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Components

  • 4 Village boards
  • 1 First Player card
  • 1 Polar Nightfall card
  • 10 Polar Bear cards
  • 13 Orca cards
  • 19 Seal cards
  • 7 Spirit cards
  • 14 Rite cards
  • 28 Inuit (adult) cards
  • 24 Inuit (child) cards
  • 1 Scoring pad
  • 46 Optional Modules cards
  • Instructions

Object of the Game

As the leader of an Inuit village, your goal is to ensure the When the polar night comes, the player with the most

growth and prosperity of the village by initiating new members, the prosperous village will be the winner of the game! building up reserves, and pleasing the spirits of nature.


Optional Modules



Inuit: Mt SNOW fOU includes two expansion modules: The Spirit of the Great White and Rising Sun . For your first game, we recommend that you play the game without either of these expansions.

The setup below takes into account the base game components only


Setup

  1. Find the First Player card and the Polar Nightfall card and set them aside. Shuffle the rest of the cards thoroughly.

  2. Count out, face down, ten cards from the deck and add the Polar Nightfall card as an eleventh card. Shuffle these eleven cards and then place them near the center of the table, placing the rest of the deck on top.



  3. Reveal the top five cards from the deck and lay them out, face-up, next to the deck, forming the Great White.



  4. Give each player a Village board to place in front of themselves. During the game, cards will be placed above and below the Village board, so make sure to leave enough room for those cards.

  5. The player who enjoys cold weather the most receives the First Player card. Alternatively, determine the first player using a method of your choosing.

You are now ready to play!




Game Play

Each player's turn consists of exactly 3 steps: Replenish the Great White, Scout, and Occupations.


Step 1 - Replenish the Great White

Reveal the top card of the deck and place it face up in the Great White.

Step 2 Scout (Optional)

For each Scout you have in your village, you may reveal one additional card from the deck, adding it face-up to the Great White.

Step 3 - Occupations

Choose an Occupation listed on your Village board and resolve its ability. Though the effects of each Occupation vary, they all resolve in a similar way. Each Occupation will identify the type of card you may take from the Great White.

You are allowed to take as many cards of that type as the number of Inuit cards you have assigned to that Occupation, plus one (for the Occupation itself depicted on your Village board). Refer to the Occupation Descriptions below for a detailed explanation of each occupation.

Important: All cards by each Village board should be clearly visible to the other players.

After resolving Step 3 (Occupations), the player on your left will take their turn.


Occupation Descriptions



Each player starts the game having one Inuit in every Occupation. These starting Inuit are printed on the Village board. As the game progresses, you will assign more and more Inuit to various Occupations, thereby improving the effects of those Occupations.

When resolving an Occupation you must first count how many Inuit you have assigned to that Occupation. Do not forget to include the starting Inuit printed on your Village board!

This number gives you the maximum number of cards you are allowed to take from the Great White while the Occupation itself tells you which type or types of cards you are allowed to take. You may not take any cards of other types, though you may choose to take fewer cards than what your number of Inuit allows.


Elder

For each Elder in your village you may take one Inuit card (adult or child) from the Great White. Each new Inuit card may be placed below any Occupation space of your choice.

New members of your village are very important! The more Inuit you have assigned to a single Occupation, the more powerful that Occupation's action becomes!

Each Inuit you take may be placed below the Elder Occupation space - allowing you to take even more Inuit cards in the future - or below any other Occupation spaces to raise their power.

Even though you may take Inuit cards of any color - the Inuit from different villages perform their functions the same way - you should be aware that any Inuit card that does not match the color of your village will score you negative points at the end of the game.

All male and female Inuit are faithful to just one village and therefore have only one color.

All children have two colors because they were born to two parents from different villages.


Shaman

For each Shaman in your village you may take a Rite or Spirit (in any combination) from the Great White.

After taking all the cards you wanted to take, immediately resolve the effects of all Rites taken, in any order you choose, and then place them above the Shaman space of your Village board.

Spirits are also placed above the Shaman space of your Village board - they will score additional Victory Points at the end of the game.


Warrior

For each Warrior in your village you may take one card (adult or child) from the Great White.

Each new Inuit card should be placed face down above the Warrior space - these cards represent the weapons of those defeated.

Weapons bring you Victory Points but are also useful when you want to deprive other players of potential new Inuit cards they would otherwise be able to take from the Great White.


