The year is 2097 and the earth was transformed from a climate shift of cataclysmic proportions plunging the earth and all its inhabitants into an ice age. An estimated 90% of the earth’s populations was decimated forcing the survivors to join together in tribes. Does your tribe have what it takes to survive? Will your tribe be able gather enough resources, medicine and tools to make it? Can you combat rival tribes for these incredibly scarce resources? In this battle for survival the largest Arctic Scavengers tribe wins!
Publisher: Rio Grande Games
Game Designer: Robert Kyle Gabhart
Ages: 13 to adult
Playing Time: 45-60 minutes
Contents: 1 rule booklet, 1 rule summary mat, 1 junkyard mat, 1 contested resources mat, 1 initiator card, 149 play cards including 20 refugees, 69 mercenaries, 46 junkyard cards and 14 contested resources.
Contents: HQ Expansion – 1 expansion rules summary, 1 engineering schematics mat, 1 storage cover, 49 playing cards consisting of 12 buildings, 10 tribal leaders, 8 junkyard cards, 8 medics, 8 engineers and 3 gangs.
Suggested Retail Price: $34.95
Parental Advisory: Safe for kids
Rio Grande Games originally released Arctic Scavengers back in 2009 but with the release of Dominion and it being the hot game of the moment, Arctic Scavengers really took a back seat to its counterpart. With the new re-release of Arctic Scavengers, it is very possible that you are getting a better game at least from the visual point of view.
In Arctic Scavengers, each player works to grow their tribes as large as they possibly can. They do this through hiring mercenaries, scavenging through the junk pile and winning in player skirmishes against the other competing tribes. The player with the most tribe members at the end of the game is the winner.
The card anatomy is as follows:
The upper left corner is the card type. The upper right corner is the cost of recruiting this card to your tribe. Down the left side you have in order; draw cards, digging, hunt and fight. If any of these spots are empty, then this card does not that have ability as in the card below as it does not have the draw or dig abilities. Finally the bottom left corner is the amount of people represented by the card. This is where you total your victory points at the end of the game as well as it has its part in the player skirmishes but we will cover that later.
Every card has some ability to it. Some have medicine (+) not shown or sub-type actions such as +modifiers to certain abilities. All these are needed to recruit better people to your tribe or to dig deeper in the junkyard or be stronger in the skirmish.
Each player starts with 4 refugee cards (these water down the deck) 3 scavenger cards, 1 brawler card, 1 spear card and 1 shovel card. I should note that one person could only handle one tool such as a spear or shovel at a time. You can’t combine both a spear and shovel with a scavenger for instance.
Each round of Arctic Scavengers is broken up into 3 phases:
The Drawing Phase: Draw 5 new cards and discard any old cards from the previous round. After round 3 begins, the starting player (this rotates each turn) gets to peak at the top card of the contested resources deck that players will skirmish over to set the tone for the bidding war.
The Resource Gathering Phase: Each player uses any resources to gather resources to accomplish the main actions during this phase.
– Draw – Take one or more cards from the deck and add them to the players hand depending on how many draw resources have been played that turn.
– Dig – Here the player digs as many cards out of the junkyard as resources have been played that turn. For instance if 3 resources were played, the player can then draw 3 cards from the junkyard pile, keep 1 of those 3 secretly and put the other 2 back under the pile facedown so no one can see what they are.
– Hunt – This allows the player to produce one or more food for use in recruiting a new member to the tribe.
– Fight – This action is used during the Skirmish. The players commit cards secretly to the table to be revealed during the Skirmish Phase. These cards can not be used for any resource gathering during this turn. Highest score wins the skirmish and collects the contested resource and discards it secretly.
The Skirmish Phase – (following round 3)
– Once all the players have gathered their resources and put down cards they committed to the skirmish (they can’t be used for gathering resources), they then reveal their cards and the winner is determined.
– The winner puts the card in their discard pile and the first player moves to the next person.
There are additional free actions that can be taken as well.
– Hire – Select on mercenary from the table and pay its cost with food and medicine.
