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Through Ice & Snow

Through Ice & Snow Rulebook

Table of Contents

Table of Contents

  • List of Components (2 to 4 players)
  • Game Setup
    • Standard Setup
    • Individual Setup
  • General Concepts
    • Crew Members
      • Officers
      • Sailors
      • Inuit
    • Prestige Points
    • Tracks
    • Resources
    • Helm Token
    • Cartography Cards
    • Event Cards
    • Investor Cards
    • Ship Upgrade Tiles
    • Species Cards
  • How to Play
    • A. Sailing Phase
    • B. Action Phase
    • C. Embarking Phase
  • Round Summary
  • Attrition Penalties
  • Fuel Level and Towing
    • Towing
  • Actions
    • Captain's Actions
      • Lead
      • Explore
      • Visit the Inuit
      • Recruit Inuk
    • Carpenter's Actions
      • Build a Cabin
      • Upgrade Sled
      • Ship Upgrade
      • Recycle Timber from Your Ship
    • Scientist's Actions
      • Discover Arctic Species
      • Hunt
      • Experiment
    • Common Actions
      • Stores
      • Ice Fishing
    • Final Round Actions
      • Trace Maps
      • Document Building Methods
      • Laboratory Investigation
      • Covenants of Silence
  • Lack of Food
  • End of the Game
  • Final Score
  • Game Modes
    • Survival
    • Building Shelters
      • Build Shelters
    • Dual Species
  • Single Player Scenarios
    • The Lost Expedition
      • Setup
      • Scenario Objectives
      • Find the Lost Expedition
    • Magnetic North Pole
      • Setup
      • Scenario Objectives
      • Magnetism Study
      • Compass Magnetised
      • Discover the Magnetic North Pole
  • Events
  • Investors
  • Ship Upgrades
  • Species
  • Hunt
  • Credits
  • Historical Figures

List of Components (2 to 4 players)

  • 1 rule book, 1 Nunavut map and 4 reference sheets.
  • 6 boards: 1 Action Board and 1 Map Board (both divided into 4 sections), and 4 Individual Boards.
  • 29 tiles: 17 Ship Upgrade tiles and 12 Cartography tokens.
  • 111 pawns, cylinders, and player tokens: 12 Officer pawns (4 of each: Captain, Scientist, Carpenter), 15 Inuit pawns, 12 Sailor pawns, 16 Cabin pawns, 32 cylinders, 8 Score tokens and 16 Inuit shelters.
  • 117 tokens: 1 Fleet token, 1 Helm token, and the resource tokens: 25 Dynamite, 40 Timber, 25 Dogs, 25 Rifles.
  • 125 cards: 11 Investors, 10 Cartography cards, 28 Events (14 Off-shore cards, 14 Cabotage cards), 32 Species, 3 Dual Species and 41 Hunt cards.

Game Setup

Standard Setup

Place the sections of the Action Board in the centre of the table with the Scoreboard A visible and, depending on the number of players, add:

  • 1, 2, or 3 players: the three sections with the one-to-three-players icon B.
  • 4 players: the three sections with no icon.

Place the 'East' section of the Map Board to the left of Action Board C, leaving room to place the Event cards. Leave the rest of the sections in the box for the moment. Place the Fleet token on the Start point D.

Place the Ship Upgrade tiles, separated by type, beside the Action Board E.

Shuffle the Species cards in a deck and place them face down below the Ship Upgrade tiles F.

Shuffle the Hunt cards in a deck and place them face down below the Species cards G.

Select 12 Cabotage Event cards and 12 Off-shore Event cards, shuffle them separately and place both decks face down between the Action Board and the Map Board H.

Shuffle the Investor cards in a deck and place it face down on one side of the table I.

NOTE: For more information consult the sections: Events (page 21), Sponsors and Ship Upgrades (page 22) and Species and Hunt (page 23).

Shuffle the Cartography cards in a deck and place them face down on one side of the table J.

Place the Cartography, Resources, Cabin tokens and the Inuit pawns in a common area within reach of the players K.

Individual Setup

Each player chooses a colour and takes one Individual Board and the corresponding Score tokens and cylinders L.

Each player places one of their Score tokens on space 10 in the Scoreboard of the Action Board M.

Each player places one of their cylinders on the "0" space of the Tow Track on the Action Board N.

Each player places one of their cylinders on each of the following spaces on their board:

  • Space 25 of the Food Track O.
  • Space 4 of the Health Track P.
  • Space 5 of the Morale Track Q.
  • Space 10 of the Fuel Track R.
  • Space 1 of the Sled Track S.
  • Space 0 of the Inuit Track T.

Each player receives and places the following resources on their board:

  • 2 player game: 4 Dynamite, 3 Timber and 3 Rifles U. And 3 Dogs, which are placed on spaces 1, 2 and 3 of the Dog Track V.
  • 3 or 4 player game: 3 Dynamite, 3 Timber and 4 Rifles U. And 3 Dogs, which are placed on spaces 1, 2 and 3 of the Dog Track V.

Each player receives and places the following pawns on their board X:

  • 1 Officer pawn of each type.
  • 3 Sailor pawns of their colour.

Each player receives 2 Investor cards and 2 Cartography cards Y and chooses one of each in secret, placing them face down in front of them. The unchosen cards are returned to the box face down. Once you have all selected your cards, you all must turn over your Investor card at the same time and receive the number of resources indicated. The Cartography cards remain hidden until the end of the game.

The player with the most Dynamite receives the Helm token Z. In the case of a tie, the player sitting closest to the north pole receives the token. When a player holds the Helm token, they are the Expedition Leader. Place all remaining components back in the box.

General Concepts

Each player has their crew, ship, and resources which they must manage. Together, these crews, ships and resources make up the expedition. All the players travel together, and they do it from Anchor Point to Anchor Point. Each Anchor Point represents a stop on the voyage where you may perform that round's actions. No player may separate from the expedition during the game.

Crew Members

Each player's crew is made up of Crew Members. There are three types:

Officers

Each player starts the game with 1 Captain, 1 Carpenter, and 1 Scientist. They are officers, and are required to perform certain actions during the game. A player cannot recruit nor lose officers during the game. Each type of officer pawn has its own shape and colour (red/yellow/green), regardless of the player they belong to.

Sailors

Each player begins the game with 3 sailors of their colour. Sailors are not officers, they simply help them perform actions. The players may lose sailors during the game.

Inuit

Each player starts the game with 0 Inuit. These Crew Members indigenous to the Arctic allow certain actions to be performed, and they help the Officers carry out any action. The players may recruit Inuit during the game, and cannot lose them. All Inuit pawns are the same colour.

NOTE: Inuk is the singular form, Inuit is the plural form, this is how the terms are used in the rules.

Prestige Points

There are two types of icons for Prestige Points:

  • Square icons: These points are only scored at the end of the game.
  • Circle icons: These points must be scored immediately.

