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Arctic Scavengers – HQ
Welcome to the headquarters of Arctic Scavengers, where I’ll show you everything you need to know about this extraordinary game. Join me as I walk you through its exciting features and why it has become a favorite among gamers.
Arctic Scavengers takes place in a frozen, post-apocalyptic world. As you navigate through the icy landscape, you encounter other survivors and their tribes. These tribes are competing for the limited resources available and are constantly at odds with one another.
Now, let’s dive deeper into what makes Arctic Scavengers so special. The game combines elements of deck-building, strategy, and bluffing to create a unique and dynamic experience. Building your deck is vital as it determines the actions you can take. Will you focus on gathering resources or bolster your tribe’s strength?
The decision is yours, but remember, your choices can make or break your chances of survival. In Arctic Scavengers, every move counts, and a well-timed bluff can change the course of the game.
The game’s artwork is stunning, immersing you in the frozen wasteland and conveying the game’s atmosphere perfectly. The attention to detail is impeccable, from the intricate card designs to the illustrations of the characters. It’s a visual feast that adds to the overall experience.
Arctic Scavengers also offers a variety of game modes, allowing you to tailor your gaming experience to your preferences. Whether you want a fast-paced, intense game or a more relaxed, strategic approach, there’s a mode for you.
Additionally, the game’s replayability is off the charts. With so many different cards and strategies to explore, each game feels fresh and exciting. No two games are ever the same, making Arctic Scavengers a game you can come back to time and time again.
So, if you’re looking for a thrilling game that combines deck-building, strategy, and bluffing, Arctic Scavengers is the perfect choice for you. Join the tribes, build your deck, and conquer the icy wasteland. Are you ready for the challenge?
The first expansion for Arctic Scavengers brings in the concept of a base camp or headquarters for each tribe. The base camp includes a Tribal Leader with special abilities and the chance to build buildings that can be strategically used during the game.
In addition, the expansion introduces new ways to achieve victory, with alternative paths, new mercenaries, new tools, and the inclusion of an “engineering schematics” deck.
Despite these additions, the expansion doesn’t drastically change the main game mechanics or objectives. It still uses all the cards and mechanics from the original game, the contested resources still serve as the game timer, and the winner is still determined by having the largest tribe.
This expansion offers different modules to enhance the gameplay.
The expansion is split into different parts. You might want to play each part one by one to get used to the new things it brings.
Part #1 – Medics, Tools, and Gangs
- Set up the game as usual.
- Add the medic cards to the pile of other mercenary cards.
- Mix the 8 new junkyard cards into the junkyard deck. Don’t worry about the toolkit’s special ability right now.
- Find the gearheads and pharmers. Put them on the table next to the piles of mercenary cards.
Medics (a new type of Mercenary)
Medics are like jacks-of-all-trades. They have a variety of uses. First, they have a draw of 1, just like scavengers. This means that when you need to draw a card, you can choose to draw a medic instead. They can also be played from your hand during a hire action, representing 1 med. This is useful when you need extra medicine. And, on top of all that, medics can be played from your hand to save another tribe member from a sniper attack. You can even use them to save another player’s tribe member if you want to!
#image.jpg Medkit, Pills |
Save (new Action)
The save action allows you to protect a tribe member or leader from a sniper attack. If someone is targeted by a sniper, you can play a medic card from your hand to save them. This is a great way to keep your tribe safe from harm.
Rifle (new Tool)
The rifle is a great tool for hunting and fighting. It’s versatile and can be used in a variety of situations. Unlike other tools, the rifle grants a +2 bonus in two different categories. This makes it a powerful weapon in the harsh arctic environment.
Toolkit (new Tool)
A toolkit is a helpful tool that can be used to make digging easier, whether it’s in a junkyard or when looking for engineering schematics. You can also give a toolkit to one of your tribe members to help speed up the process of building a structure. By using the toolkit, you can remove extra cards from a building that is being constructed, which can be really helpful.
Gangs (an exciting new game concept)
In this expansion, three gangs are introduced. Each gang is observing the tribes as they struggle to survive, but from a safe distance. Once all of the valuable resources have been collected, the tribes will decide which tribe to form an alliance with, based on their own needs and preferences.
Each gang is motivated by different things, such as tools, medicine, or buildings. Winning over a gang could have a big impact on the outcome of a close game.
- Here’s what you need to do to set up the game, just like in Module 1.
