RULES OF PLAY
The Year is 1910. 3 Remove the Pack Ice card Take two of the six cards and shuffle with the 4 Place the fourteen risk dice on the
from the Weather cards. Pack Ice card. Then, place the remaining three action board, on their corresponding
“The Last Place on Earth” Shuffle the remaining cards on top of these three cards, and place coloured, six-sided and eight-sided
has yet to know the twelve Weather cards the six card Weather deck alongside the game dice spots.
footprint of man. and draw five board.
of them.
In Snowblind, you will be leading an Place the remaining
expedition of a polar Explorers, and attempt seven cards 5 Place the Medal token, Food
to be the first to return from the South Pole! back in the tokens and Research tokens
game box, alongside the board in easy
card reach of all players.
unseen. discard
QUICK GAME area
1 Place the game board in the center of
the play area.
2 Each player chooses to play one of the
four expeditions involved in the
historic race -
England, Norway, Germany
or Japan.
Each expedition begins with:
a In Zone 2 - two Scientists
6 The player
with the
(yellow pawn) and three coldest
Sailors (blue pawn), with hands
one camp, eleven crates, goes
three barrels, and first -
their Ship. give that
b In Zone 3 - player
one Captain the
(red pawn), Compass.
with four crates
and their
team Flag. You are now
c Three Camps ready to
and one begin the
team card Race
(showing
how to
for the
score
Pole.
Prestige
Presti
points on
one side of the
card, with a quick reference
Exposure chart on the rear of the card.)
HOW TO PLAY
The object of the game is to collect the most ROLL FOR EXPOSURE
Prestige points. The further you advance your
Captain, and the more men who survive the After performing an action, the player rolls
Antarctic winter at the end of the game, all the dice in their dice pool.
the more Prestige your expedition will Any die showing 4 or higher counts as an
receive.
rece This will require careful management Exposure result, except that 4's are ignored
of crates, food and camps: without supplies, if there is company
your explorers will not survive. (at least two active
Play proceeds over a series of rounds. explorers present),
Within eaeach round, players may make as many and both
moves as they like, from those available, with 1 1 1 4's and 5's
are ignored if
each additional move becoming increasingly
dangerous. there is a
A round ends when all players have passed. a b c camp present.
At the end of
o the round, a Weather card is For each Exposure result, the player must
drawn that may cause additional attrition, and expend a piece from the active zone
the next round begins. When the Pack Ice
2 (i.e. the zone where their action ended).
card is drawn from the Weather deck, d Supplies are always expended first, then
one last round is played and the game ends.
4 Active men, then Exhausted men, in that
order. Camps cannot be expended.
3 e f When you expend supplies
TURN SEQUENCE (crates or food), remove the
token from the board.
ACTIONS
In turn, starting with the player holding the Barrels may be
Compass, each player either performs an Each player occupies a single track on the 2 Green “blank” die: move a Scientist or a traded for 3 crates.
action with one of their active explorers, or board; they may move their pieces North or Sailor one zone with up to 1 crate.
passes, until every player has passed and the South, but not East or West. When you expend
round ends. 3 Purple d8: Hunt (add two food to a zone an act
active explorer,
1 Red, blue, yellow six-sided (d6s) and with an active explorer). they become exhausted:
A player performs an action by choosing a eight-sided dice (d8s): move an Note: food may never be moved. mark this by lying the
risk die from the action board and adding it to explorer of the corresponding colour one pawn down.
their personal dice pool. They then complete zone in either direction, with up to 4 Grey d8s: either
the action as indicated on the action board three crates. d move an explorer one zone with When you expend an exhausted
alongside the dice spot. The d6s are the less risky dice, but taking a no crates, rolling for Exposure in explorer, they perish:
The action is taken before rolling any dice. red, blue or yellow d8 provides a bonus: that Zone, then (if that explorer remove the pawn from the board.
If the die for a particular action has already a the red d8 moves a bonus explorer is still active) move him another Exhausted explorers cannot perform
been taken this round, that action is not and/or crate with the Captain; zone with no crates, rolling for actions, including moving, hunting or
available. If there are no dice remaining, a Exposure as usual; or building camps. They also do not count as
player must pass. b the yellow d8 awards one Research
e move any explorer one zone Company for active men, or when
token (these are worth Prestige at the
A player passes by placing their dice pool on with up to two crates; or determing an occupied zone.
end of the game);
their team card. They may take no further As soon as you have any supplies (crates or
c the blue d8 allows
all one crate to be f have any explorer place a camp food) in the same zone as an exhausted
actions this turn
tu and will roll no more dice.
traded for two food in the zone the in the zone they occupy. explorer, you may expend one of those
However, their dice are not returned to the
action board until the end of the round. Sailor moved to. supplies to revive the exhausted explorer
(making them active).
