1 game setup components
In the austral summer of 1911, it started
a frantic race to reach the South Pole first.
That exploration became one of the greatest
adventures of mankind, a challenge starred
by the Norwegian Roald Amundsen and the
British Robert F. Scott.
Amundsen and Scott travelled to Antarctica
to win a race and, although only one could be
the first, both reached the glory.
A Game by Perepau Llistosella with the artwork of Pedro Soto
2 Players - 20 minutes of playing time - 10 years and up
55 cards for the basic game.
1 Board in two pieces.
1 Red Pawn (Amundsen)
1 Blue Pawn (Scott)
2 “Explorer/Player Aid” Cards
2 Rulebooks (Spanish and English)
“Patrons” Expansion
(8 Cards)
“Damned Weather!” Expansion
(5 cards and 1 die)
“1912 The Way Back” Expansion
(10 cards)*
Put together both pieces of the board showing
the trip to the South Pole (blue border).
The player who has travelled further south must
now choose which explorer (Amundsen or
Scott) he wants to incarnate in the game.
Each player takes his explorer’s card and place
his pawn in his ship of the board.
The deck is shuffled and placed near the board.
Each player is dealt a hand of 1 card from the
Draw 3 cards from the deck and place them face
up forming a row beside the deck
* These cards have the same back to the basic game but are distinguished by this symbol:
You must separate them from the 55 original cards and include them with the expansion.
Colour and symbol of the card.
It is used especially in the actions: “Advance”,
“Reach the South Pole” or “Back to Route”.
Symbol of the Special Action.
It may be a Special Action Discard
(to use with the action of “Take Cards”)
or a Special Action (to use with
the action of “Play Cards”) .
Effect of the Special Action.
Explained in the “Special Cards” section
The players incarnate Roald Amundsen and Robert F. Scott in his feat to be the first human
to reach the South Pole. Wins the game the player who arrives there first! The players who
incarnates Amundsen starts the game. Thereafter, players take alternating play turns. Each
player in his turn must choose between two main actions:
Take Cards or Play Cards
The player draws cards from the row, adding
After taking cards the player must move to
them to his hand. There are 3 options:
the right the remaining cards (if any) and
complete the gaps with cards from the
1- Take the further card to the right.
2- Discard one card* and take the two
further cards to the right.
3- Discard three cards* and take all three
face up cards from the row.
Special Action Discard
If any of the discarded cards
had the “Special Action Discard”
symbol, the player may in this moment
use this effect. If the player discard
three cards, and more than one
contained the symbol, the player must
choose which effect he wishes to use.
Hand Limit
The players may never hold more than 7
cards in his hands, so they will not be able
to choose the “Take Cards” action if it may
provoke exceeding this limit.
Exhausted deck
When the deck is exhausted, the discarded cards are shuffled to form a new deck.
When the second deck is in use and it get
exhausted too, if a player manifests that he
cannot perform the “Take Cards” action,
the game ends without a winner. Both
explorers have died frozen in Antarctica!
* The colorless special cards “Compass” and “Equipment Loss” can not be discarded with this action.
The player chooses one of the next options:
He may play one or more cards based upon
its colour to advance to the South Pole.
Depending on the played cards and their
colour, the explorer may advance more
than one space on the track:
To advance 1 space:
Play 1 card of the colour showed in the
next space.
To advance 2 spaces:
Play 3 cards (1 card of the colour of the
next space + 2 cards of the colour of the
second space).
To advance 3 spaces:
Play 5 cards (1 card of the colour of the
next space + 2 cards of the colour of the
second space + 2 cards of the colour of
the third space)
To advance 4 spaces:
Play 7 cards (1 card of the colour of the
next space + 2 cards of the colour of the
second space + 2 cards of the colour of
the third space + 2 cards of the colour of
the fourth space)
To reach the South Pole the player must
play four cards, one of each colour.
In this game there are colour wildcards
for both players.
Amundsen have “Greenland Dogs”
cards and Scott have “Mongolian
Horse” cards.
The explorers may play cards with a Special
Action to use its special effect:
Amundsen can
move from one
space (playing 1
yellow card) up to 4
spaces (playing
7 cards).
Play “Compass” (see “Special Cards”).
Play “Equipment Loss” (see “Special
Play 2 “Blizzard” cards (if playing
Amundsen) or 2 “Crevasse” cards (if
playing Scott) so that the opponent loses
the route (see “Losing the Route”).
Play 1 “Blizzard” or 1 “Crevasse” card
indistinctly, so that the opponent is
penalized if he has already lost its route
(see “Losing the Route”).
One of the strategic differences between the two expeditions was that
Amundsen based his transport in Greenlandic sled dogs, while Scott used
Mongolian horses. Amundsen sacrificed several dogs before reaching the pole
and stored the meat to the journey of return, and this strategy allowed him to
reduce the weight of the dog food and ensured the surviving animals feeding
in the return journey.
