The Black Amazons In King Solomon’s Lost City Of The Diamond Mines In The Elephant’s Graveyard At The Source Of The Nile
The Black Amazons In King Solomon’s Lost City Of The Diamond Mines In The Elephant’s Graveyard At The Source Of The Nile
As designed, this was meant to be a convention game where ample space would be available. I was fortunate enough to have had a large area for the playtest (the table requires 18′ x 18′). However, if adaquate space is lacking, the approaches can be played on seperate tables then moved to the main table as the explorers arrive. Also, there is no reason why the game can not broken up into four seperate games. A group of explorers could run through one or more of the quests taking a different supercargo and a different route for each adventure. Many of the rules and concepts of the game were taken from my “Ubongo” (posted on the site) If I have left anything out here, You can check in those rules for clarification. Also, you can contact me through firstname.lastname@example.org Chris Ferree, Editor-In-Chief Good luck, and I hope you enjoy this game. Chris Ferree
Four teams of ardent explorers are racing into unknown parts of Africa in search of glory and riches beyond measure. Guided by hearsay, rumors, and third hand information each party will attempt to conquer the unyielding environment and plunge into the heart of darkest Africa.
The Game begins with each of the four teams outfitting their expedition. Then the teams will move through the “uncharted” wilderness using rules that are a blend of Avalon Hill’s “Source Of The Nile” and Larry Brom’s “The Sword And The Flame”. Exploring, hunting, natives, natural, and other disasters will all have to be dealt with.
The Game Table- The Game Table is set up with a 6′ x 6′ square in the center and a 3′ x 6′ table projecting out from the center of each side. The teams will know that there is a mountain range where the narrow table meets the main table and the terrain 1 foot in from the far edge, but they will know nothing about what lies in between.
Each approach table will start with a different terrain type. The following four terrain types should be used; Veldt, Swamp, Jungle, and Desert.
Exploring new squares- Each Table should be divided into one foot squares. When a new square is moved into roll 2D8 and compare the dice individually with the direction indicator on the map(1,3,5,and 7 are through the sides of the square. 2,4,6, and 8 are through the corners). Check the squares indicated by the dice roll, if one of the squares is known then the new square is the same terrain type. If both squares are unknown then roll 1D10 on the terrain table below:
- 1-4 = Jungle
- 5-7 = Veldt
- 8 = Mountain
- 9 = Swamp
- 0 =Desert
Streams- If the party is following a stream or river, roll 1D10:
- 1-8 River/stream continues determine the exit direction.
- 9 The river/stream forks. Determine two exit directions.
- 0 The river/stream ends. (If following downstream, a stream can not end unless the terrain of the square is a swamp.)
To determine the exit direction for a river or stream, find the number on the direction indicator that corresponds to the direction that the stream enters the square. Move over 1 number in a clockwise direction. Roll 1D6, and count around the direction indicator the number indicated on the die. The result is the exit side for the stream.
For example, a stream enters a square from direction 4. Starting on number 5, a D6 is rolled scoring a “5”. Counting around clockwise 5 numbers, the exit direction is 2.
All streams flow toward the sea or the river. Streams can not form circles. If the random results indicate a stream circle, either reroll the result or choose an appropriate direction.
If the party is not following a stream or river, roll 1D10:
- 1-9 no stream
- 0 stream crosses
If a stream is discovered, roll 1D8 to determine one direction (roll again if the direction is the same that the party entered the square by. Determine the other direction as done for following streams (again reroll if the indicated direction is the same that the party entered by).
Trails- Trails are determined the same as streams except they can end at any time.
It is strongly recommended that the gamesmaster determine the terrain prior to play as this will help speed up the game. It can be revealed to the players as they move through the table
Outfitting The Expeditions- Each of the four expeditions will have to obtain men and supplies. $1,000 is allotted to each team to purchase supplies and hire men and animals. Below is a price list for the items available to each of the expeditions.
|Item||Cost||Portage Cost||Carrying Capacity|
|Regular Ammo(10 rounds)||$10||1||N/A|
|Express Ammo(10 rounds)||$20||1||N/A|
|Pistol Ammo (10 rounds)||$5||1||N/A|
|Canoe||$50||15 (if carried)||300|
Description Of Items-
Rations- Non-perishable food. 1 ration will feed 1 man for 1 day.
Trade Goods- Cloth, beads, and trinkets used for barter with the natives.
Medicine- General purpose first aid material. 1 medicine will treat 1 man 1 time.
Regular Ammo- Cartridges for a regular rifle. Each round of ammo is good for 1 Die roll in combat. Ammo use for hunting is calculated differently and is described in the hunting rules.
Express Ammo- Cartridges for an Express rifle. Each round of ammo is good for 1 Die roll in combat. Ammo use for hunting is calculated differently and is described in the hunting rules.
Regular Rifle- A generic military style rifle. It has no modifiers to hunting.
Express Rifle- A special Big Game rifle. Gives a +1 bonus to hit. It does 1D6 extra damage when shooting animals and in combat, all red cards are kills.
Canoe- A native boat that can carry 300 portage points of cargo. Canoes must be paddled by bearers. Each man in a canoe cost 15 portage points of the boats total.
Pack Animals- Ponies, donkeys, mules, horses, or camels that carry supplies. Pack animals must be led by bearers. 1 bearer can lead up to 3 pack animals. Camels can not enter Jungle, Swamp, or Mountains. Pack animals (except camels) will need 2 units of water each turn it is in the desert.
Bearers- Men that carry supplies, paddle canoes, and lead pack animals. They can not hunt, fight, or guide.
Reliable Bearer- He will perform all of the functions of a normal bearer, but he will not abandon his post for any reason. A reliable bearer can fight if no askari are present.
Askari- Men that hunt and provide protection for the expedition. They can not guide or carry a load. Each askari comes with a musket and 20 rounds of ammo. Askari can not use ammo purchased separately.
Guide- A man that helps keep the expedition moving in the right direction. He can not carry supplies, hunt, or fight. Only one guide can be used in a turn. If a guide is used but the expedition gets lost anyway, the guide leaves in disgrace.
The Explorer(s)-All Europeans that go along with an expedition are classed as explorers. While in the presence of ordinary bearers, askari, or guides, an explorer may carry no other load than a rifle, a side arm, 10 rounds of ammo for each and a knife. If the explorer is carrying more than that listed above, he loses face and is abandoned by all of the natives employed (except reliable bearers). The transport of treasure is the only exception to the above rule, explorers may carry a full load of treasure without disgrace.
Each explorer will have a skill that may help him in his journey. An explorer’s skill is randomly determined. Below is a list of Explorer’s skills and their benefit.
- Crack Shot- The explorer is an expert in the use of firearms.
Bonus- The player may adjust the die roll for a normal (snap) shot up or down by 1 point and that of an aimed shot by 2 points.
- Commanding Presence- The explorer has a bearing that commands respect and awe.
Bonus- The explorer counts as 5 armed men when approaching natives with a Forceful posture.
- Diplomat- The explorer has a way of calming nervous and untrusting strangers.
Bonus- The explorer gets to count as using 1D4 additional gifts when approaching natives with a Friendly posture.
- Hunter- The explorer has an exceptional ability in tracking and collecting game.
Bonus- +1 to all rolls for food gathered when hunting.
- Nose For Direction- The explorer has an uncanny sense of direction.
