GERONIMO 2ND EDITION RULES
by
Alan R. Arvold
The following rules include all rules errata and
clarifications that were published in the GENERAL Vol.30-6 and
the BOARDGAMER Vol.5-1 (some of which have changed since their
publication). These rules also answer the rules questions that
have been posted on Consimworld over the last few years. They
also include the optional rules from the above mentioned issue of
the GENERAL.
These rules will include Rule Sections 1 through 11 in the
Rulebook. The original Rule Sections 12 (Glossary) and 13
(Historical Backround) will not be included as they are not in
need of correction. Instead, in their place, will be the Optional
Rules and the Game Errata.
1. INTRODUCTION
Geronimo! is a game for one to five players covering the last
great period of western expansion of the United States: the
Indian wars that occurred between 1850 and 1890. While the
subject matter is serious, and often tragic, this IS a game ...
and, as such, has been designed to give all players an enjoyable
competitive experience while portraying the fate of the American
Indians during this period.
The "Basic" Game allows the players to concentrate on the main
years of the wars, 1866-1885, while the Campaign Game covers the
entire era, 1850-1890.
BEGINNING SIMULATION GAMERS: Looks like a lot of rules, huh?
Although we have pared the complexity to a minimum, one of
your main problems will be that gaming "language" may be
unfamiliar, and much of the "complexity" stems from that lack
of familiarity.
* First, look over the components to get a feel for the
game.
* Then read the rules to see where everything is.
* Set up the game and run a sample Turn with the rules
nearby to answer and questions that occur.
Then you'll be as ready to jump in and go as anyone.
Because Geronimo! is a mirror into the past, we have used
words and terms that were in effect at the time for the sake of
being colorful at the expense of being politically correct. We
extend our apologies to any Native Americans who may be offended
by our portrayal of the events of the period.
The rules are liberally spiced with historical references
which have no bearing on play other than to put them in context
with the simulation. Such notes will be printed in italics. These
sections can be skipped when referencing a particular rule as
they have no direct relationship to play.
To aid quick reference, all important terms and abbreviations
have been Capitalized throughout the rules. Any Capitalized them
is defined in the glossary and/or referenced in specific rule
sections.
2. COMPONENTS AND TERMINOLOGY
The game includes the following components:
* One 24" x 22" mounted mapboard
* Three sheets of markers
* One deck of 32 Tribal Cards
* One deck of 49 Shaman Cards
* Two Player Reference Cards
* One rulebook
* One ten-sided die
Players will also need a few opaque cups from which to draw
necessary Commanders, Mines, etc. The back page contains a Tally
Sheet for recording game information. You will need to copy one
of these for each player to use during the game.
2.1 THE MAP: The mapboard depicts the western half of the United
States. We have divided it into Areas represented by States as
they now exist. Texas and California are already States when the
game begins. All other playable Areas begin the Campaign Games as
Territories.
2.11 PLAINS/MOUNTAINS: For "play" purposes, the map is divided
into two sections by the solid "green" line. Plains Areas are
east of the line, and Mountain Areas are west of it. Some Areas
also have a Buffalo icon indicating they are part of the range of
the great American Bison herds.
2.12 AREA VALUES: Each Area has two numbers printed below its
name. The number on the left represents Survival. It is used by
Indian players to determine if their Tribes have survived that
Turn, after being reduced by any Resource presence therein (6.6).
The number on the right represents Statehood. This is the
number of non-broken Resource Points the US must exceed in that
Territory to be eligible for Statehood (10.2). This number is
also used for State Maintenance (10.3) once statehood is
achieved. The Texas and California Statehood numbers are
asterisked [*] to indicate they start the game as States.
2.2 THE CARDS: There are two decks of cards with varying
functions. Each deck should be shuffled and placed in separate
piles.
2.21 TRIBAL DECK: These 32 cards represent the 28 Tribes in the
game and are used to decide which Tribes are Active in any given
turn. There are four extra cards for special "Reservation" use by
Tribes with more than one Village (8.18).
There were more than 28 Tribes in 1850. We
chose these 28 as
the most representative of the era.
Each Tribal Card contains an illustration of a typical or
famous warrior and the following information:
A. NAME: All tribal names used are those familiar to the general
public.
Example: The term "Ned Perce" is a French phrase meaning "pierced
nose", a cosmetic disfiguration which only some of the Ned Perce
had. Among themselves, they were known as the Nimipu.
B. NUMBER OF VILLAGES IN PLAY: Tribes with more than one
"Village" have ratings for each Village listed in separate
columns. The Sioux have three Villages; the Apache and Cheyenne
two, while the rest have one.
C. INITIAL AREA LOCATION: This is the starting location of each
Village. Tribes may change locations during play.
D. SIZE: This
is a number of Battle Points (hereafter referred to
as BP's) abstractly representing the number of braves a Tribe can
send into battle. This number may be reduced by combat or
Survival problems; it may never be increased or rebuilt. Tribes
that are reduced to "0" are considered Extinct and out of play.
E. BATTLE: A "+", a "-", or a "0". This is a Die Roll Modifier
(hereafter referred to as a DRM) used for War Party die rolls in
combat with other Tribes, or when defending against (but not
attacking) Columns. For example, the Apache may always add +2 to
their die roll when attacking another Tribe or defending against
the US.
F. GUERILLA CAPABILITY: A Tribe with a "G" designation in its
Evasion rating may add one (+1) to its Evasion Capability if
attacked by US in a Mountain Area.
G. EVASION: A numerical rating reflecting a Tribe's ability to
evade attacks by Columns. The higher the rating, the better they
evade. The rating never changes, although it may be increased by
the rating of a Chief or the addition of Guerilla capability (G).
H. AGGRESSION: A numerical rating reflecting the likelihood of
that Tribe's involvement in a Massacre. This rating may also be
increased by the Aggression rating of a chief leading the War
Party (6.52).
I. SURVIVAL:
If the number of Survival Points (hereafter referred
to as SPs) an occupying Tribe gets from an Area drops below this
number, it loses one BP (6.65).
J. FRIENDS/ENEMIES: Historical tribal enemies and/or friends are
listed for each Tribe. Such a listing affects a Tribe's ability
to send War Parties against the Tribes listed as "Enemy", or to
combine with those listed as "Friends" against the US. Although
the Apache (actually only some of the Apache) were friendly with
the Utes and Yavapai, everybody else considers the Apache as
enemies and vice versa.
K. CHIEFS: The names of the Chiefs (if any) available to lead
that Tribe, and the Turns in which they are available (6.51).
L. NOTES: Any special capabilities a tribe has are listed here:
(Scouts, 9.2Y; Raiders, 6.41; Mexico Raiders, 6.43; Poison
Arrows, 7.31).
2.22 ON RESERVATION: These four cards are used only when one of
the Villages of the three multi-Villaged Tribes goes On
Reservation (8.18). Remove them from the Tribal Deck and set them
aside until needed.
2.23 SHAMAN CARDS: These 49 cards define the length of the Card
Play Phase (9.15), while adding a variety of "random" events that
may affect play. Use of these cards (in terms of when or how
they're played, or how to avoid playing them) is a big part of
the strategy.
2.3 MARKERS: The markers allow the players to indicate what they
are doing during the game.
VILLAGES: These triangular markers are used to mark the location
of each tribal Village on the map. The back of the marker is
placed face-up when that Tribe is both activated and "Finished"
for the Turn.
WAR PARTIES: These markers, one for each Village, are used to
mark the location of an active War Party on the map. They contain
the "military" information for that Tribe.
CHIEFS: These markers represent the various tribal "chiefs"
available to lead their respective Tribes. The reverse side lists
the Turns in which that chief is available for play.
COMMANDERS: These markers represent the men who led the US troops
throughout the Indian Wars.
ARTILLERY: Field guns and Gatling guns increased the combat
strength of Columns while decreasing their mobility.
SETTLEMENTS/TOWNS: The circular markers represent population
growth. The front of each marker is a Settlement; the reverse
side is a Town. The numbers refer to their respective value in
Resource Points.
MINES: The rectangular markers represent the major Gold and
Silver "strikes" during this period. The reverse of each marker
shows its "Hit" side which is placed face-up for the duration of
the Turn after being successfully attacked (7.26). Mines
described as "Lodes" are never removed once put into play.
RAIL: These markers represent the presence and build-up of
railways in an Area. The reverse side is placed face-up for the
balance of the Turn to show its "Broke" status after it has been
successfully attacked (7.24).
MISSION: These three markers represent evangelical missionaries.
The reverse side lists some pertinent rule prompts (9.2N).
SHAMAN CARD MARKERS: The following markers are used only to
record play information. At the end of each Turn, all Yellow
markers are removed from the mapboard and all orange markers are
flipped to the front side.
Bad Weather - 9.2E
Blood Lust - 9.2F
Buffalo - 9.2G
Good Weather - 9.2L
Mormons - 9.2O
Peace Chief - 9.2Q
Scouts - 9.2Y
MASSACRE/DEVASTATED: The Massacre marker records a Massacre in
its Area during the current Turn (7.6). The '-1' refers to the
loss of the Resource Points it causes when determining Statehood
(10.21) or State Maintenance. The reverse side shows the number
of SPs lost by a Village as a result of a Column attack (7.41).
BPs: These are the numbered markers used to record Column and
tribal strength.
COLUMN PLAYED: These markers record those Columns which operated
in the previous Round (5.33). The red markers are placed in odd-
numbered rounds and removed at the end of even-numbered rounds.
The blue markers are placed in even-numbered rounds and removed
at the end of odd-numbered rounds.
STATEHOOD: These markers are placed in those Territories which
have become States (10.2).
2.4 THE DICE: The "0" is read as zero, not as a '10'. A Natural
DR refers to a die roll before any modification. All losses
requiring "halving" are rounded down; e.g. half of three is one.
2.5 SCALE: Each
Turn represents five years. This time scale is
used
because the "Indian Wars" were really a series of local,
individual
conflicts that rarely lasted more than a year or two,
followed by
several years of relative peace. Army BPs represent
several
companies per BP. Individual companies were sometimes
spread all
over the countryside. Approximately 430 companies was
the maximum
"troop level" achieved during this period, but this
number
should not be taken literally. As the war proceeded, the
US Army
found it better to operate in large "columns", rather
than in
small, dispersed groups. Tribal "strengths" are based on
a
combination of population, warlike attitude, history of
conflict,
etc. It was unusual for any Tribe to muster more than
1,000
braves at any one time. The usual War Party consisted of
200-300
fighting men. It's all rather ephemeral, and some
"strength"
decisions were made, obviously, with game balance in
mind. The
key concept was "relative effectiveness", and these
numerical
strengths must be read along with Battle and Survival
Ratings.
3. OUTLINE OF PLAY
3.1 OVERVIEW: Because of the Randomized Play System (3.3) each
player will probably have different goals each Turn. Basically,
each player is trying to amass the most Victory Points possible
in each Turn, regardless of the side he is presently playing.
The US player is trying to expand his presence in each
Territory in order to turn them into States, thereby gaining
Victory Points (hereafter referred to as VPs). He attains
statehood by placing enough Resources in a Territory to exceed
that Area's Statehood Level. He also has to keep all of this safe
from Indian-led depravations which may reduce his "presence" in
an Area.
The Indians are trying to maintain their life styles in the
face of growing US expansion. They try to slow US expansion --
and gain "Coup" Points, the Indian version of VPs -- by attacking
Resources and, when necessary, US troops. Some Tribes also attack
their traditional Indian enemies to gain Coup Points.
The player with the most VPs at the end of the game
(regardless of what "sides" he has played during the game) wins.
In "Real Life", the final
outcome was almost certain. We have
assumed
that, and made an effort to avoid the "can the Indians
win?"
syndrome. They can't... at least not in the sense that they
will retain control of the West.
3.2 NUMBER OF PLAYERS: The game was designed for three to five
players. It is playable by two, but, much of the interaction is
missing. It may also be played solitaire, but the focus of the
game then shifts away from VPs and it is won or lost solely by
attaining Statehood.
There is always only one US player. All other players are
Indians. However the number of active Tribes in play remains the
same, regardless of the number of players.
3.3 SIDE/TRIBE SELECTION: Players change "sides", randomly, every
Turn. No player is ever assured of having the same Tribes -- or
being the US -- in any given future Turn. When playing the Basic
Game, no player may play the US side in the current Turn if he
played the US side in the previous Turn. In the full, 8 turn,
Campaign Game, no player may play the US side in the current Turn
if he played the US side in the two previous consecutive Turns.
3.31 SIDE DETERMINATION: In the Player Determination Phase of
each Turn, place red Indian markers equal to the number of Indian
players, plus the blue US marker, in an opaque cup. Each player
draws one marker from the cup to determine which side to play
that Turn. To avoid any problems that could be brought on by Rule
3.3, it is suggested that the player who played the US side in
the previous Turn the Basic Game, or played the US side in the
two previous consecutive Turns in the Campaign Game, be excluded
from the drawing in the current Turn and be given the Indian side
automatically. Remove one red Indian marker from the cup and
proceed with the drawing with the other players. Note that this
will occur on Turns 5, 6, and 7 in the Basic Game and can occur
0-3 times during the Campaign Game, depending on how the drawings
have gone on in that game.
3.32 INITIAL TRIBE SELECTION: To start the game, the Indian
players each roll a die. The high roller chooses a Tribe he
wishes to play that Turn. That Tribe is his Initial Tribe. If he
chooses either the Sioux or the Apache, he may select only one
Tribe. Otherwise, he may choose any two Tribes. After his
selection, the next Indian player in clockwise direction around
the table makes his selection from among the remaining Tribes,
and so on until all Indian players have selected their Initial
Tribe(s).
After the first Turn, the Initial Tribe selection is made by
the Indian player with the least accumulated VPs, followed by the
Indian player with the next highest accumulated VPs, and so on.
VPs ties are resolved by rolling the die.
Aside from being a game-play mechanic to
increase tension and
enjoyment,
Randomized Play also simulates the US change in
"political"
fortunes -- new President, new policies, etc. For the
Indian
players, it represents the ever-changing viewpoints of the
Tribes in
their dealings with the encroachments of the whites.
3.4 BASIC GAME SETUP: The Basic Game portrays the 20 years after
the Civil War, wherein the United States systematically "tamed"
the West.
3.41 LENGTH: The game starts on Turn 4 and ends after Turn 7.
3.42 SHAMAN DECK ADJUSTMENT: Remove the "American Civil War",
"Mormons", and "Telegraph" cards from the Shaman Deck. The
Telegraph card should remain in view as reminder that its effects
are already in play.
3.43 STATEHOOD: The following Territories are already States:
Minnesota, Kansas, Nevada, and Oregon (in addition to Texas and
California). Place their "State" markers in those areas.
3.44 RESOURCES: Place Towns, Settlements, Mines, and RRs as
follows:
Area: Towns: Settlements: Mines*: RRs:
Arizona 0 1
California 2 4 both 4's 1
Colorado 0 3
Kansas 1 2 1
Minnesota 2 0
Nebraska 0 5
Nevada 0 3 three 3's
New Mexico 0 3
Oregon 1 3 one
Texas 1 1
Utah 0 3
Washington 1 0
*Draw two additional Mines and
place them in Area(s) indicated
on the
markers drawn. Do not accompany them with additional
settlements as you would if placing them normally (5.23).
3.45 TROOPS: The US starts Turn 4 with 30 BPs and two Field
Artillery markers before getting his Commanders, additional BPs,
and new artillery for Turn 4. He places them on the map in Column
format (5.31) although no Commanders are (yet) present.
When rolling for additional BPs, use the post-ACW "six Dice
roll" method (4.23).
3.46 INDIAN STRENGTH: The Indian players start the game with ten
Tribes On Reservation and reduced to the number of BPs listed in
parentheses.
* Flathead (3) * Rogues (1)
* Shoshone (2) * Klamath (2)
* Mojave (1) * Couer d'Alene (2)
* Umatilla (1) * Miwok-Yokuts (1)
* Yakima (3) * Santee Sioux Village (5)
These starting strengths are printed above the On Reservation
box and on the 'Finished' side of the Village markers. Place the
cards for these Tribes in the "On Reservation" box, with their
Village markers (together with appropriate BPs) off to the side.
Use one of the special "On Reservation" cards for the Santee
Sioux.
The following ten Tribes remain in their initial starting
Areas but have their BP levels reduced to the totals listed in
parentheses:
* Navajo (2) * Teton Sioux (9) and (9)
* Arapaho (9) * Blackfoot (3)
* Kiowa (7) * Mimbres and Chiricahua Apache (6 each)
* Snake (3) * Southern Cheyenne (5)
* Comanche (10) * Northern Cheyenne (5)
The remaining Tribes remain in their initial starting
locations with their original BP strength. Starting strengths of
all Villages for the Basic Game are listed on the "Finished"
(reverse) side of the Village markers.
3.47 BUFFALO: Make a DR for each Buffalo Area. If you roll:
* a 0, place two Buffalo Skull markers there.
* a 1-4, place one Buffalo Skull marker there.
* a 5-9, nothing is placed.
3.48 MISCELLANEOUS: There are no Missions. No Tribes have been
relocated. Those On Reservation who leave will return to their
printed initial starting Area. No Chiefs are In Prison.
3.5 CARD DISTRIBUTION: The following is done at the start of each
Turn.
A. The Indian players choose their Initial Tribes (3.32).
B. Depending on the number of Indian players, deal out a number
of additional Tribal cards so that the total Tribal cards in play
for each player at the start of the Turn [including their Initial
Tribe(s)] are:
* one Indian = 18 Tribal cards
* two Indians = 9 Tribal cards each
* three Indians = 6 Tribal cards each
* four Indians = 5 Tribal cards each
Players do not have to reveal their Tribes until activated.
