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Here
we will post rules clarifications as questions come in to us. Please
keep your questions and 'house rules' coming.
For
an overview of ICE FLOW, go here
For full rules PDFs, go here
Rules
Questions & Clarifications:
ICE FLOW
is an easy game to learn. It is also a dynamic game, so the permutations
and combinations created by movement across the moving ice floes
may offer situations not covered in the rules. In the words of one
satisfied player: "the ICE FLOW rules are not complicated,
but complexity arises from simplicity during game play"; we
couldn't have said it better.
Rules
Notes:
If our rules lawyers had had their way, the
rule booklet would have been at least 12 pages long! As ever, we
had to make some decisions about keeping in and cutting out. An
early suggestion was to have a 'quick start' page: one page to get
the casual player going, but this was not popular with our early
read-testers: it generated too many questions! This has turned into
summary boxes at the end of the first edition rules (page 4). Throughout
the rules we have tried to keep the main text for the essentials
needed to play the game, leaving questions not essential to immediate
play in the yellow side-bars. This won't please everyone, but one
of the melancholy joys of board gaming is that nothing ever does.
For ICE FLOW
the general 'rule of thumb' is this: play is intuitive; if you think
the answer is "yes", it probably is.
Erratum:
Page 3: (Fii. Distract 1 Polar
Bear) German rules
Unfortunately, a line of text has been missed from this section
of the German rules. More details in German here.
HINTS
for play:
1. After the initial setup phase, new items only appear on new ice
floes. If you choose not to discover new ice floes, fish and rope
will inevitably become scarce.
2. Plan ahead. It is often more efficient to hold back, get items
and ice floes in place, and then make longer single movements to
safer or more powerful positions.
3. The last explorer is the hardest to get home, mainly because
it becomes harder to collect fish and rope. Try not to leave this
explorer the toughest Siberian stations, ie: those not on the headlands.
4. Be prepared. If you approach Siberia with your last explorer
carrying no rope or fish, expect to get caught by the other players.
5. Please remember: polar bears are not pets, they are very dangerous
wild animals. As with all arctic expeditions: walk softly and carry
a big fish.
Q&A:
Some
player questions have been edited slightly for clarity and language.
Q.
When you think that you are stuck with one of your explorers (for
instance the last one) can you instead of taking a turn "teleport
him back to any space in Alaska?
A. No. Sorry. A more comprehensive answer to this question can be
found at the ICE FLOW our Board Game Geek entry here.
Another
detailed swimming question...
There is another full response to a question about using fish to
swim around a pack ice obstacle here.
Q.
It's my turn. After I have bounced a polar bear - and others have
moved out of the way - can I collect an object?
A. Yes. This is the end of your movement turn, so you can collect
1 object from the ice floe on which your explorer is standing (rules:
see page 2, Bii for details).
Q.
When does the deck get shuffled?
A. This is covered in the "Ice Floe Questions" side-bar
on page 2: "Re-shuffle and re-use". We tried to use these
yellow boxes for rules that were intuitive (which this perhaps is),
or, as mentioned above, rules that are not necessary to immediate
play. The deck cannot run out during the setup phase.
Q. What if
you draw Diomede during setup? What if you draw it twice?
A. Yep, this is an oversight in the "Setup" section (page
1). It was pointed out to us by André Bronswijk at Pegasus,
but for some reason we forgot to add it to the final cut. Apologies
to André for that. However, the situation is covered elsewhere
- see page 2, Aiii: "If you turn a Diomede Islands Card,
place the items shown on the islands instead, then place an empty
ice floe..."
Q. What happens
after you've done an ice floe action and an explorer action? Presumably
it's the next player's go? Play passes clockwise or anticlock?
A. Remember: you MUST complete an ice floe action (this keeps the
Bering Straits active), but you MAY complete an explorer action
(your choice). As with most games, play then moves to the next player.
Clockwise feels intuitive, but this is covered in the "Player
Turn Summary" on page 4: "At the end of a turn, play moves
clockwise to the next player".
Q. Why do
the setup turns go anticlockwise?
A. Not strictly a rules question (more a development note) but here
goes. As with many games, the Starting Player has a small advantage
when 'play proper' gets going. Setup play is in reverse order so
that the other players get more options when placing their explorers
and the starting ice floes. The Starting Player places last in the
setup phase to counter his/her slight advantage during play. This
tested well, so we kept it in.
Q. What should
happen if you're stuck at the start with no rope, no fish, and someone
is deliberately standing on the only bit of ice that you could have
reached, but can't move/rotate it and haven't got the right equipment
anyway?
A. Each player starts with 3 explorers, 1 rope and 1 fish, etc.,
so this should not be an issue (see "Preparation and Setup",
page 1: "Each Player Receives:"). If you start your explorers
from different stations in Alaska, the chances of getting stuck
in turn 1 are very small. If you bunch them together there may be
a problem, but that, of course, is part of game play.
Q. Can I
use all the objects in my rucksack together in one turn?
A. Yes. You may move one explorer as far as all the objects in your
rucksack and the ice floes will allow. This means that you could
potentially move from Alaska to Siberia in one turn, but this is
unlikely. Remember: you can only use the items in your rucksack
at the beginning of your turn. As soon as you stop to collect an
object, your explorer action is over.
Q. Can I
use a fish to swim from an ice floe to Siberia?
A. Yes. Although the rules state that fish allow movement across
the sea "from ice floe to ice floe", this extends to dry
land: i.e. a solid base. Therefore, you may use fish to swim to
and from Siberia, Alaska and the Diomede Islands.
Q. When you
step off land and onto an ice floe, do you pay the cost of 1 rope
as per usual to move over broken ice, and then leave the rope on
land?
A. Yes. The payment is to cross the pack ice, anchored at your starting
spot.
Q. If you
move 'empty handed' onto an ice floe containing a polar bear, can
you pick up any fish and then use it to move the polar bear, or
does the effect of the animal happen before you get a chance to
act?
A. You may never move 'empty handed' onto a floe containing a bear.
An object is collected at the end of your turn, so any objects used
in a given turn must already be in your rucksack at the beginning
of that turn (see top of page 3).
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