Bonus- Subtract 2 from the ‘Lost Direction’ die roll. A result of less than 1 means that the party is not actually lost (though the guide will believe they are and leave). Do not use this modifier when determining the direction of a supercargo event.
- Lucky Bastard- The explorer has the ability to escape seemingly fatal situations.
Bonus- Any time the explorer dies roll 1D6 and add the number of previous ‘Lucky Bastard’ rolls to the result. If the total is less than 6 the explorer cheats death and can continue the game.
- Africa Knowledge- The explorer has a superior understanding of the natives habits.
Bonus- The Explorer may determine the natives Attitude total before deciding on the parties posture.
- Packmaster- The explorer has the ability to make a pack so that more can be carried.
Bonus- All load bearers (human, animal, or mechanical) can carry an additional 20 percent of its Carrying Capacity.
- Pugilist- The explorer is an expert in hand to hand combat.
Bonus- Additional +1 in melee.
- Botanist- The explorer is a professor of Botany.
Bonus- The party ignores any events involving plants, fruits, or berries.Lucky Breaks- Each expedition will receive 2+1D4 ‘Lucky Breaks’. A Lucky Break is used to change the last die roll made by the expedition. When a Lucky Break is played, the party re-rolls its last die.
Supercargo- An expedition may wish to get additional money for outfitting. Taking on a supercargo will allow the party extra cash. The party will have to take along the supercargo and deal with the difficulties that arise from their presence. Below are listed additional rules governing supercargoes.
There are 4 supercargoes available; The Heroine, The Missionaries, The Photographer, and the Journalist. Each are described below.
Heroine- Mrs. Ima N. Trubell has a husband that has attempted your trek before. He is presumed lost and she wishes to look for him. To this end, Mrs. Trubell will donate $500 and an ox-wagon (with a team of 6) to the expedition.
Additional rules for the Heroine-
- Mrs. Trubell can not be intentionally killed by the party members.
- When in combat, all Europeans will defend the lady unto death.
- The following movement restrictions are applied to the ox- wagon:
- With six or more oxen the wagon can move at the Normal or Cautious Activity Level.
- With four or five oxen the wagon can move at the Cautious Activity Level.
- With less than four oxen the wagon can not move.
- The ox-wagon can not move in Mountains.
- Additional oxen may be purchased for $50 each.
- The ox-wagon can carry 300 Portage Points of goods or passengers.
- The presence of Mrs. Trubell may cause additional events. During the event phase of the turn roll an additional D6 for the lady. If a ‘1’ is rolled, roll again on the Heroine Event Table:
Die Roll Result 1 Mrs. Trubell becomes sick and can not be moved this turn. 2 An animal attempts to get in to Mrs. Trubell’s tent. She fires wildly with her revolver. Roll 1D6. If a ‘1’ is rolled a bearer is accidently killed. On a ‘6’ she bags the animal. 3 Mrs. Trubell has determined that the expedition is off course. Move as lost this turn. 4 The wagon breaks down and will take 1 turn to fix. 5 The wagon breaks down and can not be fixed. 6 Mrs. Trubell wakes up with a snake in her bed. Lose half a turn’s movement while she recovers from the fright.
Missionaries- Mr. Watson and Mrs. Abbigail Goodword have been called upon to spread the gospel in a remote part of the country. They will donate $400 and a mule cart toward the trip.
Additional Rules for the Missionaries-
- The mule cart can carry 150 Portage Points of goods or passengers.
- 40 Portage Points of the carts capacity are taken up by a piano.
- As long as there are 4 more bearers than Europeans, The piano must be brought along.
- The following movement restrictions are applied to the mule cart:
- With four or more mules the cart can move at any Activity Level.
- With three mules the cart can move at the Normal or Cautious Activity Level.
- With two mules the cart can move at the Cautious Activity Level only.
- With less than two mules the cart can not move.
- Additional mules may be purchased for $50 each.
- The presence of the Goodwords may cause additional events. During the event phase of the turn roll an additional D6 for the missionaries. If a ‘1’is rolled, roll again on the Missionaries Event Table:
Die Roll Result 1 Lose this turns movement for prayers. 2 The Goodwords have determined that their station is nearby. Move as lost this turn. If natives are found the missionaries will stay with them, leaving everything (except the paino) to the expedition. 3 The cart breaks down. It will take 1 turn to repair. 4 The cart breaks down and can not be repaired. 5 1D3 Askari abandon the party after the missionaries attempt to convert them. 6 Mrs. Goodword’s piano playing scares off the game. No hunting this turn.
Photographer- Mr. Godfrey Lenscap wishes to make a photo-journal of Africa. He will donate an additional $300 to the expedition to tag along.
Additional Rules for the Photographer-
- Mr. Lenscap has 50 portage points of equipment that will have to be carried. 10 portage points of this total are photographic plates.
- To gain any victory points from Mr. Lenscap, the plates must make it back to civilization.
- The controlling player may direct the photographer to take up to 10 photos that may score victory points.
- Photos taken as a result of a photographers event are deducted from the 10 possible that the player can direct.
- For each 4 portage points of photographic supplies lost (other than plates), the players lose one opportunity for a picture.
- For each of the players photos developed in the field, 4 portage points of photographic supplies are used.
- The presence of the Mr. Lenscap may cause additional events. During the event phase of the turn roll an additional D6 for the photographer. If a ‘1’ is rolled, roll again on the Photographers Event Table:
Die Roll Result 1 Mr. Lenscap is told of a unique geological feature nearby. Move as if lost this turn. If the party does not actually become lost they find the feature. The picture will be worth 2 v.p. on its return to civilization. 2 The photographer needs to develop his plates. Lose this turns movement. 3 Flash powder explosion! Lose one bearer with photographic supplies and his load. 4 A fascinating shot becomes available. Lose one die from this turns movement. 5 A bearer drinks developing solution and dies. Mr. Lenscap is told of a rare animal nearby. Move as if lost this turn. If the party does not actually become lost they find the animal. The picture will be worth 2 v.p. on its return to civilization.
Journalist- Morton Stanley Henry will give the expedition an additional $200 to accompany the expedition and have exclusive rights to the story.
Additional Rules For The Journalist-
- The journalist will decide the expeditions posture towards the natives. Roll 1D6 and consult the table below:
Die Roll Result 1-2 Defensive 3-4 Friendly 5-6 Forceful
- For each encounter with natives Mr. Henry will write a story. To determine how the party will fare back at home roll 1D6 on the appropriate table below:If The Natives Are Friendly-
Die Roll Result 1-3 Natives see the light of Civilization +2 v.p. 4-6 The party is going native -2 v.p.
If The Natives Are Hostile Party Wins The Fight-
Die Roll Result 1-3 Natives see the light of Civilization +3 v.p. 4-6 The party abuses helpless savages -3 v.p.
If The Natives Are Hostile Party loses The Fight-
The party defends itself against overwhelming odds. +5 v.p.
Sequence Of Play- Once each expedition is outfitted, the following sequence of play will be used.
- Select An Activity Level.
- Move Expedition.
- Determine Movement Route.
- Make An Event Check.
- Make A “Lost” Check.
- Move the expedition.
- Make A Native Encounter Check.
- Care For Sick And Injured.
Step 1: Select An Activity Level- The Activity Level represents the care taken by the expedition. It determines the speed at which the party travels and its chance of getting lost or having an event. There are three Activity Levels available: Cautious, Normal, and Reckless. Each are explained below.
