to your maximum Hand Size (B2). For each "1" rolled, you kill off a missionary or husband. Note that Norse husbands are immune (see I3).
Example: You have one last elder (rank 2). During Elder Actions, you spend an energy to perform a banishment on this elder, and then use baptism (I7) to convert yourself to monotheism.
I3. Witch-Burn (Rank 2 Action, monotheism)
Expend one energy and kill one cube in your tableau. It can be one of your elders (including the one performing this action) or an opponent's husband or representative.
- As a special rule for the three player game, Norse husbands are immune to banishment and witch-burning. This means they can be removed from a daughter only by negotiation or Sabine raid, reflecting the celebrated Viking custom of stealing women, so that the exogamy is actually in the Norse camp, out of reach of Thule or Tunit bishops/shamans. However, they are otherwise treated as if they are in the foreign tableau.
I4. Tool-Maker (Rank 3 Action)
Expend one iron and play one "I" card in your hand into your tableau, alongside your daughter cards.
- Ivory Carver. The Tunit have the option to expend an ivory instead of an iron.
Example: You have the slit goggles invention in your hand. You promote a hunter into a rank 3 elder (costs one energy) and use him during elder actions to put the goggles card into your tableau (costs one iron). It is now worth victory points and you can use its abilities.
I5. Emissary (Rank 5 Action, monotheism)
Expend one energy and move one of your Rank 5 elder cubes to the first rank in an opponent's Elder Card. This cube is called a missionary if it sits on a polytheist Elder Card or a representative if on a monotheist Elder Card. Missionaries are useful to forcibly convert your opponent to monotheism (I6), and having at least one representative gives you extra VP (J0).
I6. Proselytize (Rank 2 Action, monotheism)
If you have a Rank 2 Elder plus at least one missionary cube in the first rank of an opponent's polytheist Elder Card, expend one energy and roll a number of dice equal to your maximum Hand Size (regardless of how many cards are in your hand). Any 1's will permanently convert that opponent to monotheism (flip the card over, preserving the position of all Elders).
- Limits. You can only proselytize if your missionary has been in position since the beginning of the turn. You may use the same missionary for multiple attempts, see the example below.
Example: You are Christian and have three Rank 2 "bishop" elders and two Rank 5 "acolyte" elders. As emissary actions, you spend 2 energy to move both acolytes to your foe's Elder Card as Rank 1 missionaries. During the next turn's Elder Actions, because your opponent is polytheist, he goes first. He tries to banish the missionaries with his shaman (I2), rolling a 1 and a 2. This kills one of the missionaries. During your actions, your three bishop elders each expend an energy and each uses the surviving missionary for a proselytize attempt. Your Hand Size is one, so you roll one die in each attempt.
I7. Baptism (Voluntary Conversion, polytheism)
Your Elder Card is double-sided. It starts on the polytheism side, but during your Elder Actions Phase where you have no Elders of your color, you have the option to permanently switch it to the monotheism side, for no resource cost. This changes your Victory Conditions (Part J).
J. Game End & Victory
The game ends at the end of the last turn of the Event Deck, or at the end of a turn where no warm or cold cards remain in either Row. Count up the following Victory Points (VP):
- Trophy VP (polytheism only). Each card with a trophy icon (G5) in your tableau lists the VP it is worth. Note that if you end the game monotheist, your trophies remain (trapped as pagan vestiges in your tribe's monotheistic sect) but are not worth any VP.
- Resource VP (monotheism only). Each ivory is worth 1 VP, and each iron is worth 2 VP. You may convert cards in your tableau with an iron or ivory value per B3 towards your VP. Note that if you end the game polytheist, these are not worth any VP.
- Population VP. Each of your cubes not in Valhalla count as 1 VP. If a New World Card ends the game on the cold side, each colonist cube on it counts as 2 VP.
- Democratic VP. Any player with one or more representative cubes (I5) on an opponent's Elder Card receives 4 VP per Elder Card at the end of the game (for being a member of the special Greenland Parliament called "The Thing").