Tracks

Each player has a series of tracks on their Individual Board. In all of the tracks, when it is indicated that the player must reduce their level, they will do so by moving the track's cylinder to a lower number. When increasing their level they move the cylinder to a higher number.

The effect of the Health, Morale and Fuel Tracks are only applied during the Sailing Phase, unless a specific rule indicates we must apply the effect of the square the cylinder is currently on.

In the Health and Morale Tracks, if a player's cylinder reaches the 0 space, its effects are applied first and then that cylinder is moved to space 1. (The effect of space 1 is not applied).

A cylinder cannot be moved off its track. Whenever you need to increase a track that is already at its highest:

  • Health and Morale: You score 1 Prestige Point for each increase performed.
  • Fuel: You increase your level of Morale by 1.

Resources

When a player must pay or discard a resource (Rifle, Dynamite, Timber or Dog), they must take one from their Individual Board and return it to the Common area. In the case of Dogs, they must take the Dog that is at the highest number on their Dog Track.

When a player receives or takes a resource or pawn, it must be taken from the Common area.

Helm Token

Indicates that the Player is the Leader of the Expedition.

Cartography Cards

These cards show 3 territories to be charted. The map is composed of named territories (Baffin, Kent P, etc.), and each territory has at least one Anchor point. At the end of the game for each territory indicated on the card that has been charted (by any player), the player holding the card scores 5 Prestige Points.

Event Cards

These cards indicate the type of Sailing on their front side and on their reverse.

  • Cabotage Sailing: Front side with the Event on ice, their reverse is red.
  • Off-shore Sailing: Front side with the Event on a notebook, their reverse is green.

For more information, consult the Events section (page 21).

Investor Cards

These cards give a bonus at the beginning of the game and an objective and a reward at the end of the game. For more information, consult the Investor cards (page 22).

Ship Upgrade Tiles

These tiles bestow benefits during the game. For more information, consult the Ship Upgrade section (page 22).

Species Cards

These cards can give points when acquired, and at the end of the game if they have not been discarded. These cards can be discarded during the game to gain Food and Health.

How to Play

The game is played over a series of rounds. The duration of the game is between 7 and 12 rounds depending on the route through the Arctic you decide to take. All players play in each round, and each round is divided into the following phases:

  • A. Sailing Phase
  • B. Action Phase
  • C. Embarking Phase

A. Sailing Phase

In this phase the expedition moves from one Anchor Point to another. Follow these steps in order:

1. Leadership: If anyone has the Helm token and at least 1 Dynamite, they are the Expedition leader.

2. Destination: The Expedition leader chooses the destination Anchor Point, connected to the current Anchor Point by a route that departs from the current Anchor Point.

If the destination Anchor Point is on the edge of the map section, the Expedition leader will place the next map section, choosing its side.

3. Breaking the Ice Floe: The Expedition leader places 1 Dynamite on the destination Anchor Point. If the chosen route requires extra Dynamite, the Expedition Leader must pay it. If the Leader cannot pay, the next player in clockwise order with Dynamite pays it. If no player can pay it, the game ends immediately and all players lose.

4. Attrition: Each player reduces their Morale and Health level by 1. If applicable, the effects of the spaces apply. For more information, consult the Attrition Penalties section (page 8).

5. Sailing: The expedition leader chooses the type of Sailing and takes the top card of the corresponding event deck, depositing it face down on one side of the table. They then move the fleet token to the destination Anchor Point.

Cabotage Sailing: The expedition sails close to the coast, charting it and consequently consumes more fuel. You can only sail in cabotage if the expedition has enough Fuel (consult the Fuel and Towing section, page 8). Perform these steps in order:

  • All players reduce their Fuel level by 2 and apply the effects of their space, if any. For more information, consult the Fuel and Towing section (page 8).
  • The expedition leader charts the territory. To do so, they place a Cartography token on the territory and scores 1 Prestige Point. Each Anchor Point belongs to a named territory (Baffin, Kent P, etc.) and each territory can only be charted once per game.
  • The expedition leader turns over the Event card and applies its effect, if any. For more information, consult the Events section (page 22).

Offshore Sailing: The expedition sails on the high seas, without charting, and consequently consumes less fuel. Perform these steps in order:

  • All players reduce their Fuel level by 1 and apply the effects of their space, if any. For more information, consult the Fuel and Towing section (page 8).
  • The Expedition leader turns over the Event card and applies its effect, if any. For more information, consult the Events section (page 22).

6. Setting Up the Cards:

Hunt cards: Reveal cards from the deck according to the number of players:

  • 1, 2 or 3 players: 2 Hunt cards.
  • 4 players: 3 Hunt cards.

Species cards: Reveal cards from the Species deck as indicated on the destination Anchor Point. Each Anchor Point belongs to a named territory (Baffin, Kent P, etc), and each territory contains an icon indicating the number of Species cards to place in each of its Anchor Points.

Example: If the expedition reaches Devon, 2 species cards are revealed.

B. Action Phase

In this phase, starting with the Expedition leader and going clockwise, take turns to perform actions from the Action board or from the Sailing Event card. Each action can be performed once per each of its empty available spaces (except Ice Fishing).

In order to perform an action you must be able to meet its requirements (pay resources and/or place Crew Members in the spaces). Once met, apply its effect. If you cannot completely fulfill the requirements of an action, you will not be able to perform it.

If you cannot perform any action on your turn, you must pass, and you cannot perform any more actions in this round. This phase ends when everyone has passed.

Each action space shows the Action, its Requirements (resources and Crew Members) and its Effect, along with the available spaces (available space 1, available space 2).

NOTE: Final Round actions are only available when the expedition is on the Anchor Point marked with the matching icon (ie: the last round).

C. Embarking Phase

In this phase, your crews embark and prepare for the next stage of their journey. Follow these steps in order:

1. Embark: Each player takes their Crew Members from the Action board, the Sailing Event card and/or the infirmary spaces and places them on the corresponding space of their Individual board. Each player who performed the Recruit Inuit action must pick up the corresponding Inuk pawn.

2. Next Leader: If no one has chosen the Lead action, or whoever did has no Dynamite in the Embark step, the Helm token goes to whoever has the most Dynamite. In case of a tie, the tied player closest to the current leader in clockwise order (cannot be the leader) takes the Helm token.

NOTE: If no one has any dynamite, the expedition has failed to survive the Arctic. The game ends immediately and all players lose.

3. Feed: Each player reduces their Food level by as many spaces as they have Crew Members. If someone does not have enough food, consult the Lack of Food section (page 13).

4. Clean: Remove the overturned but unacquired Hunt and Species cards, as well as this round's Sailing Event card, and place them in their respective discard piles.