- Cautious- The expedition is taking every precaution to ensure the safety of its members.
Movement Dice – 2 Lost Modifier- -1 Event Die- 1D8 Posture Modifier- +1D6
- Normal- The expedition is taking reasonable precautions to ensure the safety of its members.
Movement Dice – 3 Lost Modifier- 0 Event Die- 1D6 Posture Modifier- 0
- Reckless- The expedition is trying to make time and is cutting corners in regards to safety.
Movement Dice – 5 Lost Modifier- +1 Event Die- 1D6-1 Posture Modifier- -1D6
Step 2: Movement- The number of Movement Dice is determined by the Activity Level of the expedition. The type of dice is determined by the terrain currently occupied by the party. The list below shows the type of dice used for a particular terrain.
Veldt – D8 Jungle – D6 Mountain – D6 Swamp- D4 on foot / D6 in canoe Desert – D6 Canoe On River- D10
Event Checks- If an event occurs roll 1D10 on the table for the terrain type that the party occupies. Find the result on the table and resolve the encounter. Event occurrence and their results for supercargoes are discussed above.
Wilderness Encounters Table – Mountains 1 One randomly determined porter slips and falls to his death from the narrow mountain path. His load is lost. 2 1D6 + 10 baboons attack the camp. They start 2D6 inches away in a randomly determined direction. 3 There is no path through this area of mountains. Mark the square as impassable. 4 Lost! The party is moved 1D3 squares in a randomly determined direction. 5 The cold has made 1D6 party members sick. Randomly determine who is sick. 6 3D6 Chimpanzees raid the camp. They are found in the food stores. Each chimp will take 1D6 units of food unless shot. 7 A porter steps off into the bush to relieve himself and is confronted by 1D6 Mountain Gorillas. They will be 1D6 inches from the porter (each in a randomly determined direction) and the party will be 2D6 inches from the nearest gorilla. Roll 1D6 for the porters action:
- 1-2 (A)Remain still and quiet.
- 3-4 (B)Back away slowly.
- 5-6 (D) Run for his life!
If the gorillas charge or the porter runs then the party will be alerted to their presence.
8 Avalanche! Huge boulders come crashing down the mountain side. Roll 1D6 for each member of the party. If a “1” is rolled that person is caught in the landslide. Roll 1D6 for each person caught:
- person is OK but his load is lost. (His load is anything carried i.e. suplies, trade goods, gun, etc.)
- The person is injured, but his load is saved.
- The person is injured and his load is lost.
- The person is severely injured, but his load is saved.
- The person is severely injured and his load is lost.
- The person is killed and his load is lost.
Note: Severely injured men add “2” to their roll on the injury table.
9 A porter eats some strange berries and dies. 0 A porter stumbles on the trail and drops his load. It tumbles down the mountainside and is lost. Wilderness Encounters Table – Jungle 1 Voodoo signs mark danger in the next square. The Porters will not enter that square for the rest of the mission. 2 A python drops from the trees above on to a randomly determined member of the party. The snake can not be shot without hitting its victim. Up to 2 persons may attack the python with their knives. For each attack roll 1D6:
- 1-3 missed.
- 4 Snake hit.
- 5 Snake hit and person nicked.
- 6 person hit.
At the end of each round, add the total number of hits on the snake to the roll of 1D6. If the result is 10 or more the snake ois killed.For each round that the python has the person, roll 1D6:
- 1- The person is killed.
- 2- The person is injured.
- 3-5- The person is held, but not hurt
- 6- The person escapes.
Note: 3 nicks equals 1 injury. For every 3 injuries add “1” to the person’s injury roll.
3 Lost! can not move this tun. 4 A randomly determined porter wanders from the path and is never seen again. His load is lost. 5 A leopard attacks a randomly determined person in the party. The 4 nearest armed members may attempt to shoot the cat with a snap shot before it hits its victim. 6 1D6 members of the party become sick after being bitten by insects. 7 2D6 elephants come crashing through camp. 1D6 loads of supplies are destroyed. The elephants will charge the nearest person. 8 Bad omens are seen by the porters. 1D6 porters put down their loads and disappear into the jungle and are never seen again. 9 1D6 party members become sick after eating some fruit found in the jungle. Roll on the Sickness Table for each affected man 0 A randomly determined party member fall down a hill and is injured. Roll on the Injury Table. Wilderness Encounters Table – Swamp 1 1D6 party members fall into quicksand! Each turn roll 1D6 for each person in the quicksand and add 1 for each turn that the individual is in the mire. If the result is “6” or more the person is sucked under and is never seen again. Men not in the quicksand may help those trapped. Roll 1D6 for each person stuck adding 1 for each man helping. If a 6 is rolled the person is saved, but his load is lost. 2 Noxious swamp gases overcome 1D6 members of the party. Roll 1D6 for each person affected:
- 1-2 The person staggers out of the toxic cloud without his load. He is coughing violently but will be allright.
- 3-4 The victim crawls forward, out of the cloud then collapses. He will have to be carried for 1D3 days. (his load is left in the cloud)
- 5-6 The party member passes out in the deadly cloud.Roll 1D6 adding “1” for each turn that the man is down in the gas. if a “6” is rolled the man is dead.If anyone goes in to rescue their fallen comrade, they must check to see if they suscumb to the noxious gas. Roll 1D6 if a “6” is rolled then the would-be rescuerer falls victim to the poisonus gas. Add one to the rescuerers roll for each turn he goes in the cloud.
3 A large crocodile is bearing down on one of the porters. The nearest party member with a rifle has one chance to shoot (snap shoot) the beast. One hit will drive off the croc. 4 An enraged Hippopotamus charges a random member of the party from 2D6 inches away. 5 A randomly determined porter steps off into a deep hole and is never seen again. 6 Some porters carelessly placed their loads on the ground. 1D6 x 10 units of food are ruined. 7 1D6 members of the party contract swamp fever. Roll for each on the Sickness Table. 8 The muck and the mire of the swamp are so great that it will take an extra day to cross the square. Do not move this turn. 9 The porters say that a huge swamp creature lives in the next square and they will not enter the square. 0 A randomly determined party member is stung by an insect and becomes sick. Roll on the Sickness Table. Wilderness Encounters Table – Veldt 1 Grass Fire! the party must move 90 degrees (or more) from their intended line of march. Roll 1D6, if a “6” is rolled then the party must abandon their supplies to escape. 2 While trekking through the tall grass, the party is charged by 2 rhinoseros. Randomly determine the man who is the target of the charge and the direction they are coming from. They start 3D6 inches away. 3 A stampede crashes through the camp. 1D6 men are injured and 1D6 loads of supplies are destroyed. 4 A porter falls behind pulling a thorn from his foot (he’s 3D6 inches behind the last man in the group). The nearest armed person looks back in time to see a lion charging the straggler. He has time for one snap shot at the lion before its on the porter. 5 Locust desend on the square devouring all of the fodder. Every pack animal, if any, will have to be be fed 5 units of food. 1 randomly determined man goes crazy from the bugs and runs away, never to be seen again. 6 The porters have heard a rumor of an elephant’s graveyard two squares away in a randomly determined direction. They refuse to go on unless the story is checked out. When the square is reached, roll 1D6, if a “6” is rolled an elephants graveyard is found. If the graveyard is found, the porters will abandon their loads to carry ivory home.If nothing is found the mission may continue. 7 A herd of buffalo (2D6 animals) are at the only watering hole in the area. The buffalo are 3D6 inches from the party and the water is 1D6 past the herd. 8 A porter drops out of line and is never seen again. His load is lost also. 9 1D6 members become sick after being bitten by tse-tse flies. Roll on the Sickness Table 0 The trail leads right over a warthog den. 2D6 angry warthogs attack the party. Wilderness Encounters Table – Desert 1 Sandstorm! No movement this turn. Roll 1D6 for each member of the party. If a “6” is rolled that member is lost in the storm and is never seen again. 2 A porter is stung by a scorpion and dies. 3 A porter’s water bag is defective ansd all of his water is lost. 4 A dry waterhole is found. Water might be found by digging in the depression. If the day is spent digging (no movement) then roll 1D6:
- 1-3 Water is found. All of the water bags can be filled.
