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Winter + Cold + Ice + Polar Bears + Alaska + Summer + Heat + Frappe Coffee + Cicadas + Greece = Perfect Game
"RUN AWAY!"
Flowing out of the bag
Yellow wins. Needless to say, I was grey.
During the mandatory lifeboat drill, passengers aboard the Norwegian Sun were given very explicit instructions -- bring only your life vests and those items essential to your survival.
"Please, one of you say you brought the fish..."
trapped in ice
All the tokens and decks
Ice Flow

Ice Flow (2008)

Players
2–4
Best: 4
Playing time
45–75 min
Age
11+
6.36
Average rating
1,444
Ratings
2.15/5
Weight
#4637
BGG rank
Top 5,000
Designer:Dean Conrad, John Streets
Artist:R. H. Aidley
Publisher:Heidelberger Spieleverlag +2 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 4.3, Theme 4
Strategy7.0
Luck7.0
Interaction5.0
Complexity4.3
Theme4.0

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

ExplorationPuzzleTile PlacementHexagon GridGrid MovementRaceVariable Set-upResource to MoveBias

Overview

Ice Flow is a strategic family game, interesting enough for gamers, as there are many tactical decisions to make.

Inspired by Karl Bushby's 1998 Goliath Expedition, players race their explorers across the Bering Strait from Alaska to Siberia - riding ice floes, dodging polar bears, and collecting useful items on the way. Thus, at its heart, Ice Flow is a resource management game coupled with a traveling salesman type problem where the ground (or ice) is constantly moving.

Each player has three explorers and rucksack card (to store a limited amount of rope and fish in). The board consists of an array of hexagonal spaces with ice floes (hexagonal plastic tiles) that are introduced at the top and can be moved down the board by players with rates dependent on where they are on the board. On their turn players must first move, rotate or introduce a new ice floe, then they can move one of their explorer as far as they can (or want) before collecting an item from the tile they finished on. When moving, explorers are limited by the obstacles they must overcome and the tools they have available. For example, the ice floes have smooth sides and rough side: the rough sides depict "pack ice" which is hard to cross, and costs a rope. Similarly, explorers can swim up to one space, but that costs a fish as swimming through arctic waters is energy sapping. Polar bears are also a hazard that must be avoided or lured away with fish; beware they can be lured away from one player straight into the path of another!

The winner is the first player to negotiate all the hazards and arrive in Siberia with his three explorers intact.

Not to be confused with: IceFloe

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