- Take the stack of engineer cards and add it to the other mercenary cards.
- Take the 12 building cards (with the building icon in the upper-left corner), shuffle them together, and put them face-down next to the junkyard deck. This creates a third pile of cards next to the junkyard and contested resources piles.
- Put the third gang card (masons) next to the other two gangs.
- You can now use the ‘special’ ability from the toolkit, because it works with buildings.
- Play an engineer card
- Use the engineer’s dig ability to draw cards from the engineering schematics pile. The number of cards you draw depends on the dig value. It’s like excavating hidden treasures!
- After drawing, you can select one card to build. If there are other cards that you don’t want to use, just return them to the bottom of the pile. This way, you have more chances to find what you’re looking for.
- Once you’ve chosen a card to build, place it face-up in your play area. It’s like laying the foundation for a new project.
- Now, it’s time to bring the building to life! Draw cards from your player’s deck based on the building’s build time. These cards will be placed face-down on top of the building. It’s like adding the finishing touches.
- When you’re done with the engineer card, discard it. It has done its job and we can make space for new ideas.
- At the start of your next round, remember to remove 1 card from each building that is still under construction. It’s a reminder that progress takes time and we need to clear the way for new projects.
- Starting from the second round after placing the initial building, you can also play additional tribe members and toolkits from your hand to speed up construction on one building. It’s like having extra help to get the job done faster.
- Start by shuffling the tribal leader cards together and dealing two of them face-down to each player.
- From those two cards, each player gets to choose one to represent their tribal leader. Take a peek at the cards if you need to decide!
- Set up the game in the same manner as Module 3.
Module #1 – Tools, Pills, and Buildings: How to Determine the Best Faction?
Hey there! Ready to dive into the exciting world of faction domination? Let’s get started! Today, I want to talk about the three main factions in our game and how we determine the winner of each category. It’s not as straightforward as you might think, but don’t worry – I’ve got your back!
The Gearheads – Who Has the Most Tools?
First up, we have the Gearheads. These folks are all about tools, tools, and more tools! To determine which player reigns supreme in this category, we need to add up all the cards with a tool icon from each player’s deck. Simple, right? Well, there’s a catch – if there’s a tie, we break it by counting the total number of tools that are contested resources. It’s crunch time for the Gearheads!
The Pharmers – Let’s Talk Meds
Next on the list, we have the Pharmers. This faction is all about meds and healing powers. To figure out who’s the boss in this category, we need to add up the total ‘meds’ value of all pills and medkits in a player’s deck. Sounds pretty straightforward, doesn’t it? But here’s the twist – if there’s a tie, we break it by counting the total number of medics. It’s a contest of medical proportions!
The Masons – Constructing for Victory
Finally, we have the Masons. These guys are all about buildings – crafting and constructing like there’s no tomorrow. To determine the winner in this category, we add up the total number of completed and enabled buildings each player has in their headquarters. But wait, there’s more! If there’s a tie, we break it by adding up the total number of engineers. The Masons are in it to win it!
Module #2 – Engineers and Buildings
Engineers (new Mercenary)
Engineers can dig in the junkyard to find resources, but their main job is to dig in the engineering schematics pile. Actually, they’re the only ones who can do that.
If you’re an engineer looking to improve your skills in digging through engineering schematics, there are other cards that you can combine with the engineer card to enhance your abilities. These cards have a “dig” ability, similar to the junkyard, but keep in mind that you can only select one card from the engineering schematics pile when digging.
When you’re playing the game, you place this card face-up in your play area to show that you’re working on a construction project for a building. You’ll need to draw a certain number of cards from your deck, depending on how long the building takes to complete. These cards go face down on top of the building that’s being constructed.
This keeps track of how much time is left to finish building. And don’t forget, the engineer card goes in your discard pile.
If you want to learn more about buildings, check out the section called ‘Buildings’ below.
Buildings (a New Game Concept)
In the game, you can use engineers (like the one mentioned before) to build buildings at your headquarters. It takes time to construct these buildings, but once they’re done, they give you some strategic advantages in certain areas of the game.
How to Build Buildings
Here’s how you go about constructing a building:
I created a step-by-step guide to help you understand how to use the engineer’s dig ability effectively. It’s super important to choose the right card to build, and this ability can help you get the cards you need. Here’s how it works:
By following these steps, you’ll be able to make the most out of the engineer’s dig ability and build incredible structures for your tribe. Good luck!