Round Summary

A. Sailing Phase

  1. Leadership: The new leader will be the player with the Helm token.
  2. Destination: The leader chooses to which Anchor Point the fleet is headed, following the direction of the route.
  3. Breaking the Ice Floe: The leader places 1 Dynamite on the chosen destination Anchor Point.
  4. Attrition: All players reduce their Health and Morale level by 1, and each one applies the effects of their space, if any.
  5. Sailing: The leader takes an unturned card of the chosen Sailing type and moves the Fleet token to the destination Anchor Point. If they choose:
    • Cabotage Sailing: All players reduce their Fuel level by 2 and apply the effects of their space, if any. The leader charts the area by placing a token on the territory on the map and scores 1 Prestige Point. The leader flips the Event card and if necessary, its effect is applied.
    • Off-shore Sailing: All players reduce their Fuel level by 1 and apply the effects of their space, if any. The leader turns over the Event card and if applicable, its effect is applied.
  6. Setting Up the Cards: Reveal Hunt cards (depending on the players) and Species cards (depending on the destination).

B. Action Phase

C. Embarking Phase

Attrition Penalties

Players can activate effects on different spaces when they reduce their Health and Morale levels during the Attrition Phase:

  • Scurvy: You must immediately place two Crew Members of your choice in the infirmary A on your board. You will not be able to perform actions with these Crew Members this round, but you must still feed them during the Embarking Phase.
  • Death: You lose 5 Prestige Points, and then you raise the level of this track by 1 (but you do not apply its effect) B. After that, if you have any sailors, put one back in the box C.
  • Mutiny: Reduce your Food level by as many spaces as half of your Crew Members, rounded up. If you do not have enough food consult the Lack of Food section (page 13).

Example: If a player has 7 Crew Members: Captain, Carpenter, Scientist, 3 Sailors and 1 Inuk, they will have to reduce their Food level by 4.

Fuel Level and Towing

Players can activate effects on different spaces when they reduce their Fuel level during the Sailing Phase:

  • If your Fuel level is 8-9-10, increases your morale level by 1.
  • If your Fuel level is 4-5-6-7, there is no effect.
  • If your Fuel level is 0-1-2-3, if you have any resources left (Rifle, Dynamite, Timber or Dog), you must discard one.
  • If your Fuel level should drop below 0, leave it at 0 and you must be Towed by another player.

Towing

Towing occurs when a player's Fuel level reaches 0 and they still have to reduce their fuel. This fuel is called Missing fuel, and must be supplied by the other players.

If at any point in the game there is not enough fuel for all the expedition ships to sail, the expedition has failed to survive the Arctic: The game ends immediately and all players lose.

NOTE: The Expedition leader cannot choose Cabotage Sailing if the sum of all the players' Fuel levels is less than the number of players multiplied by 2.

At the beginning of the tow, each player is categorised as either a towed player (if they have Missing fuel) or a towing player (if they supply Missing fuel). Then follow these steps in order:

  1. Record the Missing fuel for each towed player in clockwise order, and calculate the total.
  2. Each towed player must:
    • Reduce their Tow level by 1, regardless of the number of players towing.
    • Reduce their Prestige Points as indicated by their current Tow level.
    • Their Fuel level stays at 0.
  3. Each towing player, starting with the Expedition leader, must:
    • Increase their Tow level by 1, regardless of the number of players towed.
    • Reduce their Fuel level and the Missing fuel, until their Fuel level is 0, or all Missing fuel has been supplied (whichever comes first). No resources are discarded in this stage.
    • Increase their Prestige Points as indicated by the Tow level of each of their towed players.

Example: Laia, Fernando, Rosa and Linus have the following Fuel levels: 4, 4, 1 and 0. Laia is the Expedition leader and can choose Cabotage Sailing, since the sum of the Fuel levels (9) is greater than twice the number of players (4x2=8). She decides on Cabotage Sailing, so everyone must reduce their Fuel level by 2.

Therefore, Laia drops to 2 and discards a resource (fuel level effect 0-1-2-3). Fernando drops to 2 and discards a resource. Rosa drops to 0, discards a resource, adds 1 to the Missing fuel and must be towed. Linus stays at 0, discards a resource, adds 2 to the Missing fuel and must be towed.

Rosa and Linus are categorized as towed players, and Laia and Fernando are categorized as towing players. Then, they perform the towing:

  1. 1 fuel must be supplied for Rosa and 2 for Linus, a total of 3 Missing fuel.
  2. Towed players: Rosa and Linus reduce their Tow level by 1, lose 5 Prestige Points (as indicated by their level) and their Fuel level remains at 0.
  3. Towing players: The Expedition leader, Laia, increases her Tow level by 1. She reduces her Fuel level to 0 leaving 1 Missing fuel to supply. Then, she scores 10 Prestige Points, the sum of Rosa's and Linus' towing levels, as she tows clockwise and can supply 1 Missing fuel for Rosa and 1 for Linus.

Fernando is the next player (clockwise) with Fuel, so he must supply the remaining Missing fuel. Although he should increase his Tow level, he does not as he is in the space furthest right. He reduces his Fuel level by 1, making up for Linus' final Missing fuel. He then scores 5 Prestige Points as indicated by Linus' Tow level.

Actions

Starting with the leader, take turns performing 1 action each turn, until all the players have played.

This section presents all the actions available on the Action Board. For more information about the actions displayed in the Sailing Event cards, consult the Events section (page 22).

Captain's Actions

Lead

This action is not available in single player scenarios.

Requirement: 1 Captain. If you are the Expedition leader, you cannot perform this action on your first turn.

Effect: You take the Helm token and place it next to this action. In the Embark Step pick it up and in the next round you will be the Expedition leader (if you have at least 1 Dynamite).

Explore

This action is available 2 times per round in 4 player games, and only once per round in games with fewer players.

Requirement: 1 Captain and 1 Crew Member, or 1 Captain and 2 Crew Members. Always at least 1 Dog.

Effect: Score Prestige Points according to the lowest value among your Sled level and Dog track. Then increase your Morale level by 2.

Example: Rosa has Sled level 1 (with which she could score up to 5 points) and 4 Dogs (with which she could score up to 7 points), so she will score 5 Prestige Points when performing the Explore action.

Visit the Inuit

Requirement: 1 Captain or 1 Inuk, and 2 Crew Members.

Effect: You receive 1 Dog, which you place in the free space with the lowest number on your Dog track. Then increase your Fuel level by 2.

Recruit Inuk

This action is available 2 times per round.

Requirement: 1 Captain and 1 Crew Member, or 1 Captain and 2 Crew Members.

Effect: You receive 1 Inuk, which you place next to the Crew Members sent to this action (you will pick up the Inuk in the Embarking Phase). Then increase your Inuk Track by 1.

Carpenter's Actions

Build a Cabin

Requirement: 1 Carpenter, 1 Crew Member and pay 1 Timber.

Effect: You place one of your Cabin pawns in the current Anchor Point's square and score 5 Prestige Points. You can then reduce your food level as much as you want, scoring 1 additional Prestige Point for every 2 points reduced (rounding down).