– Trash – Select one or more cards from the players hand and place them on the bottom of the junkyard pile.
There are special action cards as well such as the Sniper Team and Saboteur cards. The Sniper Team cards allow a player to snipe another players tribe member and can be played from a players hand or in the Skirmish phase. The Saboteur cards allow a player to disarm another player’s tool and can be played the same way.
Some the key ideas to think about while playing Arctic Scavengers are that a player wants to take all unused cards in their hand to the Skirmish and bluff their opponents into thinking they have played more fight than really has been. Each player may also make multiple actions per round as well as playing multiple cards for single action as that can make the action much stronger. A player may also only perform any given action once per round. Once a players has used one card for once action it cannot be used for a separate action. In order to use a tool, group leader or any card with a modifier to it, it must be paired with a card that has the base ability even if the base ability is 0. If there is no icon in the spot on the card, it does not have that ability. Once again, only one tool per tribe member card.
The game ends when the last contested resource has been taken from the pile. At this point, all players go through their decks and up all the people in the bottom left corner of their cards and the biggest tribe wins!
Arctic Scavengers also comes with the HQ Expansion for free! The expansion is 4 different modules that can be used any combination in play. The basic premise is a basic headquarters or base camp for each tribe leader as well as being able to construct buildings that can be used during play for strategic use. This introduces new victory paths, new mercenaries and tools. The engineering schematics deck are also included. The basic game is basically the same when the modules are added.
Module #1 – Medics, Tools and Gangs
– Medics have a draw of 1, can be played to represent medicine to recruit new mercenaries or they can be played from the hand to save another tribe member from a sniper attack.
– Save – a new action to protect a tribe member from or leader from a sniper attack.
– Rifle – A tool for hunting and fighting Skirmishes. This gives you a +2 in 2 categories.
– Toolkit – This helps digging for both junkyard and engineering schematics or can be used by another tribe member to speed up building. This also allows for cards to be removed from one building that is under construction.
– Gangs – There are 3 new gangs introduced here for a new concept. These gangs hide back until all the contested resources have been gathered and then try form an alliance with whichever tribe best meets its needs. The gangs are “The Gearheads,” “The Pharmers” and “The Masons.”
Module #2 – Engineering and Buildings
– Engineers may dig in the junkyard but their main purpose is to dig in the engineering schematics pile as they are the only card that can do this. This is of course how you go about building the buildings as well.
– Buildings – Players use engineers to construct buildings at the player’s HQ. These buildings take time to build but offer strategic advantages once built. Buildings are normally used during the players turn and never during the Skirmish.
– Building Types – Amory (stores 2 tools for later use,) Bunker (stores 3 tribe member cards for later use,) Hydroponic Gardens (generates 1 food per round, which does not accumulate) and the Pharmacy (Enables 2 medicine cards to be stored here for later use. Not including medics and not during the Skirmish.)
– Store – a new action that allows the player to take one or more cards of a particular type from their hand and place them, face-down, under a building.
– Retrieve – a new action that allows the play to take one or more cards from an active building and place them in your hand. This can be done anytime except after the Skirmish has started.
Module #3 – Tribal Leaders
– Tribal Leaders – The concept is to give unique capabilities that no other player will have. Every player picks one leader from the two provided at the start of every game. This will impact the players strategy and game play.
– Butcher/Cannibal/Fanatic – Cards that are removed from play cannot be brought back.
– Butcher/Cannibal/Sergent at Arms – Leaders can use special abilities without the need for a refugee.
– Excavator/Fanatic/Gangster/Mentor/Organizer/Peacemaker/Ranger- This requires the use of a refugee to utilize the leader.
– Butcher/Cannibal/Fanatic/Mentor/Organizer/Peacemaker – Abilities can only be used once per round.
– Excavator/Gangster/Ranger/Sergent at Arms – Leaders grant abilities that are always activated and can affect multiple cards in any given round.
