Game_384_gameRules.pdf

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Rulebook
ARctic ScAvengeRS
players:
preparation:
age:
2–5
3 minutes
13+
learning:
game length:
5 – 10 minutes
45 – 60 minutes
contents – basic game
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1
1
1
1
149
rule booklet
rule summary
junkyard mat
contested resources mat
initiator card
playing cards
20 refugees
69 mercenaries
(10 brawlers, 8 hunters, 8 saboteurs, 8 scouts, 5 group leaders,
5 sniper teams, 5 thugs, 20 scavengers)
46 junkyard cards
(7 junk, 4 multitools, 4 nets, 6 spears, 4 pickaxes, 6 shovels, 6 medkits, 9 pills)
14 contested resources
(2 wolf packs, 2 grenades, 2 sled teams, 2 field crews, 6 tribe families)
expansion rules summary
engineering schematics mat
storage cover
playing cards
12 buildings
(3 each of bunkers, armories, pharmacies, hydroponic gardens)
10 tribal leaders
8 junkyard cards
(4 rifles, 4 toolkits)
8 medics
8 engineers
3 gangs
(1 each of the Gearheads, the Pharmers, the Masons)
contents – HQ expansion
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1
1
49
the Story
In the year 2097, the entire earth was enveloped in a cataclysmic climate shift plunging the
globe into another ice age. Over 90% of the world’s population was eliminated, driving the
survivors to band together into loose communities and tribes.
Each player is the leader of a small tribe of survivors. Resources, tools, medicine, and
mercenaries are all in scarce supply. Each tribe is pitted against other tribes in a fight for
survival. The players build up their tribes, skirmish against other players’ tribes, and can even
bluff on the way to victory.
The leader who gathers the largest tribe will win the game!
game Play overview
Players work to build their tribes as large as possible by hiring mercenaries, scavenging junk
piles and winning skirmishes against other players’ tribes. Each tribe member card in a tribe
represents the number of people shown on the card. The player with the largest tribe (most
people) at the end of the game is the winner.
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Anatomy of an Arctic Scavengers card
The cards are designed to make it easy to identify the different types of cards, make sorting and
game setup quicker, and facilitate faster decision-making during the game.
card type
standard action
card title
supply pile icon
or card cost
1
3
+2
card actions
action modifier
disabled action
number of
tribe members
1
some cards have special
instructions here
special actions or instructions
expansion marker icon
blank = basic game
star = HQ expansion
understanding the above card anatomy
Green labels in the above graphic indicate something that is always present on a card. Red
labels indicate something that may or may not be present, depending on the card. Gray labels
are used to describe the sub-types of card actions.
Every card
has a type (person, tool, medicine), title, image, and actions. Standard actions
can be performed by this card alone, action modifiers must be combined with another card,
and disabled actions cannot be used.
Some cards
will be sorted based upon supply pile icon,
others by card title.
Some cards
have other identifiers (instructions, cost, and number of tribe
members represented by the card).
game Preparation
Arctic Scavengers can be played by 2 to 5 players. Each player takes an identical starter deck
representing her tribe. That deck consists of 10 cards:
4
3
1
1
1
refugee
cards
scavenger
cards
brawler
card
spear
card
shovel
card
3
Remove any additional
refugee
cards from the game. Sort the remaining cards into three
categories:
contested resources
( ),
junkyard
( ), and mercenaries. Shuffle the
contested
resources
cards
and place them face-down on the mat to form the
contested resources
stack. Shuffle
junkyard
cards
to form the
junkyard
pile and place them face-down on the
mat. The remaining cards (the ones with character portraits and a cost listed) are the
mercenaries. Sort them into 8 separate stacks, by mercenary type. Place them face-up on the
playing surface in separate stacks.
Each player shuffles her deck of 10 cards and places it face-down in her play area. Randomly
select a player and hand her the initiator card. This player will serve as the
initiator
for the first
round.
When Playing with only two Players
• Remove two cards of each kind from the
junkyard
(i.e. 2
junk,
2
medkit,
2
pickaxe,
etc.)
• Eliminate all
contested resources
peeking
• The number of tribe members a player brings to a skirmish is no longer relevant
• Skirmishes must be won by 2. If not, then it is a tie and the players place the
contested
resource
on top of the
junkyard
and then shuffle the
junkyard
PlAying tHe gAme
Each round of Arctic Scavengers has three phases, played in the order shown below:
Drawing Phase
1) Discard all cards from the previous round.
2) Each player draws 5 cards from the top of her deck, shuffling the discard pile and
adding it to the deck when her deck becomes exhausted.
3) Beginning with the
third round,
and continuing for the remainder of the game, the
initiator peeks at the top card on the
contested resources
stack and then returns it to the stack.
Resource gathering Phase
4) The initiator takes the first action and uses any number of cards to gather resources.
5) The initiator announces how many of her cards will remain for the skirmish.
6) Play continues with the other players, in clock-wise order, and they execute steps 4 and 5.
Skirmish Phase (Round 3 and following)
7) Once all players have taken their resource gathering actions, players reveal their remaining
cards for the skirmish and a winner is determined.
8) The winner of the skirmish takes the top card from the
contested resources
stack and
adds it to her discard pile.
9) The initiator passes the initiator card to her left-hand opponent, starting a new round.
The game continues like this until the last
contested resource
card is won.
no Skirmish until the third Round
The game begins with two rounds of resource gathering (digging in the
junkyard, hunting
for
food,
and
hiring
mercenaries). In the first two rounds, there is no skirmishing. This allows each
player to get a solid foundation prior to skirmishing over the
contested resources.
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Peeking at the contested Resources
Beginning with the third round, the initiator looks at the top card of the
contested resources
stack. The player does not reveal this card to the other players. After looking, the player returns
the card, face-down, to the top of the stack. This provides the first player of each round with
special insight regarding what resource will be contested over during the skirmish phase.
gathering Resources
The first phase of each round involves gathering resources. There are three primary resource
gathering actions:
dig, hunt,
and
hire. Dig
allows the player to retrieve cards from the
junkyard,
hunt
enables the player to get
food
(used as currency during that round), and
hire
uses a
combination of
Food
from
hunting
and
medicine
from the player’s hand to serve as
currency for hiring mercenaries to join the player’s tribe.
Announcing cards
Players save cards not used for resource gathering for the skirmish. After a player has
performed her resource gathering, she puts all cards already used in her discard pile to clear her
play area. She then places her remaining cards in her play area, face down, and announces the
number of cards she is taking to the skirmish.
bluffing
Sometimes a player has additional tools that cannot be used, or
refugee / tribe family
cards
that have no tools. The player should carry these into the skirmish anyway. This presents an
apparently stronger hand to her opponents and may impact the decisions that they make.
Winning a Skirmish
When resolving a skirmish, the player with the highest
fight
score wins. Several factors affect a
player’s
fight
score: each player totals the attack abilities of each of her tribe members, adding
the modifiers, and factoring in special actions such as
disarm
and
snipe
(explained later).
Winning the game
When the final
contested resource
card has been won, the game is over. The winner is the player
who has built the largest tribe. Players determine the size of their tribes by counting the
number of tribe member icons on the lower right corner of every card in their decks. If there
is a tie, then the player among those tied with the most
contested resource
cards is the winner. If
there is still a tie, the player among those tied with the largest number of cards in her deck is
the winner.
If there is still a tie, the tied players rejoice in their shared victory.
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