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Arctic Scavengers: Base Game+HQ+Recon
30m - 60m
1 - 5 Players
Ages 13+
Card drafting games are games in which players pick cards from a limited subset, such as a common pool, to gain some advantage (immediate or longterm) or to assemble hands of cards that are used to meet objectives within the game.
Card Drafting
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
44.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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boardgameaddiction
This is a good deck-builder. What sets it apart from other deck-builders, such as Dominion, is the end of round skirmishes for contested resources. Skirmishes begin on the third round and create asymmetric knowledge for the current first and last players and add an element of bluffing/betting. The first player gets to peek at the top card of the contested resource pile and can set the tone for how desirable it is, while the last player has the benefit of knowing how many cards everyone has committed to the skirmish. Skirmishes account for the majority of player interaction in Arctic Scavengers. The base game is perfectly fine, but adding the leaders, buildings, gangs, and extra conscripts from the HQ expansion significantly improves it. For example, leaders provide slight initial asymmetry and typically give players an incentive to hang onto their refugee cards rather than immediately culling them to streamline their deck (which tends to be a good strategy despite the VPs lost by removing tribe members). Gangs provide alternate end game scoring opportunities, which influence player strategies and can help mitigate the runaway leader problem when one player is dominating skirmishes. With the exception of the Hydroponics (which provides a free food for hiring mercenaries each round), buildings allow players to manipulate their hands by storing cards at their buildings to be retrieved and used on later turns. This can mitigate the luck of the draw and result in more effective card use as well as turns with lots of cards getting played. Recon Expansion: I have not played with this content enough to evaluate it. Player Count: Arctic Scavengers seems best with 4 players, though 3 or 5 is also good. I have not tried it solo or with 2 players yet.
BothanJedi
Fun deckbuilder. It definitely has a similar feel to Dominion, but there are plenty of differences to make it a different game. Once you play with the expansions, you can't go back.
bbblackwell
This game presents a thematic feel unlike any other in my collection. This three-in-one definitive version is an absolute must for giving the game the full breadth it deserves. Solo variations for circumventing the hidden information element are possible, and I use this game as a toolbox for creating scenarios that suit my preference. Immersing in this world is a treasured experience, wholly unique, and I wouldn’t trade it for any other game.