Example: With four Indian players, if one has two Tribes as his
Initial Tribe, he gets three more Tribal cards.
C. At the beginning of each Turn the US gets:
* the number of Commanders listed on the Turn Track
* more BPs equal to the roll of six dice
* two Artillery markers
D. The Shaman Cards are now dealt to each player as follows:
* if two players, 15 cards each
* if three players, seven cards each
* if four players, five cards each
* if five players, four cards each
The number of Shaman Cards
available is predicated on the
number of
possible "operations" that may occur in a Turn for
either the
US or all of the Indians, which will vary from 14-16.
Place the Chief markers aside where players can reach them as
needed. Those used in a Turn may be placed with their Villages.
Chiefs are not drawn randomly, they are used when available and
as needed (6.5).
4. THE GAME TURN
4.1 SEQUENCE OF PLAY: The Sequence of Play is the order in which
players do things. Each Turn has the following phases:
A. PLAYER/SIDE DETERMINATION PHASE: Players determine who they
will play this Turn (3.31).
B. CARD DISTRIBUTION PHASE (4.2):
* Shuffle both decks
* US takes new BPs and Artillery
* US randomly draws Commanders, randomly assigning them as
needed to uncommanded Columns on the map
* Indian Tribal Cards are dealt (3.5B)
* All players are dealt Shaman Cards (3.5D)
C. PLAYER ORDER DETERMINATION PHASE: Players determine who goes
first in Phase D (4.3).
D. CARD PLAY ROUNDS PHASE: Each player, alternating clockwise,
completes a Round of play (4.4) as follows:
1. RESOURCE ALLOTMENT: Regardless of whose Round it is, the US
player places one Settlement (5.21) and makes a DR to try to
build a Railroad or Mine (5.23-.24).
2. SHAMAN CARD CHOICE: The active player plays or discards a
Shaman card. If he plays a Shaman Card, he proceeds to the
Operations Segment (9.12). If he discards a Shaman card, his
Round is over.
3. OPERATIONS SEGMENT: The player may perform any Operation
allowed with his Columns or Tribes.
After each Operation Segment or discarded Shaman Card, it is
the next player's Round, during which steps 1-3 are repeated,
clockwise, in a round-robin fashion, until all Shaman Cards dealt
that Turn are either played or discarded.
E. SURVIVAL PHASE (4.5):
1. Indian players determine how many SPs are available for
each of their Tribes in their respective Areas. Villages that
do not have enough SPs each lose one BP.
2. Indian players roll for any Tribes that have left the
country (6.23) as well as any reduced to < half of their
original strength for possible forced placement On Reservation
(8.14).
3. The US removes its Attrition BPs (5.38).
F. STATEHOOD PHASE (4.6):
1. Determine if any States have fallen below maintenance level
requirements (10.3)
2. Determine if any Territories have enough Resources to apply
for Statehood (10.2).
G. END OF TURN PHASE (4.7):
* Each player determines how many VPs he has accumulated that
Turn.
* Players remove all cards, Commanders, and yellow markers
from the map, except for those "Once Only" Shaman Cards
whose information remains in effect throughout the game. US
BPs and Missions remain in place. Flip all orange markers
(i.e. "Broke" and "Hit" Resources and "Finished" Villages)
to their front side.
* Return all War Parties to their Villages.
* Advance the Turn marker to the next space on the Turn Track.
Repeat steps A - G until the end of the seventh Turn (or the
eighth Turn if playing the Campaign Game).
4.2 CARD AND MARKER DISTRIBUTION:
4.21 CARDS: The Shaman and Tribal decks -- minus any cards not to
be used that Turn -- are shuffled at the start of each Turn and
re-dealt (3.5B, D). Undealt cards are always placed face down so
they cannot be seen. If there are less Tribes in play than the 18
(or 20, if there are five players) required -- the Tribal Cards
are distributed as evenly as possible, with the player(s)
currently with the most VPs getting the short end of the
distribution. In the first Turn of the Basic Game (Turn 4), there
are 19 Tribal Cards available for play. In this case if there are
four Indian players, then it is the Indian player who chooses his
Initial Tribe(s) first who gets the short end of the
distribution. The Tribal Cards the players hold in their hands
are the Active Tribes. All other Tribes are Inactive.
4.22 COMMANDERS: At the beginning of each new Turn, the US player
randomly draws the number of Commanders listed on the Turn Track
from the Commander cup and randomly places one with each
uncommanded Column on the board. The rest are put aside in
Reserve for possible use in that Turn (5.43).
Example: It is the start of Turn 3. The US may randomly draw ten
Commanders out of the pool. If there are eight Columns on the map
from the previous Turn, he randomly assigns eight Commanders to
them and holds the remaining two in Reserve.
4.23 TROOPS: The US player now determines how many new BPs he
receives. If
the American Civil War (hereafter referred to as the
ACW) has not yet taken place, he rolls the die four times. If the
ACW has already occurred, he rolls the die six times to determine
his new BPs for the Turn. The total rolled is the number of BPs
he receives that Turn. Exception: On the first Turn of the
Campaign Game, the US does not roll for additional BPs.
Example: The ACW has not yet taken place. The US BP rolls are: a
'4', '6', '0', and '1' resulting in 11 BPs being added to the
current US Forces.
The extreme variation in BP
generation is intentional. It
reflects
the wide range of mood swings to which Manifest Destiny
policies
were subject. Extreme rolls could reflect a major
depression,
an influenza epidemic, or a Peace-at-all-costs
presidency
on the low side and reaction to a Custer-like debacle
on the high
side. Think of it as another Random Event.
4.24 ARTILLERY: The Turn Track also indicates a number of new
Artillery markers for the US each Turn. He may substitute Gatling
guns only after the Gatling Gun Shaman Card (9.2J) has been
played.
4.3 WHO GOES FIRST: On the first Turn, each player rolls the die
with the high roller going first and play proceeding clockwise
thereafter. On each succeeding Turn, the player with the fewest
accumulated VPs goes first. VP ties are resolved by DR with play
proceeding clockwise.
4.4 THE CARD PLAYING PHASE:
A. In the Resource Allotment segment, regardless of whose Round
it actually is, the US:
* places one Settlement in any Area (5.21).
* makes a DR and checks the Resource Table to see if he gets a
Mine (5.23) or RR (5.21).
The US will therefore get to place 20 (or 21 in a four player
game) Settlements per Turn and roll the same number of times on
the Resource Table.
B. In the Shaman Card segment, the active player either plays or
discards one Shaman Card (9.1). If a player discards a Shaman
Card, his round is over and play passes, clockwise, to the next
player. If a player plays a Shaman Card, he may (depending on
what "side" he is playing):
* "play" a number of separate Columns up to the number of
Indian players (5.33).
* take an action with one Village, unless an Alliance Card
allows him to use more than one Village (6.7).
C. When all the dealt Shaman Cards have been played or discarded,
the Card Phase is over.
4.5 SURVIVAL PHASE: All players take part in the Survival Phase
simultaneously.
* Each Indian player determines how many SPs are available in
each Area in which he has Active Tribes and divides that
number by ALL Tribes (Active or Inactive) to determine the
Survival Level for Active Tribes in that Turn (6.6). All
Active Tribes with half or less of their printed size make a
DR to determine if they must go On Reservation (8.14).
* All Tribes in Canada or Mexico (whether Active or not) must
make a DR and check the Foreign Government Table (6.25).
* The US player makes a DR to determine his Attrition losses
(5.38).
4.6 STATEHOOD PHASE: The US player checks each of his States to
see if they have met the requirement (10.3) for maintenance of
Resource Points at least as high as the State Resource Level. If
not, he loses VPs, and turning Territories into States that Turn
is not automatic.
The US player then checks to see if any Territories are
eligible for Statehood by totalling non-broken Resources and
subtracting Massacres in each Territory to determine if the total
exceeds that Territory's Statehood Point Level. If it does, that
Territory has attained statehood (10.2) unless the US has failed
to maintain all its States (10.32).
4.7 END OF TURN PHASE: Each player determines how many VPs he has
scored that Turn.
4.71 CARD DISPOSITION: All cards are returned to their respective
decks except:
* Tribal Cards that are On Reservation (8.1) or Extinct.
* Played Shaman Cards with "Play Only Once" restrictions
(e.g., the ACW card).
4.72 MARKER DISPOSITION: All Commanders are returned to the
Commander cup. BPs remain on the map or in Reserve. All yellow
markers are removed. All orange markers are flipped to their
front side.
5. THE US PLAYER
5.1 MANIFEST
DESTINY OVERVIEW: The US is trying to "civilize" the
Trans-Mississippi,
opening the west for the farthest natural
expansion
of her borders. The US player wants to increase the
population,
mine the resources and spread the communication
network
that will enable him to hold it all together, so he can
turn
Territories into States. Only the Indians stand in the way.
He can
civilize -- or, less politely, get rid of -- them by
extermination
or forcing them onto Reservations. The US deploys
his
Resources throughout the Turn, before each player starts his
Round. During each US Round, he can play his Columns.
5.11 BEGINNING A TURN: The US starts each new Turn with:
* 4-15 Shaman cards (depending on the number of players; 3.5D)
* the BPs he has on the map and in Reserve plus newly rolled
BPs (4.23) which may enter play in any US Round (5.343).
* The Artillery markers already on the map and in Reserve plus
those listed on the Turn Track.
* A number of newly randomly drawn Commanders equal to those
listed on the Turn Track.
5.2 RESOURCES: Settlements, Railroads, and Mines are Resources,
representing US growth and expansion. A Resource is worth the
number of Resource Points printed on its marker. Resource Points
in an Area reduce the SPs available to the Indians in that Area.
They also are totalled in each Territory at the end of each Turn
to see if they have exceeded that Area's Statehood Level, thereby
making that Territory eligible for Statehood (10.2).
5.21 SETTLEMENTS: During each Resource Allotment segment of each
Round for every player, the US gets to place a Settlement on the
map. Settlements may be placed in any Area, except for the Indian
Territory, until the Oklahoma Land Rush Shaman Card is played to
open that Territory to settlement. There is no limit to the
number of Settlements that may be placed in an Area. There is no
limit on the number of Settlements that may be placed on the map.
If the US player runs out of Settlement Markers because of
counter mix limits, he may make his own. Additional Settlements
are available when placing Mines (5.23). Settlements may be
eliminated under certain circumstances (7.24 and 9.2K).
5.22 TOWNS: Whenever the number of Settlements in an Area exceeds
five, replace five 1-point Settlements with a '5' point Town.
This is done during the Round when this condition occurs and can
happen several times during the course of a Turn. Towns are much
harder for Indians to attack (7.23).
5.23 MINES: During each Resource Allotment segment of every
player's Round, the US makes a Resource DR. If he rolls a "0",
the US draws a Mine marker from the Mine cup and places it and a
Settlement in the Area listed on the marker. Mines remain on the
map and in play unless a "Ghost Town" Shaman Card is played
(9.2K). "Played out" mines are removed permanently from play;
they are not returned to the Mine cup to be redrawn. Mines are
never removed or broken by Indian actions (7.26). If all Mines
have been drawn, treat any subsequent "0" DR on the Resource
Table as "No Effect".
Indian attacks against Mines were
powerless to stem the
attraction
the whites held for the "yellow" metal. While the
Indians
were often successful in ruining the day of more than a
few
unfortunate miners, they had little effect in stemming the
tide of
prospectors and others that followed in the economic wake
of a big
strike. While individual miners contributed many a scalp
(or Coup
Point) to an Indian Lodge, they were always replaced by
many more
willing to risk their hair against the lure of economic
gain. In
truth, a depleted mine had a more debilitating and
long-lasting
effect on the local white population than any Indian
attack.
5.24 RAILROADS (RR): During each Resource Allotment segment of
every player's Round, the US makes a Resource DR. If he rolls a
"7-9", he may place a Railroad (hereafter referred to as RR)
marker on the map. RR markers may be placed in any Area with a
Settlement that is adjacent to an Area already containing a RR
marker. However the number of RR markers in an Area may NOT
exceed the number of Town/Settlement Resource Points. Should the
number of Town/Settlement Resource Points during a Round fall
below the number of RR markers in an Area due to Indian attacks
(7.24) or the "Ghost Town" Shaman Card (9.2K), the excess RR
markers are removed in the same Round. No VPs are awarded to any
player for RR markers removed in this fashion.
RR markers may be temporarily broken -- made unusable for
Statehood or Survival determination -- by successful Indian
attacks during the current Turn (7.24). Broken RR markers may be
used to satisfy RR marker removal requirements (5.24, 9.2K, and
9.2U).
5.241 THE TRANSCONTINENTAL RAILROAD: The US player who completes
the Transcontinental RR -- an unbroken "line" of contiguous Areas
from the eastern edge to the western edge of the map -- earns 2
VPs. The Transcontinental RR is considered to be completed at the
end of the Round during the Card Play Round Phase in which the
following conditions exist:
* There is an unbroken line of contiguous Areas from eastern
edge to the western edge of the map with RR markers in each
Area in the line. The line of Areas may be as long and
devious as the US player desires. The Areas must be
connected by a common border which may be along the sides of
each Area or even at the corner (Colorado/Arizona and New
Mexico/Utah).
* There are no broken RR markers in any of Areas in the line.
When these conditions exist the US player receives the 2 VPs
at the end of the Operation Segment of the Round when they occur.
Thus if this occurs during an Indian player's Round, the Indian
player will have an opportunity to prevent one of the conditions
for completion. These VPs may only be awarded once during the
game. If the conditions no longer exist in a later Round after
completion of the Transcontinental RR, the US player does not
lose any VPs.
Note that the turning over of all broken RR markers to their
unbroken side during the End of the Turn Phase does not qualify
the US player to receive the 2 VPs for completion of the
Transcontinental RR (assuming that the other condition exists).
He must wait until the Card Play Round Phase of the next Turn
before he can claim completion (by which time there may a new US
player).
5.3 TROOP COLUMNS: Columns may be played by the US in his Round,
after he has played -- not discarded -- a Shaman card. Columns
may also try to React during an Indian round to what that Indian
player is doing. The Column Capability Chart on the Reference
Card is a quick reference to what Columns can do.
5.31 COLUMN FORMATION: The US military presence is represented by
Columns of soldiers. A Column consists of:
* One Commander (and only one) unless operating in a Combined
Column (5.7).
* Troop BPs. The maximum number of BPs in any one Column is
20; the minimum is one.
* Possible Artillery (5.5). No more than three Artillery
markers may accompany a Column.
Columns may not be placed or played without a Commander.
5.32 SPEED: A Column's Speed determines its Pursuit effectiveness
when attacking a War Party (7.53). A Column has a base speed of
three minus one for each multiple of five BPs (or fraction
thereof) beyond five. Base Speed is adjusted by -1 for each Field
Gun in the Column (do not subtract for Gatlings) and the addition
of the Commander's Pursuit Rating. (John Pope's Pursuit rating of
-1 is negative and is subtracted from his Column's Speed.) A
Column can never have a Speed < 0, even if the cumulative
modifiers produce a negative Speed Rating. All stacks are open to
inspection by opposing players at any time.
Example 1: Nelson Miles (Pursuit of 3), 16 BPs, one Field Gun,
and one Gatling Gun would make up a Column with a Speed of '2'
(0 for the 16 BPs, -1 for the Field Gun, +3 for Miles).
Example 2: John Pope (Pursuit of -1), 20 BPs, and three Field
Guns would make up a Column with a Speed of '0'. (0 for the 20
BPs, -3 for the three Field Guns, -1 for Pope. This yields a
cumulative Speed Rating of -4, but since a Column can not have a
Speed Rating < 0, it is then rounded up to 0.)
5.33 COLUMN PLAYS: Columns are played (i.e., placed or moved and
used to attack Indians in the US Round) after the US plays a
Shaman Card. The US may play as many Columns in each Round as
there are Indian players; these may come from those already on
the map or new Columns as yet unplaced. The same Column may not
be played in consecutive US Rounds (even the last Round of one
Turn and the first Round of the next Turn). This does NOT effect
the ability to React (5.35). Columns may not combine their
strength unless they successfully check of Coordination (5.7).
Place a red "Column Play" marker on each Column played in an
odd-numbered Round and blue "Column Play" marker on each Column
played in an even-numbered Round. At the end of each US Round,
remove the Column Play markers from the previous US Round. Note
that in a Turn where the US player has an odd number of Rounds,
Columns played in the final Round are marked with the blue
"Column Play" markers due to the fact that the US will start his
Card Play Phase on an odd-number Round in the following Turn.
Example: If there are four player, the US may play up to three
Columns in each of his Rounds. Those played may not be played in
his next Round. Often this will mean that he has more Columns on
the map than he has the ability to actively play in his Round.
However, such Columns are still useful to React (5.35) to Indian
moves.
5.34 COLUMN STATUS: Each Column is either "On Patrol" or "In
Fort". A Column "In Fort" is one placed inside the Fort box of
each Area. Any Column not inside a Fort box is "On Patrol". There
is no limit to how many Columns can be in either status.
5.341 ON PATROL: A Column On Patrol may be played to:
* move into any adjacent Area. This move may be across the
common border between the Areas regardless of whether
through the sides or the corners (Colorado/Arizona and New
Mexico/Utah). A Column that moves into a new Area may not
attack during that Round.
* attack any Indians in the same Area. Exception: A Village
may not be attacked if a Peace Policy is in effect or if it
has a Peace Chief (9.2Q).