- 4 Enough water is found for 1 day.
- 5,6 No water is found.
5 1D6 men (randomly determined) collapse from the heat. If they are given an extra ration of water they may be revived. 6 1D6 men (randomly determined)and all animals become sick after drinking from a toxic waterhole. 7 A whirlwind tears through the party. Randomly determine a member of the party. That person and any others within 2″ of him are affected. Roll 1D6 for each person hit:
- 1-2 Knocked down but not hurt
- 3-4 Knocked down. Unhurt but supplies are destroyed if carried.
- 5 Person injured but supplies are undamaged.
- 6 The person is injured and his supplies destroyed.
Roll for those injured on the Injury Table
8 A group of mounted bandits are seen disappearing over the horizon. Later at camp, it is noticed that one porter and his load are missing and will never be seen again. 9 One porter with a full load of water deserts (with the water) and is never seen again. 0 The heat causes 1D6 x 10 rations to spoil. Wilderness Encounters Table – On River 1 A randomly determined porter falls into the river and loses his load. If the porter is in a canoe, then half the cargo (randomly determined) in the canoe is lost. 2 One party member (randomly determined) is siezed by a giant crocodile and is never seen again. If a porter is taken, his load may be retrieved. For anyone going into the water after the supplies roll 1D6. If a “1” is rolled this person is also attacked by a croc. Up to 4 people may take a snap shot to save him. 3 2D6 Hippos are found 2D6 inches away. Choose an action for the party:
- Stop and hold the current position.
- Slowly move away from the herd.
- Start shooting at the animals.
- Move quickly away.
see the “Encounters With Dangerous Game” rules to determine the reactions of the hippos.If a hippo charges a canoe and makes contact then roll 1D6:
- 1,2 The canoe remains upright but the men in it can not shoot this turn.
- 4-6 The canoe is upset and all of the men and supplies are dumped into the river. Supplies not retrieved in 4 turns are lost. Supplies drift downstream 1D6 inches per turn.
4 Rapids are encountered! (roll again if in swamp or in a previously discovered square) If moving upstream the supplies and canoes will have to be carried overland around the rapids. It takes 2 men to carry an empty canoe. One load per man per day can be moved past the rapids.If moving downstream the party has the option of moving overland as above, or shooting the rapids in the boats. For each canoe shooting the rapids roll 1D6:
- 1,2 Made it without mishap
- 3 Lost 1D6 loads of supplies (randomly determined).
- 4 Lost 1D6 loads of supplies and 1 person (randomly determine supplies and person).
- 5 Lost all supplies and 1D3 men (randomly determne).
- 6 Canoe is destroyed, all supplies and people.
If a river with a rapids has to be crossed roll 1D6 for each party member:
- 1-2 Made it across without mishap.
- 3 Made it across but lost his load.
- 4 Swept downstream. Lost his load and must try to cross again (reroll for this persion).
- 5 Swept downstream. Lost his load and is injured.
- 6 Swept downstream and is dashed on the rocks. The person is dead.
5 A porter goes down to the river for water and is never seen again. 6 1D6 war canoes are found hidden on the river bank. 7 A randomly determined party member is bitten by a water snake. Roll 1D6 (subtract “1” if treated with medicine):
- 1-2 Feverish for 1D3 days, can walk without a load.
- 3-4 Deathly ill for 1D6 days. Must be carried.
- 5-6 The person dies
8 1D6 party members become sick after being swarmed by mosquitoes at the rivers edge. 9 The landing/crossing is covered with crocodiles. Shooting at them will clear the bank, but there may be one hidden in beneath the river bank. Roll 1D6 for each party member that passes near the river:
- 1-4 Nothing happens
- 5,6 Croc attacks.
There can be only one attack in a turn.
0 A porter falls into the river and loses his load.
Injuries- If a man is injured but no effect is listed roll 1D6 below:
- 1 – Can walk without a load for 1D3 days.
- 2 – Can walk without a load for 1D6 days
- 3 – Must be carried for 1D3 days.
- 4 – Must be carried for 1D6 daysa.
- 5 – Maimed for life, must be carried home.
- 6 – Roll 1D6:
- 1-2 Treat as 4 above.
- 3 Treat as 5 above.
- 4-5 Comatose, roll again next turn.
- 6 The person dies.
Men who must be carried will have to walk for half the number of days that they were carried (round up).
Sickness- If a man becomes sick roll 1D10 below.
- 0-2 – Can walk without a load for 1D3 days.
- 3,4 – Can walk without a load for 1D6 days.
- 5,6 – Must be carried for 1D3 days.
- 7,8 – Delerious, must be carried. Roll again next turn.
- 9,0 – The person dies.
Subtract 1 if the person is treated with a unit of medicine.
Making the Lost Check and Becoming Lost- During the Movement Phase each expedition must determine if it becomes lost. First mark the intended movement of the expedition. Roll 1D6 and add the modifiers for a guide and the expeditions Activity Level. If the result is less than or equal to the Lost Value for the terrain type currently occupied then the party is lost (Note: an unmodified die roll of “1” results in being lost).
Terrain Type Lost Number Veldt 2 Desert 2 Jungle 4 Swamp 4 Mountains 3 On River N/A
- Guide- +1 (only one guide can be used per check)
- Activity Level is Cautious – +1
- Activity Level is Reckless – -1
If the expedition becomes lost while using the guide modifier, immediately remove one guide from the party (he runs away in disgrace). Next, lay the Lost Template at the starting point of the expedition pointing in the direction that the party planned to take. Roll 1D6 and follow the direction indicated on the template for a distance equal to the intended move. The move stops short of the original movement distance if it would take the party off the table edge or through impassable terrain (i.e. a mountain face).
Crossing Rivers Without Canoes- It takes one full turn for an expedition without canoes to cross a river. When fording a river in this manner, there is a chance that loses will occur. To determine if there are any loses, divide all men and animals in to groups of six. Roll 1D6 separately for each group. If a “1” is rolled then a randomly determined member of that group is swept down river and is lost along with anything that was carried by that individual.
Moving Canoes Around Cataracts- Cataracts (waterfalls or rapids) can not be moved through in a canoe. The canoe and supplies must be carried around the obstacle. If moving downstream, there is a 1 in 6 chance that the lead canoe will go over the falls and be lost.
Natives- At the end of each move it will have to be determined if natives are encountered. Roll 1D6 and add the applicable modifiers. If a one is rolled natives are encountered.
Modifiers- In Desert – +1 Within 3″ of water- -1 In Veldt- -1
Native Type Encountered- Roll 1D6 to determine the type of native encountered:
1-4 – Generic Native 5 – Masai Type Natives 6 – Pygmees *
*Pygmees- Pygmees can only be found in the last 1/3 of an approach table or in the central table. Additionally, the terrain type must be Jungle. If these conditions are not met then the natives are generic.
