Expansion Modules of Inuit The Snow Folk Official Rules

By: Dennis B. B. Taylor

Expansion Modules

Welcome to the world of Expansion Modules!

Have you ever wondered how some electronic devices can do amazing things? Well, one of the secrets behind their incredible functionality lies in expansion modules. These little add-ons can transform a simple device into a powerful and versatile tool that can meet your specific needs.

So, what exactly are expansion modules? They are like the superhero sidekicks of electronic devices. Just as a sidekick helps a superhero defeat villains and save the day, an expansion module enhances the capabilities of a device and helps it achieve extraordinary feats.

Let me break it down for you. Imagine you have a basic electronic device, like a computer. It’s pretty awesome on its own, right? But what if you want it to have extra functions, like the ability to play high-quality sound or connect to a wireless network? That’s where expansion modules come in.

An expansion module is a small device that you can attach to your existing device. It’s kind of like adding a new piece to a puzzle. Once connected, the expansion module brings new features and abilities to your device, making it even more fantastic.

There are many types of expansion modules available, depending on what you need. For example, if you want to add more storage space to your computer, you can use a storage expansion module. Or if you want to connect your device to other gadgets, you can use a connectivity expansion module.

Expansion modules are designed to be easy to use. They usually connect to your device through ports or slots, and you can simply plug them in without any complicated setup. It’s just like plugging in a new charger or inserting a memory card into your camera.

But why should you consider using expansion modules? Well, let me tell you a little secret – they can make your electronic devices even more awesome! By adding extra features and capabilities, expansion modules can elevate your device to a whole new level.

Imagine being able to upgrade your smartphone with a camera module that captures professional-quality photos. Or turning your tablet into a mini DJ booth with a music module. The possibilities are endless!

When you have expansion modules, you have the power to customize and personalize your devices according to your unique needs and preferences. It’s like having a toolbox full of gadgets that you can use to enhance your electronic companions.

So, the next time you’re thinking about getting a new electronic device, remember that you can make it even better with expansion modules. With these little add-ons, you can unlock a whole new world of possibilities and take your devices to the next level. Go ahead, unleash your creativity!

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Module 1 – The Spirit of the Great White Expansion Modules of Inuit The Snow Folk Official Rules UltraFoodMess

Welcome to Module 1 – The Spirit of the Great White! This module brings a new level of excitement to the game, as it pits player villages against each other in an intense conflict. If you’re looking to add a touch of competitiveness to your game, then this module is perfect for you. Let’s dive in!

Module Components

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In the middle of each card, you’ll find the printed text. Let me break down what you can expect in this module:

– 13 Great Game cards.

– 4 Rite of Change cards.

– 1 The Arctic Wolf – Spirit of Blood card.

– 9 Legendary Character cards.

– 8 Conflict cards.

Now, let’s talk about the changes you’ll need to make in your game setup.

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  1. First, we need to find the card called “The Walrus – Spirit of Might” in the base game cards. Take it out of the game by putting it back in the game box.
  2. If you’re playing with less than four players, we need to remove all Conflict cards with village colors that are not present in the game. Put these cards back in the game box.
  3. Once we’ve set aside the First Player card and the Polar Nightfall card, we need to shuffle all the cards from this module together with the base game cards.
  4. Now, we can proceed with the normal setup of the game.

Rules for the Module

When playing the game with the Spirit of the Great White module, the only changes that occur are due to the introduction of new types of cards. Take a look at the list below to find out about the new cards included in this module.

New Conflict Cards

If a Conflict card appears during the game setup, it doesn’t have any effect and is removed from the game. Instead, draw a replacement card. On your turn, if a Conflict card is revealed and placed in the Great White, you have to make a decision right away:

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I want to talk to you about two important strategies that you can use in the game. The first strategy is called “Declare War”. When you choose this strategy, you’ll place the card face up next to your village board on the far left side. This strategy is all about building up your army. At the end of the game, each of your Weapons of the player color on the Conflict card will be worth an extra 2 Victory Points. You’ll also compare the number of Warriors you and the other player have, but only if their color is shown on the Conflict card. If you have more Warriors than the other player, you’ll score 4 Victory Points. And if there’s a tie, the player with more Weapons gets the points. If there’s still a tie, the owner of the card gets 4 Victory Points.

