Greenland


€ 34,95

The four players in Greenland represent the Tunit (Player Green) Norse (Player Red) Sea Sámi (Player Blue from expansion) and Thule (Player Yellow) tribes inhabiting Greenland from the 11th to the 15th centuries.
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).

AlgemeenAantal spelers: 1-3
Speelduur: 60 min.
Leeftijd: 12+
Taal: Engels
Soort spelType/Thema: Card Game Economic Medieval Negotiation
Mechanisme: Auction/Bidding Dice Rolling Simulation Solo / Solitaire Game Worker PlacementMakersOntwerper: Phil Eklund Philipp Klarmann

  •   Deze editie is in het Engels.
  •   Geschikt voor 1 - 3 spelers.
  •   Je bent ongeveer 120 min. aan het spelen.
  •   Vanaf 12 jaar is dit spel te spelen.

Greenland aanbiedingen:

  • Laagste prijs!
    € 34,95
      Naar deal
    • Bezorgkosten: € 3,99
    • Levertijd: Voor 21:00 besteld, volgende werkdag in huis.
  • € 41,80
      Naar deal
    • Bezorgkosten: € 6,00
    • Levertijd: Voor 16:00 besteld, volgende werkdag in huis.

  Op basis van 1.138 ervaringen op het toonaangevende Boardgamegeek.com

Erg goed spel: 3+

Uitdagend

Moeilijkheidsgraad: 3,25 / 5

Aangeraden voor 1 - 3 spelers

Met 3 spelers is dit spel op z'n best

Grotendeels taalonafhankelijk

Er zijn een paar teksten in de taal van het spel

Dit spel wordt aangeraden voor (in %):

The four players in Greenland represent the Tunit (Player Green) Norse (Player Red) Sea Sámi (Player Blue from expansion) and Thule (Player Yellow) tribes inhabiting Greenland from the 11th to the 15th centuries.
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).

AlgemeenAantal spelers: 1-3
Speelduur: 60 min.
Leeftijd: 12+
Taal: Engels
Soort spelType/Thema: Card Game Economic Medieval Negotiation
Mechanisme: Auction/Bidding Dice Rolling Simulation Solo / Solitaire Game Worker PlacementMakersOntwerper: Phil Eklund Philipp Klarmann

Naam Greenland
EAN 6533410403672
Taal Engels
Aantal spelers 1 - 3
Speeltijd 120 min.
Minimale leeftijd 12 jaar
Uitgever Sierra Madre Games