From publisher blurb:
In Legendary Adventures: Arctic Tundra, we introduce the vast, desolate wilderness known only as the Expanse to the poor souls who live there. Eking out a difficult, modest existence in these inhospitable wastes is hard enough at the best of times, but come each winter an impenetrable blizzard renders the entire arctic shelf of the Expanse unlivable to all but the hardiest, most-resilient of creatures.
Join the Iqtoh tribe in our latest offering as they undertake their perilous and exhausting annual migration, desperately racing to keep ahead of the encroaching winter before getting devoured by sub-zero conditions and dense blizzards. Travel with the tribe as they depart the Endless White and traverse the Mammoth Hinterlands, Matsuoka's Ryse, and Shifting Sea regions before, and with a little luck, finally reaching the safety and sanctuary of Whitewhorl.
Legendary Adventures: Arctic Tundra features:
The Adventure. An open, non-linear adventure that features a central meta-plot and lots of optional/recommended quests to keep your players busy in the Expanse.
New 'arctic' equipment. Including an appropriately-themed kit that provides everything aspiring adventurers could want to mount an expedition into the Expanse or any other frigid, frosty, or frozen frontier.
Appendices. Statistical information for new non-player characters and monsters, perfect for use in colder climes.
Additional Materials. Random event, encounter, and environment charts for three huge arctic-themed regions, including unique rules that govern travel in each, and several potential adventuring-hubs along the way.
Nature: Arctic Tundra (Module 4) - How To Play
Mechanics (from transcript analysis)
- Cold Protection — Required players to protect themselves from the cold using cards or inherent size protection.
Video topics + discussion points
Quotes (from this video)
- This is Nature Climate Module. This is the sixth module of the game.
- The climate is changing. This like the evolution of the earth, if you like, from back in the scorching age and those Jurassic dinosaurs through to the first ice age and everywhere in between.
- So, if the climate says eight cold and you've only got six, you'll lose two population, for example.
- The smaller you get, this gives you three cold protection two heat protection.
- This track not only determines how much heat or cold protection you need, but it also determines how much food is available in the watering holes.
- When a species goes extinct, draw one card per size instead of carrying the size over to your next round.
- It's a bit of a beauty.
References (from this video)
- survival and population management in a cold ecosystem
- Arctic tundra environment
- Flight Deck
Mechanics (from transcript analysis)
- Card Drafting — Draw five cards from any combination of nature, Arctic Tundra, and other modules' decks, without looking first.
- card drawing from decks — Draw five cards from any combination of nature, Arctic Tundra, and other modules' decks, without looking first.
- cold dice — Roll a 12-sided cold die to determine end-of-round population losses.
- Deck Discard/Reshuffle — Each deck has its own discard pile; when empty, shuffle discard into a new draw deck.
- Deck Manipulation — Each deck has its own discard pile; when empty, shuffle discard into a new draw deck.
- fat tissue — Fat tissues trait allows storing food on a species; stored food provides extra cold protection; stored food not worth points at end; to discard trait returns stored food.
- food/plant tokens — Replace multiplying food by players with adding plant tokens equal to the value shown when adding food to the watering hole.
- free discard action — Discard as a free action to add food into watering hole; add a single plant token per card discarded (not the card's value).
- ice cold resolution — At end of feeding phase, apply cold value to every species; tokens die based on size and cold protection; can lead to extinction.
- migratory predator — Trait that can convert a species to a hunter; forages from supply, causing other tokens to be eaten or killed; triggers on foraging.
- New Traits — New traits include hibernating, underground den, fat tissues, migratory predator, migratory grazing, etc., with interactions like not needing to feed, cases where species can't be hunted, and various protections.
- population growth cost — To increase population, discard two cards instead of the usual one.
- Reclaim as Action — Discard as a free action to add food into watering hole; add a single plant token per card discarded (not the card's value).
- round count — Arctic Tundra increases rounds from four to five.
- Solo Play — Module comes with components and rules for solo play.
- survival/end scoring — Score end-game bonuses: two points for every surviving species at the end of each round, plus final round scoring.
Video topics + discussion points
Quotes (from this video)
- Arctic Tundra is the fourth module for the game Nature, which this video assumes you already know how to play.
- you'll now play five rounds instead of the usual four.