Size Of Native Tribes- Roll 1D6 and 1D10 then cross-reference the results on the table below.
Size Of Tribe Table D6 Die Roll Small Tribe Medium Tribe Large Tribe 1 2 3 4 5 6 D
1 6 16 26 36 46 56 2 7 17 27 37 47 57 3 8 18 28 38 48 58 4 9 19 29 39 49 59 5 10 20 30 40 50 60 6 11 21 31 41 51 61 7 12 22 32 42 52 62 8 13 23 33 43 53 63 9 14 24 34 44 54 64 0 15 25 35 45 55 65
Natives Attitude- Pygmees are always hostile. The attitude of other natives has to be determined. When determining the attitude of natives, the party must adopt one of three postures toward the natives. These are:
- Friendly – The party approaches the natives in an open non- hostile manner and may use trade goods to influence the natives attitude toward the party.
- Forceful – The party approaches the natives in a bold and intimidating manner. Trade goods can not be used to influence the natives.
- Defensive – The party approaches in a guarded manner. Trade goods can not be used to influence the natives.
Determining Native Attitude
- If Posture Is Friendly – The expedition may offer Trade Goods as gifts in an attempt to sway the result in their favor. The party leader offers a number of gifts. Next, roll 1D8 if the result is less than or equal to the number of gifts offered the add 1 to the parties roll for each gift. If the result is greater than the number of gifts offered, then the natives are hostile.Roll 2D8 for the natives and 2D6 for the expedition adding the modifier for gifts. Next, subtract the natives’ score from that of the party and compare the result to the Native Attitude Table below.
- If Posture Is Forceful – Find the number of armed men in the party on the table below. Using the corresponding result roll 1D10 and add it to the number. Add a 1D10 die roll to the number of warriors in the tribe. Subtract the result of the tribes calculation from that of the party and compare the result to the Native Attitude Table below.
Expeditions Base Posture Table Armed Men Factor Armed Men Factor Armed Men Factor 1 3 9 27 17 51 2 6 10 30 18 54 3 9 11 33 19 57 4 12 12 36 20 60 5 15 13 39 21 63 6 18 14 42 22 66 7 21 15 45 23 69 8 24 16 48 24 72
- If Posture Is Defensive – Roll 1D10 and add the result to the number of armed men in the expedition. Multiply the result by the following factor based on the size of the native tribe:
Small – 1 Medium – 2 Large – 3
Add a 1D10 die roll to the number of warriors in the tribe. Subtract the result of the tribes calculation from that of the party and compare the result to the Native Attitude Table below.
Native Attitude Table Difference Result -3 or less Hostile – Natives attack +1 to -3 Inhospitable – Natives will neither help or hinder the party +2 or more Friendly – Natives will feed party and may trade for Rations.
If natives are hostile and a defensive posture was chosen, the party may construct a hasty defense that will cover the askari, all Europeans, and 1D6 other figures (in mass formation) before combat occurs.
If the natives are hostile and a Forceful posture was chosen, the mission party may move all of its units after the natives are deployed but before any native unit can move.
If the natives are hostile and a Friendly posture was chosen, then combat occurs normally.
Combat With Natives- Combat with hostile natives will be resolved using “The Sword In Africa” rules plus the following modifications:
Native Units- Divide the native warriors into units of 10. If a partial unit will have less than 5 figures, disperse those warriors equally among the other units.
Placing Natives For Combat- Place the Native Directional Indicator at the head of the expedition with ‘1’ pointing in the parties direction of march. Roll 1D8 for direction and 6D6 for distance. Measure the distance along the indicated direction and place a native unit at that spot. The location of each native unit should be determined separately.
Morale- The determination of a group’s willingness to stay in combat is based on the number of casualties it has sustained. The chart below lists the die roll on 1D6 that will cause a group to break and run away based on the percent of casualties it has taken. Once a group has made a Morale Check, it will make a check every turn thereafter until it breaks or the battle is over. A group is a single unit of native warriors, all the Bearers (except reliable bearers), or all of the Askari of an expedition. The stout- hearted Europeans will not run, except by their own volition.
Unit Type Percent Of Figures Lost 10% 20% 30% 40% 50% or more Generic Native 1 1,2 1-3 1-4 1-5 Masai Type Native n/a 1 1,2 1-3 1-4 Amazon n/a n/a 1,2 1-3 1-4 Pygmee 1 1,2 1-4 1-5 1-5 Bearers * 1 1-3 1-5 1-5 1-5 Askari * n/a 1 1,2 1-4 1-5
* Count casualties against the armed portion of the expedition only. Bearers do not count in the total number of figures for casualties nor are they counted as casualties when lost.
Capture!- Any Europeans who are surrounded by hostile natives that lose a close combat will be captured. Roll on the table below to find out what happens to the unfortunate adventurer (roll for each explorer separately):
Results Of Being Captured Die Roll Result 1 The explorer is dragged up to a platform overlooking a huge boiling pot. The chief eyes him hungrily, licks his lips and says “Ummm, Nambitha ichwane elifana” (Ummm, tastes like chicken). The explorer is tossed into the pot and dies. 2 The explorer is given a knife thrown into a pit with a lion. If he kills the lion he can go free. He will have only the knife he fought with 3 The explorer is strung between two poles. He is the target for spear throwing practice. Make five dice throws, if he survives he is set free. He will be given his gun and ammo. 4 The explorer is proclaimed a white god and is revered by the tribe but not released. Roll 1D6 each turn, on a “1” he escapes with his rifle and ammo. 5 The Explorer escapes with his gun, ammo, and 5 rations. 6 The Explorer escapes with his gun, ammo, and 5 rations. If he has any reliable bearers, they meet up. The bearers will have their supplies.
Natives Defeated!- If the natives are beaten the expedition may claim some booty. Roll 1D6 and consult the appropriate chart:
Natives NOT in a village: 1 They have nothing of value. 2 They have nothing of value. 3 The natives have 5 Trade Goods. 4 The natives have 5 + 1D6 Trade Goods. 5 The natives have 5 + 1D6 Trade Goods and 2 rations per warrior. 6 The natives have 10 + 1D6 Trade Goods and 4 rations per warrior. Natives Are in village: 1 The natives have 5 Trade Goods. 2 The natives have 5 + 1D6 Trade Goods. 3 The natives have 5 + 1D6 Trade Goods and 2 rations per warrior. 4 The natives have 10 + 1D6 Trade Goods and 4 rations per warrior. 5 The natives have 10 + 1D6 Trade Goods and 4 rations per warrior. The village will also supply 1D6 Bearers. 6 The natives have 10 + 2D6 Trade Goods and 4 rations per warrior. The village will also supply 2D6 Bearers.
Running Out Of Food Or Water- If there is not enough food or water for all of the members of the party then the ordinary bearers, askari, and/or guides that don’t get fed abandon the party. If the explorers or reliable bearers don’t have food or water they become sick. In addition, a “-1” modifier is used when making a event check. If the party is out of both food and water, use the Out Of Water Table.