Module #4 – Dirty Deeds
– New Saboteur ability – The Saboteur may attack a building and disable it. This makes it unusable. No cards can be played to or from the building until it is repaired. This requires the player to discard a card their hand.
– New Sniper Team Ability – The Sniper Team may now attack a tribe leader, wounding that leader removing their advantage until a medicine is played against the leader to heal them.
Obviously there is a lot I couldn’t put in the review and there is a good amount of depth for this deck-builder. Arctic Scavengers while being a deck-building game offers a fair amount of versatility in it’s game play and separates it’s self enough from other games of the genre to make it a must have game. I really enjoyed this game and highly recommend it to people who love the deck-building genre or who may be on the fence on this since it’s original release in 2009. The interaction with the Skirmishes alone makes it fun.
The components are well done and the artwork is fantastic. The box isn’t to big and it is designed to break the cards down easily although I am not sure it accomplishes that. I prefer slots for starting decks myself to make game set up easier and quicker. Also, if you sleeve your cards, this system will not work as the slots are not big enough. This part could have been better thought out.
All in all, a very good deck-building game that is worth the price and should give you enough of a different feel that you don’t feel like it’s just another deck-builder.
I will go out on a limb and give this game about an 8 out of 10 stars as it achieves the depth I like in a deck-builder especially when the expansion is added.
The review was originally posed on Geek Eccentric: http://www.geekeccentric.com/arctic-scavengers-review-by-david-lowry/
Batman, Superman, Wonder Woman, The Flash, Green Lantern, Aquaman, Cyborg and The Martian Manhunter, the world’s greatest hero’s join forces to vanquish the super-villains and archenemies. Each bent on the destruction of the Justice League. In the DC Comic Deck-Building Game, you get to pick the role of one the famed heroes and compete with fellow heroes to defeat all the super-villains lined up to take you out.
Publisher: Cryptozoic Entertainment
Game Designer: Matt Hyra and Ben Stoll
Ages: 15 to adult
Playing Time: 30- 45 minutes
Contents: 214 game cards including, 36 punch starting cards, 16 vulnerability starting cards, 114 main deck cards, 16 kick cards, 12 DC Comics super-villain cards, 20 weakness cards, 7 oversized DC Comic super hero cards and 1 rule book.
Suggested Retail Price: $40.00
Parental Advisory: Safe for kids
In the DC Comics Deck-Building Game you are randomly dealt a Super Hero to play. If you are dealt The Flash, you always go first. The Flash super Power allows for you to go through your deck quickly which makes sense, as he is the fastest man alive. Other heroes have benefits like Batman gives you bonuses for playing equipment cards, Superman likes super Power cards, Wonder Woman lets you draw more cards for every super villain you defeated each round.
You start with a hand of 7 Punch cards worth one Power each and 3 Vulnerability cards worth nothing. These effectively water down your hand and need to be purged as soon as possible. Each of your Punch cards comes with 1 Power, which is the currency in the game to either buy additional cards or defeat Villains and Super-Villains. You shuffle and draw 5 cards for each hand. Once you have played your hand any cards used or drawn are discarded and then 5 new cards are drawn for your new hand.
The main deck comprised of 114 cards (not including Super-Villains, Punch, Kick, Vulnerability or Weakness cards) is shuffled and placed in the middle of the table. Place 5 cards out in a line for the line-up. This is where most of your deck will come from.
The Super-Villain stack is set off to the side of the main deck on the table. The Super-Villain deck can be comprised of 12 different cards but usually 8 cards are used unless you prefer to play a longer game. The Super-Villain card Ra’s Al Ghul is always the top card to start any game. All the other cards are placed facedown underneath the Ra’s card. Make sure to shuffle this deck and randomly draw out the cards not being used so that the deck is unknown to the players.
The Kick and Weakness cards are also place at the end of the Line-Up with the Super-Villain cards. The Kick (+2 Power) cards are always available for purchase at the cost of 3 Power if the cards in the Line-up are either to expensive to purchase or the players doesn’t like the current cards in the Line-Up. Weakness cards are given to the players in the form of an attack either played by the Super-Villain cards being revealed or a player invoking the attack of a villain they put into play. Weakness cards again water down the hand and provide a -1 victory point per card at the end of the game.