END OF ROUND THE CAPTAIN AND THE FLAG
When every player has passed, it is the end of Your Captain is the only piece that When your Captain returns
the round. If the Pack Ice card was revealed can move your Flag. to the ship and you have
last round, the game is over. If your Captain is still planted your
Otherwise, resolve the following steps active after an Flag at the Pole (Zone 6),
in order: Exposure roll, you may take an
you may move your Flag unclaimed Medal token.
1 A new Weather card is drawn. to his Zone.
Zon
This is treated as a new Exposure roll At the end of the game, If your Captain perishes,
using the number on the card; each player each Flag will score depending you are eliminated
applies this roll to their occupied Zone on the zone it is planted in. from the game.
closest to the Pole (only active explorers
count as occupying a Zone).
2 All dice are returned to SCORING
the action board.
When the game ends, each player places their
3 The Compass
flag token on the Prestige track, depending
is passed
to the left. on which zone it was planted:
4 If any player has their entire surviving 5/10/15 Prestige for their Flag in
team at base camp, and they have zone 4/5/6 respectively.
planted their Flag in Zone 6,
they do not participate in the Additional Prestige is awarded as follows:
For example, if Weather card (4) is drawn, each
player applies a (4) Exposure value in their next round.
Instead, each other player The Medal token is worth 2 Prestige.
occupied zone closest to the Pole; this will only
affect an explorer without company or a camp. starts the round by Example: Norway’s flag token is moved
taking a grey die from Every two Camps on the board are worth
from Zone 4 to 5 on the Prestige tarck
the action board 1 Prestige.
and adding it to
their dice pool. Every three crates on the board are
worth 1 Prestige
A new round begins starting with Each explorer at base camp is worth
the player holding the Compass. Prestige.
2P
Each Research token is worth
1 Prestige.
When the Pack Ice card is drawn from The winner is the player with the
the Weather deck, the expedition must most Prestige, with ties representing a shared
make haste to leave before their ship is victory.
permanently encased in ice. The Pack Ice
card signals that the last round of the
game is about to begin. The Race for the Pole is over.
SOLO RULES EPIC GAME
Remove the purple die and the green The Epic game is a longer version suitable for
die from the dice pool for the advanced players. It uses the following
entire game. variation in set-up:
Shuffle the following cards into the
Weather deck: 6, 6, 5, 4, 3, 2. Each expedition begins with:
Place the Pack Ice card on the bottom In Zone 1 - two Scientists (yellow pawn)
of the deck. and three Sailors (blue pawn), with
Place your Captain in Zone 2, and one one camp, eleven crates, three barrels, and
Scientist and two Sailors in Zone 1. their Ship.
Place 4 crates in Zone 2, and 20 crates
in Zone 1. In Zone 2 - one Captain (red pawn), with
Place the ship in Zone 1. four crates and their team Flag.
You do not start with any camps. You Remove the Pack Ice card from the
may only place one camp during the Weather cards.
entire game. Shuffle the remaining twelve Weather cards
If your Captain has not been to the Pole and and draw seven of them.
back to the Ship by the end of round 6, you Place the remaining five
f cards back in the
lose the game. game box, unseen. Take two of the seven
cards and shuffle with the Pack Ice card.
Then, place the remaining five cards on
Expert solo variant:
top of these three cards, and place the
In addition to the Pole objective, the
eight card Weather deck alongside the
following research objectives must have been
game board.
completed by end of the game:
Hard Mode: 2 Research tokens collected
Blizzard Mode: 4 Research tokens collected
Whiteout Mode: 6 Research tokens collected
CREDITS
Written, illustrated and produced by Robert van Zyl
Game design by Simon McGregor
Game development by Simmy Peerutin, Greg Cheetham-Slade, Adhil Patel
Copy proofing by Alex Kazik, Adhil Patel, Simon McGregor, Robert van Zyl
Playtesting by Anthony Silverston, Armand Filmalter, Sarah Scrimgeour,
Craig Lowman, Nik Simmons, Jessica Sutherland, Ethan Allen, Mark Allen,
Nicky
Ni Allen, Leah Rolando, Dylan Posthumous, James Gain, Melissa Densmore,
Chris Truter, Thomas van Heerden, Eric BigBox, Karen Robertson, Kate Sives,
Gareth Graham, Nicole McCreedy, Marvin Hsaio
3D modeling by Edward Ormond.
Special thanks to Margot Leger, Reg Voges
All rights reserved. Pleasant Company Studios Pty(Ltd) 2016