When a explorer loses its
route, the pawn is placed
in the lost (“?”) space just
before his current position.
Lost players in his turn are only able to:
use the “Take Cards” action
use the “Play Card with
Special Action” action
(except “Compass”).
playing a card to go
“Back to the Route”
A lost explorer can return to his correct
route by playing any colour card. The
colour indicates the space to which the
explorer will return, but this space should
be previous to his current position.
Scott has lost his way. He may
reroute playing a yellow, blue
or green card, moving his
pawn 1, 2 or 3 spaces
back, respectively.
Amundsen playing
2 “Blizzards” forces Scott
to lose his route. Scott
would do the same to
Amundsen with
2 “Crevasses”.
The lost player may have no choice but
“Take Cards” to re-route, or decide to wait
to do it later and improve the space to
If a explorer is already lost and his
opponent plays either a “Crevasse” or
“Blizzard” card, he must
move the pawn to the
previous “?” space.
Scott is still lost.
Amundsen plays one
Crevasse in order to
force him to backward
one “?” space.
But beware! because a lost player is vulnerable to be attacked by the opponent
and forced to move back “?” spaces
(see “Penalties”).
Wins the game the first player who reaches
the South Pole.
Be careful! Both players lose, frozen in
Antarctica, if the deck of cards is fully
depleted for a second time and a player, in
his turn, can not perform the desired “Take
Cards” action.
Amundsen reached the South Pole on December 14th, 1911. Scott
reached on January 17th, 1912 but died on his way back. He left this note:
“Had we lived, I should have had a tale to tell of the hardihood, endurance,
and courage of my companions which would have stirred the heart of every
Englishman. These rough notes and our dead bodies must tell the tale”.
Their effect is activated when they
are played in a “Play Cards” action.
Equipment Loss. This
colourless card can not be
discarded with the “Take
Cards” action. To activate its
special effect it must be
played alone in the “Play
Cards” action. The explorer
plays this card in front of his
opponent to limit his hand to
a maximum of 5 cards during the rest of
the game. If the opponente had more
than 5 cards, he must discard the excess.
Compass. This colourless
card can not be discarded
with the “Take Cards” action.
If played before the 85o
parallel, the player advances
1 space towards the South
Pole. If played after crossing
the 85o parallel, the player
goes back 1 space.
Furthermore, a player must play it
before reaching the South Pole, given
that to have a compass in his hands
prevents him from reaching there.
Their effect is activated when they
are discarded, at the end of turn, in
a “Take Cards” action.
Drop of Supplies. The
player draws a random card
from the opponent’s hand
and adds it to his hand (it
can’t be activated if the
player’s hand will end with
the limit of the cards).
Sacrifice. The opponent
shows his hand and discards
every “Good Weather” and
“Greenland Dog” (if
Amundsen) or “Good Weather” and “Mongolian
Horse” (if Scott) he could
Good Weather. The player
draws the top card from the
deck face down. If the colour
of the card matches with the
colour of his next space in
the route, he may show the
card to advance one space.
In any case, he adds the card
to his hand.
1911 Amundsen vs Scott
Author: Perepau Llistosella
Illustration & Design: Pedro Soto
Rules: Perepau Llistosella y Pedro
Traslation: Luis García Castro
Blizzard. If Amundsen plays 2 “Blizzards”
together, Scott loses his route. Also, with
a single “Blizzard” card, Scott or
Amundsen forces the opponent (if he
already had lost his route) to move back
to the previous “?” space.
Crevasse. If Scott plays 2 “Crevasse”
together, Scott loses his route. Also, with
a single “Crevasse” card, Scott or
Amundsen forces the opponent (if he
already had lost his route) to move back
to the previous “?” space.
Published by: Looping Games
Acknowledgements from the Author:
to Cittadino Vilallonga family (5mpj.es), to
Cristophe Ribouldingue for their efforts to
make the game published, to Pol Cors for
their support, to Sonja Wasny and to all those
people who have dream impossible dreams.
Acknowledgements from the Game Artist:
to Eva, because since I’m with her I don’t
travel alone any more and to little Emma
who came to join us while we were lost in
Before the beggining of the game, players may decide whether they want to play with one or
more variants of the standard game. Some will require them to add their associated cards.
This variant changes only one rule of the basic game: If Scott has lost his route and his opponent plays either a “Crevasse” or a “Blizzard” card, the player incarnating Scott will directly
lose the game. This variant can apply also to Amundsen if the players agree that before
Advanced players will play with a visible row of 6 cards instead of 3 as in the basic game.
The rest of the rules remain the same. When a player draws cards, they shall be those located further to the right.
