Card, Board, & Dice game for 2 to 4 (or more)players.
Each player is an Eskimo (Inuit) Hunter.
The Board is a circular track divided into 16 spaces:
Space # | Name: | Type | Notes: |
1 | Ice | I | |
2 | Coast | H | |
3 | Ice | I | |
4 | Igloo | S | Snow House |
5 | Ice | I | |
6 | Thin Ice | H | |
7 | Ice | I | |
8 | Domid | S | Sod & Whalebone |
9 | Ice | I | |
10 | Tundra | H | |
11 | Ice | I | |
12 | Tent | S | Skin Covered (Season of Light) |
13 | Ice | I | |
14 | Ice Berg | H | |
15 | Ice | I | |
16 | Stone House | S | Stone and Driftwood |
S | shelter |
H | Hunting Ground |
I | Ice |
Each player has a pawn to represent his Eskimo Hunter
Six sided dice are needed.
There are 2 Decks:
Each Animal card has a Food value from 1 to 4.
Each Animal can only be hunted with certain types of Weapons.
The Hunter deck includes 3 card types:
Each player places his Eskimo Pawn in a Shelter Space.
Each player draws to cards from the Hunter Deck.
Roll high on 1D6 to see who goes first.
Each Hunting Ground Space must have an Animal Card on it Face up.
If at any time a Hunting Ground is empty, immediately draw the next
Animal card from the Animal Deck and place it on the Hunting Ground.
Roll 1D6 and move that many Spaces clockwise or counterclockwise.
If you land on an “Ice” Space nothing happens.
If you land on a Shelter Space draw one card from the
Hunter deck, Show it to all players & put it in your hand.
If you drew a Special card, you may not move again until after your
Next turn (At home not hunting); However you may search the deck for
A Weapon & a Transport card & put them in your hand.
You may carry a maximum of 4 Hunter cards.
Discard excess cards.
If you land on a Hunting Ground space, you may hunt the Animal there.
To get the Animal, discard an appropriate Weapon card.
Your Eskimo has caught the Animal and must carry it back to any Shelter.
The Eskimo cannot hunt again until after it visits a Shelter.
Keep all Animals you’ve hunted in a pile beside you.
To catch a Walrus or Whale you must also discard a Boat card.
You may discard a Transport card to move again (Go back to Transport Phase).
# = | Copies of that card in the Deck |
FP = | Food Points |
H = | Hunting Weapons |
T = | Transportation |
S = | Special |
Animal Name | # | FP | Notes |
Seal | 4 | 2 | Sea Mammal |
Sea Lion | 2 | 2 | Sea Mammal |
Walrus | 1 | 4 | Sea Mammal |
Bowhead Whale | 1 | 4 | Whale |
Bottlenose Whale | 1 | 4 | Whale |
Narwhal | 1 | 4 | Whale |
Char | 1 | 2 | Fish |
Salmon | 2 | 2 | Fish |
Sea Birds | 1 | 1 | Birds |
Waterfowl | 1 | 1 | Birds |
Migrating Birds | 1 | 1 | Birds |
Bird Eggs | 1 | 1 | No Weapon card needed |
Caribou | 1 | 3 | Hoofed |
Reindeer | 1 | 3 | Hoofed |
Musk Ox | 1 | 3 | Hoofed |
Small Game | 2 | 1 | Wolves, Foxes, Hares |
Polar Bear | 2 | 4 | Hibernating |
CardName | # | Type | Notes |
Harpoon | 3 | W | Sea Mammals & Whales only |
Spear | 3 | W | Any |
Bow & Arrows | 2 | W | Any |
Bait & Snare | 2 | W | Small Game & Birds only |
Fish Hooks | 2 | W | Fish only |
Sledge | 2 | T | Dogs |
Sled Dogs | 2 | T | Dogs |
Huskies | 2 | T | Dogs |
Kayak | 4 | T | One Seat Boat |
Umiak | 2 | T | Deep Rowboat |
Clothing | 1 | S | Fur Parka, Mittens, Boots |
Sports | 1 | S | Ball, Blanket Toss, Hand Football |
Games | 1 | S | Cats Cradle, Bones |
Fun | 1 | S | Storyteller, Tongue Twisters, Funny Faces |
Music | 1 | S | Tambourine, Singing, Pentatonic Scale |
Customs | 1 | S | Ridicule Contest, Hospitality |
Food Preservation | 1 | S | Frozen, Air Dried, Decayed |
Food Preparation | 1 | S | Eat Raw Flesh or Lightly Boiled |
Tools | 1 | S | Seal oil Lamp, Knives, Pots, Ivory Needle |
Carvings | 1 | S | Toys, Fetishes, Ivory, Bone, Soapstone |
Language | 1 | S | Aleut, Eskimoan, Syllable Language |
Religion | 1 | S | Medicine Man, Food Taboos, Ceremonies |
These solo rules are based on an essentially romantic view of the eskimo and hopefully compliment the multi player "Eskimo" card and board game by Lloyd Krassner.
Why solo??? - No one to play with, thats why.
The solo rules are 1 year in the life of your eskimo. One year is 16 steps of the season track (see below)
the upper world (realworld) is bad luck, accident, misadventure and occassionally good luck. To survive you need to manage your resources, your personal strengths, acquire skills and deal with misfortune.
The other world is taboo, transgression, animal guides and recovering your balance in your world.
You need both to survive. You will need to travel in both worlds and maintain balance.
Shuffle pack and draw 16 face down and place at the centre. They are the "Fate" cards. One fate card is played each turn
Find driftwood | |||
Polar bear attack | |||
Accident serious (1 sector move) | |||
Accident minor | |||
Taboo (placed on one of your attributes) | |||
Clan/Family member sick | |||
Illness | |||
Kayak damaged | |||
Kayak destroyed | |||
Sled damaged | |||
Sled destroyed | |||
Food spoils | |||
Blizzard (for roll/2 rounded down = moves) | |||
Spirit Attack | |||
Spirit Guide | |||
Shaman Experience | Stays with you unless you get all attributes tabooed | ||
Amulet / Talsiman | |||
Shamans blessing | Must be in an inhabited area to use | ||
Totemic blessing | Must be in the wildeness to use |
Attributes are skills - upperworld and lowerworld - that help you survive.
1 D6 # | Attribute | ||
1 | Hunting | ||
2 | Tool | ||
3 | Social | ||
4 | Shaman | ||
5 | Luck | ||
6 | Totem |
If taboo card is drawn roll 1 D6. Place a taboo card on one of your attributes.
The seasons are represented by the outer circular track. The season track has two functions to represent the four regular seasons - Winter, spring, Summer, Autumn and represent the effect of yearly movement of the sun. These factors will affect the hunting and movement.
For Example: You will not be able to use a sled in summer or kayak in winter
The season track has two parts
The seasons track is cut from the template. Notice that the ice spaces on the original game track are replaced by sea spaces. Carefully cut the sea spaces from the environment track. The "Sea spaces are on the Season track and will change as the "year" progresses.
You must enter the underworld to
To enter the underworld you need to have
If you loose a sprit attack you attract another taboo. If an attribute has an existing taboo the new taboo must be it must be on another attribute.
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