As aurora borealis fills the night sky with fantastical light, and the eyes of those who came before look upon you, it has fallen on you to lead your village to power and prosperity. Now is the time to grow in numbers and strength, to build, to hunt, to look to the spirits of the white wilderness, and to prove yourself the greatest leader of the Snow Folk.
Inuit: The Snow Folk is a card-based strategy game of drafting and tableau building for 2-4 players.
On your turn:
1. Draw cards from the common deck and place them face up on the table.
2. Choose one type of card to draft into your village.
3. The number of cards you draft is based on the number of Inuit of a given occupation:
- Elders expand your village.
- Shamans call upon powerful Spirits and perform mysterious Rites.
- Warriors bring you the weapons of those they conquer.
- Hunters provide precious game: seals, orcas, and polar bears.
- Scouts allow you to choose from more cards each turn.
Inuit: The Snow Folk is a creative reimplementation of Natives, a 2017 release, updated with new lavish art and adding 2 new modular expansions: The Spirit of the Great White and Rising Sun.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Inuit the snow folk is a card game in which players attempt to build up their inuit villagers in preparation for polar nightfall
- The elder action allows the player to take an Inuit card from the display and then place it into a profession under playable doing this will power up that action for the rest of the game
- by placing the Inuit under the elder slot the player now has two elders in the village
- The game end is triggered when the Polar nightfall card which has shuffled into the bottom 10 cards of the pack is drawn and then players score points for all of the game weapons rights and spirits that their village has collected
- It comes with two expansion modules the Spirit of the Great White module introduces conflicts in which you can earn extra points for taking a specific opponent's Inuit as weapons
References (from this video)
- building up an Inuit village and managing occupations to power actions and score points by endgame
- Inuit villages in a polar environment surrounding the Arctic, with a looming polar nightfall
- card-driven, occupation-based engine-building with endgame scoring tied to polar nightfall
Mechanics (from transcript analysis)
- elder_action — Take an Inuit card from the display and place it into a profession; this powers up that action for the rest of the game.
- endgame_trigger — Endgame is triggered by the Polar nightfall card shuffled into the bottom 10 cards of the deck.
- occupation_upgrades — Placing Inuit under an occupation strengthens that occupation's future actions (e.g., elder slot creating multiple elders).
- Scout — At the start of each turn you draw one card into the supply; for each Scout you may draw up to one more, not counting as the action for the round.
- seal_trapper — Take one seal from the board for each seal trapper in the village; these are worth two points at the end.
- Shaman — Take one rite or one spirit for each shaman; rights are worth one point and grant a one-off bonus.
- warriors — Take one Inuit card from the board for each warrior in the village and flip them facedown for their weapons, worth one point each.
- whalers_and_bear_hunters — Whalers capture Orca for three points; bear hunters capture polar bears for four points for each warrior's attack.
Video topics + discussion points
Quotes (from this video)
- Inuit the snow folk is a card game in which players attempt to build up their inuit villagers in preparation for polar nightfall
- The elder action allows the player to take an Inuit card from the display and then place it into a profession under playable doing this will power up that action for the rest of the game
- by placing the Inuit under the elder slot the player now has two elders in the village
- The game end is triggered when the Polar nightfall card which has shuffled into the bottom 10 cards of the pack is drawn and then players score points for all of the game weapons rights and spirits that their village has collected
- It comes with two expansion modules the Spirit of the Great White module introduces conflicts in which you can earn extra points for taking a specific opponent's Inuit as weapons
References (from this video)
- Beautiful art and thematic coherence
- Accessible engine-building
- Complexity may scale with player count
- engine-building through population and hunting decisions
- Inuit tribe-building with arctic themes
- engine-first Euro with narrative flavor
- Architects of the West Kingdom
- Trickerion
Mechanics (from transcript analysis)
- Card Drafting — players choose cards from a central pool to enhance future turns
- Card drafting/selection — players choose cards from a central pool to enhance future turns
- Engine Building — gain actions and improve future turns by recruiting tribes and elders
- engine-building — gain actions and improve future turns by recruiting tribes and elders
- Resource Management — manage tribes, clans, and seals for scoring
Video topics + discussion points
Quotes (from this video)
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- Home Brewers ... I love it because it does a great job of capturing its theme