* change status to "In Fort" by moving into the Fort box in
its current Area (5.6).
5.342 IN FORT: A Column "In Fort" may be played to:
* change status to "On Patrol" in its current Area.
* receive reinforcements of additional BPs from the Reserve.
5.343 NEW COLUMNS: Unused BPs and Artillery markers, and a
Commander from the US Reserve may be placed either On Patrol or
In Fort. The US player may freely choose any Commander from the
Reserve he wishes to command a new Column when placed during a
Round. New Columns may not attack during the Round they are
placed (but they may React).
5.344 THE US RESERVE: Any unused BPs and Artillery markers in the
US Reserve at the end of the Turn remain there and are carried
over to the next Turn. These are added to the new BPs and
Artillery markers that the US receives during the Card
Distribution Phase in the next Turn.
5.35 REACTION: Any one On Patrol Column may React to each Indian
action during an Indian Round. A Column may attempt Reaction
against:
* any War Party that has attacked a Resource or Column in the
same Area after the Indian attack is completed.
* any War Party that is returning to its Village (6.35),
whether after completing an attack or returning due to the
Village becoming "Finished".
* any Village that is relocating (6.2) into or out of the
Column's Area. The Peace Policy (9.2R) restriction against
attacking Villages does not apply to Villages that are
moving.
Columns may not react to a Raid (6.4) or to War Parties
returning to their Villages during the End of the Turn Phase
(4.1G). ALL On Patrol Columns, even ones with a "Column Played"
marker, are eligible to React. Multiple On Patrol Columns may
attempt to react to the same Indian action. They may even attempt
to coordinate their reacting (5.7). Reacting does not prevent a
Column from being played in the next US Round.
5.351 RESOLUTION: Reaction is successful only if the US Reaction
DR < the Column's Speed. A successful Reaction DR allows the
Column to attack the War Party/Village, even though it is still
the Indian player's Round! A Column that attacks a War Party
returning to its Village does so before the War Party reaches the
Village. If the Telegraph has been invented (9.2CC), a Column may
react into an adjacent Area, but must add one to its Reaction DR.
Example: A Column of 13 BPs (no artillery) is On Patrol under
Phil Sheridan (2 2 2) in Colorado. The Column has a Speed of '3',
and the Telegraph has been invented. An Arapaho War Party in
Wyoming has attacked a Mine there, but there are no Columns in
Wyoming. The US attempts to React with Sheridan's Colorado Column
against the Arapaho attack in Wyoming. He needs an adjusted DR of
0-3 to do so. He rolls a '3', but as he is reacting into an
adjacent Area, which the Telegraph allows him to do, he adds one
to that DR and his Reaction attempt fails. Sheridan's Column
stays in Colorado. Had the reaction attempt succeeded, Sheridan's
Column would have moved to Wyoming -- still On Patrol.
5.36 RELOCATION: A US Reaction Attack against a Village
attempting to Relocate out of the Column's Area will not stop the
Village from "reaching" its intended location, unless Indian
losses are greater than the Column's losses.
5.37 LOSSES: Column strength may be reduced by Combat results
(7.32), Attrition (5.38), and Shaman Cards such as "The American
Civil War" (9.2A).
5.38 ATTRITION: In the Survival Phase, the US makes an Attrition
DR. The result is the number of Columns that must lose one BP
each. If the DR is > the number of Columns, ignore the excess.
The US chooses which Columns will take the losses.
5.39 TRANSFERS: At the end of the Turn, even though all
Commanders are removed, all BPs remain in place on the map or in
Reserve. The Commanders randomly assigned to Columns at the
beginning of the next Turn assume that same In Fort or On Patrol
status based on their location on the map.
5.4 COMMANDERS: Commanders are used to lead and affect the
capabilities of the Army troop Columns.
We have used historical military
personnel, but have not used
all of
those that fought during the wars. The 24 chosen therefore
represent
not only themselves, but also those not specifically
included.
This is why they seem to have rather extended careers.
Due to the
nature of the game, they will rarely appear in
correct chronological order.
5.41 SOLE COMMAND: Each Column must have a sole Commander unless
operating as a Coordinated Column (5.7).
5.42 RATINGS: Each Commander has three numbers which rate his
performance in three key areas.
* COMBAT is the DRM used to adjust a Battle Table DR.
* PURSUIT is the number used to adjust the Speed of his Column
(5.32). George Crook's rating includes a "G" reflecting his
"Guerilla" capability, enabling him to subtract one from any
Pursuit DR in Mountain Areas.
* AGGRESSION is a measure of the tendency to rash, hostile
action, conducive to producing a massacre. Some of the
"Pro-Indian" Commanders have negative ratings which prevent
them from ever being responsible for a massacre.
5.43 GENERATION: The US starts each Turn by randomly drawing from
the Commander cup the number of Commanders listed for that Turn.
In the Marker Distribution Phase, the US then randomly assigns a
Commander to each Column on the map. Any remaining Commanders are
placed in Reserve for possible assignment later in the Turn
(5.343). If a Commander is killed, he is removed from play
permanently (7.8).
5.44 ACW: AS soon as the ACW Card is played in the Campaign Game,
the number of Commanders available that Turn is halved. The US
removes ALL Commanders currently in play, places them in a
separate cup, and draws half of them. These are his Commanders
for that Turn. If necessary, he may realign his distribution of
BPs, which will also have been halved by the ACW. He may freely
reassign his remaining Commanders to whichever Columns he
desires.
5.45 DIVIDING COLUMNS: The US may create new Columns from those
already In Fort on the map by subdividing one Column into two (or
more) and assigning the Commanders of his choice from the Reserve
to the newly created Columns as they move out of Fort and On
Patrol.
5.46 END GAME COMMANDER GENERATION: For the 7th and 8th Turns,
there are no fixed number of Commanders available. Instead,
Commander generation depends on the following formula:
24 - (# of States) + (half of # of Tribes in play*)
* = neither Extinct nor On Reservation
The US may have to remove some on-map Columns to conform to
the reduced number of Commanders. These BPs are not "lost", they
may be placed into any In Fort Column or into the Reserve.
Example: There are 13 States at the start of Turn 7. There are
also nine Tribes still "in play". This means the US gets 15
Commanders: 24 - 13 + (9/2) = 15.
US military commitment to the West at the
end of the century
was totally
dependent on the amount of Indian activity.
5.5 ARTILLERY: Artillery gives the US player an advantage in
combat.
The Indians greatly feared artillery
because of its long range
destructive
power and their total inability to defend against it
(witness
Pike's Indians during the Battle of Pea Ridge in the
ACW). While
it did slow Columns down, when artillery could be
brought
into line during a battle, the Indians rarely stuck
around.
Gatling guns were the forerunner of the modern machinegun
and, like
any first model, were fraught with mechanical problems,
overheating
and jamming frequently. Custer had Gatlings in his
Columns, but left them behind at Little Big Horn.
5.51 AVAILABILITY: The US receives one or two new Artillery units
each Turn, as listed on the Turn Track. There are two types of
Artillery, Field Artillery (also known as Field Guns) and Gatling
Guns. The US may select either type, but he may take only one
Gatling per Turn and may not take a Gatling Gun before its
invention (9.2J).
5.52 COLUMN LIMITS: The US may attach up to three Artillery
markers to each Column.
5.53 EFFECTS: For each Field Artillery marker in a battle, the US
adds one to any combat DR. However, for each Field Gun in a
Column, subtract one from its Speed.
5.54 GATLING GUNS: For each Gatling Gun in a Column there is a
possibility that the US can add one to his Battle DR. Before
determining the Battle DRMs for that Column (7.31), roll a die
for each Gatling Gun. For each odd DR, the US may add one to his
upcoming Battle DR. Gatling Guns do not effect Column Speed.
5.55 LOSS: An Artillery marker of either type may be substituted
for any BP loss by Combat or Attrition. Each Artillery marker is
equal to 1 BP.
5.6 FORTS: The following rules apply to forts.
The Forts the Army built, dismantled,
rebuilt, tore down, then
built
elsewhere, all over the West, were used mostly for housing
troops, as
the US posture was offensive, not defensive. The
Indians
rarely attacked forts, and, when they did, they got badly
drubbed.
5.61 IN/OUT: Each Area contains a Fort symbol. A Column must be
either On Patrol or In Fort. Columns placed inside an Area's Fort
symbol are "In Fort". Those placed outside it are "On Patrol". A
Column that is already On Patrol may be placed In Fort (or vice
versa) as one of the Column "plays" the US has in his Round
(5.33). A Column that changes its status may not do anything else
at that time.
5.62 ATTACKS NA: Columns In Fort may not change Areas or attack.
They may not be attacked, but are subject to Attrition (5.38).
5.7 COLUMN COORDINATION: Generally, the US must move and/or
attack with one Column at a time. He may, however, attempt to
coordinate several Columns into one attack or in an reaction to
an Indian action.
5.71 AUTOMATIC ATTACK: The US may attempt to combine up to three
On Patrol Columns into one attack. All of the participating
Columns must start in the same Area. The US attacks with the
fastest Column (his choice in the case of ties). This first
Column must attack regardless of whether the other Columns
coordinate or not.
The US may also attempt to combine up to three On Patrol
Columns into a reaction against an Indian action in the same
Area. The first Column to successfully react must chase the
Indians, but the other Columns must also attempt and succeed in
their respective reactions in order to attempt coordination with
the first Column.
5.72 COORDINATION: For each additional Column he wants to
include, the US makes a Coordination DR:
* If the Coordination DR is < the joining Column's Speed, it
has combined for the attack.
* If the Coordination DR is > the joining Column's Speed, it
fails to coordinate and stays On Patrol in it original Area,
but still counts as a Column played.
5.721 EVASION: An Indian player may attempt Evasion at any time
during the above proceedings. At this point only those Columns
that have been rolled for or played are considered when
determining Evasion (7.51).
5.722 MAXIMUM EFFECT: Coordinated Columns total their BPs. There
is no size limitations on a Coordinated Column, the size can
exceed the normal 20 BPs and three Artillery markers limitation
for a single Column. The Combat, Pursuit, and Aggression ratings
of the Commanders present are used as follows:
* COMBAT: The highest rating available, plus one for each
additional Commander with a Combat rating of 2.
* PURSUIT: The single highest rating available.
* AGGRESSION: Total Aggression ratings of all Commanders
present.
5.723 CONTINUED OPERATIONS: Coordinated Columns may stay together
or separate (with their original BPs) during a Turn. However,
they may not leave the Area together. A Coordinated Column may
React, but considering the fact that its vast size will cause its
Speed Rating to be 0, it is probably better if the member Columns
separate and attempt to React individually. At the end of the
Turn, or if they leave the Area, each Column must be separated.
Any losses in BPs and/or Artillery markers that the Coordinated
Column sustained while together may be apportioned out to the
individual Columns at the US player's discretion.
5.724 SOLE OPERATION: Regardless of the number of original
Columns in a Coordinated Column, if the US operates with a
Coordinated Column, that is the only operation he may undertake
that Round (5.33).
6. THE INDIAN PLAYER
SURVIVAL: The Indian player(s) is trying
to keep his Tribes
alive. In
surviving, he denies the US certain points, and also
avoids
losing points for extinction. He also helps his cause by
hindering
US efforts to obtain statehood by successfully
attacking
Resources, gaining Coup Points in the process. Coup is
also "counted" for success in battle.
6.1 OVERVIEW: Each Indian player -- depending on how many there
are -- starts each Card Playing Phase with:
One Indian player: 15 Shaman and 18 Tribal cards.
Two Indian players: 7 Shaman and 9 Tribal cards.
Three Indian players: 5 Shaman and 6 Tribal cards.
Four Indian players: 4 Shaman and 5 Tribal cards.
Indian players start each Turn with more Tribes than Shaman
Cards. When it is an Indian player's Turn, he may do any one of
the following with any one of his Active tribal Villages, each
time he plays a Shaman Card:
* RELOCATE the Village to an adjacent Area.
* RAID. This requires a Raider Tribe and play of a Raid Shaman
Card. Alternately it could require any Tribe and play of the
"Any Tribe Can Raid" Shaman Card.
* WAR PARTY to the same or adjacent Area against:
* an enemy War Party or Village.
* a Resource.
* a Column.
* Do none of the above and double its SPs, which, while not
earning any VPs, may help avoid extinction (6.66).
Villages from the same Tribe may not combine in a Round unless
the Tribal Alliance Shaman Card (9.2FF) has been played.
6.2
RELOCATION: Many Tribes did not stay in one place. They were
constantly
on the move, some from nomadic habit, others to avoid
the
constant encroachments of settlers. Players will usually try
to relocate
Tribes because their present Areas offer too little
chance of survival.
6.21 ACTIONS: Relocation counts as one of the two (maximum)
actions a Village may undertake per Turn. Thus, a Village may
undertake two Relocations per Turn. Any Village may attempt to
Relocate. A Village attempts to Relocate by moving into any
adjacent Area.
6.22 MULTIPLE VILLAGES: If a Tribe has more than one Village
(such as the Sioux), one Village can relocate while the others
stay put during a Round. However all Villages may relocate during
a Turn, just on different Rounds.
6.23 LEAVING THE COUNTRY: Villages may Relocate into Mexico or
Canada, if adjacent to those countries. If the Tribe/Village is
successful in leaving the country it is still "in play", but
cannot do anything other than return to an adjacent US Area (by,
once again, relocating).
6.24 BORDER SANCTITY: Tribes in Mexico or Canada may not be
attacked, nor do they check for survival normally. Whoever
controls their Tribal card may decide to return them to play by
Relocation. Returning Tribes/Villages may enter the Area that
they originally left from or an Area adjacent to the original one
along the Canadian or Mexican borders.
6.25 FOREIGN GOVERNMENT: In the Survival Phase, each Village in
Mexico or Canada (whether Active or not) makes a Survival DR to
determine the effect of that foreign government on the Village.
Die Roll Result
0-5 No change.
6-8 Village driven out. US places it in adjacent Area
(6.24) and halves its BPs.
9 Village is destroyed. If the only Village in the
Tribe, then the Tribe is Extinct.
6.3 WAR PARTIES: A War Party is concerted effort by the Tribe to
wreak havoc on its enemies, whether they be the Army, settlers,
or other Tribes.
6.31 COMPOSITION: To launch a War Party in his Round, the Indian
player reveals (if necessary) the appropriate Tribal card to
indicate it is the one being used. He states the target and
location and places the Village's War Party in the target Area
with a BP marker, indicating the amount of available strength
from that Village which is being used. The number of BPs must be
< to those available with that Village. He may also use any
Chiefs that are available for that Tribe by placing them beneath
the War Party marker. A Chief is not required to be with the War
Party. Refer to the Tribal Card to determine the War Party's
Combat, Evasion, and Aggression ratings.
6.32 MULTIPLE WAR PARTIES: A Village may send out only one War
Party per Turn unless it has more than one Chief available during
that Turn. A Village with more than one Chief may send out two
War Parties per Turn (one War Party per Round) if it has enough
Chiefs to send a separate one with each Party. Separate War
Parties from the same Village each have their own BPs which come
from the Village's total available BPs for that Turn. A Village
may not send out a second War Party if it's first War Party has
already returned to Village, causing it to become "Finished"
(6.35).
Example: In Turn 4, the Southern Cheyenne have three Chiefs
available: Bull Bear, Roman Nose, and Tall Bull, with a total of
6 BPs available in the Village. In one Round they send out a War
Party consisting of 3 BPs, led by Chief Bull Bear. In a later
Round they send out a second War Party consisting of 2 BPs, led
by Chief Roman Nose. This leaves one BP and Chief Tall Bull in
the Village.
6.33 TARGETS: War Parties may be used against:
* "Enemy" Villages (as listed on its Tribal card)
* the Village of a Tribe that attacked its Tribe in that Turn
* any War Party in the same Area not listed as friendly on its
Tribal card
* Resources
* Columns On Patrol
Neither War Parties nor Villages may React (5.35).
6.34 MULTIPLE ATTACKS: A War Party may make more than one attack
in a Turn. However, it would have to make the additional attack
in a subsequent Round, as only one War Party -- and one attack
-- is allowed per Round unless a "Rampage" Shaman card is in play
(9.2V).
6.35 POST ACTION CHOICE: When a War Party has finished its action
for the Round, regardless of the results, it has the following
options:
* It may remain on the map (to possibly move/attack in a
subsequent Round of that Turn) if it has taken only one
action during that Turn.
* It may return to its Village (flipping the Village marker
over to its orange "Finished" side - 6.8)
When a War Party has finished its second action in a
subsequent Round of that Turn or has finished what turns out to
be the second action for the Village that turn (the Village
performed some other action in an earlier Round), it must then
return to its Village (flipping the Village to its "Finished"
side) at the end of that Round. Also if the Village performs its
second action while the War Party is still on the map, causing it
to become "Finished", or has the Smallpox Shaman Card played on
it, then the War Party must return to the Village at the end of
that Round.
Note that a War Party may remain on the map until the end of
the Turn if it performed the only action that its Village had
taken during that Turn. In this case the War Party returns to the
Village during the End of the Turn Phase.
6.36 RANGE: A War Party may enter and attack a target in any
adjacent Area or attack a target in its currently occupied Area.
At the start of the Turn a War Party's currently occupied Area is
the Area where it's Village is. War Parties may not enter
Mexico, Canada, or the gray area along the eastern edge of the
map. At the end of the Turn, all War Parties are returned to
their Villages. A War Party may never move more than two Areas
away from its Village. Thus, a War Party from a Village in
Arizona could not move into South Dakota.
