玩家评分: 7

拥有

购买实体版桌游

淘宝购买
格陵兰岛
Greenland

桌游极客排名: 2345

本月排名变化: 14

玩家评分: 7

玩家人数: 1 - 3 (最佳: 3人)

时长: 60-120 分钟

难度: 3.24 (重度策略)

适合年龄: 12+

专业评分: 6.06

语言依赖:

少量依赖

出版年份: 2014

出版商:

| 香蕉桌游(中文)

设计师:

| Phil Eklund | Philipp Klarmann

美工:

| Karim Chakroun | Phil Eklund

桌游类别:

|卡牌游戏 |经济 |中世纪 |谈判

格陵兰岛的三名球员代表了从十一至十五世纪居住在格陵兰岛的挪威(红色),Tunit(绿色)和Thule(黄色)部落。

&10;作为一个部落,你试图确保食物资源和技术,以增加部落人数,支持儿童,老年人和家畜,同时消灭竞争性物种或收集资源,以获得胜利。你必须解决天气和自然资源的灭绝以及谈判交易,以保护你的妻子,同时你决定一神论或多神论之间。在这个桌面游戏中,你会把你的人口寄出去寻找格陵兰岛的原生物种。但有些可能不会回来。 (历史上,气候变得寒冷,除了Thule(因纽特人)之外,所有人都死了。)

在游戏中,戏剧发生在六个阶段;所有玩家按顺序完成每个阶段,然后下一阶段开始。每转一代。按顺序:

解决事件:例子包括老年人死亡,动物迁移,仇恨或全球冷却。如果交易船到达,则为其货物进行拍卖。

分配猎人:猎人分配到狩猎场,资源收集,殖民新世界,为其他部落为妻或动物,或晋升为长辈。谈判:玩家可以贿赂他人和平地撤出猎人,包括嫁给他们的女儿。与战争长老的玩家可以使用猎人攻击同一张牌上的其他人。如果有太多的殖民者,新世界变得敌对。解决狩猎:为每个猎人滚一个死,修改技术和结婚。成功可以获得新的猎人,资源,手牌,妻子和/或技术。当心,因为一些动物可能被猎物 - 捕食者的关系混淆,你的猎人可能不会返回。如果在手边限制,一些成功可以让你从中央游戏区拿到你的手。

维护牲畜:支付保持你已经驯化的动物。采取长老行动:例子包括发明,驯化,散文化和女巫化。如果你没有长辈,你可以转换为一神论。根据每位玩家的结局,他根据成功的狩猎(多神教)或资源收集(一神论)得到一个变量, 。

生活规则

Vassal模块

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).