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Greenland box art
Rich game profile

Greenland

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,...

Players

1-3

Time

60-120

Age

12+

Weight

3.24

Rating

6.94

Should this hit the table?

Quick read before the metadata.

Greenland has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Greenland has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.

Replay value

Greenland has a high degree of variability in its gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a good balance between easiness and depth. Overall, Greenland has a strong replayability score of 7.9.

Luck profile

Greenland has a moderate level of luck involved in the game. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have a substantial ability to mitigate this luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, making it suitable for players who enjoy both elements in their gameplay experience.

Overview

What ABG knows about this game

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).

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Credits

People and publishers

Designers

1
Phil Eklund

Artists

2
Karim Chakroun Phil Eklund

Publishers

1
Sierra Madre Games

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