This gives War Parties an exaggerated
range for the sake of
play
balance. Players who wish a more "historical" approach may
choose to limit range to adjacent Areas.
6.4 RAIDS: Raids
are very small groups which were looking more
for
"loot" (and the honor of counting coup) than anything else.
Only Tribes that raided on a regular basis are so rated.
6.41 RAIDERS: Raids are launched only when playing a Raid Shaman
Card (9.2B or T).
Only Indian players may raid and usually only with Tribes that
are "Raiders". A Raid counts as that player's sole action during
that Round.
6.42 NON-RAIDERS: If an "Any Tribe May Raid" Shaman card is
played, that player may Raid with any one of his Tribes,
regardless of its "Raider" status (9.2B). A non-Raider Tribe has
a Raid rating of 2.
6.43 TARGETS: To Raid, the Indian player plays his "Raid" Shaman
card, states which of his Tribes is raiding (revealing the Tribal
card from his hand if not already played), and announces the
target. The target may be any Resource or Mission that is in the
same Area as the Tribe's Village or an Area adjacent to it. Those
Tribes listing "Mexico Raids" may also choose Mexico as a target
if the Village is in an Area adjacent to it.
6.44 RESOLUTION: To resolve a Raid, the Indian makes a Raid DR
and compares it to the Tribe's Raid rating. If the Natural DR is
< the Tribe's Raid rating, the Raid is successful and the player
earns a VP (two VPs if raiding Mexico). The target is unaffected
unless it is a Mission. If the Raid DR is > the Tribe's Raid
rating, there is no effect.
6.45 MISSION RAIDS: Tribes do not earn VPs for Raiding a Mission.
However, a successful Raid against a Mission removes it from
play. The Mission can be rebuilt with a Missionary Shaman Card. A
destroyed Mission is always treated as a Massacre (7.6).
6.5 CHIEFS: "Chiefs"
were not so much government heads with the
power to
issue orders, etc., as warriors with influence gained
through
wisdom and courage. They led through charisma and
example.
Chiefs are used mostly to affect a Tribe's capabilities
in fighting
(and evading) Columns. We have tried to include as
many of the
historical chiefs as possible but many have been
omitted. Some
Tribes have none, mostly because they would not
have
measurably increased the Tribe's innate abilities. The
chiefs'
names used in the game are the "familiar" anglicized
versions,
some of which are rather poor translations of their
actual
names (which we have included in our historical notes,
where known).
6.51 AVAILABILITY: Not all Tribes have Chief markers. Chiefs and
the Turns in which they are available are listed in their Tribal
card. Chiefs are available for use during their listed Turns
whenever a player activates their Tribe unless they have been
previously killed in battle (7.8) or imprisoned (7.81). They are
not selected randomly. Available Chiefs are always considered to
be in their Villages (unless stacked with a War Party). The
player with the Sioux should divide his available Teton Chiefs
between whichever of the two Teton Villages he designates at the
start of the Turn.
Example: The Shoshone Tribal card shows Pocatello as available
during Turns 1 and 2; Bear Hunter as available during Turns 3 and
4. The reverse side of the markers for these Chiefs lists the
same information.
6.52 RATINGS: Each Chief is rated for the following capabilities,
as printed from left to right on the marker:
* Combat: Modifies any War Party Battle DR (7.31) and also
modifies any Battle DR when defending his Village (7.4).
* Evasion: This number is added to the Tribe's rating to
determine Evasion capabilities.
* Aggression: This rating is added to the Tribe's rating to
determine if a Massacre as occurred (7.25).
6.53 MULTIPLE CHIEFS: A Tribe can have more than one Chief
available in a Turn. There is no limit to the number of Chiefs
that may accompany each War Party, but each Chief can be
"assigned" to only one War Party each Turn. If there is more than
one Chief available in a given Turn, two War Parties are
available (6.32). With several Chiefs in a War Party, their
ratings are used as follows:
* Combat: The highest rating available is used plus one for
each additional Chief with a Combat rating of '2' or '3'.
* Evasion: Use the highest rating available.
* Aggression: Total the ratings of all Chiefs available.
Example: In Turn 4, the Southern Cheyenne have available Bull
Bear (1 1 1), Roman Nose (2 0 1), and Tall Bull (2 1 1). If they
were all in the same War Party, it would have a Chief Combat
rating of 3 (2 for Roman Nose plus one for Tall Bull); an Evasion
Rating of '1' (for Tall Bull); and an Aggression Rating of 3
(adding them all together).
6.6 SURVIVAL: The first number beneath an Area's name is the
total number of SPs available to Tribes in that Area. For
example, California has 24 while Arizona has only 16. In
addition, each Tribe/Village has its own Survival Rating listed
at the top left of its tribal card.
The Indian Territories have few SPs
because of the presence of
many Tribes
not in the game, such as the Cherokee, Osage,
Choctow,
Seminole, Chickasaw, Creek, and Kickapoo already
"relocated" there.
6.61 ACTIVE TRIBES: In the Survival Phase of each Turn, the
Indian players check for each Tribe that was Active that Turn. Do
not check for Inactive Tribes although those do use SPs (6.63).
For Tribes not to lose any BPs in the Survival Phase, they must
earn SPs from their Area which are > their Tribe Survival Rating.
6.62 SP REDUCTION: The number of SPs available in each Area is
reduced by the Resources there (excluding Broken Railroads;
7.24), plus any "Bad Weather, -2" and "Buffalo Skull, -2" markers
(9.2E & G). Subtract the number printed on each of those markers
in the Area from its base Survival Number to get the available
SPs for that Turn. A "Good Weather, +2" marker will increase that
Area's SPs by two. Massacre markers do not affect Survival.
6.63 SURVIVAL SHARE: The Indian players then divide the available
SPs by the number of all Tribal Villages, Active and Inactive, in
that Area. Leftover points go to the largest Villages (in
descending order of current BPs), with ties resolved by DR.
6.64 ADJUSTMENTS: The number of SPs earned by an Active
Tribe/Village may be modified as follows:
* Tribes whose Villages have been successfully attacked by
Columns have their earned SPs reduced by the strength of all
Devastation markers placed (7.41).
* Villages that did nothing (neither relocating, raiding,
etc.) double their SPs earned. Keep track of such Tribes by
not flipping over their Tribal markers.
* If there is a Mission in the Area, the earned SPs of each
Village are doubled (9.2N).
All modifiers are cumulative.
6.65 CONSEQUENCES: If a Village's earned SPs are > the tribal
Survival Rating, nothing happens. If they are < the tribal
Survival Rating, the Village loses one BP.
Example: Idaho has a Survival Level of '18' with three
Settlements and three RR markers -- one which has been hit by a
War Party and is now "Broke" and therefore does not count -- for
a total of seven Resource points, which reduce the SPs to 11
available for that Turn. The Bannock, Nez Perce, and the Shoshone
(all with Survival Ratings of '4') have their Villages in Idaho.
11/3 = 3 with two leftover. The Nez Perce with seven BPs and the
Shoshone with five BPs, each get four SPs. The Bannocks get the
remaining three SPs. This means that, while the Nez Perce and
Shoshone remain intact, the Bannock lose one BP. If a Mission was
in Idaho, the Bannock would get six BPs and be unaffected. If the
Bannock had taken no action in that Turn, their SPs would be
doubled again to twelve. Had the Bannock been victim of a
"Devastated -1", they would only have 2 basic SPs which would be
doubled to 4 for inaction and 8 for a mission.
6.66 EXTINCTION: A Tribe reduced to '0' BPs by any means is
extinct and out of the game. The player controlling that Tribe
that Turn loses three VPs for it becoming extinct. Note that
Tribes with multiple Villages lose three VPs per Village that
becomes extinct.
6.7 TRIBAL
ALLIANCES: One of the tragedies of the Indian
resistance
was their almost legendary inability to combine into
one,
cohesive force. Tribal alliances were almost impossible,
given the
morass of inter-tribal jealousies, mutual raiding, and
differences
in language, lifestyles, etc. The one or two such
alliances
that did happen were usually of short duration.
However,
when they did occur, they could be remarkably effective,
mostly
because the US Army had come to believe such things would
never
happen...to which the fate of George Armstrong Custer
readily attests.
6.71 ELIBIBLE TRIBES: Normally, each Tribe (even different
Villages of the same Tribe) undertakes operations individually,
and only one Village may "go" after the play of a Shaman card.
However, when an Indian player plays the Tribal Alliance Shaman
Card, he may combine into one War Party operation all the Tribes
(and sub-Tribes) in his "hand" that are listed as friendly to
each other or to at least one other Tribe in that "alliance", and
are in or adjacent to the same Area in which the operation will
take place. No Tribe may be an enemy to another Tribe in the
Alliance even if they are both friendly to the other Tribes in
the Alliance. Any operations (actions) undertaken to use allied
Tribes/Villages are treated as a single operation for "one-per-
Round" limits. However each Tribe/Village in the Alliance is
considered to have taken one action for each action that the
Alliance takes as a whole.
6.72 RANGE: A War Party under a Tribal Alliance may move into any
adjacent Area or its currently occupied Area to join in an attack
with other War Parties in the target area. A War Party may never
move more than two Areas away from its Village when participating
in an Alliance operation.
6.73 EFFECTS: When different Tribes combine under an Alliance
card they total all BPs they wish to make available, and use the
highest Tribal Ratings available among them. In addition, they
may include all Battle DRMs that each Tribe/Village brings with
them into the Alliance. These may be DRMs inherent to the Tribe
(such as the Snake's Poison Arrows) or they may be DRMs bestowed
upon the individual Tribe/Village from the play of a Shaman card
in an earlier Round during the Turn (such as Shaman Medicine
Shaman Cards, 9.2). However any detriments that these Shaman
cards force upon the individual contributing Tribes/Villages are
forced upon the combined Alliance War Party as well.
Example: An Indian player plays a Tribal Alliance card. He has,
for that Turn, the Sioux, Arapaho, and Assiniboine Tribal Cards,
the latter two being friendly with the Sioux. The Teton Sioux
have two Villages in Montana, with the Arapaho in Wyoming and the
Assiniboine in North Dakota. That player wishes to launch a War
Party against a Column On Patrol in Montana. The Arapaho and
Assiniboine both move their War Parties into Montana and join the
two Teton Sioux War Parties, combining their strengths to attack
that Column. Each Sioux War Party has 6 BPs apiece, the Arapaho
War Party has 5 BPs with the effects of the Blood Lust Shaman
Card (9.2F) which was played upon the Tribe in an earlier Round,
and the Assiniboine War Party has 3 BPs with the effects of the
Shaman Medicine Shaman Card (9.2Z) which was played upon the
Tribe in an earlier Round. Thus the combined strength of the
Alliance War Party is 20 BPs with Battle Rating of 2, and Evasion
Rating of 2, an Aggression Rating of 3, and a total DRM of +4
from the combined effects of Shaman Cards. However if the
combined Alliance War Party loses at least one BP in any Battle
it must make a separate DR for every Chief in the War Party to
see if they are killed due to the effects of the Assiniboine's
Shaman Medicine Shaman Card and it cannot use Evasion for the
rest of the Turn due to the effects of the Arapaho's Blood Lust
Shaman Card.
6.74 MULTIPLE CHIEFS: Chiefs from allied Tribes may be used to
"lead" any single combined War Party in the same fashion as in
Rule 6.53.
Example: Continuing the above example, the Sioux have sent Chiefs
Sitting Bull and Crazy Horse with their respective War Parties
and the Arapaho have sent Chief Black Bear with theirs. The
Assiniboine have sent none as they have no Chiefs. The combined
ratings of the three Chiefs is as follows: Combat Rating - 4,
Evasion Rating - 3, and Aggression Rating - 4. However they
cannot use their combined Evasion Rating due to the effects of
the Arapaho's Blood Lust Shaman Card.
6.75 DURATION: Alliances last the remainder of the Turn in which
the card was played. This means that it is possible for the
Alliance to send out a second combined War Party, assuming that
the contributing Tribe/Villages have the necessary BPs, Chiefs,
and remaining Actions to do so. Also if an Alliance consists of
various Tribe/Villages, some of which have already taken one
Action on a Round prior to the formation of the Alliance, and
others which have not taken any Actions as of yet, those
Tribes/Villages which have only one Action left are considered to
be "Finished" after the Alliance as a whole takes one Action. The
War Parties of the "Finished" Tribes/Villages are removed from
the combined War Party at the end of the Round which it completes
its first Action and are returned to their respective Villages
along with any beneficial DRMs and detriments that these
Tribe/Villages had. This also occurs if a contributing Village
becomes Finished for some reason while its War Party is part of
the combined War Party. These War Parties are subject to Reaction
by US Columns, but defend with the ratings of their own Tribe and
the effects of Shaman cards on their own Villages.
Example: Continuing the above example, the Assiniboine had
performed an earlier action in a previous Round before the
formation of the Alliance (they relocated from South Dakota to
North Dakota). Thus at the end of the combined War Party's first
action, the Assiniboine War Party is returned to its Village. The
combined War Party loses 3 BPs and the +2 DRM for the
Assiniboine's Shaman Medicine Shaman Card, but now they no longer
have to make DRs for each Chief in the combined War Party if they
lose a BP in Battle (assuming that they did not lose any in the
previous Battle). However they still have the effects of the
Blood Lust Shaman Card on the Arapaho Tribe. This gives the
combined War Party a +2 DRM and they still can not use Evasion
for the remainder of the Turn. All three remaining War Parties
may remain combined in that Area and be used once more that Turn
before their respective Villages are Finished. This is all done
in the same Round.
6.76 MULTIPLE PLAYER ALLIANCES: Other Indian players with
unfinished Tribes in or adjacent to the Alliance Area may
volunteer their BPs and Chiefs for inclusion in the Alliance War
Party. The Tribes volunteered must be listed as friendly to at
least one other Tribe in that alliance and not an enemy to any
Tribe in that same Alliance. Those forces are moved by the player
who played the Alliance card in his Round and count as an
Operation (action) taken in their own respective Rounds. The
player in charge of the Alliance earns all VPs won by the
combined War Party (though he may share them with the other
players in the Alliance at his option) and determines which
Tribes must suffer any BP losses inflicted on the War Party.
6.8 TRIBAL USAGE: No Village may be used more than twice per Turn
(once per Round). After a Village (or a War Party from that
Village) has undertaken its second action (or the War Party has
returned to the Village following its first action), flip the
Village to its "Finished" side. A War Party is returned to its
Village the same Round that the Village becomes Finished. Note
that it is possible for a Village to be unfinished at the end of
the Turn because it only performed one action that Turn or its
War Party performed only one action and is still on the map. The
unfinished War Party is still returned to its Village during the
End of the Turn Phase though.
Each Village in a Multi-Village Tribe may be used twice per
Turn, assuming that the controlling Indian player has sufficient
Shaman Card plays available.
7. COMBAT
The individual Indian was a far better
fighter than his US
counterpart.
However, all his individualism weighed heavily
against any
sort of organized, disciplined warfare, which is
where the US Army excelled.
7.1 JOINING BATTLE: The following types of Combat may occur
during a Round:
War Party Attacks by Indian Players Against:
* a Resource (7.2).
* a Column that is On Patrol (7.3).
* a Village of an "Enemy" Tribe (7.4).
* a Village of a Tribe that attacked that War Party's Tribe in
that Turn (7.4).
* a War Party in the same Area of any Tribe that is not a
Friend (7.3).
* a Mission (7.71).
On Patrol Column Attacks (including Reactions) Against:
* a War Party (7.3).
* a Village (7.4).
All of these battles are resolved using the Battle Table (7.3)
except for Indian attacks on Resources (7.2).
7.2 INDIAN ATTACKS ON RESOURCES: Indians attack Resources to deny
"Statehood" points to the US and to gain VPs.
7.21 RANGE: As his operation during his Round, an Indian player
may launch a War Party against a Resource in or adjacent to the
Area it occupies by announcing the target and moving the War
Party if necessary.
7.22 TARGETS: Resources that may be attacked by War Parties
include Settlements, Towns, Mines, and RR. "Broke RR (7.24) may
not be attacked. No Resource may be "hit" successfully more than
once per Turn.
7.23 RESOLUTION: To resolve an attack against a Resource, the
Indian player makes a DR and compares it to the number of BPs in
the War Party plus the Combat rating of any Chief in that War
Party. If the attack is against a Town, add five to the DR. No
other DR modifiers may be used in attacks against Resources. If
the modified DR is < to the War Party's adjusted strength, the
attack is successful. If the DR is > the War Party's adjusted
strength, the attack has failed. There is no penalty to the
attacker other than the lack of success.
7.24 CONSEQUENCES: If the attack is successful, the Indian player
earns the VPs listed in 10.12 for that type of target. In
addition, the target suffers the following effects:
* a Settlement is removed from play.
* a Town is replaced with three Settlements.
* a RR is flipped to its "Broke" side. It may not be used that
Turn to determine Statehood or Survival but is returned to
its operative side at the end of the Turn. The "Broke"
status has no effect on other RR markers in the Area with
the possible exception of determining the completion of the
Transcontinental Railroad.
* a Mine is flipped to its "Hit" side to indicate it may not
be attacked again that Turn. Mines are not "Broke". They are
removed only by "Ghost Town" Shaman Cards.
