Mouseover image to zoom

Sale Sold Out

Greenland (Third Edition)

Out of stock
Sierra Madre Games
MIB-SMG33A
Earn 42 Bandit Bucks when you order this product!
$42.89 $30.02

( You save:  $12.87)

Number of Players 1-4
Playtime 60-120 Min
Suggested Ages 12+
Designer(s) Phil Eklund
Publisher Sierra Madre Games

This new edition of Greenland comes with the Sea Sami expansion pack so it is playable with up to 4 players.

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

As a tribe, you try 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 defend your wives while you decide between monotheism or polytheism. In this tableau-building game, you will send your population out to hunt the native species of Greenland — but some might not return (Historically, the climate turned frigid and all but the Thule (Inuit) died out.).

Game play takes place over six phases; all players complete each phase in turn order, then the next phase starts. Each turn represents one generation. In order:

  • Resolve events: Events include elder deaths, animal migrations, feuds, or global cooling. If a trade ship arrives, an auction is held for its contents.
  • Assign hunters: Hunters can be 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 other players to peacefully withdraw hunters, including marrying them to their daughters. Players with a War Chief Elder can use their hunters to attack others on the same card. The New World becomes hostile if there are too many colonists.
  • Negotiate: Players can bribe other players to peacefully withdraw hunters, including marrying them to their daughters. Players with a War Chief Elder can use their hunters to attack others on the same card. The New World becomes hostile if there are too many colonists.
  • Resolve hunting: Roll a die for every hunter and modify it for technologies and marriages. Success can result in getting new hunters, resources, hand cards, wives, and/or technologies. Beware, as some animals can be confused by the prey-predator relationship and your hunters may not return. Some successes let you take cards from the central play area into your hand if within hand limit.
  • Maintain livestock: Pay to keep the animals you have domesticated.
  • Take elder actions: include invention, domestication, proselytization, and witch-burning. If you have no elders, you may convert to monotheism.

Depending on each player's ending theistic worldview, the game has variable scoring based on successful hunts (polytheism) or resource gathering (monotheism).

Success! You're subscribed! You'll be hearing from the Bandit soon!
This email has already been registered