Effects Of Being Without Food- Each turn a man is without food roll 1D10 on the table below. Add “1” to the die for each turn after the first without food. Also, add “1” for each die roll that was greater than “5” (unmodified):
1 – No effect
2 – No effect
3 – No Effect
4 – -1″ Per Die Movement
5 – -1″ Per Die Movement
6 – -2″ Per Die Movement and +1 to all shooting die rolls
7 – -3″ Per Die Movement and +1 to all shooting die rolls
8 – 1D6-3 Movement and +2 to all shooting die rolls
9 – 1D6-3 Movement and +2 to all shooting die rolls
10 – No Movement and +2 to all shooting die rolls
11 – No Movement and +2 to all shooting die rolls
12 – No Movement and +3 to all shooting die rolls
13 – No Movement and +3 to all shooting die rolls
14 – No Movement and +4 to all shooting die rolls
15 or more – The man is dead.
(Note: Movement modified to less than zero will result in no movement)
Effects Of Being Without Water- Each turn a man is without water roll 1D6 on the table below. Add “1” to the die for each turn after the first without water. Also, add “1” for each die roll that was greater than “3” (unmodified): :
1 – No effect
2 – No effect
3 – -1″ Per Die Movement
4 – -2″ Per Die Movement and +1 to all shooting die rolls
5 – -3″ Per Die Movement and +1 to all shooting die rolls
6 – 1D6-3 Movement and +2 to all shooting die rolls
7 – No Movement and +2 to all shooting die rolls
8 – No Movement and +3 to all shooting die rolls
9 – No Movement and +4 to all shooting die rolls
10 or more – The man is dead.
The effects of a roll are not carried over to the next turn. The effects of hunger and thirst end on the turn that the sustenance is acquired. (Resorting to cannibalism will cost the party 20 victory points per occurrence.)
Hunting Parties- A Hunting Party must have at least 1 hunter and 2 porters. Additional hunters, porters, and/or gun bearers may also be added. After normal movement is finished, move the hunting party 4D6 inches from the main group in any direction. From there the hunting party will make its hunting roll. The success of the hunt depends on the D6 die roll based on the terrain type occupied by the hunting party:
Hunting Results Tables Jungle Veldt Mountain Swamp Desert roll result roll result roll result roll result roll result 1,2 0 1,2 0 1,2 0 1-3 0 1-4 0 3,4 2 3,4 5 3,4 5 3,4 2 3,4 1 5 5 5 10 5 10 5 5 5 2 6 1D6 x 5 6 1D6 x 10 6 1D6 x 10 6 1D6 x 10 6 1D6 x 5
After the hunt is resolved the hunting party is returned to the main group.
Ammo usage while hunting- For each 10 units (or fraction thereof) of food collected through hunting roll 1D6. The result is the amount of ammunition used.
Determining If An Encounter Occurs- Whenever a Hunting Party rolls a “6” for its result there is a chance for an encounter. When rolling the multiplier for Hunting results, if a “1” or “2” rolled then an encounter occurs. Unless the animal is killed, there will be no food gathered from an encounter ( the exception being encounter 2 if a porter is rolled, as eating porters is not allowed ).
If an encounter occurs, roll 2D6 on the table below:
Hunting Encounters Table 2 While standing in cover waiting for a shot, the hunter hears a noise in the bush behind him. Choose an action for the hunter, then determine the type of animal and its reaction. The Animal will be 1D6 inches from the hunter.Hunter’s Action:
- Remain Motionless.
- Turn very slowly to see whats there.
- Quickly turn and fire (Snap Shot).
- Bolt for safety (move 4D6 inches).
3 From the tall grass nearby, the hunter hears what sounds like a steam engine. Its the unmistakable sound of an angry rhinoceros. The beast is 2D6 inches away and its charging. 4 Following a trail through the bush, the hunter comes upon a herd of elephants ( 2D6 animals). Choose an action for the hunter and determine the reaction of each elephant. They are 2D6 inches away.Hunter’s Action:
- Crouch down in cover.
- Slowly back away.(1D6 inches)
- Open Fire (Aimed Shot).
- Run back down the trail (move 4D6 inches).
5 Tracking the spoor of an antelope, the hunter feels as though he is being watched. He pauses and feels a chill down his spine. He turns to see a lion spring forward from a range of 2D6 inches. (if the hunter moves first, he gets an aimed shot. If the lion moves first, the hunter gets a snap shot.) 6 Peering through a tunnel in the papyrus, the hunter hears the cry of a baby hippopotamus. Turning, the hunter sees the hostile mother hippo pounding down the trail 3D6 inches away. (if the hunter moves first, he gets an aimed shot. If the hippo moves first, the hunter gets a snap shot.) ( reroll if in desert) 7 The hunter, trailing a buffalo through the tall grass, finds himself in the midst of the herd. Judging from the sounds, the beasts have got wind of him. Choose an action for the hunter and then determine the reaction of the buffalo. There are 2D6 buffalo located 2d6 inches away in a randomly determined direction.Hunter’s Action:
- Remain quietly in place.
- Skulk away.(2D6 inches)
- Shoot at the nearest buffalo (Snap Shot due to the tall grass).
- Sprint away. (move 4D6 inches).
8 Returning from the hunt, a brush filled donga is encountered. As the party reaches the bottom of the defile, a noise is heard from behind. The hunter turns to see a lion leaping off the rim of the donga. There is only time for a snap shot. Range 1D3 inches. 9 The hunter crouches in cover, next to a large herd. Something spooks the herd and it stampedes toward the hunter. Roll 1D6 for each member of the hunting party:
- 1-2 – Unhurt
- 3-4 – Battered but able to walk.
- 5 – Injured, must be carrid back.
- 6 – Killed
10 Returning to camp at twilight, the hunter encounters 2 rhinoceri on the trail 3D6 inches away. Choose the hunters reaction and determine the animals reaction.Hunter’s Action:
- Sit still and see what happens.
- Quietly skirt around the animals. (2D6 inches)
- Shoot at the beasts. (Aimed Shot).
- Run back the way they came. (move 4D6 inches).
11 While setting up his shot the hunter hears a scream from behind. He is told that a porter dropped his knife and went back to look for it. Rushing back down the trail the hunter finds the hapless porter 3D6 inches away engaged with a randomly determined animal. Roll 1D6 below to determine the animals reaction.
- 1-3 – Continues attacking the porter.
- 4,5 – Charges the hunter.
- 6 – runs away
Note: a shot that misses by a score of one or two points over hits the porter for 1D6 + 3 points damage. (the 3 points was done by the animal)
12 The hunter sees his quarry disappear over a slight rise and he gives chase. Topping the hill, he hears the animal crash down in the bush. The hunter closes to within 1D6 inches of the dead animal then spots 1D6 lions 1D6 inches past the kill. Choose an action for the hunter then determine each lions reaction.
- Freeze in place.
- Slowly back away. (2D6 inches)
- Shoot on the lions. (Aimed Shot).
- Run like H_ _ _. (move 4D6 inches).
Note: For hunters actions “A”, “B”, and “D” the lions will move up to the dead animal if they do not charge. Once on the kill 1D3 lions will be occupied dragging it away at 2D6 inches per turn. Check remaining lions reactions as needed until the encounter is over. If option “C” is chosen after the lions have the dead animal, those with the kill will run away (with the animal) check others normally.
Randomly Determined Animals- Roll 1D6:
- * Hippopotamus / Rhinocerous
- #Porter / Lion
* Hippopotamus if in a square with swamp or river. # The Porter is for encounter “2” only
Reaction Of Animals To Hunters Actions – Roll 1D6 and look down the column for the hunters action to determine the animals reaction.