7.25 MASSACRES: If the attack was successful and achieved by
making a Natural '0-2' DR, check for a possible Massacre by
making another DR and comparing it to the total of the Tribe's
Aggression rating plus the Aggression rating of any Chief(s)
leading that War Party. Note that a Tribe's Aggression rating can
be improved by certain Shaman Cards (9.2F & Z). If the DR is < to
the total Aggression, place a Massacre marker in that Area. No
points are awarded for a Massacre, but the US must subtract the
number of Massacre markers in each Territory when determining
their application for Statehood.
Example #1: An Apache War Party of four BPs, led by Geronimo,
attacks a "3" Mine in Arizona. The Indian player rolls a '5',
which is lower than the total BPs (4) plus Geronimo's Combat
rating of '2'. The attack on the Mine is successful--flip the
Mine to its "Hit" side. The Indian player earns three VPs. The
successful DR was a '5' so no Massacre is possible.
Example #2: A Sioux War Party of seven BPs, led by Inkpaduta,
hits a Town in Minnesota. The Sioux's success range is 0-8 (seven
for the size of the War Party plus one for the Chief's Combat
rating), but there is a +5 DRM for the Town. The Indian player
rolls a '2', for a modified DR of '7', which is within the
Success range. The Indian player earns five VPs, and the Town is
replaced by three Settlements. However, as the DR was a natural
'2', a Massacre is possible. The Santee Sioux have a '1'
Aggression rating and Inkpaduta has a '2' Aggression rating, so
the Massacre Range is 0-3. A Massacre DR of < 3 will produce a
Massacre.
7.26 LIMITS: Each Resource may be attacked by a War Party
successfully only once per Turn. However, a Resource may have any
number of unsuccessful attacks prior to a successful one against
it in a Turn. Also, a Resource may be raided repeatedly. A hit
Mine does not affect its ability to supply Resource Points to the
US, or subtract from the Survival Rating of the Area.
7.3 BATTLES: Battles occur in all War Party vs War Party, and War
Party vs Column combat. Attacks on Resources (7.2) are not
battles.
7.31 MODIFIERS: To resolve a Battle, each player makes a DR, adds
any relavent DRMs, and checks the Battle Table. Any combinations
of DRMs > +8 or < -8 are treated as +8 or -8 respectively. The
possible modifiers are:
* ODDS DRM: The battling players compare BPs to use the Odds
DRM. The resulting ratio is then rounded down in favor of
the US. However, if an Ambush is in effect, the odds are
rounded off in favor of the Indians. The possible odds are
as follows; 1-3 or worse, 1-2, 2-3, 1-1, 3-2, 2-1, and 3-1
or better. Each player uses the odds applicable to him. This
DRM does not apply to attacking an undefended Village. Note
that there is no DRM for 1-1 odds on the Battle Table. In
Indian vs Indian battles the odds are rounded off
mathematically to the nearest odds ratio in the table. If
equaldistant, the ratio is rounded off in favor of the
non-active Indian.
Example 1: Nine US BPs attack four Indian BPs. There is no
Ambush. The US gets a +4 DRM for 3-1 odds, as his odds are
rounded up to 3-1 in his favor. The 4-9 Indian gets a -4 DRM, as
his odds are rounded down to 1-3 odds. If it were an Ambush, the
odds would be 2-1 and 1-2 respectively.
Example 2: Eight Indian BPs attack three Indian BPs; the ratio of
8-3 rounds off to 3-1. An attack of ten Indian BPs on four Indian
BPs (equaldistant between 3-1 and 2-1) would be rounded off in
favor the inactive player (2-1).
* TRIBAL BATTLE RATING: A Tribe's Battle Rating is used only
in Indian vs Indian battles or if the Tribe is defending
against a Column--never when attacking a Column. The
attacking player is the player that initiated the combat,
even if, later on, an Ambush occurs.
Indians were far better at defending
than attacking. The
organization and training of the US troops
proved superior
on offense, a superiority also reflected
in the not
inconsiderable advantage of rounding odds in their favor.
* AMBUSH: The Indian adds +3 to his Battle DR if he is
ambushing a Column (7.54).
* LEADERS: Players add the Combat rating of their respective
Chiefs/Commander (5.42 & 6.52).
* ARTILLERY: The US adds +1 for each Field Artillery unit in
the Column.
* GATLING GUN: The US adds +1 for each effective Gatling Gun
in the Column (5.54).
* SHAMAN CARDS: Special capabilities, such as Springfield
Rifles or Poisoned Arrows for example, will give appropriate
DRMs where applicable.
7.32 RESOLUTION: The result each player obtains on the Battle
Table is the number of BPs lost by his opponent. Use the BP
markers to indicate the reduced strengths of each War Party
and/or Column.
Example: A War Party of five Teton Sioux BPs, led by Crazy Horse,
attacks a Column of ten BPs, commanded by Henry Sibley. The
Indian gains DRMs of '3' for Crazy Horse's Combat rating and -2
for attacking at 1-2 odds. The Indians are attacking so they so
not use their tribal Battle Rating. The Indian player rolls a
'4', modified to a '5', so the Column loses one BP. The US gains
a DRM of '+1', for Sibley's Combat ability, and +2 for their 2-1
Strength advantage. The US rolls a '3', modifies to a '6', so the
Indian player also loses one BP. Neither player gains any VPs
since losses were equal.
7.33 THE SPOILS OF WAR: There are no "winners" or "losers" in
these battles. No one retreats.
* The US earns one VP in any battle in which it was the
attacker and the Indians suffered greater BP losses. No VPs
are earned by the US when he is the defender.
* The Indian earns one VP for each US BP eliminated that
exceeds Indian losses in that battle. This is regardless if
the Indian player is the attacker or defender. If attacking
another Indian player, the side with fewer losses gains one
VP. If losses are equal, no VPs are gained by either side.
7.34 LIMITS: A given target may be attacked only once in each
Round. However, the same target may be attacked by the same or
another player in a subsequent Round.
7.4 ATTACKING VILLAGES: An attack on a Village is similar to
attacking a War Party except that is possible that a Village will
have '0' BPs since that Tribe's BPs may be away with a War Party.
In that case, substitute a +6 DRM to the attacker's DR for the
normal Odds DRM. The defenseless Village player does not roll at
all since he cannot inflict losses, even if he has a Chief in the
Village at the time of the attack.
If attacking the Village of an Inactive Tribe, the Village
defends with all BPs and Chiefs. No Evasion or Ambush is allowed.
The Inactive Tribe does not earn VPs.
7.41 DEVASTATION: The results of a Column attack on a Village can
be different than a Battle as follows:
* All multiple "BP losses" are treated as Devastation losses
to the Survival capability of the Tribe. A Tribe loses one
BP and places a "Devastated -#" marker on the Village equal
to the number of BPs eliminated in excess of one, up to a -3
maximum for the marker. A loss of one BP results only in the
loss of one BP with no Devastation.
* If an "ALL" result occurs, all BPs and Chiefs present in the
Village are eliminated and the Village has a "Devastated -3"
marker placed on it.
* If the Village has zero BPs in it, then it takes all losses
as Devastation Points up to a maximum of three.
Devastation does not apply to a Village being attacked by
Indians. All losses are taken by BPs present in the Village with
any excess being ignored.
7.42 EXTINCTION: If an attack eliminates all of the BPs of
Village, it is eliminated and the Tribe/Village becomes Extinct
unless it has a War Party on the map.
7.5
CAMPAIGNING: There was actually relatively little fighting in
the 40+
years of continual warfare, as Tribes, found it easier to
simply
avoid combat. The US commanders quickly realized this, and
much of their
strategy devolved to relentless pursuit designed to
wear down
the enemy. Many Tribes that surrendered did so not
because
they had been beaten, but because they were exhausted.
The
Indians, however, were sometimes quite successful in drawing
unwary, overly aggressive commanders into ambushes.
7.51 EVASION: Evasion may be attempted only by an Indian player,
and only by a Tribe defending against possible attack -- not one
that is attacking. Whenever any Indian target is attacked by a
Column, it may avoid battle by Evasion. Pursuit and Ambush may
occur as a result of Evasion, and it is possible that, in evading
Columns, Tribes will lose BPs to Evasion Attrition. All Evasion
attempts occur before battle. The Indian player may even attempt
Evasion in the midst of Column Coordination attack attempts
(5.72).
7.52 EVASION CAPABILITY: To attempt Evasion, the Indian player
determines the Evasion Capability of his War Party or Village by
totalling:
* the Tribe's Evasion rating, plus
* the highest Evasion rating of any Chief with that War Party
or Village, plus
* +1 if the Tribe has Guerilla capabilities and is in a
Mountain Area, plus
* +3 is a War Party, plus
* -1 if Winter Campaigning is in effect (9.2HH).
He then makes an Evasion DR. If the Evasion DR is < to their
Evasion Capability, the Tribe evades the attack. However, if the
Evasion DR is a Natural '0', the evader loses one BP to Evasion
Attrition. There is no actual "movement"; the Evasion simply
cancels the battle unless the US decides to Pursue (7.53). If the
Evasion DR is > their Evasion Capability, the attempt fails and
battle occurs.
7.53 PURSUIT: If the Tribe successfully Evades, the US may
attempt to Pursue. He first determines his Column's Pursuit
Capability by totalling:
* his Column's Speed (5.32), plus
* + 1 if the Commander has Guerilla capabilities and is in a
Mountain Area, plus
* -2 if Winter Campaigning is in effect (9.2HH).
He then makes a Pursuit DR. If the Pursuit DR is < the Pursuit
Capability, the Column has caught the Tribe. There is no actual
"movement"; the units remain in the same Area. However, the
Indian player may attempt an Ambush (7.54). If the Pursuit DR is
> the Pursuit Capability, Pursuit was unsuccessful and there is
no battle.
7.54 AMBUSH: If Pursuit was successful, the Indian player may
stand and accept battle or, if he has BPs present, roll for
possible Ambush. First, he determines his Ambush Capability by
totalling:
* the Tribe's Aggression rating, plus
* the highest Aggression rating of any Chief present, plus
* +1 if Tribe has Guerilla capabilities and is in a Mountain
Area.
He then makes an Ambush DR. If the Ambush DR is < the Ambush
Capability, they have Ambushed the pursuing Column and may add +3
to their battle DR. However, they are still considered to be the
defenders. If the Ambush DR is > the Tribe's Ambush Capability,
the Ambush does not work and battle occurs normally unless the
Ambush DR is a '9'. A '9' Ambush DR means that the Evasion is
successful and no attack can occur but the Indians lose one BP to
attrition.
7.55 VILLAGES WITH NO BPs: A Village with no BPs present which
loses a BP due to evasion attrition suffers level 1 Devastation
instead of the BP loss.
Example: It is Turn 5 (1871). a Column containing 11 BPs and
Field Artillery Piece led by George Crook (2 2G 0) has a Speed of
'2'. It attacks a Commanche War Party in Texas, containing five
BPs led by Quanah Parker (3 1 1). The Indian wants to evade. His
Evasion Capability is '6'; the Tribe's '2', plus Quanah's '1',
plus the automatic '3' for a War Party. He rolls a '4' which is <
his Evasion Capability so the Commanches have evaded without
losing any BPs to Evasion Attrition. Crook, though, intends to
Pursue. The Column's Pursuit Capability is '3'; '2' for its Speed
plus '1' for Crook's Guerilla capability (in Texas, which is a
Mountain State). The US rolls a '2', which is < the 3 Pursuit
Capability, so Crook has caught up with Quanah. The Commanche,
though, are looking to Ambush Crook. Their Ambush Capability is
'3', '2' for the Tribe, '1' for Quanah. Now, the Indian player
rolls a '9'. The Ambush is foiled, but the Commanche still escape
through Evasion. In doing so, however, they lose one BP to
Evasion Attrition.
7.6 MASSACRES: Massacres may occur three ways:
* a successful Attack/Raid against a Mission is an automatic
Massacre (6.45).
* War Party attacks against any Resource (7.25).
* US attacks on Indian Villages (7.62).
7.61 OCCURANCE: Only the attacker can cause a Massacre ... never
the defender. Massacres never occur (in game terms) when Indians
fight Indians.
The destruction of Custer's attacking 7th
Cavalry was a
disaster.
However it was not a Massacre in the sense we are using
in the
game. Annihilation does not define a Massacre; wanton
destruction of "non-combatants" by or against US forces does.
7.62 Vs VILLAGES: A Massacre may occur when US troops attack an
Indian Village. If the Battle Table result indicates a possible
Massacre (the letter "M" plus a number), the US notes the
Aggression Rating of his Commander(s); 5.42. If his Aggression
Rating is > the "M" #, a Massacre has occurred.
Example: A Column, under John Chivington (0 1 3), enters and
attacks an undefended Cheyenne Village. The Indian player does
not get to use the Battle Table, but the US player does, with a
+6 DRM for the undefended Village attack. The US rolls a natural
'8', for a total of '14'. As Chivington has a '3' Aggression
Rating, the "3[M2]" result is also a Massacre. Place a
"Devastated, -3" marker on the Village and a Massacre marker in
the Area.
7.63 NEGATIVE AGGRESSION: If a Commander with a negative (-1)
Aggression Rating is leading the Column, a Massacre may never
take place unless he combined with another Commander whose
combined Aggression rating is sufficient to cause a Massacre.
7.64 CONSEQUENCES: Regardless of who caused it, place a
"Massacre" marker in any Area in which a Massacre occurs. The
only effect of a Massacre is that it will reduce the number of
points available for Statehood determination (10.21). Massacres
do NOT produce BP losses nor do they effect State Maintenance
(10.3). Massacre markers are removed at the end of the Turn along
with all other yellow markers.
7.7 DESTROYING MISSIONS: The presence of a Mission (9.2N)
prevents Villages in that Area from launching War Parties or
Relocating, but doubles the SPs of each Village in that Area.
Despite its benefits, an Indian player may attempt to eliminate a
Mission by Raid or a Mission War Party.
7.71 MISSION WAR PARTY: If a Raid against a Mission is not
possible (either because no Raiders are in range or he lacks the
necessary Raid card), an Indian player may try to eliminate the
Mission by raising a Mission War Party (even though Missions
forbid War Parties). To "raise" a Mission War Party, he adds the
Aggression rating of any Tribe he controls in the Mission's Area
to the Aggression ratings of all Chief(s) of that Tribe available
in that Turn and makes a Mission War Party DR. If the Mission War
Party DR is < the Aggression total, that Mission is destroyed and
the marker is removed from the map. If the Mission War Party DR
is > the Aggression total, the War Party fails to form and that
Village is "Finished" for that Turn.
7.72 PEACE CHIEF: A Mission War Party may not be raised of the
Tribe has a Peace Chief (9.2Q), but the Tribe may still Raid.
7.8 LEADER CASUALTIES: Commanders and Chiefs are killed only when
their entire Column or War Party/Village is eliminated unless the
Shaman Medicine Card (9.2Z) produces a chieftain casualty.
7.81 PRISON: Chiefs are placed in the "In Prison" box of the map
if they are available during the Turn their Tribe is forced to go
On Reservation (8.14). If a Tribe voluntarily goes On Reservation
(8.12), the US may select any one Chief of that Tribe who is
available that Turn and place him in Prison. The US may decline
such action or impose it unilaterally after the Tribe agrees to
go On Reservation.
7.82 PAROLE: Chiefs In Prison may return to play by the "Parole"
Shaman Card (9.2P). They are returned to their Village regardless
whether it is still On Reservation or has left the Reservation
and is back in the game.
Leader losses are rare since they are
already built into the
game in the
form of the Commander limitation and the Chief Turn
Appearances.
8. RESERVATIONS
The Reservation System was the main
method the US government
used to
"pacify" the Indians. The theory was to give them their
own lands,
secured by Treaty, which would be inviolable and
provide the
Indians with sufficient life support. That none of
this worked
then -- and still doesn't really work today -- is
self
evident. In all fairness, we should add that many of the
people
involved were truly trying to help the Indians, just as a
depressing
number of Indians didn't give the system a chance.
Then again,
even more "white eyes" were far too anxious to make
as much
money from a system that, even given a chance, was about
two levels short of genocide.
8.1 GOING ON RESERVATION: A Tribe goes On Reservation:
* automatically whenever the Indian player controlling it
"signs a Treaty" with the US (8.11-12).
* in the Survival Phase of any Turn in which a Village of an
active Tribe which is reduced to one-half or less of its
original strength fails a Survival DR (8.14).
8.11 TREATIES: At any time during the Card Play Phase of the
Turn, an Indian player and the US may reach an agreement to place
a Tribe (or a Village of a multi-Village Tribe) On Reservation.
The Indian player may do this only with one or more of the Tribes
in his hand; the US may offer a Treaty to any Tribe which any
Indian player controls that Turn. The "treaty" consists of the
Tribe going On Reservation in return for the US giving that
Indian player a one-time payment in VPs from the following
sources:
* The first five VPs awarded to the Indian player are free.
They do not come from any source.
* Any amount of VPs over five come from the US player's
personal total. These are deducted from the US player's VP
amount and added to the Indian player's amount. The US
player may not give away more of his own VPs than he had at
the start of the turn.
It is possible for a treaty to involve a payment of zero VPs
as well. In tournaments it is suggested that the maximum amount
of VPs awarded to the Indian player not exceed ten VPs per
treaty.
The VPs awarded to the Indians can be
thought of in the
following
light. The first five VPs represent that which the
Indians
already possess, namely large tracts of land. Any VPs
beyond the
first five represent additional concessions from
the US
government over and above the necessary supplies needed
for
survival on the reservation (money, additional food and
supplies,
etc.). The treaty involving zero VPs is essentially
an
ultimatum to go on or return to the reservation or else be
destroyed,
which was the most common type of treaty given
towards the end of the Indian Wars.