Example: If you build a Cabin (5 points) and then lower your Food level by 10 (5 additional points), you score a total of 10 Prestige Points.

Upgrade Sled

Requirement: 1 Carpenter or 1 Inuk, 1 Crew Member and pay 1 Timber.

Effect: You increase your Sled level by 1.

Ship Upgrade

Requirement: 1 Carpenter, 1 Crew Member and pay as much Timber as indicated on the chosen tile (see below).

Effect: Choose a Ship Upgrade tile you do not already have and place it on the empty Ship Upgrade tile space furthest left on your board. If there is an effect indicated on that space, you apply it. From now on you can benefit from the effect of that upgrade, once per turn.

  • When you build your 2nd Ship Upgrade: You increase your Morale level by 1.
  • When you build your 3rd Ship Upgrade: You gain 1 Timber.
  • When you build your 4th Ship Upgrade: You increase your Morale level by 1.

Recycle Timber from Your Ship

This action is available 2 times per round in games with 3 and 4 players, and only once per round in games with fewer players.

Requirement: As many Crew Members as you want (at least 1 must be a Carpenter) and reduce your Fuel level by 1.

Effect: You receive as much Timber as the total number of Crew Members (including the Carpenter) you have assigned to this action.

Scientist's Actions

Discover Arctic Species

Requirement: 1 Scientist and 1 Crew Member.

Effect: You choose one of the revealed Species cards and place it next to your board. If you are the first player to acquire this species in this game, you have discovered this species and score 5 Prestige Points.

Hunt

This action is available 3 times per round in 4 player games, and 2 times in games with fewer players.

Requirement: As many Crew Members (at least 1 must be a Scientist or Inuk) and Rifles as the number of prey indicated on the chosen card. Rifles are not spent when hunting, they can be used again in later rounds.

Effect: You choose a revealed Hunt card and increase your Food and Health levels by as many spaces as indicated on the chosen card. Then you discard the card.

Experiment

Requirement: 1 Scientist, 2 Crew Members and pay 1 Timber.

Effect: You increase your Fuel level by 2 and receive 1 Dynamite.

Common Actions

Stores

There are 3 Stores, one in each Action column, and each with two possible Actions.

1. Exchange Resources

Requirement: The Officer indicated in the store box where you perform the action and place any 1 resource in the store.

Effect: You receive 1 Dynamite, Timber or Rifle, as indicated in the Store where you perform the action.

Example: The player places the Captain and leaves 1 Timber, then takes 1 Dynamite.

2. Gather Resources

Requirement: As many Crew Members as you want, and at least 1 must be the Officer indicated in the store where you perform the action.

Effect: You take as many available resources from this store box as the total number of Crew Members (including the Officer) you have assigned to this action.

Example: The player places the Carpenter and 2 Crew Members and takes 3 resources chosen from those in the store box. In this case: 1 Dynamite, 1 Rifle and 1 Dog.

Ice Fishing

This action can be performed as many times as you want in each round, even by different players.

Requirement: As many Crew Members as you want.

Effect: You increase your Food level by as many spaces as the total number of Crew Members you have assigned to this action this turn.

Final Round Actions

The Final Round is the one in which the Fleet token reaches the final-round Anchor Point of the map. In the Action Phase of the Final Round, you can perform the following actions (in addition to the usual actions).

Trace Maps

Requirement: 1 Captain and 1 Crew Member.

Effect: You score 1 prestige point for each Cartography token on the map.

Document Building Methods

Requirement: 1 Carpenter and 1 Crew Member.

Effect: You score 3 Prestige Points for each Ship Upgrade tile on your board.

Laboratory Investigation

Requirement: 1 Scientist and 1 Crew Member.

Effect: You score 7 Prestige Points.

Covenants of Silence

There are 3 Covenants of silence, one in each Action column.

Requirement: Either 2 Crew Members or the Officer indicated where you perform the action.

Effect: You score 1 Prestige Point for each resource you have of the type indicated where you perform the action.

Lack of Food

If a player cannot reduce their Food level as much as required, that player must follow these steps in order:

  1. Discard Species card(s). You increase your Food level by as many spaces as indicated on the card; additionally, certain Species also let you increase the Health level when discarded in this way. Species discarded in this way are still considered discovered.
  2. Discard Dogs. For each Dog discarded the player increases their Food level by 2, and loses 2 Prestige Points.
  3. Discard Sailors (never Officers nor Inuit). For each Sailor discarded the player increases their Food level by 1, and loses 5 Prestige Points.
  4. Lose Prestige Points. If the player still does not have enough Food, the player must lose 5 Prestige Points for each space of the Food level that must and cannot be reduced.

End of the Game

Once the Embarking Phase of the Final Round has been completed, perform a final Sailing Phase to reach the final Anchor Point, with the following modifications:

  • 1. Leadership, 2. Destination, 3. Breaking the Ice Floe and 4. Attrition, are applied as normal.
  • 5. Sailing, apply the following changes:
    • The leader can only choose Off-shore Sailing.
    • The leader does not take any Sailing Event card.
    • The Expedition leader scores the Prestige Points indicated on the final Anchor Point (6 or 8 Prestige Points, depending on the side of the map).
  • 6. Setting Up the Decks: not applicable.

Once this Sailing Phase is finished, the players have completed the Northwest Passage and the game is over. The Final Score is then calculated.

Final Score

In addition to the Prestige Points scored during the game, points are scored for the following:

1. Species

Most Species: Whoever has the most different Species cards scores 20 Prestige Points, the next player with more cards scores 10 points and the third player with more cards scores 5 points. In order to score points for Most Species, you must have at least 1 Species card. The discarded species cards are not counted.

In case of a tie, add the points for the tied players' position and the next one (if there are 2 tied) or the following ones (if there are 3 or 4 tied), and then divide it by the number of tied players, rounding down. Points for each position are awarded only once.

Example: Laia and Fernando are tied with 4 species each, Rosa has 2 and Linus 1. Being 2 players tied for first position, Laia and Fernando add 20 points plus 10 points, which they divide by 2, scoring 15 points each. As the points for each position are awarded only once, Rosa scores 5 Prestige Points (corresponding to the 3rd position) and Linus 0 (since there are no points for the 4th position). If Rosa had had 4 species, both Laia, Fernando and Rosa would have scored (20+10+5)/3 = 11 Prestige Points and Linus would have scored 0.

Species on the Ship: Each player scores the Prestige Points indicated on their Species cards.

2. Cabins: Whoever has the most Cabins built scores 15 Prestige Points, and next player with more Cabins built scores 7 Prestige Points. In order to score points for Cabins, players must have built at least one cabin. Ties are resolved in the same way as for Most Species.