When I play as part of a tribe, I have the power to remove 1 card from a building that is being constructed. But if I have a toolkit, I can remove 2 additional cards.
The Different Types of Buildings
Armory
The Armory is a special building where I can store up to two tools. I can retrieve these tools whenever I want, except during a skirmish. I can place one or two cards in the Armory.
#image.jpg Armory, Bunker |
Bunker
The Bunker is another building that allows me to store tribe member cards. I can store up to three of them under this card, and retrieve them at any time, except during a skirmish. I can place up to three cards in the Bunker at once.
Hydroponic Gardens
The Hydroponic Gardens generate 1 food each round. I can use this food during a hire action. But remember, the food doesn’t accumulate from round to round – I have to use it or lose it!
How to Use the Buildings
When you’re playing, it’s important to remember that buildings can only be used on your turn, not during a skirmish. The only building you can access during another player’s turn is the bunker.
Here’s an example: let’s say you have a sniper team in your bunker. You can retrieve that team and use it during another player’s turn to disrupt their resource gathering.
On your turn, you have the option to place cards in the bunker or armory. You can also retrieve cards from these buildings. Once you’ve placed cards in the skirmish, you can’t add any more cards from a building or put cards that came out of a building into the skirmish set.
When I commit my cards to a skirmish, I need to remember that I can’t make any changes to those cards. The only exception is if I want to use a saboteur or a sniper team from my committed cards to interrupt another player’s resource gathering.
The hydroponic garden is really cool because it generates food in real time, just like a hunt would. It doesn’t involve hunting, though, so it doesn’t get affected by any hunting-related changes.
Store (new Action)
If I have cards of a certain type in my hand, I can take one or more of them and place them face-down under a completed building. I just have to make sure not to exceed the building’s capacity or put the wrong type of cards.
Retrieve (new Action)
If I want to, I can take one or more cards from an active building and put them back into my hand. I can do this at any time during a round, as long as the skirmish hasn’t started yet.
Welcome to Module #3 – Tribal Leaders!
Let’s dive right in and set up the game, just like we did in Module 2.
Introducing Tribal Leaders (an exciting new game concept)
Tribal leaders bring a special twist to the game – a unique ability that sets each player apart. Your tribal leader could give your tribe special powers, protect you from specific attacks, or bestow other advantages.
At the beginning of the game, it’s time to pick a tribal leader. You have the choice of two, but remember, this decision will have a big impact on your strategy and how you play the game.
Leaders with Unique Abilities
When a card is removed from play, it cannot come back into the game and does not contribute to the final score. Keep this in mind when strategizing.
Certain leaders, like the Butcher, Cannibal, and Fanatic, have special abilities that can be used without playing a refugee. This gives them an advantage in the game.
On the other hand, leaders such as the Excavator, Gangster, Ranger, and Sergeant Of Arms require a refugee to activate their special abilities. This adds an extra layer of complexity to their gameplay.
There are leaders, like the Butcher, Cannibal, Fanatic, Mentor, Organizer, and Peacemaker, whose abilities can only be used once per round. Make sure to time their activation strategically.
Finally, there are leaders, like the Excavator, Gangster, Ranger, and Sergeant Of Arms, who have abilities that are always active and can affect multiple cards during a round. These leaders can have a significant impact on the game.
Module #4 – Dirty Deeds
I’ve got an interesting task for you. You see this piece of text here? I want you to rewrite it and give it a fresh spin while keeping the same meaning. It’s important to maintain the original HTML markup exactly as it is, so be careful not to mess around with the code. Ready? Let’s go!
Alright, so the first thing you need to do is add two new rules. Make sure to check them out and understand how they work. Now onto the fun stuff!
We’ve got a brand new ability for our Saboteur character. This guy can actually attack a completed building and disable it completely! Just flip the building’s card over to show that it’s out of commission. This means that the building’s special abilities won’t work anymore, and you won’t be able to add or remove cards from it. To fix it up, all you need to do is play a person card from your hand, work on the building, and then toss the person card away. Easy peasy! ️
Now, let’s talk about the Sniper Team. This fierce group has a unique ability too. They can attack a tribe leader and wound them! Just turn the leader’s card over to show that they’re injured. This injury will remove the leader’s advantage until someone applies a med card to heal them. It’s pretty straightforward, but it can really change the tides of the game!
And there you have it! Two exciting new additions to our game that will surely spice things up. Enjoy!