8.12 TERMS: When the Treaty is agreed upon, the Indian player
places the Tribe (and its Village) in the "On Reservation" box,
adding to the VPs he has earned for that Turn. He should also
note the Treaty terms and the Area occupied by the Tribe when it
went On Reservation that Turn. The Tally Sheet on the back page
of the Rule Book should be photocopied and used to this purpose.
8.13 CORRUPTION: Treaties were often less than binding documents.
"White man speaks with forked tongue" is not a total Hollywood
fabrication. If, at any point during the remainder of the Turn,
any player plays an Agency Corruption Shaman Card, the players
for all Tribes that voluntarily, and previously, went On
Reservation that Turn, make an Agency Corruption DR to determine
the effect it has on their VPs. An additional Agency Corruption
card played later in that Turn will have similar results, but the
Indian player can never lose more VPs for that Treaty than he
originally earned. An Agency Corruption DR need not be made for
those Tribes that went "On Reservation" for zero VPs.
8.14 FORCED ON RESERVATION: In the Survival Phase, all Active
Tribes that have been reduced to half or less of their original
strength printed on their Tribal Cards/Villages (by any means)
must check to see if they are forced to go On Reservation. If
their Reservation DR < the Tribe's Survival Rating, the Tribe
goes On Reservation.
Example: The Mimbres Apache with an initial strength of seven BPs
must make a Reservation DR if their 'strength drops' to '3' or
less; they would go On Reservation with a DR of "0" or "1". The
Klamath with an initial strength of two BPs would need to make a
Reservation DR if reduced to one BP. A Reservation DR < 5 would
put them On Reservation.
8.15 OUT OF PLAY: Cards for Tribes On Reservation are placed in
the On Reservation box. They are out of play until that Tribe
leaves the Reservation (8.2). Remove any Village marker, whose
Tribal Card is On Reservation, from the map (retaining its
present BP marker). Place it in the On Reservation box.
8.16 ATTACKS NA: Tribes On Reservation may not be attacked by
either side. They may not designated for any Shaman Card action
except from those Shaman Cards which specifically deal with
Tribes on the Reservation.
8.17 VICTORY POINTS: The US player during the Turn that a Tribe
goes On Reservation receives two VPs. The current US player loses
one VP for every Tribe that goes Off Reservation (8.2) because of
Agency Corruption or Massacre. These points can be gained or lost
for a single Tribe any number of times.
8.18 MULTI-VILLAGE TRIBES: The three multi-Village Tribes each
have special "On Reservation" cards. Whenever one of their
Villages goes On Reservation, and there are still other Villages
in play, use this card to place that Village in the On
Reservation box. If the Reservation Unrest Shaman Card (9.2X) is
played (allowing a Tribe to leave the Reservation), all Villages
of that Tribe may return to play.
8.2 LEAVING THE RESERVATION: Tribes may leave the Reservation and
have their cards placed back into the Deck (for later, possible
activation) following a US-inflicted Massacre (8.21), or loss of
their Treaty VPs following an Agency Corruption Shaman Card play
(8.22), or a "Reservation Unrest" Shaman Card play (8.23).
8.21 MASSACRE: Whenever a US-inflicted Massacre occurs, the
Indian player locates all On Reservation Tribes from that Area
(when they went On Reservation; 8.12) and makes an Unrest DR for
each. If the Unrest DR is < the Tribe's Aggression total (that of
the Tribe plus any available Chiefs excluding those In Prison),
that Tribe leaves the Reservation. If the Unrest DR is > the
Tribe's Aggression total, it remains On Reservation.
8.22 AGENCY CORRUPTION: Following play of an Agency Corruption
Shaman Card, all Tribes (or Villages from multi-Village Tribes)
entering the Reservation previously during that Turn must make an
Agency Corruption DR and apply it to the Agency Corruption Table
on the Shaman Card. The affected Tribe will leave the Reservation
if the Agency Corruption DR causes the loss of all of the VPs
earned by the Tribe when it signed its Treaty to go on the
Reservation that Turn. A Tribe that went on the Reservation for
zero VPs by Treaty does not have to be rolled for, it goes off
the Reservation automatically. Regardless of the Corruption DR,
the Indian player cannot lose more VPs than he earned by signing
the Treaty. Agency Corruption effects are cumulative. If VP
losses from multiple Agency Corruption cards played in the same
Turn equal or exceed those gained by Treaty, the Village leaves
the Reservation.
When playing the Solitaire Game all Tribes/Villages On
Reservation must make an Agency Corruption DR when the Agency
Corruption Shaman Card is played by the Indian side. In this case
a DR of '9' causes the Tribe/Village to leave the Reservation,
any other result has no effect.
8.23 RESERVATION UNREST: If a Reservation Unrest Shaman Card is
played, that player shuffles the Tribal Cards On Reservation,
draws one, and places it back in the Tribal Deck (8.24). During
the last turn of the game, this Shaman Card must be the first
card played (or discarded) by its owner(s) in his normal Round. A
player with two such cards may choose which to play (or discard)
first.
8.24 RETURN TO PLAY: A Tribe that has left the Reservation has
its card placed back in the Deck of available Tribes; it does not
become active until its card is pulled during the normal
distribution of Tribal cards. However, the Village is immediately
placed back on the map and counts against Survival, etc. It
returns to the Area from which it went onto the Reservation with
all remaining BPs (8.12).
9. SHAMAN CARDS
According to Carl Waldman's
"Encyclopedia of Native American
Tribes",
a tribal "shaman" was an individual who "interprets and
attempts to
control the supernatural. He applies his powers to
evoke
visions and to bring success in food gathering and
warfare."
We have named the random events rules in honor of these
highly
influential medicine men, as the settlers like to call
them. Our
random events include both events that did occur during
the era or
that could have occurred. Such events usually had an
impact on
the participants, mostly because they could not
anticipate nor control them.
9.1 USE OF SHAMAN CARDS: Each player starts each Turn with a
number of Shaman cards based on the number of players in the game
(3.5D). Shaman cards are always dealt after shuffling the entire
deck (minus any cards that are no longer in play). Most Shaman
Cards are "events" that affect the play of everyone for that
Turn. Some cards, however -- such as the "Raid" or "Rampage" --
dictate what that player may do that Round ... and only in that
Round. Each player starts his Round, as it proceeds around the
table, by either discarding or playing a Shaman Card during the
Shaman Card Play segment of the Round.
9.11 DISCARDING: A player who Discards a Shaman Card in his Round
may NOT do anything else. His Round is finished. By opting to
Discard the card rather than having it take effect, he has
forfeited his chance to perform any Operation (Action) in that
Round. A Discarded Shaman Card is shuffled back into the main
deck.
9.12 PLAYING: Playing a Shaman Card entitles that person to
proceed with operations during the Round after applying the Event
listed on the card. A Played Shaman Card is returned to the main
deck to be shuffled unless it is specifically listed as a one-
time-use card.
9.13 NO EVENT: A Player may "play" a Shaman Card that has no
effect on play at that moment. For example, playing an Agency
Corruption Card when there are no Tribes on the Reservation and
no Peace Policy in effect doesn't affect the game. The player may
still conduct his Operations even though the card he played had
no effect. Such a card is assumed to be "No Event". Note: A
Player cannot treat a card as a "No Event" if it does have an
effect on play at the moment, merely to avoid either Playing
(9.12) or Discarding (9.11) it.
9.14 IGNORED CARDS: Certain cards may or must be Ignored by
either the Indians or US as indicated on the bottom of the card.
A card which is Ignored is essentially being played with no
effect. This differs from No Event cards (9.13) in that the
conditions applicable to the card may be in effect, but can be
Ignored by the side stated on the card. Note: A Player cannot
treat a card as Ignored if it does apply to the side playing it,
merely to avoid either Playing (9.12) or Discarding (9.11) it.
9.15 DURATION: The Card Phase is over as soon as the last Shaman
card held by a player is either Played or Discarded. Shaman cards
that affect the course of the entire Turn (or game) should be
left in view for reference as long as they are in effect.
9.2 SHAMAN CARD EVENTS: The Shaman Cards are described here in
greater detail than space will allow on the cards themselves.
Note that some cards have been altered since publication of the
game and so the description will be different from that on the
card. Never the less, the descriptions listed here take
precedence over those on the cards where they differ. The number
of each card type in the deck is listed in brackets [#] following
its title.
A. AMERICAN CIVIL WAR [1]: When this card is played, the ACW is
in effect for that Turn. It is playable only in the Campaign Game
and should be removed from the Shaman Deck during the Basic Game.
The player holding this card must play it as his first Played
Shaman Card in the Turn if he is going to play it. If he is going
to Discard it, he may hold the ACW card until later. This card
can not be treated as No Event or be Ignored by either side. If
the card is not played by Turn 5, it is automatically in effect
at the start of Turn 6. After this card is played, it is
permanently removed from the deck. The ACW has the following
effects:
* All Active Commanders are put in a cup and only half are
randomly redrawn. Half of the US BPs and Artillery markers
are removed, starting with those in the Reserve and then
going from Column to Column on the map. The US may then re-
deploy his on-map Columns as he sees fit. He may freely
assign his remaining Commanders to his Columns, putting the
unassigned ones in the Reserve
* No RR markers may be placed that Turn.
* New Mexico and Arizona may not apply for Statehood that
Turn.
* No Columns may be played in Texas or New Mexico that Turn.
However any pre-existing Columns in either Area may react to
Indian actions in their own respective Areas.
* Starting next Turn, the new US BPs received each Turn = the
roll of six dice.
B. ANY TRIBE MAY RAID [1]: The Indian player playing this card
may attempt a Raid (6.4) from any of his unfinished Villages,
even one whose Tribe is not a Raider. If using a non-Raider
Tribe, it is assumed to have a Raid rating of 2. The US player
must Ignore this card.
C. ATROCITY
AND REPRISAL [1]: A local family has been brutally
killed and
reprisals are in order. Such savagery usually led to
rash actions in the name of revenge. This card ups the VP ante
for attacks done by the player this Round in the name of revenge,
providing these attacks are against a Tribe or Column with a
Chief or Commander with an Aggression rating or 2 or more. If an
attack fails to generate any VPs, the attacker is penalized one
VP. A player is not required to attack in the Round that this
card is played and if no attacks occur in the Round or the Tribe
or Column attacked proves to be inactive or without a Chief or
Commander with an Aggression rating of 2 or more, then the card
is Ignored.
In the Solitaire Game the side played must attack a Tribe or
Column with a Chief or Commander with an Aggression rating of 2
or more. If unable to do so, then the card is Ignored.
D. BAD BLOOD [1]: The player playing this card may designate any
one Tribe (his own, another player's, or an Inactive one) as
having "Bad Blood". If the selected Tribe is Inactive or Finished
there is no effect. Otherwise, the player controlling the
selected Tribe must immediately attack any War Party or Village
of his choice which is not among its listed "friends", in or
adjacent to an Area in which he has a War Party. If this card is
played on another player's unfinished Tribe, that Tribe must make
an immediate out-of-Round attack, even if it must deploy a War
Party from his Village to do this. On that player's next Round,
he is considered to have conducted his Operation though he may
still play or discard a Shaman Card. Also his Tribe is considered
to have conducted one of its two allowed Actions per Turn. If the
target's losses exceed the attacker's, the attacker doubles the
earned Coup Points (VPs). If the player played this card on
another player's Tribe, he may still perform an Operation in that
Round after the other player is finished with his attack. US
player must Ignore this card.
E. BAD WEATHER
[2]: Lack of rain or too much snow makes game
scarce. Place a Bad Weather marker in any one Area not already
containing a Weather marker. Bad Weather decreases the Area's
Survival Point Rating by two.
F. BLOOD LUST [1]: An Indian player may designate any one of his
Villages or one from another Indian player's as having "Blood
Lust" this Round if it has a Chief. Place the Blood Lust marker
on that Village. That Village adds two to its combat DRs and
Aggression ratings for the rest of the Turn. However, it may not
use Evasion for the remainder of the Turn. This applies to all
War Parties from the Village as well. If this card is played on
one of the player's own Tribes, he does not have to attack with
it that Round, though he has the option to do so. If this card is
played on another player's Tribe, that Tribe must make an
immediate out-of-Round attack, even if it must deploy a War Party
from its Village to do this. On that player's next Round, he is
considered to have conducted his Operation though he may still
play or discard a Shaman Card. Also his Tribe is considered to
have conducted one of its two allowed Actions per Turn. If the
Tribe is finished there is no effect, except that the Tribe still
has a +2 DRM and cannot use Evasion for the rest of the Turn. The
player who played this card on another player's Tribe may still
perform an Operation that Round after the other player is
finished with his attack. The US must Ignore this card.
G. BUFFALO
HUNTERS [3]: Perhaps the greatest threat to the
lifestyle
of the Plains Indians was the wanton, wholesale
slaughter
of the buffalo herds for hides by white hunters. These
hunters
were usually among the leading edge of migrants into the
Territories
and after they cleared out the herds in an area,
would
usually move on the another area and start their grisly
work all
over again. The buffalo not only provided Tribes with
food,
clothing, and many of their basic needs, but also held a
central quasi-religious position in Indian life. Whoever plays
this card places a "Buffalo Skull" marker in any Area containing
a printed Buffalo icon to reduce that Area's Survival Level by
two. The number of Buffalo Skull markers that can be placed in an
Area is limited by the following factors:
* A Buffalo Skull marker can not be placed in an Area that has
no positive Survival Points at the time of placement.
* Buffalo Skull markers may not be placed in the Indian
Territories until after the play of the Oklahoma Land Rush
(Territorial Problems) Shaman Card.
Once placed, Buffalo Skull markers are never removed. After
all 16 Buffalo Skull markers in the counter set have been placed
on the map, treat this card as No Event.
H. AGENCY
CORRUPTION [2]: The Bureau of Indian Affairs was a
remarkably
corrupt government department whose agents were often
even worse. When this card is played, the player may either
cancel the Peace Policy effect forbidding the US from attacking
Villages, or force all Tribes that previously entered the
Reservation that Turn to roll on the Agency Corruption Table
(8.13). If a Tribe consequently loses all the VPs it gained by
Treaty that Turn, it leaves the Reservation. Tribes who entered
the Reservation that Turn for 0 VPs by Treaty are not rolled for
on the Table, they automatically leave the Reservation. A Tribe
never loses more VPs to Corruption than it gained by Treaty. If
the Reform Movement Shaman Card is in effect at the time this
card is played, there is a -2 DRM to the Agency Corruption Table
DR. However the Reform Movement effects are cancelled for the
rest of the Turn and if the other Agency Corruption card is
played on a later Round, it is not affected.
DR: VP Loss:
0 None
1-3 One
4-5 Two
6-7 Three
8 Four
9 Five
If playing the Solitaire Game, the US must cancel the Peace
Policy; the Indians must make a Corruption DR for each
Tribe/Village On Reservation. If the Corruption DR is '9', the
Tribe/Village leaves the Reservation. Any other result is no
effect. If the Reform Movement is in effect when the Agency
Corruption card is played, the Reform Movement is cancelled but
no Corruption DRs are made. However, in a later Round of the same
Turn if the other Agency Corruption card is played, then the
Indians must make Corruption DRs for the Tribes/Villages On
Reservation.
If at the time when this card is played there is no Peace
Policy in effect and there are no Tribes/Villages On Reservation,
then treat this card as No Event.
I. FEDERALES
[1]: Mexico responds to Indian raids and increases
protection of her villages and haciendas. This card may be
immediately played (out of turn) in response to an Indian Raid
into Mexico. It cancels any VPs earned by the Raiding Tribe for
that Raid and ends all raiding and relocation attempts into
Mexico for the rest of the Turn. When play gets to the player who
played this card, he is considered to have played his Shaman Card
for that Round for purposes of Rules 4.4B in his own card play
Round and does not play another. However he may still conduct an
Operation. If this card is played at any other time, it is
treated as No Event. If playing the Solitaire Game, this card is
not used and is removed from the deck.
J. GATLING
GUNS [1]: The Gatling was the forerunner of the
machine gun
and, when it worked (it tended to overheat and jam),
it was a deadly killer. This card is treated as No Event until
the Turn after the ACW. Once played in a Turn after the ACW, the
US may choose one Gatling marker as one of his Artillery pieces
in every Turn. Once played with effect, this card remains face up
and out of play.
K. GHOST TOWNS [1]: Choose any one non-Lode Mine in play and make
a Mine Played Out DR. If that DR - 2 is > the Mine's Resource
Point Value, it is permanently removed from play. Whenever a Mine
is removed, the US must remove either one Settlement or reduce
one Town from that Area to three Settlements. No VPs are granted
to either side for the removal of the Mine and Settlement/Town by
this card. If playing the Solitaire Game, the US rolls for choice
of the lowest-rated Mines; the Indians roll for choice of
highest-rated Mines. If no non-Load Mines are in play when this
card is played, then treat it as No Event.
L. GOOD
WEATHER [2]: The Good Spirit (and the sun) shines on the
land. Place a Good Weather marker in any one Area not already
containing a Weather marker. Good Weather increases the Area's
Survival Point Rating by two for the current Turn.
M. MASSIVE WINTER STORM [1]: Select any one Mountain Area not
already containing a "Good Weather" marker. Each Tribe and Column
in that Area at the instant the card is played loses one BP. A
Tribe with both a Village and a War Party(s) in the afflicted
Area, must subtract the BP loss from the War Party of its choice.
If the Tribe does not have any BPs in the Area because its War
Party(s) are in an adjacent Area, then the Village has a -1 SP
Devastation marker placed on it. The Massive Winter Storm does
not prevent a Good Weather marker from being placed in the same
Area in a later Round in that Turn.
