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Greenland, Sierra Madre Games, Components
Greenland Back Cover, May 26, 2014.
Designer Phil Eklund (dressed in Thule garb) demonstrating Greenland at Essen SPIEL '14.
A sample setup of Greenland 2nd edition
Preliminary Box Art for Greenland Saga
This is the box cover image sent to the printers. "Greenland" will appear in Sept. 2014.
One of the new cards included in the second edition Greenland.
This is the Norse Placard, as included in the Second Edition Greenland.  It keeps track of your elders and the phases.
This is the back of the box, as sent to the printers.  "Greenland" will appear in Sept 2014.
Greenland by Sierra Madre Games

Greenland (2014)

Players
1–3
Best: 3
Playing time
60–120 min
Age
12+
6.92
Average rating
1,154
Ratings
3.27/5
Weight
#3485
BGG rank
Top 5,000
Alternate names:格陵兰岛
Designer:Phil Eklund, Philipp Klarmann
Artist:Phil Eklund
Publisher:Sierra Madre Games +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 9, Luck 5, Interaction 6, Complexity 6.5, Theme 5
Strategy9.0
Luck5.0
Interaction6.0
Complexity6.5
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

Card GameEconomicNegotiationMedievalAuction / BiddingSimulationDice RollingWorker PlacementSolo / Solitaire Game

Overview

The three players in Greenland represent the Tunit (green), Norse (red), and Thule (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).

Expansions

Greenland: Sea Sámi
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

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