Whaler, Bear Hunter, and Seal Trapper



For each Whaler (alternatively, Bear Hunter or Seal Trapper) in your village, you may take one Orca (alternatively, Polar Bear or Seal, respectively) from the Great White. These three hunters allow you to collect Game cards.

Whalers allow you to take Orca cards while Bear Hunters allow you to take Polar Bear cards and Seal Trappers allow you to take Seal cards. Each new Game card (Orca, Polar Bear, and Seal) should be placed above the hunter card of its type.

Game cards will score additional Victory Points at the end of the game.


Scout

The Scout functions differently from all other Occupations in the game. This Occupation cannot be activated during Step 3 (Occupations).

Instead, during its own separate Step 2 (Scout), before you take any cards from the Great White, for each Scout you have in your village, you may reveal one additional card from the deck, adding it face-up to the Great White.

The cards are revealed one by one, and you can choose to stop drawing at any time.

Scouts allow you to increase the number of cards available in the Great White, thus giving you a greater choice of actions for your other Occupations. However, you also risk giving more opportunities to other players.



Rites

After taking all the cards you wanted to take from the Great White, the effects of all Rites taken are resolved in any order you choose. It is possible for a Rite to have no effect because of the effect of another Rite you took.


  • The Rite of Passage

    Any player who has more Inuit cards than you must discard one face-up Inuit card from their village.

    These discarded cards are removed from the game completely.

    At the end of the game, this Rite is worth 1 Victory Point.



  • The Rite of Fertile Game

    Any player who has more Game cards than you must discard one Game card.

    These discarded cards are removed from the game completely.

    At the end of the game, this Rite is worth 1 Victory Point.



  • The Rite of Sacrifice

    Choose one Inuit card in your village and place it face-down as a Weapon.

    At the end of the game this Rite is worth 1 Victory Point.


  • The Rite Of Clear Sight

    Any player who has more Game cards than you must discard one Game card. These discarded cards are removed from the game completely. At the end of the game this Rite is worth 1 Victory Point.

    Any player who has more Spirit and Rite cards (combined) than you must discard one Spirit card of their choice (unless that player has no Spirit cards, in which case nothing happens).

    These discarded cards are removed from the game completely. At the end of the game this Rite is worth 1 Victory Point.



  • The Rite of Inspiration

    Immediately add three more cards from the deck to the Great White.

    At the end of the game this Rite is worth 4 Victory Points.



Spirits

For purposes of scoring a Spirit card, when counting Inuit cards in your village, do not forget to include the starting Inuit printed on your Village board!



Scoring Victory Points

As soon as any player reveals the Polar Nightfall card, the end of the game is triggered. Keep playing until all players have had an equal number of turns (the player sitting to the immediate right of the holder of the First Player card will perform the last turn of the game).

Then, calculate the Victory Points for each player.


Important: While calculating the Victory Points, do not remove or move cards from any Village board until all players have finished calculating the Victory Points for their village!

This is very important, since the scores of some types of cards depend on cards present in other villages.

Any Victory Points awarded for having a given type of card (like scoring 2 Victory Points per Weapon using the Spirit of Might) are in addition to the original Victory Point value of a card.



  • Inuit Cards of your Color

    All Inuit cards of your color will earn you Victory points, even if they are located in a different village.

    Every adult Inuit of your color, in any village, is worth 2 Victory Points.

    Every child Inuit that bears your color, in any village, is worth 1 Victory Point.

  • Inuit Cards In Your Village

    Any Inuit cards in your village that does NOT bear your color will cause you to lose Victory Points.

    Every adult Inuit of a different color, in your village, will subtract 2 Victory Points from your score.

    Every child Inuit where none of its colors match yours, in your village, will subtract 1 Victory Point from your score.

  • Game Cards

    Each Polar Bear card in your village is worth 4 Victory Points, each Orca card is worth 3 Victory Points, and each Seal card is worth 2 Victory Points.

  • Weapons

    Each Weapon you have collected during the game is worth 1 Victory Point.

  • Rites

    Each Rite card, except the Rite of Inspiration, is worth 1 Victory Point. The Rite of Inspiration is worth 4 Victory Points.

  • Spirits

    The number of Victory Points you score for each Spirit depends on that Spirit's ability.


End of the Game

The player with the most Victory Points is the winner!

If there is a tie, the tied player with the fewest Inuit cards (adults and children) wins. If there is still a tie, the tied player furthest from the First Player is the winner.


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