The second strategy is called “Forge an Alliance”. For this strategy, you’ll place the card face down next to your village board on the far right side. This strategy is all about building relationships. At the end of the game, you and the player whose color is shown on the Conflict card both score 2 Victory Points. It’s a way to work together and benefit each other.

So, to summarize, “Declare War” is about building up your army and scoring points based on the number of Warriors and Weapons you have. “Forge an Alliance” is about building relationships and scoring points with another player. It’s important to consider these strategies and decide which one will help you the most based on the cards you have and the situation in the game.

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Understanding Conflict Cards

When I draw a Conflict card with no symbol, I must discard it immediately and draw another card to replace it.

  1. If I draw a Conflict card that shows the symbol of my own village, I must remove that card from the game and draw a new card from the deck as a replacement.

Keep in mind that Conflict cards have the potential to impact the game in different ways, so it’s crucial to interpret their effects accurately.

Legendary Character Cards

Legendary Character cards function similarly to regular Inuit cards, with a few exceptions. They can be used as Weapons from the Great White, and each card corresponds to a specific occupation.

If I add a Legendary Character to my village when resolving the Elder Occupation, they must pursue the occupation specified on their card. Additionally, fulfilling the condition outlined on a Legendary Character card can earn me 8 Victory Points.

There are two Legendary Characters that have unique rules:

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  • The Epic Drum Dancer: Ah, the Legendary Drum Dancer. A unique spirit that brings a touch of magic to the land of Inuit. You can choose to accompany this extraordinary character with any Occupation you desire. However, remember that once you’ve made this decision, you won’t be able to add any more cards to that Occupation. And here’s a thing: You won’t be able to use this Occupation’s special ability throughout the rest of the game. But, trust me, it’s worth it! This rare character alone will award you a whopping 6 Victory Points at the end of the game. Now, that’s what I call mystic rhythm power!
  • The Fabled Healer: Feast your eyes upon the Legendary Healer. A truly remarkable figure in the Inuit folklore. This extraordinary character possesses the ability to become any Occupation you desire. They even count as the equivalent of two Inuit characters in any given Occupation. However, it’s important to note that this legendary being can never be taken as a Weapon. I know it sounds a bit strange, but trust me, it’s for the best. And have you seen their healing touch? Makes total sense! Expansion Modules of Inuit The Snow Folk Official Rules UltraFoodMess

Important: Unlike regular Inuit cards, which can add or subtract 1 or 2 Victory Points depending on their color, each Legendary Character, except the Drum Dancer, will deduct 4 Victory Points from your final score.

If you meet the condition set by a Legendary Character, you will earn 8 Victory Points. But, in the end, you will only gain 4 Victory Points due to the Character’s base value of -4.

Please note that the Legendary Healer doesn’t grant you 8 Victory Points. Instead, it counts as 2 Inuit cards in your village.

Great Game Cards

These cards function like regular Game cards when it comes to scoring for the Spirit of Ice, Water, and Wind. However, they provide more Victory Points at the end of the game compared to the usual Game cards.

When it’s my turn, I can choose to take one Great Game card of each type, but I can still take more regular Game cards.

The Ritual of Transformation

This card works just like any other ritual card in the game.

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The Arctic Wolf – A Powerful Spirit

This magnificent Arctic Wolf Spirit embodies strength and cunning. It possesses the ability to provide valuable assistance in the form of Victory Points for every Weapon you have in your village.

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Module 2 – Rising Sun Expansion Modules of Inuit The Snow Folk Official Rules UltraFoodMess

Hey there! I’m here to tell you all about the amazing Rising Sun module for the game. This expansion module adds more seasons to the game, and let me tell you, they come with some pretty cool effects that totally change things up. It’s like getting a bunch of new toys to play with!