N.
MISSIONARIES [1]: Missionaries were quite prevalent in the era
immediately
before that covered in the game. Many meant well,
quite a few
were extremely helpful, some were a tad over-zealous,
and a few
were of the Convert-or-be-damned mold. Most Tribes (but
not all;
e.g., Old Joseph of the Nez Perce was a Christain by
choice)
deeply resented this insistent intrusion into their life
style.
Although most missions had disappeared by the 1850's, a
few remained...often to their regret and demise.
The player playing this card may place a Mission in any Area
that has at least one Indian Village and no other Missions. If
all three Missions are already in play, he may move any one
Mission into another Area. Missions double the SPs of each
Village in their Area but prevent War Parties and Village
relocations from that Area.
O. MORMONS
[1]: The Mormons had settled in Salt Lake City before
the start
of the "game". They sought to create their own "state",
Deseret.
Because of the religious and social practices and their
active
politics under Brigham Young, they were viewed
suspiciously
by both the locals and the government. The US was a
largely (if
not totally) Protestant group that took its own
version of
Christianity literally and seriously. It viewed the
Mormons as
a possible insurrectionist threat, and when they
started to become "militant", responded in kind.
During the next US Round in which he Plays a card, the US must
designate a Column in Utah with at least 3 BPs as the Mormon
Column by placing the Mormon marker on it. The Column must either
be a new one from the Reserve, or one already in Utah, or one On
Patrol in an adjacent Area. If none of these options are
available, the US must move its nearest Column of sufficient size
to Utah to become the Mormon Column. The move is made instantly
regardless of the distance. Each of these "designations" count as
a "Column Play". The Mormon Column may not leave Utah and may not
attack Indians or React unless attacked for the rest of the Turn.
If the US plays this card, he must designate the Mormon Column
this Round. Once Played, this card is removed from the game.
P. PAROLE [1]: All Chiefs In Prison are released. They are
immediately returned to their respective Villages regardless of
whether they are on the map or On Reservation. If no Chiefs are
In Prison, then treat this card as No Event.
Q. PEACE CHIEF
[2]: Tribes often had several chiefs at the same
time to
whom the members looked for advice and leadership, one of
whom was
sometimes a leader who favored peace with the whites
under any circumstances. When this card is played, the player
playing it may designate any one Active Village of another Indian
player as having a Peace Chief. Before doing so, he may ask all
players if a specific Tribe is active until one is revealed. The
first Active Tribe revealed must be marked with a Peace Chief
marker for the rest of the Turn or until a Tribal Unrest Card is
played (whichever comes first). A Peace Chief's Tribe/Village may
not attack Resources or Columns, although it may Raid. It may
send a War Party against Indian targets. The US may not attack a
Peace Chief's Village although it may attack and React to War
Parties from that Village. In the Two Player Version Game it may
be played on any Active Tribe of the Indian player. In the
Solitaire Game it may only be played on the Tribe activated on
the current Round. The US must Ignore this card.
R. PEACE
POLICY [1]: Several times, and specifically under
President
Ulysses S. Grant, the government attempted to put in
place what
they called a "Peace Policy", in which non-military
solutions
were actively sought. The Peace Policy was greeted with
some
enthusiasm (mostly in the East) and more scorn (mostly out
West). It
came to an end with the assassination of General Canby
in the Modoc War. For the remainder of the Turn in which this
card has been played, Columns (both single and combined) with an
Aggression rating < 3 may not attack a Village except when
Reacting to a Relocation attempt. Columns (both single and
combined) with an Aggression rating of 3 or more may attack a
Village. All Columns may still attack and React to War Parties.
If an Indian-led Massacre occurs, or an Agency Corruption card
cancelling the Peace Policy, or the ACW card is played, the Peace
Policy is cancelled for the remainder of the Turn. This card is
treated as No Event while the ACW is in progress.
S. PUBLIC
OUTRAGE [1]: Indian depravations outrage the public and
spur the
government to effect legislation to support an increased
military presence. If this card is played and a Massacre by
Indians has occurred previously in that Turn, the US immediately
receives in his Reserve additional BPs equal to a DR. If no
Indian-led Massacre has occurred in the Turn when this card is
played, treat it as No Event. This card must be Ignored by the
Indian player(s).
T. RAID [5]: An Indian player may play this card to attempt a
Raid (6.4) with any of his unfinished Raider Tribes against any
Resource or Mission in the same or adjacent Area. He may also
raid into Mexico (6.43) if the Raider Tribe is capable of doing
so on its Tribal Card. If played the Raid becomes the Indian
player's Operation (Action) for that Round. If the Indian player
has no Raider Tribes when this card is played, then treat it as
No Event. The US must Ignore this card.
U. RAILROAD
SKIMMING SCANDAL [1]: Given the rather free-
wheeling
unregulated capitalism of the era, the large number of
stock
swindlers, skimming schemes, and other such nefarious
activities
attached to railroading in the 1800's is not
surprising.
While the "little guy" was the one who took it
directly on
the chin, eventually the government suffered ... lack
of trust, public outcry, throw the scoundrels out, etc.. The
player playing this card (even the US player) removes one RR
marker from any Area on the map. Broken RR markers may be used to
satisfy the removal. If there are no RR markers on the map when
this card is played, then treat it as No Event.
V. RAMPAGE [2]: An Indian player may play this card to make two
attacks with one War Party against different targets in the same
Area. The two attacks must occur in this Round but only count as
one Operation (Action), so a newly activated Tribe would not be
finished despite making two attacks. A Tribal Alliance (6.7)
combined War Party could also be used but only during its second
Operation as a group (the first Operation would need the Tribal
Alliance card to form the combined War Party). The US must Ignore
this card.
W. REFORM
MOVEMENT [1]: Several well-meaning religious groups and
non-sectarian
citizens tried to put into place a Reform Movement,
somewhat
similar to the Peace Policy. Its effects were often
ameliorated
by events out of control of the movement's founders,
although the movement did much to form public opinion. For the
remainder of the Turn, Columns (single or combined) with a
Commander(s) whose Aggression rating is < 2 may not attack a
Village (though they can attack a War Party). However, relocating
Villages may always be attacked in Reaction by any Column. Also
the first Agency Corruption Card played while the Reform Movement
is in effect has the Agency Corruption DR modified by -2. The
Reform Movement is cancelled by play of the ACW card, the
occurrence of an Indian-led Massacre while it is in effect, or
immediately after the play of the first Agency Corruption card
after the Reform Movement has been played. Should an Agency
Corruption card be played after the cancellation the Reform
Movement, its DR is not modified. Once played, display this card
until cancelled or the Turn ends. This card has no effect during
the ACW.
In the Solitaire Game, the Reform Movement negates the rolling
of Agency Corruption DRs when a Agency Corruption card is played
by the Indians, instead of giving a DRM.
X. RESERVATION UNREST [2]: [The "Ghost Dance" Card] The player
playing this card shuffles the On Reservation Deck, draws one
Tribal Card, and places it back in the Active Deck. The Village
is returned to the Area from which it entered the Reservation. In
the last Turn of the game (Turn 7 of the Basic Game or Turn 8 of
the Campaign Game), this card must be the first card played or
discarded by the player holding it. If he has both of these
cards, they must be the first two cards he plays or discards. If
there are no Tribes/Villages on the Reservation when this card is
played, then treat it as No Event.
In the Solitaire Game, these cards are played as they come up
in the normal play of the deck, even in the final Turn of the
game.
Y. SCOUTS [1]: Several Tribes provided Scouts to the US,
including the Crow, Pawnee, and even the Apache. If this card is
played by a player with one of those Tribes in his hand, he may
choose to Scout for the US this Turn. Place the Scout marker on
the Village (player's choice in the case of the Apache) supplying
the Scouts and add one VP to his total. The US may add one to the
Speed of all of his Columns in or adjacent to the Scout Village's
Area. That Village may not Relocate, attack, or be attacked by
the US for the rest of the Turn. In addition, any War Parties
that the Scout Village has on the map are immediately returned to
the Village (which will cause it to become finished) and the US
may not React to these returning War Parties. US and Indian
players without Scout Tribes must Ignore this card.
Z. SHAMAN MEDICINE [1]: When played for any one Village (by any
player, even the US), the braves and chiefs in that Village have
been told by their shaman that they cannot be killed. For the
remainder of that Turn (or until the Village suffers a loss of
BPs in battle) add two to all Battle DRs for that Village and add
one to the Village's Aggression Rating. However once the Village
loses a BP in Battle, make a separate DR for each of its Chiefs
in the battle. An "even" DR kills a Chief and removes him
permanently from the game. The Village is not required to make an
attack that Round, though it may. This card also applies to all
War Parties from the Village and to Tribal Alliance War Parties
that the Village is a part of. The US may Ignore this card at his
option.
AA. SMALLPOX
[1]: By the 1850's, smallpox, as an epidemic threat
to Indian
life, had greatly diminished. However, tell that to the
Blackfoot,
whose Confederacy was pretty much destroyed by the
disease
during four separate epidemics, two of which occurred
during the time frame of the game. The player playing this card
may choose any one Village (his own, another player's, or an
inactive one) to suffer a Smallpox epidemic. Having chosen the
Village, make a DR to determine the outcome.
DR: Outcome:
0-4 Village is Finished. Flip the Village marker.
5-8 Village is Finished and loses one BP.
9 Village is Finished and loses two BPs.
Smallpox does not cause BP losses among War Parties elsewhere
on the map, even in the same Area as the Village. If the BP
losses from Smallpox exceed the BPs present in the Village, the
excess is ignored. War Parties from the affected Village must be
immediately recalled after the play of this card.
BB.
SPRINGFIELD RIFLE [1]: The invention of breech-loading
weapons
with extended range greatly improved the combat
capability
of the Army. The Indians often seriously reconsidered
any actions that would enable the Army to bring them into play.
As soon as this card is played, add one to all US DRs on the
Battle Table for the rest of the game. This card may not be
played prior to Turn 3. Once played, this card is removed from
the deck and displayed as a reminder.
CC. THE
TELEGRAPH [1]: The invention of the telegraph was the
first
branch of the Information Super Highway and greatly
improved the Army's ability to react. As soon as this card is
played, and for all subsequent Turns, Columns may react into an
adjacent Area (with a +1 DRM added to the Reaction DR). Once
played, this card is taken out of play and displayed for the rest
of the game. This card is usable only in the Campaign Game.
DD. TERRITORIAL PROBLEMS [1]: When played, one of the following
occurs, depending on whether the ACW has occurred:
* BLOODY KANSAS: If the card is played before the ACW is in
effect, it's Bloody Kansas time. No more Columns may be
placed in Kansas or moved there; they're to busy chasing
Jayhawkers. Columns In Fort must remain in Fort. This does
not affect troops already On Patrol in Kansas which may
attack or React to Indian actions in that Area. This event
may occur more than once.
* OKLAHOMA LAND RUSH: If the card is played after the ACW, the
Indian Territories have been opened to settlement. The US
may place Settlements and other Resources in what is now
called Oklahoma. Buffalo Skull markers may also now be
placed in the Area. After the Land Rush occurs, remove this
card from play.
If this card is played while the ACW is in effect, then it is
treated as No Event.
EE. TEXAS
RANGERS [2]: The Texas Rangers were formed in 1837 to
fight
Mexicans and Indians. They were only partially effective
and
somewhat disorganized until the first of the great Rangers,
Captain
John "Jack" Hays arrived just before the Mexican War. He
turned the
Rangers into one of the most feared (sometimes by
everyone
involved, friend and enemy) paramilitary forces on the
continent. If this card is played, the player playing it (even an
Indian) must instantly "attack" any one Village or War Party
(player's choice) in Texas by rolling the die. If he rolls an odd
number, that Tribe loses one BP. He must attack a Village or War
Party with BP(s) in it. If the only thing available in Texas is a
Village with zero BPs are in it, then that Village must have a -1
SP Devastation marker placed on it if an odd number is rolled. No
VPs are awarded regardless of the result. If no Indian Villages
or War Parties are in Texas when this card is played, then treat
it as No Event.
FF. TRIBAL ALLIANCES [2]: The Indian player playing this card may
combine the BPs and Chiefs of any unfinished Active Friendly
Tribe from his hand, in or adjacent to one specified Area into
one War Party (6.7). Active Tribes of other Indian players in or
adjacent to that specified Area which are friendly and unfinished
may join the Alliance War Party at the whim of their owners.
However, the player with this card will earn all VPs earned by
the War Party (which he may share with the other contributing
players, at his option) and determine which of the participating
Tribes in the Alliance War Party absorbs any BP losses. Must be
Ignored by the US.
GG. TRIBAL
UNREST [2]: Young braves chafe at the restrictions of
pacifist
leaders and call for a return to the War Path to sweep
the whites from their land. The player playing this card may
remove any one Peace Chief from any Tribe. If there are no Peace
Chiefs anywhere on the map when this card is played, then treat
it as No Event.
HH. WINTER
CAMPAIGNING [1]: Commanders soon discovered that the
Indians
were very vulnerable to the hardships of winter, and
almost any
winter campaign launched against them severely
depleted
their physical and emotional reserves. They also found
out,
though, that Winter Campaigning had the same effect on their
own troops as well. When this card is played, for the rest of the
Turn, deduct one from all Evasion Totals, but if Evasion is
successful then the Tribe loses one BP. Deduct two from all
Pursuit Totals, but if US attempts Pursuit he loses one BP.
10. WINNING
10.1 VICTORY POINTS: The player with the most VPs at the end of
the game wins. Players earn VPs for various actions and achieving
certain goals. Each player records his points earned as he earns
them on his Tally Sheet. It matters not which side he plays
during a given Turn; a VP is a VP even when it's a Coup Point.
10.11 US VICTORY POINTS: The player playing the US during a Turn
gains VPs for accomplishing any of the following during a Turn:
* A sliding scale of VPs for turning a Territory into a State,
depending on how many Indian players are in the game.
Number of Indian Players VPs Earned
1 15
2 10
3 7
4 6
* 1 VP for every Battle against a War Party (not a Village) in
which the US is the Attacker and the defending Indian player
suffers greater BP losses (7.33).
* 2 VPs for every Tribe that goes on the Reservation (8.17).
For multi-Village Tribes that's 2 VPs per Village.
* 2 VPs for completing the Transcontinental Railroad (5.241).
The US player loses VPs as follows:
* 1 VP for every Tribe that goes Off Reservation during his
Turn (8.17).
* 1 VP for every State that failed to maintain its Resource
Level (10.31).
He does not earn any VPs for Indian BPs lost from any other
cause.
We have used a sliding scale simply
because the number of
Shaman
Cards available to an Indian player (and, concurrently,
the number
of opportunities to do things) decreases as the number
of players
increase. Therefore, the number of points earned for
Statehood
has to be relative to what each other player can
possibly earn.
10.12 INDIAN VICTORY POINTS: Each player playing Indian Tribes
earns the following VPs:
* 1 VP for a successful Raid (6.44).
* 2 VPs for a successful Raid into Mexico (6.44).
* 2 VPs for a successful War Party attack on a Settlement or
RR marker.
* 5 VPs for a successful War Party attack on a Town.
* ? VPs equal to the worth of a Mine for a successful War
Party attack on each Mine.
* 1 VP for each US BP loss exceeding Indian BP losses in a
Battle (7.33).
* 1 VP for winning a Battle with other Indians (7.33).
* ? VPs as per Treaty with the US (8.31).
* 1 VP for supplying a Scout (9.2Y).
The Indian Player loses:
* 3 VPs for each Tribe under his control that becomes Extinct
(6.66). For multi-Village Tribes that's 3 VPs per Village.
* ? VPs, as required by the Agency Corruption Table (8.13),
not to exceed Treaty points.
10.2 STATEHOOD: Each Territory (Area) has a Statehood Level
printed beneath its name. This is the number of Resource Points
the US must exceed in the Statehood Phase to turn that Territory
into a State. It is also the minimum number of Resource Points
the US must maintain during a Turn to avoid penalties (10.3).
10.21 RESOURCE POINTS: To determine how many "usable" Resource
Points he has in an Area, the US totals the value of all
Resources in that Area. Broke RR markers do not count. "Hit"
Mines do count. He then subtracts the number of Massacre markers
in that Area to get his adjusted total.
If the adjusted Resource Point total exceeds the Statehood
Number of that Territory, it has become a State. Place a "State"
marker in that Territory and give the US player the number of VPs
listed in 10.11.
Example: Minnesota has a Statehood Level of '6'. At the end of
Turn 1, the US player has one Town, and three Settlements in
Minnesota, and there has been one Massacre. He therefore has
seven Resource Points, one more than the printed level. Minnesota
is now a State.
10.3 STATE MAINTENANCE: The US must maintain all the States at or
above their printed Resource Level. Texas and California have
their Resource Levels in parentheses, indicating that they are
used solely for Maintenance as they start the game as States
already.
10.31 VP PENALTY: If, at the end of a Turn, a State has less
Resource Points than its Resource Level, the US Player loses one
VP for each such depleted State.
10.32 STATEHOOD EFFECTS: If any State has dropped below its
Resource Level that Turn, Statehood is not automatic for any
Territory seeking admission to the US. The US must make a DR < 8
for each Territory he wishes to become a State. There is a +1 DRM
for every current State that is now below its Maintenance Level.
Example: The US has two Territories applying for Statehood.
However, because two of the States are now below their
Maintenance levels, the US would need to roll a Natural "6' or
less for each one.