Once play begins you can purchase cards from the Line-Up to improve your decks and can purchase as many cards as your total Power allow. The purchase or defeat cost is on the bottom right corner of the card in the Line-Up or Super-Villain stack. Once you purchase a card, the space in the Line-Up is left there until after that players turn is done, then the Line-Up is refilled back up to 5 cards.
Cards are played in any order and the text on the cards is resolved immediately. This makes it very important to know what is in your hand and what order to play the cards in. Villain cards played may have an attack against the other players, Equipment cards may give you bonuses or allow cards to be destroyed, and Location card text may be triggered as well as your Super Hero Card. You may purchase cards from the Line-Up at anytime during your turn even if you haven’t already played all of your cards. During a players turn, if they defeat a Super-Villain and completed all their actions, they draw back up to 5 cards and then the next Super-Villain card is flipped up and the First Appearance text is resolved against all players in the game.
If during an attack be either a player or a Super-Villain, a player may have a card in their hand with a defense. They can then play this card if they chose to ward off the attack and resolved the text on the card for defense. Once the player has finished their turn, all cards purchased or defeated go face-up in the discard pile to be redrawn later, this includes all Villain and Super-Villain cards.
Once all of the Super-Villains have been defeated the game immediately ends and the players count up their victory points on the bottom left corner of the cards in their deck.
Cards my have certain benefits such as Location cards once played stay out in front of the player the rest of the game and may be triggered each and every turn. Super-Hero cards like Superman for example, have their abilities triggered every time a Super Power (orange) card is played.
There are quite a few variants of the game that can be played as well:
Two Heads are Better Than One – This variant is a 1 on 1 game, where each player plays two different Super Heroes at the same time. This allows for game text to apply to both Super Heroes.
Team Game – This 2 on 2 variant has one team working together to defeat the opposing team. Teams alternate turns and are free to discuss strategy. Attacks do not affect your teammate but if you are attacked, you may defend your teammate. Once the game is over, both players add their totals together and the team with the highest total wins.
On Patrol: This is basically the standard game except you may immediately fill any holes in the Line-Up on your turn after a purchase or defeat of a villain. If any attacks appear during the refill of the Line-Up they affect you and only you.
The game cards are good quality and weight and the artwork is extremely well done. The rule book is laid our fairly well and easy to understand making the game easy to pick up quickly and get playing immediately. The Super Hero cards are of a much larger size than the playing cards and unfortunately don’t fit well into the box. The space provided makes it very difficult to get them out and could lead to damaging the cards. The other cards slots leave a lot to be desired as well. If you decided to sleeve your cards to protect them, the current box will provide major fitting issues for putting away your game. Good box design is critical for deck building games and this is one area where the game fails but I am glad to say the only area.
The DC Deck-Building Game is really a lot of fun. It’s a very easy game to learn and teach. It’s playing time make it an easy filler while waiting for other people to show up or something you are able to play several times in one sitting for those that really get into it. While not as strategic as some deck building games it really fills the void for those looking for something that keeps the action going and this game will suffer a lot less from those people with analysis paralysis. While the theme is DC Super Heroes, the theme isn’t really a factor in the game. When you are supposed to be a Super Hero like Batman, but yet you are playing villain cards that you previously defeated, that really doesn’t make sense but it’s okay. The game delivers on many levels while any little nit picking things really don’t matter or take away from the game play. After playing this game at many different game nights and teaching it to other people who don’t normally play board games or usually only play Magic: The Gathering, the response has almost been very favorable and the game store it was played and demoed at sold all their copies to these people.
I will give this game about a 7.5 out of 10 stars as it does lack depth but it is certainly worth the price and wins in the fun department.
This review was originally posted on Geek Eccentric: http://www.geekeccentric.com/dc-comics-deck-building-game-review-by-david-lowry/