Example: Linus and Rosa are tied with 3 cabins each, and Laia and Fernando are tied with 2 cabins each. As they are tied for first position, Linus and Rosa score (15+7)/2 = 11 points each. As the points for each position are awarded only once, Fernando and Laia score 0 points each. If Rosa had had 2 cabins, Linus would have scored 15 points, and both Laia, Fernando and Rosa would have scored (7+0+0)/3 = 2 Prestige Points each.

3. Health and Morale: Each player scores or loses the Prestige Points indicated by their Health and Morale levels.

Example: Rosa scores 1 Prestige Point thanks to her Health level, and loses 1 Prestige Point because of her Morale level.

4. Investor: Each player receives the Prestige Points indicated on their Investor card if they have completed the assigned objective.

5. Cartography: Each player turns over their Cartography card and scores 5 Prestige Points for each territory indicated on their card that has been charted. It does not matter who the Expedition Leader was when the territory was charted.

The player with the most Prestige Points wins the game.

Game Modes

These additional game modes introduce changes and add content to the base game (easily identifiable as they are marked with the corresponding icon). All modules are compatible with the base game and with each other. We recommend using these modes when you are already familiar with the content and mechanics of the base game.

Survival

This game mode is intended for players who want a more challenging game experience. It is recommended to be used only when all participating players are very familiar with the game.

All normal game rules must be used, and the following rule is added to each Action Phase:

In each Action column, the first player to perform one of the actions above the store in that column must place a resource from their ship (Dynamite/Rifle/Timber/Dog) in that store, before performing the action. This is an additional requirement to any other requirement of that action.

Resources deposited in stores in this way are treated in exactly the same way as those placed through the action of Exchange resources action.

Example: Fernando, who is the Expedition leader, starts the Action Phase and performs the Recruit Inuk action. As this action is located below the store of this column, he does not have to place any resource in the store. The next player, Linus, wants to perform the Upgrade sled, which is located above the store of this Action column. Linus decides to place 1 Dynamite in the store of that Action column, and then performs the Upgrade sled action. This is perfect for Laia, the third player, as she wants to perform the Build a cabin action. This action is located above the store in its Action column, but since Linus has already placed a resource in its store in this round, Laia can perform the action without having to place a resource in that store.

Fernando, on his turn, performs the Gather resources action in the Carpenter's store, and takes the Dynamite that Linus had placed there when performing the upgrade Sled action. Linus, on his turn, wants to perform the Explore action, and must leave a resource in the Captain's action column store (since in this round no one has yet performed an action that is above the store of that Action column).

NOTE: This game mode must be applied when playing single player scenarios.

Building Shelters

This mode adds a new action that has effects during the game, and can grant you Prestige Points at the end of the game. To use it follow the normal rules with the following changes:

Game Setup: Place the Inuit shelters in the common area.

Build Shelters

This action is performed in the same space as the Ice Fishing action. Any player can perform both actions in the same round.

Requirement: 1 Inuk and 1 Crew Member. You cannot perform this action if you have 1 Active Shelter (see below).

Effect: You place 1 of your Shelter tokens on the Cabin square of the current Anchor Point (if the space already has a Cabin, place your token next to it; if someone else builds a Cabin later, they must place their token next to yours). Then you increase your Food level by 2.

A Shelter is active if it is on one of the Anchor Points of the map section where the Fleet token is located. Shelters that are on Anchor Points belonging to 2 map sections are active for both map sections.

Whenever you perform the Ice Fishing action, if you have an Active Shelter, apply its effect twice, instead of only once.

Final Score — Majority of shelters: Whoever has the most Shelters on the map scores 4 Prestige Points. In case of a tie, distribute the 4 points among the tied players, equally and rounded down.

Dual Species

This mode adds three Dual cards: They count both as Species cards (so they can be discovered) and Hunt cards (so they can be hunted). To use them follow the normal rules with the following changes:

Game Setup

  • Once the Hunt deck is formed, remove 3 cards at random and return them face down to the box. Then insert the 3 Dual Species cards into the deck and shuffle it.
  • Make sure to include the Fishing Boat #7 Ship Upgrade in this game.

Interact with Dual Species

You can interact with Dual Species cards through the Hunt action or the Discover Arctic Species action, and in either case you need to have the Fishing Boat Ship Upgrade.

If you want to hunt a Dual Species, follow the normal rules of the Hunt action, and you gain all the benefits indicated on the card.

If you want to discover a Dual Species, replace the effect of the action with: You score 8 Prestige Points and then return the chosen Dual Species card to the box (Dual Species do not award Prestige Points at the end of the game).

Single Player Scenarios

The Lost Expedition

Three years have passed since the departure of a famous expedition, and there is still no trace of them. We only know the 3 territories they aimed to visit and the tasks they were given. The Investor has recruited you to find them and bring them back safe and sound, and trusts that you will also be able to complete the tasks they were given.

This scenario poses a threefold task: find the lost expedition, perform additional tasks and complete the Passage. Good luck!

Remember that as you are playing a single player scenario, you must apply the Survival module. Apply the rest of the rules normally, with the changes indicated below.

Additional components

  • A — 1 Objective card
  • B — 5 Search cards

The Lost Expedition objective card:

  1. Find the Lost Expedition.
  2. Build a cabin (out of Baffin) with at least 4 Food, before finding the Lost Expedition.
  3. Discover and keep until the end of the game: Puffin, Muskox, Caribou.
  4. Find the Northwest Passage.

You must achieve this without your score reaching 0.

Setup

Perform the standard setup as normal but only your individual setup. Apply the following changes:

Start the game with 7 Dynamite, 6 Timber and 2 Rifles (instead of 3, 3 and 4).

Create the two Event decks by selecting the following Event cards:

  • Cabotage Sailing: 14-21, 23 and 24.
  • Off-shore Sailing: 1-7, 9, 11 and 12.

Place one of the leftover Score tokens next to the Objective card. From now on this token marks the Progress level on that card (consult Finding the Lost Expedition section).

Shuffle the 5 Search cards in a face down deck. The 4 Crew Members of the Lost Expedition are on one of them.

Instead of receiving 2 Cartography cards, reveal a random card from the deck. The territories indicated are called Priority Territories since the missing expedition is suspected to be in one of the 3.

Scenario Objectives

During the game, you never score Prestige Points. However, you can lose them. If at any time you have 0 or less Prestige Points, you automatically lose the game.

Place the Objective card next to your board. It indicates the Scenario Objectives, which are checked once you have completed the Northwest Passage, consult End of the game section (page 13). If you meet all the objectives, you win the game; otherwise, you lose. In no case is the final score calculated. The objectives are:

  • Perform a Build a cabin action in which you reduced your Food level by at least 4 before finding the lost expedition. This cabin cannot be built in the territory of Baffin.
  • Have the following Species cards: Puffin (Fratercula arctica), Muskox (Ovibos moschatus) and Caribou (Rangifer tarandus).
  • Have found the lost expedition.
  • Find the Northwest Passage.