Hippopotamus A B C D Charge 1 1-2 1-2 1 Do Nothing 2-3 3 n/a 2-3 Move 1D6″
4 4 n/a 2-3 Run Away 5-6 5-6 3-6 5-6 Elephant A B C D Charge 1 1-2 1-3 1-2 Do Nothing 2-4 3-4 n/a 3-4 Move 1D6″
5 5 n/a 5 Run Away 6 6 4-6 6 Rhinoceros A B C D Charge 1-2 1-2 1-4 1-3 Do Nothing 3 3-4 n/a 4 Move 1D6″
4-5 5 n/a 5 Run Away 6 6 5-6 6 Buffalo A B C D Charge 1-2 1-2 1-3 1-2 Do Nothing 3-4 3-4 n/a 3 Move 1D6″
5 5 n/a 4-5 Run Away 6 6 4-6 6 Lion A B C D Charge 1-3 1-4 1-4 1-5 Do Nothing 4-5 5-6 n/a 6 Move 1D6″
6 n/a n/a n/a Run Away n/a n/a 6 n/a
Combat with Animals- It seldom occurs that large african game is stopped with a single bullet. Even with a fatal wound, these brutes can still make mischief for some time. Below are the rules for combating the animals encountered while hunting.
Duration Of Encounter- A hunting party will be engaged in an encounter with an animal or group of animals until they are either killed of seperated by 24″ or more. The turn sequence is the same as for fighting humans.
Movement- When determining movement order, the black cards represent the animal(s) and red cards are for the hunting party. When a card is drawn, it is for the movement of one man or one animal only.
- In Clear Terrain – 3D6 inches
- In Rough Terrain – 2D6 inches
- Hippopotamus – 4D6 inches
- Elephant – 4D6 Inches
- Rhinoceros – 5D6 inches
- Buffalo – 5D6 inches
- Lion – 7D6 inches
Animal Movement- When moving animals, use the following guidelines:
When Charging – An animal will charge the figure it can most likely attack (i.e. the closest one that has already moved)
When Moving Away – Roll 1D6 for movement and 1D6 for direction. The results for the direction die are:
- 1-2 = Straight Away.
- 3-4 = veer to the left.
- 5-6 = veer to the right.
When Running Away – Move toward cover away from the hunter(s).
Shooting Dangerous Game- Below are the rules for using a gun against encountered animals.
Types of Shots- There are two types of shots a hunter can make, an aimed shot and a snap shot.
Aimed Shots- When the hunter is allowed to take his time and set up a shot carefully, he can make an aimed shot. An aimed shot is made at twice the hunters to hit number. (for example, if his normal to hit number is “7” then a score of from “1” to “14” would hit. If a hit is scored, the the number shown on the die is the amount of damage done to the animal.
Snap Shots- A snap shot is taken when the hunter does not have time to aim. When a charging animal is within 5 inches the hunter can only make a snap shot. A snap shot is made with the normal to hit number. Damage to the animal is equal to the die score, however, if the die score is equal to or 2 less than the to hit number the hunter rolls 1D6 for additional damage to the animal. For Example, a hunter needs a “7” to hit with a snap shot. If he rolls a “1” through “4” he hits scoring that much damage on the animal. If he rolls a “5”,”6″, or “7” he gets to roll 1D6 and add that to his “to hit” roll for damage.
Hurled Weapons and Bows- Hurled Weapons (spears) and bows use the normal number to hit. If they score a hit they do 1D6 damage. The exception to this rule is the Masai spear which, due to its large size, does 1D10 damage.
Animal’s Reaction To Being Shot – When an animal gets shot it will make one of two actions. It will either charge or run away. Use the table below to determine the animals reaction.
To Being Shot
Animal Charge Run Away Hippopotamus 1-2 3-6 Rhinoceros 1-4 5-6 Elephant 1-3 4-6 Buffalo 1-4 5-6 Lion 1-5 6
Add the animals damage level to the dice roll.
Add 1 to the dice roll if the hunter is 12″ or more away.
Effects Of Damage- The effects of damage are determined by two factors. One, the amount of damage done by a single attack and two, the accumulated damage recieved throughout the encounter.
Knock Down- If a single hit does enough damage it can knock an animal off of its feet. An animal that is knocked down will lose 4 dice of movement on its next turn. Animals that have 4 or less dice can only stand up on the turn after they have been knocked down. The table below lists the amount of damage needed to knock down an animal
Knock Down Table Animal Damage
Man 3 Lion 7 Hippopotamus 8 Elephant 9 Buffalo 9 Rhinoceros 10
Accululated Damage- This is a total of all the damage that the animal takes during the encounter. Each turn after an animal takes damage (every turn if at Damage Level 4 or 5), Roll on the Survival Table to determine if the animal lives.
Survival Table Animal
Roll Needed To Live 1-5 1-4 1-3 1-2 1 Man 1-5 6-9 10-12 13-14 15+ Hippopotamus 8-15 16-22 23-28 29-33 34+ Elephant 9-17 18-24 25-31 32-37 38+ Lion 9-17 18-24 25-31 32-37 38+ Buffalo 10-19 20-28 29-36 37-43 44+ Rhinoceros 10-19 20-28 29-36 37-43 44+ Damage Level 1 2 3 4 5
In addition to the chance of death, an animal will lose 1D6 of its movement dice for each damage level.
Melee With Animals- When fighting large African game hand-to-hand, the human is at a big disadvantage. As in regular melee, each combatant will roll a die with the high die the winner. However, different animals will get to use different dice. The table below shows the die used by a particular animal when engaged in melee.
Melee Dice Table Animal Die Used Man D6 Buffalo D10 Hippopotamus D10 Elephant D12 Rhinoceros D12 Lion D20
Effects Of A Lost Round Of Melee- Losing a melee roll has the following effects:
If the result was a difference of 2 or less between the dice scores, then no damage was done.
If the difference in dice scores was greater than 2, the loser takes damage equal to the difference in scores. He is also subject to the Knock Down rule.
Finding The Prize- Once an expedition makes it across the mountains and into the central table it may begin to look for one of the four “Objects de Quest”. All movement, event, and native rules still apply.
There are two ways to find a prize, searching and asking local natives.
Searching- The expedition moves about the table and if it passes within 4″ of a prize location they are told where it is. When the prize is reached the party will be told what they have found.
Asking Local Natives- Should the party come upon a friendly village in the center table, they may ask the where-abouts of a prize. When the party enters the village, they will be secretly told what it is they are looking for.
Because the locals do not know the usual dialects, the expedition can not speak when asking about their prize. Instead, they must pantomime their question for the other players (3 minutes per question is allowed). If a player guesses the pantomime then the asking party is told of its location. The player who solves the pantomime gets a free move at this time for helping his opponent.
Should the asking party give away the answer by talking, writing, or drawing then the natives will not give them the location to the prize.
Objects de Quest- There are four Things that the expeditions are looking for in the center table. These are: Pantomime
Quest King Solomon’s Mines (Stones that hold the sun) The Elephants Graveyard (Bone covered valley) The Lost City Of The Amazons (Village of warrior women) The Last Cigarette In The Sofa (Last cigarette in the sofa)
King Solomon’s Mines- The route to the mines is marked with voodoo signs that will scare off ordinary bearers automatically and askari on a roll of 1 through 3 on a D6. At the entrance to the mines, the party will meet a witch doctor and 3D6 Hostile warriors (generic natives).