Example: At the end of the game, South Greenland is entirely on the cold side. The polytheistic Norse bagged a shark, so 5 Trophy VP. They have four unassigned hunters, one elder, and three Vinland colonists, so 11 population VP since the colonists count double. Their total score is 16 VP. The monotheistic Thule have 2 iron and 2 ivory = 6 Resource VP. They also have 11 unassigned hunters and 5 elders, including a Representative Cube on the Tunit Elder Card which grants 4 extra VP. This is 26 VP altogether. The monotheistic Tunit have 5 iron, 2 ivory, and 12 cubes not in Valhalla = 24 VP.
Tip: If your opponent has an overwhelming lead in trophies, consider becoming monotheistic and sending missionaries to baptize him. If the other losing player becomes monotheistic, you both can gain 4 VP with representatives on each other's Elder Card.
J1. Extinction
If your cubes are all sent to Valhalla you score no points and are out of the game, leaving only cultural artifacts to be discovered during the next global thaw. Your married daughters remain in play, however.
K. Solitaire or Cooperative Game
In this variant, either one player plays as all three cultures, or three players play the three cultures as usual. In either case, the players are equally victorious only if all three cultures survive with unassigned hunters or colonists at the end of the game.
- Setup and Game Length. Setup is per Part C, except all 16 Event Cards are used. The game ends at the end of the 16th turn or when both Rows are empty.
- Survivalist. Using the challenging survivalist variant (C3) is recommended.
- Sunspot Icon. Ignore a Global Cooling Event (D4) on the first turn. Thereafter, this event causes all three cultures to suffer a decimation (D2) in addition to its normal effects. If two Cooling Events occur in a turn, treat it as if only one has occurred.
- Negotiation. Each turn during the Negotiation Phase, one disk, husband, or "I" card from each culture can be swapped with one disk, husband, or "I" card from another culture. Cubes may be freely assigned as husbands. No swapping of population or "D" Cards.
- Black and white disks can be expended as if they were orange.
Tip: All 3 cultures likely need domestic animals to win this game!
Credits
- Design: Phil Eklund, with inspiration from Philipp Klarmann
- Rules: Kyrill Melai, Matt Eklund, Maurizio Picanza, Stefano Tiné, Kevin Burfitts
- Playtesters: Derek Drake, Dom Rougier, Cole Wehrle, Christopher Felleisen, David Morneau, Nigel Buckle, Andy Graham, Pouria Farvid, Michael Debije, César Rebollo, Brian Burnley, Thompson Stubbs, Sam Williams, Martin Griffiths
- Italian Translation and Editor: Daniele Giardino
- Syntax: Elspeth Elliot
- Statistics: Pablo Klinkisch, Derek Drake, Kyrill Melai
- Vassal Module: www.vassalengine.org/wiki/Module:Greenland, by Stefano Tiné
Icon Reference
The following key summarizes the icons printed on Event Cards and Biome cards, as given on the manual's icon reference page.
Event Card icons:
- Turn order. The "1st" icon means Player Red goes first, or Yellow if Red is not in play.
- Warm side to cold (Global Cooling icon). Move the rightmost card in the North and South Rows to the cold side.
- Migration (paw print icon). Replace the lowest climax card in the indicated Row (e.g. South Migration replaces the lowest climax card in the South Row).
- Elder death (winged helmet icon). Each player rolls 1d6 for elder die-off.
- Snowflake icon. Minus 1 elder or orange disk per player. The woodpile (energy) limit is 8 orange disks per player.
- Decimations. A decimation is minus 1 elder and half your unassigned hunters, rounding losses up.
- Feud icon. Decimation if no rank 1 elder.
- "10+" icon. Decimation if 10+ unassigned hunters.
- ♀ icon. Decimation if married to a red daughter.
- Card to disk (Value icon). Card can be sacrificed for a white disk.
Biome icons:
- Hunt success. Two 1's or 2's (warm side), or two 1's (cold side), succeeds.
- Hand limit ("+1 size" icon). +1 card hand limit.
- Roll modification icon. 3's are 1's if fishing.
- Re-rolls ("may re-roll" icon). If in a raid or attack, may re-roll 5's.
- Card taking.
- The hand icon: goes into your hand if Hunt Roll contains triples.
- The "VP" icon: goes into your tableau if Hunt Roll contains doubles.
- Attrition (shark-bite dice icon). A hunter is eaten on each 3.
- Raid success (RAID icon). Raid is a success if a 1 or 3 (a raider dies on each 3).