Find the Lost Expedition

Each time you perform the Explore action, if the current Anchor Point is in a Priority Territory, add this text to its effect: You increase your Progress level by as many spaces as your Available Sled level. Your Available Sled level is the highest level of your sled that has all its corresponding dog spaces filled.

If your Progress level would increase over 5, leave it at 5 and for each unapplied increase reveal a card from the Search deck. When you reveal the card showing the survivors of the expedition, you have found the expedition.

When you find the expedition, take 4 Sailors of other colours (there are only 3 Sailors per colour in the base game) and place them in your infirmary. These sailors:

  • Never leave the infirmary, so you cannot perform actions with them.
  • Must be fed during the Feed step.
  • Cannot be discarded.
  • Cannot die, when someone must die it will be a Sailor of your colour.

Example: Linus has the following Priority Territories: Somerset, Melville and Banks. He performs the Explore action on turn 2 in Baffin. As it is not a Priority Territory, his Morale level increases by 2. Remember: he can't gain Prestige Points during the game!

Then he performs the Explore action in Somerset. This is a Priority Territory. Aside from increasing his Morale level by 2, Linus checks the level of his Available Sled: His sled is level 3, but he only has 4 Dogs, which means his Available Sled level is only 2. As a result, he increases his Progress level by 2.

Next he performs the Explore action in Melville, which also a Priority Territory. Aside from increasing his Morale level by 2, Linus checks the level of his Available Sled: His sled is level 3, and he has 7 dogs, which means his Available Sled level is 3. As a result, he increases his Progress level by 3 making it 5.

He then explores Banks, which is also a Priority Territory. Aside from increasing his Morale level by 2, Linus checks the level of his Available Sled: His sled is level 4, and he has 8 Dogs, which means his Available Sled level is 4. As his Progress level is now 5, he reveals 4 cards from the Search deck. The final card revealed shows the survivors of the expedition. Linus has found the expedition and takes 4 Sailors of a different colour and places them in the infirmary.

TIP: Remember that in order to find the lost expedition you will need to have a good Available Sled level... before reaching the Priority Territories.

NOTE: If at any time during the game there are no cards left for one type of Sailing, you must from then on always use the other type of Sailing (Cabotage or Off-shore).

Magnetic North Pole

You have been entrusted with a scientific mission: to find the Magnetic North Pole. Your Scientist's research and your compass (as long as it is not magnetised) will be the key to this mission. Could it be that the pole moves geographically as the years go by? Is it possible that this journey will take much longer than expected?

This scenario is a twofold task: discover the Magnetic North Pole and cross the Northwest Passage.

Remember that as you are playing a single player scenario, you must apply the Survival game mode. Apply the rest of the rules as normal, with the changes indicated below. Good luck!

Additional components

  • A — 1 Magnetism study tile and 1 blocking tile.
  • B — 1 Objective card.
  • C — 11 Compass cards: 3 north cards, 3 south cards, 3 west cards, 2 east cards.
  • D — 1 Magnetic North Pole card.

Magnetic North Pole objective card:

  1. Find the Magnetic North Pole.
  2. Find the Northwest Passage.

Setup

Perform the common setup as normal and only your individual setup. Apply the following changes:

Start the game with 9 Dynamite, 3 Timber, 2 Rifles and Fuel level 8 (instead of 3, 3, 4 and 10).

Create the two Event decks by selecting the following Event cards:

  • Cabotage sailing: 13-15, 17-21, 23 and 24.
  • Off-shore sailing: 1-10.

Place the blocking and the Magnetism Study tiles covering the Recruit Inuk and the Discover Arctic Species actions respectively. In this scenario the deck of Species cards will not be used.

Shuffle the Compass cards into a deck. Then take the last 4 cards of the deck and shuffle them with the Magnetic Pole card. Place these 5 cards at the bottom of the deck and place it face down to one side of the board.

Leave a space beside the deck for its discard pile. You must respect the order of the discard pile, as it is important to know which was the last card to be discarded. You can freely check the discard pile as long as you do not alter its order.

Place the East section of the Map board on its B side, indicated to play with the Magnetic North Pole scenario, and add the Centre East section on the side of your choice. Then place your Fleet token on one of the 2 Anchor Points marked as start.

Scenario Objectives

During the game, you never gain Prestige Points. However, you can lose them. If at any time you have 0 or less Prestige Points, you automatically lose the game.

Place the Objective card next to your board. It indicates the Scenario Objectives, which are checked once you have completed the Northwest Passage, consult the End of the game section (page 13). If you meet all the objectives, you win the game; if not, you lose. In either case, the Final Score is not calculated.

  • Discover the Magnetic North Pole.
  • Find the Northwest Passage.

Magnetism Study

In this scenario you will not be able to discover arctic species, but you will be able to perform the Magnetism Study action.

Magnetism Study

Requirement: 1 Scientist and 1 Crew Member.

Effect: Reveal the top card of the Compass deck and then discard it. If the revealed card is the Magnetic North Pole card, shuffle it into the Compass deck (the Magnetic North Pole research has not yet taken effect).

Compass Magnetised

When the first Sailing Phase is started from one of the Anchor Points found in the Centre West section, the compass becomes magnetised. If the compass is magnetised, apply the following changes to the Sailing Phase:

Destination stage: Reveal the top card of the Compass deck, then discard it. Choose a destination Anchor Point connected to the current Anchor Point by a route and that is as far away as possible from the direction indicated on the revealed Compass card.

If the destination Anchor Point is on the edge of a map section, place the next map section using the side of your choice.

If no destination Anchor Point is available in the indicated direction, reduce your Fuel level by 1. Then, shuffle the revealed Compass card into the deck and reveal a new card. This process may be repeated, which may result in the end of the game due to lack of fuel.

NOTE: You can travel in the opposite direction to the one indicated by the arrow on the route line.

Example: The fleet is in Somerset, and the revealed Compass card indicates South. Anchor Points A and B are connected to the current Anchor Point by a route, and since B is further south, we choose Anchor Point B as the destination. Anchor Point C is not an option since it is not connected by a route to the current Anchor Point.

Breaking the Ice Floe stage: You must perform this step even if the destination Anchor Point already has a Dynamite on it.

Sailing stage: Apply the following changes:

  • If at any point in the game there are no Sailing Event cards left of one type, you must choose the other type of Sailing from now on.
  • Off-shore Sailing: in addition to the normal rules:
    • If the territory of the destination Anchor Point has not been charted, shuffle all revealed Compass cards into the deck.
    • If the territory of the destination Anchor Point has already been charted, the revealed Compass card is placed in the discard pile.

Discover the Magnetic North Pole

When you reveal the Magnetic North Pole card, you must choose a destination Anchor Point connected to the current Anchor Point by a route which is in the direction indicated on the top card of the Compass card discard pile.

If no destination Anchor Point is available in the indicated direction, reduce your fuel level by 1. Then, shuffle the Magnetic North Pole card into the deck and reveal a new card. This process can be repeated, which may cause the end of the game.