Module Components

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Wow, check out these 3 Sunrise cards! They’re gorgeous and they bring a whole new dynamic to the game. You’re gonna love them!

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And then we have these 4 High Sun cards. They’re really powerful and can give you a serious advantage. You’ll be unstoppable!

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Last but not least, we’ve got these 4 Sunset cards. They bring a new level of strategy to the game and can really shake things up. Get ready for some excitement!

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I want to tell you about an important aspect of these cards – their placement and setup. It’s interesting how it all works! Let me explain.

Changes to the Game Setup

  • First, we need to get ready by preparing the Great White deck. After setting aside the First Player card and the Polar Nightfall card, we shuffle the deck really well. Then, we draw 10 cards and place them face-up on the Great White deck.

  • Next, we choose one Sunrise card, one High Sun card, and one Sunset card. We can pick them randomly or discuss and agree on which ones to use. These cards are important for the game.

  • Now, we create four piles of cards. The first pile has 10 face-down cards. The other three piles are made by dividing the remaining cards into three more or less equal decks.

  • We take the Polar Nightfall card and shuffle it into the 10-card deck we made earlier.

  • Finally, we place one of the remaining piles on top of the 11-card deck, which includes the Polar Nightfall card. This combination becomes the main deck. We put the Sunset card face down on top of the main deck.

  • To start the game, place 1 of the remaining 2 piles on top of the main deck. Then, put the High Sun card face down on top of the main deck.
  • Next, take the Sunrise card and place it face up near the main deck. This card represents the current active Rising Sun effect.
  • The Game’s Rules

    In this game, you’ll follow all the basic rules. However, there is one special rule you need to keep in mind – the active Rising Sun effect.

    At the beginning of the game, the Sunrise effect is active. But, if a player reveals a new Rising Sun card, the currently active card is removed from the game. Instead, the newly revealed Rising Sun card becomes the active Rising Sun card.

    In other words, the Sunrise effect is first, followed by High Sun, and then Sunset. Whenever a Rising Sun card is revealed and becomes active, you must immediately draw a replacement card.

    When you play the Rising Sun cards in Inuit: The Snow Folk, you have the option to resolve their effects or ignore them. Each Rising Sun card has its effect outlined on the card itself. However, there are some exceptions to this rule. If a card specifically states that its effect must be resolved, or if it is the Polar Nightfall card, which ends the game, then you must resolve the effect.

    Whenever a card requires you to discard a card from your village, the discarded card is permanently removed from the game. You should place it back in the game box.

    Promo Cards

    In addition to the regular cards, your copy of Inuit: The Snow Folk also includes 2 special cards. These cards are not described in the rulebook and are actually promotional items for 2 other games published by Board & Dice.

    Even though these cards don’t have any specific rules in Inuit: The Snow Folk, they can be used if you happen to own either Dice Settlers or Dust in the Wings. If you don’t own these games, the cards can still serve as small gifts for friends who do.

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    Hey there! I’ve got something cool to tell you about Dice Settlers. It’s this really fun game where you build a civilization using dice! The game is all about expanding your territory and controlling different areas. And let me tell you, the gameplay is super fast and exciting.

    Now, this card I’m about to show you is a special promo item for Dice Settlers. It’s called the Merchant Routes card, and it adds a whole new dimension to the game. When you’re setting up your Technology tableau, you have the option to include this card.

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    If you’re a fan of Dust in the Wings, then you’ll love this promo item! It’s a card that adds an exciting twist to the game. Dust in the Wings is a fun and strategic game where you have to strategically position wooden butterflies on a board to capture the best photos and earn the most points.

    All you have to do is add this card to the Gathering deck. The objective of the card is to end your move on a space that has five butterflies. There should be one red, one blue, and one yellow butterfly, along with two other butterflies of the same color (either blue, red, or yellow).

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