Iluliaq
Iluliaq Rulebook
Table of Contents
Table of Contents
Contents
- 64 Animal cards
- 14 Iceberg cards
- 6 Trampoline cards
Goal of the Game
During your turn, throw Animals cards on the iceberg. If you land them successfully, you trigger their special powers, but... be careful! If they end up in the water, you must add them to your stack. The player with the fewest cards in hand at the end of the game is the winner.
Setup
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Sort the cards into three groups: Trampoline cards, Iceberg cards and Animal cards.
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Building the iceberg. To play Iluliaq: King of the Iceberg, you need an iceberg. So, the first thing to do is build one.
A. Place the base of the game box inside the lid.
B. Take 8 iceberg cards and put them in each side of the rectangle as shown in the picture.
C. Take 4 more iceberg cards and place them horizontally on top of the previous cards.
D. Take 2 last iceberg cards and place them carefully on top of the 4 horizontal cards to cover the central gap.
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Deal each player a Trampoline card. All players place the card in front of themselves, at a distance of 3 cards from the iceberg base.
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Shuffle all Animal cards and deal 6 face-down cards to each player to form their stack of cards. You can increase the number of starting cards to 8 if you have good aim. Players cannot see nor rearrange the order of their stack.
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Take 12 random Animal cards and pile them up on the table to form the draw deck. Set the rest of the cards aside as you won't use them in this game.
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The starting player is the one wearing the most layers of clothing, so don't let the game cool down!
Player's Turn
During your turn, throw the first card from your stack and try to make it land on top of the iceberg.
You can throw it any way you like and from as far away as you want, but never closer than the limit set by your Trampoline card.
Some animals cause special effects when they are thrown, fall into the water or when other cards fall on them. See Types of cards and their effects to learn about the special skills for each animal.
After throwing your card, check if any of the conditions causing the game to end are met. (See End of game below).
If the game continues, the turn passes to the player on the left.
Throwing Cards into the Water
The entire surface of the table around the iceberg is water.
When a card falls or touches the water during a player's turn, either from being thrown, from activating an animal effect, by accident, or because the thrown card hits another one and causes it to fall, the player who threw the card picks up all cards that are in the water or touching it (except Trampoline cards) and adds them to their stack.
Adding Cards to the Stack
Cards that are added to a player's stack are placed under the stack already in their hand. These cards are now part of their stack of cards.
End of Game
If at the end of a player's turn, and after resolving all effects triggered, at least one of the following conditions is met, all players must count the cards they still have in their stack. The player with the fewest cards wins! In case of a tie, both players win.
A. A player has no more cards in their stack. In this case, the game ends and the player wins instantly!
B. The entire iceberg breaks off.
C. The draw deck is empty.
For the Little Ones
If you are playing with children, and especially if it is their first game, you can ignore the special effects of the cards you throw, as well as the Trampoline card that limits how close each player can throw.
Types of Cards and Their Effects
Penguin: They are a bunch, have floats and don't know what fear is (or how to fly). Penguin cards have no special effect.
Dodo: They always go in pairs. If you throw a dodo and it lands on the iceberg, draw the top card of the draw deck and places it in any way you like on the iceberg without activating its effect (if it has one).
If as you place the new card on the iceberg, it or any other cards on the iceberg fall into the water, add them to your stack and your turn ends.
Canadian Lynx: A relative of the domestic cat, it has 7 lives. If you throw the Lynx card and it lands on the iceberg, you get one more turn.
Polar bear: Since awakening from hibernation, it has been ravenously hungry. If a card other than a polar bear lands on top of a Polar Bear card already on the iceberg, the player who threw the card, even if it's the same player who threw the Polar Bear card, draws the first card from the draw deck and adds it to their stack.
The polar bear ability only triggers if there are no other cards on it, that is, if the Polar Bear card is already covered by another card, the effect is not triggered.
Seal: It feels cold all the time and prefers to warm up by swimming. The seal is the only animal that can fall into the water. If you throw a Seal card and it touches the iceberg, or a card already on the iceberg, and then falls into the water, the seal remains in the water and the rule described in "Throwing cards into the water" does not apply. Several seals may be in the water.
However, if you throw a Seal card and it does not touch the iceberg, or any card on the iceberg, or it hits and makes another card fall into the water, the rule described in "Throwing cards into the water" applies.
Iceberg cards: If you throw an Iceberg card into the water, discard this card from the game and draw the first card from the draw deck.
Trampoline cards: These cards stay in their initial position for the entire game. They are only markers, and you can never throw them or add them to your stack of Animal cards.