Patrons add a small modification at the start and during the
game. In the game setup, after picking characters, the 8 patrons
are divided in two groups according to their nation (Norway or
United Kingdom). Then, both groups are shuffled separately and
each player takes 1 random patron from his corresponding nation.
Each player put his patron in front of him to will be able to use his
special abilities:
Ferry Llistënberg: The player
starts the game with 3 cards
in his hand (instead 1).
Öte Petersson: The first
horse to appear in the line
of cards will be removed.
The gap is then filled with
the next card.
Mikael Björnetson: The
player starts the game from
the first space of the route
(instead of from the boat).
Anna Karbünsen: The
player may be able to use
the patron card as a colour
wildcard (just once).
George Al Caldwell: The
player starts the game with
4 cards in his hand (instead 1).
Marvin MacRayne: the
first two dogs to appear
in the line of cards will be
removed. The gap is then
filled with the next card.
Adolph Anybarrow VII: The
player starts the game from
the first space of the route
(instead of from the boat).
Joseph Galloway: The
player may be able to use
the patron card as a colour
wildcard (just once).
This expansion is composed of 10 cards distinguishable by a special symbol. These
cards have the same reverse side to the cards of the basic game. You must be careful to separate them before the beginning of any game. The game boards have in
their reverse a secondary design representing the return trip of Amundsen and
Scott from the South Pole to the boats that brought them to Antarctica.
Important: Although both players may have agreed to play this variant, if one of them reaches the South Pole before the opponent had crossed the 85o parallel, the game ends immediately with the victory of the former. Moreover, you must follow these other rules:
When a player reaches the South
Pole, the game board is flipped
to play the way back.
The pawns are placed in the appropriate spaces
according to the ones reached in the southwards trip
(one of them starts in the South Pole, and the other in
the space with the same colour as his last position).
The player who has not yet reached the South Pole
follows the same rules of the southwards trip until
he reaches it, although he won’t be able
to make the opponent lose the route.
The 10 cards of this
expansion are added
to the card deck as it
ended the first trip.
This new deck must
contain a minimum of
25 cards, otherwise
random cards from
the discard pile will
be added until the
minimum is reached
The cards in the
row remain
the same.
Each player in his turn of 1912 The Way Back must choose between two main actions:
In addition to the previous 3 options of “Take
Cards”, the players in this expansion will be
able a fourth option: Discard the rightmost
card and draw a face down card from the deck
The 1912 The Way Back board shows spaces with two requirements: by colour and by
symbol. Players can only move one space per
turn: discarding 2 cards with the required
combination, or 1 card that matches the combination by itself.
The last space corresponds to the boat of
each player. To reach the boat and win the
game, the player must play the required
boat card according to his explorer.
In 1912 The Way Back, none of the
cards has effects, neither after being
discarded or played, with the exception of the colourless card: “Equipment
Loss” and “Compass” and the new ship
cards: “Fram” and “Terranova”.
The Ships: They are
colourless cards. When a
player draws it from the
deck or takes it from the
row the card with the
opponent’s boat, he must
return it to its owner and
discard all the cards from
his hand except one!
And, if the owner has the
maximum of cards in
hand, he must discard all
to receive the ship!
Equipment Loss: The
player with the “Equipment Loss” card in front of
him, takes that card and
adds it to his hand (he has
found his lost equipment),
then he regains the maximum of 7 cards in hand.
This card acts now as a
colour or symbol wildcard.
Compass: These
cards now are wildcards. You can play the
“Compass” as any
colour or any symbol.
The winner is the first player to reach his
own boat. If no player reaches his boat
before the deck is exhausted for the second
time, the game ends with a draw.
This variant, composed by 5 cards
and a die, adds to the game a random component related to the
weather conditions.
The players shuffle the 5 cards
of “Damned Weather!” and
place them face down near the
game board. When a player
ends his turn being the first
one to cross a parallel, he discover the first card from the
weather deck and rolls the die.
According to the die result:
Sunny. Both players draw a card face
down from the deck. A player will not be
able to do this if that will make him
exceed the hand limit
Stable. The player who has crossed the
parallel takes any card from the row, and
then the opponent takes the other two
(if combined with the “Advanced Game”,
players choose between the 3 further
cards to the right). The players complete
the row again with cards from the deck.
A player will not be able to
do this, or do this entirely, if
that will make him exceed
the hand limit.
Windy. Players exchange 1
card from his hand. A player
without cards in his hand
does not perform the action
Stormy. The 3 cards (6 cards in the
“Advanced Game” variant) from the row
are discarded. The players complete the
row again with cards from the deck.
Freezing Cold. Both players discard one
card from his hand.
When a player passes through another
parallel uncrossed by any explorer, draw a
new card and roll the die. If a player crosses two parallel in one “advanced” action,
draw and execute two cards.
Important: If played with “1912: The
Way Back” expansion, this expansion only
applies to the the first trip southwards.
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