Once the Fleet token is on the destination Anchor Point, determine what you have to do to discover the Magnetic North Pole in that territory:

  • If the top card of the discard pile indicates North or South: This round you must perform an Explore action in which you score at least 7 points, and perform a Build a Cabin action in which you reduce your Food level by 4 or more.
  • If the top card of the discard pile indicates West: This round you must perform an Explore action in which you score at least 13 points, and perform a Build a Cabin action in which you reduce your Food level by 4 or more.
  • If the top card of the discard pile indicates East: This round you must perform an Explore action in which you score at least 5 points, and perform a Build a Cabin action in which you reduce your Food level by 4 or more.

If you manage to perform the actions indicated on this turn, you discover the Magnetic North Pole, and the Compass is no longer magnetised. Otherwise, you do not succeed: then, shuffle the Magnetic North Pole card in the Compass deck and continue playing.

Events

  1. Aurora borealis: Each player increases their Morale level by 1.
  2. Temperature drop: Each player reduces their Fuel level by 1. If necessary, apply the Towing rules (this may cause the end of the game if there is not enough fuel).
  3. Good weather: Each player increases their Fuel level by 1.
  4. Freezing wind: Each player treats their Sled level as if it were one less during this round. A player with Sled level 0 (after applying the reduction) cannot perform the Explore action.
  5. Endless dusk: Each player reduces their Morale level by 1. Apply the corresponding effects, if any.
  6. Harsh winter: Each player reduces their Fuel level by 2. If necessary, apply the Towing rules (this may mean the end of the game if there is not enough fuel).
  7. Tempest: Each player chooses 1 of their resources (Dynamite, Timber, Rifle or Dog) and discards it.
  8. Small whales: The player who performs this action increases their Food level by 8 and their Health level by 2.
  9. Inuk Guide: The player performing this action receives 1 Inuk and this card at the end of the Action Phase. From that moment on, when that player is the Expedition leader, they will be able to chart even if they choose Off-shore Sailing.
  10. Abandoned ship: The player who performs this action receives 1 Rifle and increases their Fuel level by 2.
  11. Stranded ship: The player performing this action receives 1 Dynamite and increases their Fuel level by 2.
  12. Rats on board: Each player reduces their Food level by 4 and discards 1 Timber. Each player must apply these penalties as much as possible. Example: If a player had no Timber and their food level was 3, they would only reduce their Food level to 0.
  13. Full cabin: The player who performs this action increases their Food level by 6 and receives 2 Timber.
  14. Temperature drop: Each player reduces their Fuel level by 1. If necessary, apply the towing rules (this can mean the end of the game if there is not enough fuel).
  15. Harsh winter: Each player reduces their Fuel level by 2. If necessary, apply the towing rules (this may mean the end of the game if there is not enough fuel).
  16. Inuit festival: The player who performs this action increases their Health and Morale level by 1, and increases their Food level by 5.
  17. Inuk Translator: The player who performs this action receives an Inuk and this card at the end of the Action Phase. From now on, whenever that player performs the Visit Inuit action they may change the requirement to 1 Inuk and 1 Crew Member.
  18. Damaged Fleet hulls: Each player discards 1 Timber; if they do not have any, the player must reduce their Fuel level by 1. If necessary, apply the towing rules (this may mean the end of the game if there is not enough fuel).
  19. The Legend of Sedna: Each player places all their Inuk pawns in the infirmary (they cannot be used to take actions on this round).
  20. Salvage abandoned ship: The player who performs this action increases their Fuel level by 3.
  21. Empty cabin: The player who performs this action receives 4 Timber.
  22. Animal tracks: When you reveal this card, place the top card of the Species deck face up beside it. The player who performs this action acquires that card.
  23. Very thick ice floe: Each player discards 1 Dynamite (if they have any).
  24. Trapped in the ice: Each player reduces their Food level by as many spaces as they have Crew Members. If necessary, apply the lack of food rules.

NOTE: The basic game Events end here. If you want to play with other Events (such as those below), set-up the Sailing decks as usual, and then return to the box one card from the corresponding deck for each card you choose to add to it. Finally, shuffle the decks separately.

  1. Damaged compass: Place the Fleet token on the previous Anchor Point. Then the player to the left of the Expedition leader may take the Dynamite placed in the Breaking the ice floe step of this round and then place it on another Anchor Point connected by a route to the current Anchor Point. Finally place the Fleet token on the new chosen Anchor Point.
  2. School of fish: In this round, if you perform the action Ice Fishing, apply its effect twice, instead of only once. And if you also have an active shelter, apply its effect three times, instead of twice.
  3. A bear attacks the Crew: Each player with 3 or less Rifles must place one of their Crew Members, that is not an Inuk, in their infirmary.
  4. Orca sighting: At the end of the Setting up the cards stage of this round, discard all Walrus Hunt cards (do not reveal additional cards to replace them).

Investors

Felix Booth

  • Starting bonus: 1 Timber, 1 Dynamite and increase your Food level by 4.
  • Objective: Prevent your Health level from being lowered to the "death" space, and your Morale level from being lowered to the "mutiny" space.
  • Reward: 4 Prestige Points.

Parliament

  • Starting bonus: 2 Dynamite and 1 Timber.
  • Objective: Be the Expedition leader 5/4/4 times, depending on the number of players (2/3/4).
  • Reward: 5 Prestige Points.

Admiralty

  • Starting bonus: 2 Timber and increase your Food level by 4.
  • Objective: Perform the Explore action 5 times.
  • Reward: 6 Prestige Points.

British Museum

  • Starting bonus: 1 Rifle, 1 Dynamite and 1 Timber.
  • Objective: To have more different Species cards than any other player.
  • Reward: 7 Prestige Points.

Henry Grinell

  • Starting bonus: 1 Dynamite and 2 Timber.
  • Objective: Build more Cabins than any other player.
  • Reward: 8 Prestige Points.

Royal Society

  • Starting bonus: 1 Dynamite and 2 Timber.
  • Objective: To make the game last at least 10 rounds (i.e. to have at least 10 Dynamite in different Anchor Points on the Map Board).
  • Reward: 7 Prestige Points.

Lady Franklin

  • Starting bonus: 1 Rifle and increase your Food level by 10.
  • Objective: Have at least 4 Inuit in your crew.
  • Reward: 5 Prestige Points.

The North West Company

  • Starting bonus: 2 Timber and increase your Food level by 4.
  • Objective: To have 5/4/3 cards of different species, depending on the number of players (2/3/4).
  • Reward: 6 Prestige Points.

Oxford University

  • Starting bonus: 3 Timber.
  • Objective: To build 3 Cabins.
  • Reward: 6 Prestige Points.

Hudson Bay Company

  • Starting bonus: 1 Inuk and 1 Timber.
  • Objective: 5 charted territories (no matter who was the Expedition leader when they were charted).
  • Reward: 6 Prestige Points.

