Die Entdeckung des Nordpols (0)

ag.gameitem.AGID:
Spielzeit: 0
Mindestalter: 0
Spieleranzahl:
2 - 6
ag.gameitem.publisher:
Voigtländers Künstlerspiele
Spiel-Designer:
Hans Stadelmann
Künstler:
Hans Stadelmann
Mechaniken:
Race,
Point to Point Movement,
Roll / Spin and Move,
Dice Rolling
Beschreibung
Each player positions his ship, loaded with a sledge, at one of the starting spaces of a longitude with the blue-dotted Arctic Circle in the sea. Anyone who only wants to travel with the sledge can start with just that in Greenland or Siberia at the Arctic Circle. Each player only rolls the dice once. The sailors roll the blue sea die, the sledge drivers roll the green ice die.
On the sea and ice dice, points 1 or 2 mean forward on the longitude, the points in a circle mean sideways (right or left) on the latitude.
White for the ships: collision with an iceberg, damage to the ship, which starts again.
White for the sledges: snowstorm. The sledge cannot move any further until the next roll.
Black: the ship stops once due to adverse winds.
If the ships reach the ice zone (white-dotted latitude), the ship stops and the journey continues with the sledge. If a sledge has moved 3 spaces away from its departure space(ship or Arctic Circle), the traveler is forced by a lack of provisions to shoot a polar bear with the red hunting die in order to be able to continue.
The red hunting die means:
Black = miss:
Red = the shooter is wounded by the bear, the player must miss a turn;
White = killed bear, which is placed next to the sleigh.
If a bear is killed, the traveler continues the sleigh ride to the pole with the ice die on the next roll until he is 3 spaces away from the bear (green meeple), then he must go hunting again and so on until the pole is reached.
The first player to reach the pole wins the game.
—user summary
Each player positions his ship, loaded with a sledge, at one of the starting spaces of a longitude with the blue-dotted Arctic Circle in the sea. Anyone who only wants to travel with the sledge can start with just that in Greenland or Siberia at the Arctic Circle. Each player only rolls the dice once. The sailors roll the blue sea die, the sledge drivers roll the green ice die.
On the sea and ice dice, points 1 or 2 mean forward on the longitude, the points in a circle mean sideways (right or left) on the latitude.
White for the ships: collision with an iceberg, damage to the ship, which starts again.
White for the sledges: snowstorm. The sledge cannot move any further until the next roll.
Black: the ship stops once due to adverse winds.
If the ships reach the ice zone (white-dotted latitude), the ship stops and the journey continues with the sledge. If a sledge has moved 3 spaces away from its departure space(ship or Arctic Circle), the traveler is forced by a lack of provisions to shoot a polar bear with the red hunting die in order to be able to continue.
The red hunting die means:
Black = miss:
Red = the shooter is wounded by the bear, the player must miss a turn;
White = killed bear, which is placed next to the sleigh.
If a bear is killed, the traveler continues the sleigh ride to the pole with the ice die on the next roll until he is 3 spaces away from the bear (green meeple), then he must go hunting again and so on until the pole is reached.
The first player to reach the pole wins the game.
—user summary
Verwandte Spiele
ag.gameitem.lastUpdated: 2025-04-25 06:35:21.179