If the warriors are defeated, the witch doctor will lead the party to the riches of the mines (this occurs the turn after the natives are beaten). Once in the mines roll 1D6. If a “1” is rolled, then the witch doctors plan to trap the party in the mines is foiled and the party may carry out as much treasure as possible (Europeans and Askari can carry treasure) . On any other roll the party is trapped in the mines.
Each turn the party may attempt to escape. Average the amount of treasure (in Portage Points) carried and add the result to a D20 die roll. If the result is “15” or less then the party escapes with its treasure. Any other result means the party is trapped.
The party will only have the food and water carried into the mines if trapped and none will be available once inside. The rules for no food or water apply while trapped in the mine.
Once the party is out of the mines it may start for home.
The Elephants Graveyard- The Party its told that a vast elephants graveyard is near by. The expedition is led to the edge of the desert surrounding the graveyard.
The desert occupies 1 square foot of the table. Movement in this desert is done using D4 dice do to the rough terrain. In the center of the desert is a waterhole that marks the Elephant’s Graveyard. The water is toxic, and 1D6-3 porters will become sick from drinking the water.
Elephant tusks cost 10 portage points each.
Lost City Of The Amazons- the expedition is told of an ancient lost city ruled by warrior women. The elders of the village ask the party to help them break free of the Amazons tyrannical rule. If the party agrees, 4D6 warriors will lead the expedition to the city. Once reached, a combat will occur with the Amazons.
If the expedition wins it can collect 2D6 loads of treasure. If the party is defeated, see Captured above.
If the expedition declines to help the villagers they can go to the Amazon city and try their luck. They will be given the general direction to the city. When the city is reached, roll 1D6:
1- The party is immediately attacked. 2- The party is duped into a false sense of security, then stripped of all their possessions and thrown out of the city. 3- The party is turned away at the gates. 4- The party is admitted into the city. It must stay for 1 turn. The party will be given a token that verifies the existence of the city. The item costs 2 portage points. 5- The party is admitted to the city as honored guests and will be kept busy at the city for 1D6 turns. The expedition will be given 5D10 portage points worth of treasure. In addition they will be given the use of 2D6 bearers from the city.Once the mountains are crossed the city bearers will become homesick. Each turn roll 1D10 for each city bearer and add the number of turns since the party cross the divide. If the result is “8” or more the bearer abandons his load to return home. 6- The party is treated with god-like status. In fact, they will be held in virtual captivity at the city temple. For each turn that the party is held at the city, roll 1D6 (adding 1 to the roll for each full turn spent at the city:
- If the result is 6 or 7 the expedition will escape with its men, belongings, and some proof of the city’s existence.
- If the result is greater than 7,The expedition escapes with its men and goods and 1D6 of the city’s slaves will go with the party as additional(reliable) bearers. Also, the party may grab 4D6 portage points of treasure on their way out.Of course, when the party escapes, the angry Amazons will hunt them down until the mountain divide is reached.
The Last Cigarette In The Sofa- The expedition is directed to a secluded hut that is occupied by a somewhat deranged looking, middle-aged, white man. This man will ask the party, “Have you got a cigarette?”
For each of the party’s original trade goods roll 1D6. If a “1” is rolled then there are cigarettes.
Whether or not the party has cigarettes, the man tosses the leader a small pouch. It contains a somewhat tobacco-like substance. He says, “I’ve been smokin that stuff for the past 60 years. It tastes like hell, But it keeps me goin.”
If asked where the weed comes from, the man recites the following story.
“The witch doctor of the “Gate Keepers” told me where it was. And there I went, Through the “Gates Of Peril”
Tim has 1 Portage Point of weed. His last crop has failed, so the only available source is beyond the “Gates Of Peril”. Should the expedition agree to go in after the weed the “Gate Keepers” (non-hostile pygmees) will open the gates and Tim and the party may enter.
Once the group has traveled 9″ past the gate roll 1D6:
1- The weed is unprotected and the group may collect up to 5 portage points of the plant. 2- A pride of 10+6D6 lions are between the field and the explorers. If the lions are dispersed, the group may collect up to 5 portage points of the plant. 3- A river of lava flows between the party and the field. There is a land bridge over the molten rock (3″ wide and 3″ long) Which may be used to cross over. A person moving normally must make 2 checks to cross safely.If charging the person only makes 1 check with a “-1” modifier. Also, anyone carrying 5 portage points or more has a “-1″ modifier.
If the test is failed the person breaks through the bridge and burns up in the lava below. If a person falls through, mark a 1” hole in the bridge. The same test must be taken on the way out.
Up to 5 portage points of the plant may be collected.
4- A white rabbit is seen when the party is 4″ away from the field. If any member of the party moves within 3″ of the field, or, attempts to shoot at the bunny, the bunny will attack.Notes About The Rabbit-
- The rabbit will always Charge.
- It counts as Target Class IV
- Movement = 4D10
- Close Combat Die = D20
If the rabbit is killed, the party may collect their plants (up to 5 portage points)
5- Between the field and the party is a medium-sized Tyrannosaurus that’s not in the mood for visitors.Knock Down – 20
Melee Die – D20
Movement – 6D6
Survival roll 1-5 1-4 1-3 1-2 1 20-39 40-59 60-79 80-99 100+
If the creature is killed, (the party is extremely lucky) the party may collect their plants (up to 5 portage points).
6- The mighty Kong dwells behind the “Gates Of Peril”. If there are any of the fairer sex in the party, Kong will swoop through the group and snatch up the lady and retire to his mountain retreat.If there are no ladies present Kong will attempt to disperse the party.
Knock Down – 50
Melee Die – D20
Movement – 8D6
Survival roll 1-5 1-4 1-3 1-2 1 50-99 100-149 150-199 200-259 260+
If Kong is killed or retires to his retreat the party may collect their plants (up to 5 portage points)
For each turn after the weed is acquired, roll 1D6. If a “1” is rolled one portage point of the plant has gone bad. If spoiled weed is used it will cause death. The use of good weed cures any sickness and negates the effects of hunger for 1D6 turns. 1 portage point is good for 10 doses.
Each Portage Point of Treasure – 5 v.p. Each Elephant Tusk – 20 v.p. Each Portage Point of Weed Of Life – 20 v.p. Physical evidence of Lost City – 25 v.p. Physical evidence of an Extraordinary creature – 15 v.p. Photographic evidence of Extraordinary creature or Lost City – 10 v.p. Photographic evidence of other quest site – 5 v.p. All Europeans Returning Alive – 5 v.p. Completing Mission First – 20 v.p. Completing Mission Second – 15 v.p. Completing Mission Third – 10 v.p. Completing Mission Fourth – 5 v.p. Female Europeans captured not recovered – -20 v.p. cannibalism (each occurrence ) – -20 v.p. Player Directed Photos: Friendly Natives- Roll 1D6: 1-2 Common natives 0 v.p. 3-4 Uncommon natives 2 v.p. 5-6 Rare natives 4 v.p. Scenic Pictures- Roll 1D6: 1 non-discript 0 v.p. 2-4 exceptional shot 1 v.p. 5-6 spectacular shot 4 v.p. Combat with natives- Roll 1D6: 1 Too graphic -1 v.p. 2-3 Nice action 1 v.p. 4-5 Exceptional shot 2 v.p. 6 Award winning shot 4 v.p.