Inuit includes two expansion modules you can add to your game to make it more nuanced. It is recommended that you play the base game at least a few times before adding any of the two expansion modules below.

Each module can be used separately, or you can use them both at the same time.


Module 1 - The Spirit of the Great White

The Spirit of the Great White module adds an extra layer of interaction to the game by introducing a direct conflict between player villages.

If you want a slightly more competitive game, add all components from this module to your game.


Module Components

All cards from this module have printed in the middle of the right edge of the card.


13 Great Game cards


4 Rite of Change cards


1 The Arctic Wolf - Spirit
of Blood card


9 Legendary Character cards


8 Conflict cards


Game Setup Changes

  1. Find the "The Walrus - Spirit of Might" card among the base game cards and remove it from the game (by placing it back in the game box).

  2. If playing with fewer than four players find all Conflict cards with village colors absent from the game and remove them (by placing them back in the game box).

  3. After setting aside the First Player card and Polar Nightfall card, shuffle all cards from this module together with the base game cards.

  4. Proceed with normal setup of the game.



Module Rules

The only changes introduced to the game come from the new types of cards. Below follows a list of new cards included in the Spirit of the Great White module.

Conflict Cards

If a Conflict card is revealed during setup at the beginning of the game, it is removed from the game without effect and a replacement card is drawn. If, on your turn, a Conflict card is revealed and placed in the Great White, you must immediately decide what to do with the card:



  1. Declare War: place the card face up next to your village board (on the far left side). At the end of the game, each of your Weapons of the player color depicted on the Conflict card will be worth an additional 2 Victory Points.

    At the end of the game, compare the number of Warriors you and the other player have (whose color is depicted on the Conflict card). Out of the two of you, the player with more Warriors scores 4 Victory Points.

    In case of a tie, the player with more Weapons receives the points. In case of a further tie, the owner of the card receives 4 Victory Points.

  2. Forge an Alliance: place the card face down next to your village board (on the far right side). At the end of the game, you and the player whose color is depicted on the Conflict card both score 2 Victory Points.

  3. Immediately discard the card with no further effect, and draw a replacement.

Important: If you draw a Conflict card depicting the symbol of your own village, remove the card from the game and draw another card from the deck as replacement.


Legendary Character Cards

The Legendary Character cards work mostly like regular Inuit cards (including the ability of taking them as Weapons from the Great White). With two exceptions (discussed below) each Legendary Character has one specific occupation.

This is the only Occupation that the Legendary Character can pursue if added to your village when resolving the Elder Occupation. Each Legendary Character can also score 8 Victory Points if you fulfil the condition outlined on the card.

There are 2 special Legendary Characters that work slightly differently from the rest:

  • Legendary Drum Dancer: You may place this Legendary Character below any Occupation, but you will not be able to place any more cards below that Occupation.

    Additionally, you are prohibited from resolving this Occupation's ability for the rest of the game.

    This Legendary Character is worth 6 Victory Points at the end of the game.

  • Legendary Healer: This Legendary Character may pursue any Occupation, where the Character counts as 2 Inuit, but may never be taken as a Weapon.



Important: Unlike regular Inuit cards (which can add or subtract 1 or 2 Victory Points, depending on their color), each Legendary Character (apart from the Drum Dancer) subtracts 4 Victory Points from your final score.

If you fulfil the Legendary Character's condition (if one exists), you will receive 8 Victory Points, which will (in total) net you 4 Victory Points: +8 for fulfilling the condition and -4 for the Character's base Victory Point value.

Please note that the Legendary Healer does not provide you with the ability to score 8 Victory Points, but for all intents counts as 2 Inuit cards in your village.


Great Game Cards

These cards work like regular Game cards for scoring purposes of the Spirit of Ice, Water, and Wind, but they bring more Victory Points at the end of the game than regular Game cards.

During your turn, you may take only one Great Game card of each type - but you can still take more regular Game cards.


Rite of Change

This card functions like any other Rite in the game.



The Arctic Wolf - Spirit of Blood

This Spirit scores 1 Victory Point for each Weapon in your village.





Module 2 - Rising Sun

The Rising Sun module adds more seasons to the game, each with its own special effects and influence on the game.


Module Components


3 Sunrise cards


4 High Sun cards


4 Sunset cards

All cards from this module have printed in the middle of the right edge of the card.


Game Setup Changes

  1. After setting aside the First Player card and Polar Nightfall card and shuffling the deck thoroughly, prepare the Great White by drawing 10 face-up cards to it.

  2. Choose 1 Sunrise, 1 High Sun, and 1 Sunset card, either randomly or by picking one of each type that all players agree to.

  3. Create 4 face-down piles: the first by counting 10 face-down cards, and three piles by dividing the remaining cards into three roughly equal decks.

  4. Shuffle the Polar Nightfall card into the 10-card deck.

  5. Place 1 of the remaining piles on top of the 11-card deck (containing the Polar Nightfall card), thus forming the main deck. Place the Sunset card face down on top of the main deck.

  6. Place 1 of the remaining 2 piles on top of the main deck. Place the High Sun card face down on top of the main deck.

  7. Place the Sunrise card face up near the main deck - this is the current active Rising Sun effect.


Module Rules

The game follows all basic rules, except for the active Rising Sun effect which you must always consider during your turn.

At the beginning of the game, the Sunrise effect is active. However, the moment a player reveals a new Rising Sun card, the currently active card is removed from the game, and the newly revealed Rising Sun card becomes the active Rising Sun card.

In other words, during any given game, Sunrise will be active first, then High Sun, and finally Sunset. Whenever a Rising Sun card is revealed (and becomes active) you must immediately draw a replacement card.

The effect of each Rising Sun card is outlined on the card itself. Resolving the effect is optional (a player may decide to ignore the Rising Sun card), unless the card states that its effect must be resolved, or if it is the Polar Nightfall card, which ends the game as normal.

If a card requires you to discard a card from your village, the discarded card is removed from the game - place it back in the game box.


Promo Cards

Your copy of Inuit: The Snow Folk came with 2 cards described nowhere else in these rules. These cards are promotional items for 2 other games published by Board & Dice.

If one of the following games ever enters your collection, you will have some extra content to play with! Otherwise, the cards also make great small gifts for any friend who has a copy of Dice Settlers or Dust in the Wings.

This card is a promo item for Dice Settlers, a light civilization game of dice bag building, expansion, and area control, featuring fast gameplay, amazing art, and over 50 custom dice!

Simply add the Merchant Routes promo card as an option when setting up your Technology tableau.


This card is a promo item for Dust in the Wings, a light strategy game of clever maneuvering, where you try to position beautiful wooden butterflies on a meadow board in order to take the best photos and score the most points.

Add this card to the Gathering deck. To fulfill it, you must end your move on a space that contains 5 butterflies: 1 red, 1 blue and 1 yellow butterfly, and two other butterflies of any color - as long as it is the same color (both are blue, both are red, or both are yellow).


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