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Doggerland

Doggerland

Designer Laurent Guilbert
Jérôme Daniel Snowrchoff
Publisher Super Meeple
Players 1-4
Playtime 30-120 mins
Suggested Age 14 and up


Doggerland was a landmass that connected Great Britain to mainland Europe that disappeared under the North Sea after the last ice age. Humans lived on these fertile lands where multiple resources and animals were found.

In Doggerland, you embody a clan around 15,000 BCE, and your goal is to expand your clan in order to leave a trace of its existence for centuries to come.

Players have to increase their population, make crafts, paint murals in caves, raise megaliths for the gods, and (most of all) survive the rigors of the seasons. To do this, they have to explore the surrounding territory and adapt to the resources at their disposal.

This territory differs in each game thanks to modular tiles. Each round, players have to program their actions, then carry them out. The actions will vary based on available resources, their abundance or scarcity around their village, and also based on the actions and reactions of what other players have chosen. As time passes, resources will run out, and clans must migrate to find what they need for their development and survival.

In each clan, players have a leader who brings multiple bonuses and a shaman who allows powerful and unique actions thanks to her knowledge and magic.

After 6-8 seasons, the clan with the most points wins.

$50.05
Doggerland
$50.05

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Description

Designer Laurent Guilbert
Jérôme Daniel Snowrchoff
Publisher Super Meeple
Players 1-4
Playtime 30-120 mins
Suggested Age 14 and up


Doggerland was a landmass that connected Great Britain to mainland Europe that disappeared under the North Sea after the last ice age. Humans lived on these fertile lands where multiple resources and animals were found.

In Doggerland, you embody a clan around 15,000 BCE, and your goal is to expand your clan in order to leave a trace of its existence for centuries to come.

Players have to increase their population, make crafts, paint murals in caves, raise megaliths for the gods, and (most of all) survive the rigors of the seasons. To do this, they have to explore the surrounding territory and adapt to the resources at their disposal.

This territory differs in each game thanks to modular tiles. Each round, players have to program their actions, then carry them out. The actions will vary based on available resources, their abundance or scarcity around their village, and also based on the actions and reactions of what other players have chosen. As time passes, resources will run out, and clans must migrate to find what they need for their development and survival.

In each clan, players have a leader who brings multiple bonuses and a shaman who allows powerful and unique actions thanks to her knowledge and magic.

After 6-8 seasons, the clan with the most points wins.

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