10.33 SEQUENCE: Determining Maintenance always occurs before
determining new States (4.6).
11. DIFFERENT VERSIONS
The previous rules are for the four-Turn Basic Game and
presupposes that three or more people are playing. However, there
are other versions of the game.
11.1 THE CAMPAIGN GAME: The Campaign Game uses all eight Turns,
all Shaman Cards, and takes about, on the average, seven hours to
complete. Campaign Game players will find that the first two
Turns (1 and 2) are somewhat difficult for the US, as he has
little military presence. On the other hand, he has few Resources
in place, so the Indians have far fewer options to gain VPs. And
then there's the "cloud" of the American Civil War. Playing the
ACW card is most important strategically. Thus, while the
Campaign Game takes longer to complete, it does present a fuller
picture of how the situation developed. We recommend that players
not tackle this until they have gained experience with both the
rules and the various strategies available to both "sides". The
Campaign Game is particularly well suited to Solitaire play
(11.3).
11.11 SET UP:
A. Place all Villages in the Area listed on their marker.
B. Place Settlements as follows:
* Four in California.
* Two in Texas.
* One each in Utah, Arizona, New Mexico, Oregon, and Kansas.
C. Place the two "Mother Lode" Mines in California. Place the
rest of the Mine markers in a cup so they can be drawn as
required.
D. For the first Turn (1851-55), the US draws six Commanders from
the Commander Cup. He then places three Columns anywhere on the
map--using part or all of his initial 35 BPs and one Artillery
marker. These Columns are considered "ready to play". The
remaining Commanders and BPs are placed in Reserve for later
placement during the Turn. No additional BPs are generated by DR
during Turn 1 unless required to by the play of the Public
Outrage Shaman Card.
11.12 RR MARKERS: No RR marker may be placed before the third
Turn of the game (1861-65) or during the ACW. Treat a Resource DR
of 7-9 during that period as No Effect. The first two RR markers
must be placed, one each, in Kansas and California. After that,
RR markers must be placed in or adjacent to Areas containing RR
markers.
11.2 THE TWO PLAYER GAME: Because there is no competition between
"Indians" in the two player version, the game plays much
differently. Both the four-Turn Basic Game and the eight-Turn
Campaign Game can be played using two players. The following
adjustments take place in the Two Player Game:
A. The Randomized Side Determination (3.31) is used at the
beginning of both games. However in the Basic Game after the
first Turn (Turn 4) the players just automatically switch sides
every Turn. In the Campaign Game the Randomized Side
Determination is used on every Turn except in those Turns where
one player has played the US on the two previous consecutive
Turns. On these Turns the two player automatically switch sides.
B. When choosing Initial Tribes, the Indian player may choose any
two of the groups as recommended in 3.32. For example, he may
choose the Sioux and the Apache.
C. The US player rolls for Resources and places Settlements
(5.21) only for the first twenty Shaman Cards of each Turn.
D. The US may play only one Column per Round. He may attempt
Column Coordination by rolling < the highest Speed rating of the
Columns he wishes to combine. However, if he rolls > their
highest Speed rating, the attempt fails and he may move no
Columns that Round.
E. The Indian player may send a War Party against only those
Indian Villages that are Inactive. He may not fight himself. The
targets of War Parties must still be listed as "Enemies" on their
Tribal Cards.
11.3 THE SOLITAIRE GAME: As a solitaire game, Geronimo! is of
interest mostly for its historical insight. To that end, we
recommend you use the full Campaign version here and that you
keep in mind the "historical insight" premise when coming across
any anomalies that may arise. While the Basic Game can also be
played solitaire, the player will not get a full historical
insight into the game and the US player will be harder pressed to
achieve his objectives.
The Solitaire version requires many adjustments to the Basic
Rules. In essence, you must wear "two hats", in that the
solitaire version plays best if you assume whichever role happens
to be "up" at the time.
11.31 OBJECTIVES: There are no VPs. Any play mechanic whose sole
purpose is to award VPs (e.g., Raids vs Resources) is ignored.
The object of the game is to see how many States the US has at
the end of the eighth Turn. If there are 14 States or more, the
player has "bettered" history and the US wins. If there are less
than 14 States, the Indians have fared better than their
historical counterparts. And if it hasn't completed the
Transcontinental Railroad (5.241) by the end of Turn 6, the US
should be ashamed of itself, rethink Manifest Destiny, and assume
it has lost by Sudden Death.
11.32 GETTING STARTED: The Set-ups are the same, whether using
the four- or eight-Turn game. There are two Decks of cards from
which the player randomly draws 30 Shaman Cards and 18 Tribal
Cards.
11.33 THE SHAMAN DECK: The Shaman Deck is determined anew each
Turn by shuffling the cards and using the top 30, placing the
remainder aside until the next Turn. Remove the Federales Shaman
Card from play in both the Basic and Campaign versions.
11.34 THE TRIBAL DECK: In composing the Tribal Deck, the player
always uses the Sioux, Apache, Kiowa, Comanche, Cheyenne, and
Arapaho plus 12 additional Tribes, drawn randomly. If one of the
named Tribes is unavailable, substitute another, randomly. The 18
Tribes are then shuffled so that their order of appearance is
random and unknown. Note that towards the end of the game, there
will be less than 18 Tribes left to play with, due to the other
Tribes either being On Reservation or Extinct. In this case just
shuffle all the remaining Tribal Cards.
11.35 PLAY SEQUENCE: The Sequence of play is altered as follows:
* In Turn 1 (1851-55) the US goes first. In all other Turns,
make a DR to determine which side goes first, odd numbers
meaning the US, even numbers meaning the Indians.
* The player alternates being the US and Indians with each
Shaman Card. The sides of the Turn Marker are flipped on the
Turn Track to indicate who's actually "going" in each Round.
* To simulate a Round, draw a Shaman Card and then either play
a Column or draw and activate the next Tribal Card.
* Settlement Placement and Resource DRs apply to only the
first twenty Shaman Cards drawn each Turn.
* When all the Shaman Cards have been played, the Turn is
over. This means that several Tribes, even though selected,
will not be used.
11.36 SHAMAN CARD USAGE: You may not Discard; you must either
Play or Ignore Shaman Cards. Note that there are some Shaman
Cards that can still be Played as No Events if they lack the
prerequisites for normal play. The drawn Shaman Card applies
either to the US (if it is the US Round) or to the Tribe that you
activate (if it is the Indian Round). The following Shaman Cards
are treated differently in the Solitaire Game:
* Tribal Alliances: If this card is drawn for an Indian Round,
the player may "look at" the next five Tribal cards in the
deck. Any of those Tribes that could form an alliance may be
taken out of the deck and used to do so for that Round, the
rest remain in place (in the to-be-drawn portion of the
deck). Allied Tribes may take two "Actions" that Round.
* American Civil War: The ACW is applicable only if it is
chosen in the first 20 Shaman Cards of each Turn. If drawn
later, it is Ignored.
* Raids: Can only be used against Missions.
* Shaman Medicine, Bad Blood, Blood Lust, and Rampage: These
apply only to the Tribe drawn for that Round; they are
Ignored in the US Round.
* Atrocity and Reprisal only applies to the Tribe drawn, but
may also be played during the US Round as well.
* Ghost Town: The US rolls for the lowest-rated Mine of his
choice; the Indians roll for the highest-rated Mine of their
choice.
* Agency Corruption: If drawn for the US Round, cancel the
Peace Policy. If drawn for the Indian Round, make an Agency
Corruption DR for each Tribe On Reservation to force them
off.
* Peace Chief, Smallpox, Scouts: Ignore if drawn for US Round.
Otherwise, they apply only to the Tribe activated that
Round.
11.37 TRIBAL CARD USAGE: When drawing Tribal cards, use two
separate "used" piles to note which Tribes "did nothing" for
purposes of Survival versus those who did an Operation. A Tribe
whose card is drawn gets one War Party or one action per Village.
Thus, a multi-Village Tribe may perform one Operation for each
Village in the same Round. Every War Party automatically returns
to its Village at the end of the Round.
11.38 COLUMNS USAGE: The US may play only one Column per Round.
The same Column may not be played on successive US Rounds. Use
the US Column markers to so indicate Column(s) played on the
previous US Round. Attempting Column Coordination counts as only
one play.
11.39 RULE CHANGES: There are no Treaties; all Tribes use
Reservation DRs to go On Reservation (8.14). Indians may not
attack Mines; they may attack other Resources.
12. OPTIONAL RULES
The following Optional Rules may be used in the game.
12.1
ADDITIONAL RANDOM EVENTS: This rule was originally published
on the
GENERAL Vol.30 #6. It allows a player a chance to trigger
an
additional Random Event in a Round that he must play a Shaman
Card for no effect. During a Round in which a player plays a
Shaman Card either as a No Event Card (9.14) or an Ignored Card
(9.13), he may make a DR on the Random Event Table below before
he conducts his Operation. The resulting Random Event may be
played during that Round as if it is an additional Shaman Card.
12.11 FREQUENCY: A player may only roll for a Random Event once
per Turn. However each player may roll for a Random Event during
a Turn so it is possible that several events may be in play
during a the course of a Turn. In the Solitaire Game, the player
may roll twice for a Random Event, once during a US Round and
once during an Indian Round.
12.12 RESTRICTIONS: A player may not roll for a Random Event in a
Round where he either Plays (9.12) or Discards (9.11) a Shaman
Card.
12.13 RESOLUTION: The Random Event is treated as if it is a
Shaman Card in that the player may Play it (9.12), Ignore it
(9.13), Discard it (9.11), or treat it as No Event (9.14). In the
event that the player Discards the Random Event, his Round is
then Finished.
DR: Random Event:
0-1 GUNRUNNERS: At various times during the
Indian Wars,
different Tribes had access to modern
firearms and
ammunition from unscrupulous traders
who traded them for
buffalo hides, horses, and stolen cattle. Place a
Gunrunner counter on an Active Tribe of your choice. For
the rest of the Turn that Tribe has a +1 DRM to all DRs
on the Battle Table. This DRM also applies to a combined
War Parties that the affected Tribe is part of. The US
must Ignore this event.
2
BUFFALO HUNTER CAMPAIGN: A few Tribes realized that it
was the Buffalo Hunters who were
depleting the buffalo
herds and robbing them of their
livelihood and so
organized small war parties to seek out
and destroy these
hunters. Place a Buffalo Hunter Campaign marker in an
Area of your choice which contains a Buffalo icon. This
Area must have either an active Indian Village or War
Party controlled by you in it. For the remainder of the
Turn, Buffalo Skull markers may not be placed in that
Area. This event does not remove any preexisting Buffalo
Skull markers that are in the Area when the event marker
is placed, it merely prevents the placement of new ones.
The US must Ignore this event.
3 TELEGRAPH
LINES CUT: Once they learned about the "talking
wires", some Tribes (like the
Apache) became very
proficient at tearing down telegraph
lines and delaying
the US Army's reaction to their actions. Place a Lines
Cut marker in an Area of your choice which contains
either an active Indian Village or War Party controlled
by you. For the rest of the Turn, US Columns in adjacent
Areas may not react into that affected Area nor may they
react from the affected Area into adjacent Areas. If this
event occurs before the play of the Telegraph Shaman
Card, treat as No Event. The US must Ignore this event.
4
SIEGE: Rarely would the Indians lay siege to a Fort
during the Indian Wars. However, under the
leadership of
a strong Chief such as Red Cloud, these
sieges could be
surprisingly effective in tying down US forces. Place a
Fort Siege marker on one US Column inside the Fort Box in
an Area of your choice which contains an unfinished War
Party controlled by you. The War Party must either be in
the Area the Round that the siege is declared or be moved
or placed there in a previous Round. For the remainder of
the Turn that US Column may not change its status to "On
Patrol" nor may it receive reinforcements from the
Reserve. In addition, in the Survival Phase at the end of
the Turn, that Column must lose one BP due to attrition,
even if the US player rolls a '0' for his Attrition DR.
This event stays in effect even if the War Party performs
some other Operation in the same or different Area,
becomes Finished, or is eliminated by other US Columns.
Declaring a Fort Siege does not constitute an action for
the War Party involved, it may still perform an Operation
in the same Round. The US must Ignore this event.
5
STRONGHOLD: Tribal Villages were usually located in areas
where survival was the primary concern,
not defense.
However some chiefs had a keen military
eye for the
ground and sometimes located their
Tribes in defensive
terrain to help protect them from enemy
tribes and
troops. Place a Stronghold marker on an Active Indian
Village of your choice. For the remainder of the Turn,
any enemy Indian War Parties and US Columns which attack
that Village have a -3 DRM when making a DR on the Battle
Table. This is in addition to any other modifiers the
attacker may have. The affected Village must maintain at
least one BP in it for the remainder of the Turn in order
to retain the Stronghold advantage. If the Village
Relocates, attempts Evasion when attacked, or receives a
Devastation marker as a result of an attack after the
play of this event, it loses its Stronghold advantage for
the rest of the Turn (remove the Stronghold marker). The
US must Ignore this event.
6
SAND CREEK MASSACRE: While there were many massacres
on both sides during the Indian Wars,
the Sand Creek
Massacre stands out as one that
couldn't have happened at
a worst time for the US. Besides
delaying Colorado's
admission into the Union for over a
decade, it also came
towards the end of the Civil War when
the country was
looking forward to the end of the
fighting and did not
want to jump into another war. It also
caused many Tribes
which were peaceful at the time to, if
not go on the War
Path, at least take a more belligerent
stance towards the
US. This event represents a massacre
that causes an
inordinate amount of bad publicity for
the US and
enrages, rather than scares, the Indians. The US player
must randomly pick one Tribe from the Inactive Tribal
deck. That Tribe is now extinct and is removed from the
game. If the Tribe picked has multiple Villages, one
Village must then be randomly picked and that Village
becomes extinct. The US player receives no VPs for this.
Each Indian player, starting with the one with the least
amount of VPs, and then working their way up the list,
may now randomly pick one Tribal Card from the Inactive
Tribal deck and add to their set of unplayed Tribal
Cards. The Area where the Tribe was eliminated from may
not become a State this Turn. (Place the event marker in
the affected Area.) If the Area is already a State,
ignore this provision although the rest of the event
still applies. This event does not count as a Massacre
for purposes of Rule 8.21. This event may only occur once
in a game, any further occurrences of this event are
treated as No Event. This event must be played by the
player who first rolled it on the table in the game,
regardless of whether he is Indian or US. This event can
not be Ignored or Discarded.
7
HORSE KILLERS: US forces would frequently capture the
horse herds from Indian Villages that
they attacked and
bring them back with them to sell for
profit. More often
than not, Indian War Parties would
recapture their horse
herds before the Columns could make it
back to the safety
of the fort. Some US Commanders,
realizing the importance
of the horse to the Indian cultures,
would instead
slaughter their horse herds upon
capture, thus making the
plight of the Indian tribes all the
more harder,
especially during the winter months. Once during the
remainder of the Turn, the US player may declare that he
is killing all the horses in an Indian Village in which
he attacks and causes a Devastation marker to be placed
on it. Place a No Horses counter on that Village. For the
remainder of the Turn, that Indian Village has a -2 DRM
on their Evasion total and any new War Parties that come
from that Village may only attack or raid in the Area
where the Village is located. Preexisting War Parties
from the Village are not affected by the same Area
limitation. The Indians must Ignore this event.
8-9 HOSTAGES: Although most US led
massacres of Indian
villages involve the slaughter of
innocent women and
children, some US Commanders realized
that if you took
the families back to the reservation as
hostages, the
warriors would stop fighting and come
on the reservation
as well. Once during the rest of the Turn, the US player
may declare that he is taking hostages in an Indian
Village in which he attacks and causes a Massacre marker
to be placed on it. The Massacre is cancelled (remove the
Massacre Marker) and does not count towards Statehood
determination (10.21) during the Statehood Phase of that
Turn. That Village and any War Parties that came from it
go immediately On Reservation in the Area where the
Village is located. This counts as being Forced on
Reservation (8.14). The US player does receive his
customary two VPs for the Village going On Reservation.
This event can not be used to cancel out the previous
play of the Sand Creek Massacre event. The Indians must
Ignore this event.
12.14 MARKERS: Markers for these Random Events were published in
a counter sheet that came in the GENERAL Vol.30 #6. However,
players may construct their own counters for these events. All of
these counters are yellow counters and are removed during the End
of the Turn Phase of a Turn.
12.2 ALTERNATE SIDE DETERMINATION: For those players who want to
trust the iron dice of war, Side Determination may be performed
in every Turn without any regard to who had the US side in the
previous one or two Turns. Just follow the original instructions
printed in Rule 3.31 in the First Edition Rule Book. Note that
this may result in a player receiving the US side several Turns
in a row, thus giving him an insurmountable lead in VPs during
the rest of the game.
13. GAME ERRATA
TRIBAL CARDS: The Ute Tribal Card should have a Battle Rating of
+1.
WAR PARTY MARKERS: The Mojave War Party marker's Battle, Evasion,
and Aggression Ratings should be (0 1 0), not (1 0 1).
UNITED STATES REFERENCE CARD: On the Battle Table in the Odds DRM
section there should be a 1-1 odds ratio line with a +0 DRM.
INDIAN REFERENCE CARD: In the Sequence of Play Box, in outline
point E.3, the Indians should be < half Strength in order to
check on going On Reservation (8.14).
MAPBOARD: On the Turn Track, in the Turn 6 Box, the amount of BPs
that the US gets should read 4/6 dr*. (This is in case of an
automatic American Civil War event occurring in that Turn as per
Rule 9.2A.)