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Inuit: The Snow Folk
30m - 45m
2 - 4 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
Mythology
31.00
€
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Kickstarter – Gamefound
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Ελληνικα Παιχνιδια
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bnordeng
Inuit: The Snow Folk has a nice-looking cover and is an engine building card game that is simple with a theme for families, it seems. It definitely snowballs as it goes. It's just cards and you add one or maybe a few to the display then draw one or maybe more from the display. You can add animal hunters to your village or elders or scouts, etc. Then, the number of people you have in these roles will allow you to collect more of what they're good at on a future turn (e.g. bear hunters get more polar bears). You score points for different cards you've collected, including village adults and children who are part of your peoples (matching card color). It fell flat... there just isn't enough to it. Turns did move very quickly. And it felt very odd that when we hunted, we'd collect the children cards as weapons. Perhaps I don't understand the theme properly and that could be, but it just didn't resonate with us.
Agluvak
TLDR: This game inaccurately portrays Inuit culture and society through its art, naming, and game play mechanics. Many of you can certainly have fun playing this game, but I would not turn to this game if you are looking for an educative experience because there's a lot of misinformation and ludo-narrative dissonance. I'm Inuk (Inuit). Inuk is singular, meaning "person," and Inuit is plural, meaning "people." So saying "Inuit people" is grammatically incorrect because it translates to "people people." I think this game failed if it didn't convey this basic fact alone. Shaman is a Manchu-Tungus word from eastern Siberia. For Inuit we have Angakkuit. We don't have a societal structure where we have occupations like warriors, chiefs or scouts. Inuit societal structure is independent egalitarian. We don't live in villages (in Canada), but settlements that started as trading and missionary posts. We also don't compete with other "villages," this tribal game mechanic is more reflective of many First Nations and European societal structures. Inuit games reflect our culture and society where everyone can play and we're competing against each other or ourselves, not as groups of people. Some of the names on the cards, like Nuliajuk, are actual Inuit names, some are not at all. I think these are important distinctions to make because these board games are great story telling devices and especially good for fun, immersive learning experiences. Inuit: the Snow Folk (I've never heard of us being referred to as "Snow Folk") may be fun to play, but it is not reflective of Inuit culture, and it's not teaching players about Inuit. In fact, it's mis-educating players about Inuit culture. My complaint is not about sensitivity or discrimination; it's about how inaccurate this game is in reflecting Inuit culture and society. This is called ludo-narrative dissonance. As Raph Koster, author of A Theory of Fun, has said in the game design podcast Ludology (episode 169, 54 minutes into the episode): "The mechanics convey ideas, they convey the moral of the story, just as much as stories, do. Just as much as narratives and visuals do. They just do it in a different way. This got expressed by Clint Hawking, of course, with his famous phrase ludo-narrative dissonance: when the moral of the mechanics is different from the story, of the game you're playing through. You end up with a dissonance. Games can give you frame from which to perceive the world. The mechanics of games can give you those frames. They give you this interpretive tool set. After you play a game that is all about networks, for a little while your worldview if tinted by network thinking." Raph Koster says much more afterwards about how board game designers more and more want their games to be looked at as pieces of art, and for that we have to be ready to have our games criticized just like pieces of art are criticized. I have worked as a cultural consultant and I know that consultation alone isn't a sign of approval since consultation comes in many different forms. The best type of consultation is when we are contacted before the project even starts and we're involved every step of the way through production. The worst type of consultation is when we're given a finished product, we have no chance to suggest changes because the producers are just looking for a stamp of approval as they are going to produce their work regardless of our input. Another bad form of consultation is when artists use an 11 year old child as the cultural consultant. https://www.cbc.ca/news/canada/ottawa/four-storey-mural-unveiled-vanier-saturday-1.4155302 If you want to a board game experience more reflective of Inuit culture, then check out Nunami, which is currently on Kickstarter. Nunami's design and art are by Inuit. https://www.kickstarter.com/projects/nunamigame/nunami-an-inuit-game?ref=activity
mercopparis
Rochester drafting is something we're big fans of in our household, and Inuit does that well in an easily-digestible format. I like that there are a couple optional modules included in the base game that have very distinct flavors to them. The art is wonderful, the turns are snappy, the game doesn't seem to overplay it's welcome. The idea that all tribes are present always is interesting and they way they affect scoring is neat. The production is great, and I am actually a fan that the box is quite a bit bigger than it's production. There's room for growth, the insert (currently) holds all the cards (sleeved!) very nicely. I prefer this a lot more than, for example, Bargain Quest - a game that barely fits in the box as is. The only con really is how light the game is. There is strategy for sure, but it's not super deep. I also imagine the replayability isn't great long term I imagine. But that critique is a little unfair, because the game isn't set out to be this deep, immersive experience. Will this ever be a gamer's favorite game? Probably not, but it will be a great tool when the situation calls for it to either get a breezy draft in, or as a gateway/gateway+ game in with newer players.