Royal Geographical Society

  • Starting bonus: 2 Dynamite and 1 Timber.
  • Objective: To make the game last 8 or less rounds (i.e. to have 8 or less Dynamite in different Anchor Points on the Map Board).
  • Reward: 6 Prestige Points.

Ship Upgrades

  1. Carpentry (2) — Cost: 4 Timber. Effect: Once per round, you can use any Crew Member as a Carpenter to perform an action.
  2. Galleys (2) — Cost: 3 Timber. Effect: Increase your Food level by 2 at the beginning of each Embarking Phase.
  3. Doctor's Office (2) — Cost: 3 Timber. Effect: Each time you reduce your Health level to the 'Scurvy' space, do not apply its effect.
  4. Laboratory (2) — Cost: 4 Timber. Effect: Once per round, you can use any Crew Member as a Scientist to perform an action.
  5. Bridge (2) — Cost: 5 Timber. Effect: Once per round, you can use any Crew Member as a Captain to perform an action.
  6. Saloon (2) — Cost: 2 Timber. Effect: Each time you reduce your Morale level to the 'Mutiny' space, do not apply its effect.

NOTE: The Ship Upgrades for the basic game end here. If you want to play with all of the upgrades, add the following tiles.

  1. Fishing boat (2) — Remember that you must include this upgrade in games with Dual Species and/or the Whale Hunt card. Cost: 2 Timber. Effect: You can discover or hunt the cards that require this upgrade.
  2. Boilers (2) — Cost: 1 Timber. Effect: Once in each Sailing stage, you can pay 1 Timber instead of reducing your Fuel level by 1.
  3. Mast Upgrade (2) — Cost: 1 Timber. Effect: If you are the Expedition leader, after choosing the type of Sailing, you can look at the top 2 cards of the chosen Sailing deck. Place one of them face down next to the board and the other on the bottom of the corresponding deck.
  4. Officers' Mess (1) — Cost: 2 Timber. Effect: You score 6 Prestige Points immediately.
  5. Meeting room (1) — Cost: 1 Timber. Effect: You score 3 Prestige Points immediately.

Species

  • Caribou - Rangifer tarandus (3)
  • Tern - Sterna hirundo (7)
  • Wolverine - Gulo gulo (6)
  • Lemming - Lemmus trimucronatus (6)
  • Musk Ox - Ovibos moschatus (3)
  • Puffin - Fratercula arctica (3)

NOTE: The Species in the basic game end here. If you want to play with all the species, add the following cards, shuffle and create a deck with all of them.

  • Arctic fox - Vulpes lagopus (2)
  • Arctic wolf - Canis lupus arctos (2)

Hunt

  • Walruses: 1 Walrus (3, with unique illustrations), 2 Walruses (5), 3 Walruses (5), 4 Walruses (4) and 5 Walruses (1).
  • Bear: 1 Bear (3, with unique illustrations), 2 Bears (5), 3 Bears (5), 4 Bears (4) and 5 Bears (1).

NOTE: The Hunt Cards in the basic game end here. If you want to play with all the Hunt cards, remove a card from the Hunt deck for each card you want to add, and then shuffle it.

  • Whales: 1 Whale (1) — must include the Ship Upgrade: 7. Fishing boat.
  • Arctic hares: 1 Hare (2)
  • Seals: 2 Seals (2)

Credits

© 2023, 2Tomatoes Games s.l.

  • Game Designer: Fernando Eduardo Sánchez
  • Illustration and graphic design: Pedro A. Alberto
  • Development: Linus Garriga
  • Editing and Art direction: Laia Esqué
  • Rules Design: Oliver Cereto
  • Translation: Dónal Cregg
  • Rules Revision: Dónal Cregg, Alex Murphy, Oliver Cereto, Laia Esqué, Linus Garriga and Jordi Rodríguez.
  • Playtest: Albert Alegre, Alberto Cano, Alex Murphy, Alex San Antonio, Álvaro Lerma, Araceli Martín (Concept illustration for the prototype), Firmino Martínez, Jordi Rodríguez, Laia Esqué, Linus Garriga, Pati Llimona, Rafael Martín, Raquel Mahillo, Román Gacho, Rosa Peral and Víctor Samitier.
  • 3D elements design: Miquel de Mas
  • Cultural and Historical Advisors: Inuit Heritage Trust, Canadian Museum of History and Travel Nunavut.

Special thanks to Alexandra Anaviapilk, an Inuk from Mittimatalik (Inlet Pond), Nunavut, located in the Canadian High Arctic. She is a multidisciplinary artist, researcher, expedition guide and traveler with a passion for sharing her wonderfully rich Inuit culture.

This game was made possible thanks to a successful crowdfunding campaign that took place on Kickstarter in 2022. In this campaign a series of additional goals were unlocked that allowed the improvement of certain components, and the inclusion of new game modes. A big shout out to all the people whose support allowed the inclusion of all these new components and modes. Any element unlocked thanks to your help is marked by the handshake icon... Thank you very much!

Historical Figures

McClintock was an Irish explorer in the Royal Navy, part of the crew of Captains J. C. Ross, E. Belcher and H. Kellett. He was a great expert in sledging and invented a new system of land exploration with a sledge pulled by men. He also participated in searches for the Franklin expedition, and was in command of the Fox, sponsored by Lady Franklin.

Kellett was an Irish explorer in the Royal Navy, who sailed through the Indies, Africa and the Pacific before reaching the Arctic. He was reassigned to the search for Franklin's expedition and later, he went to the aid of McClure, whose ship was stuck in the Arctic. After this, he continued as a naval officer in destinations such as Jamaica, Malta and China.

Ross was an English explorer in the Royal Navy, who sailed with his uncle John Ross and William Edward Parry in Arctic expeditions until he got his own expedition in Antarctica. Interested in magnetism and natural history, on June 1, 1831 he located, with a small crew, the Magnetic North Pole on the Boothia Peninsula.

Taqulittuq was a translator and Inuit guide who contributed to various Arctic expeditions led by Captains C.F. Hall and F. Schwatka among others. Married to Ipirvik, they were recognised as the most travelled Inuit of the 1860s and 1870s. Hannah Island and Tookoolito Inlet were named in her honour. Taqulittuq was recognised as a Person of National Historic Interest in 1981.

Egingwah, Ootah, Ooqueah, Seeglo were the guides and sled experts who were part of the sled exploration with E. Peary and G. Henson that located the North Pole. Of the exploits of these six explorers, only a few photographs remain and the names were recorded in a document dated 27 April 1909, the day Peary boarded the ship that took him back home.

To all the unknown Inuit who contributed to the success of expeditions and were written out of history. Explorers, guides, hunters and translators... The Inuit supported foreign expeditions without sharing in the glory. They inhabited the territory and had explored it for thousands of years, and passed this knowledge on to the Kabloona (Inuktitut word meaning 'non-Inuit people').