BY JINGO - Colonial History & Wargames Page

The Black Amazons In King Solomon's Lost City Of The Diamond Mines In The Elephant's Graveyard At The Source Of The Nile

Preface
As designed, this was meant to be a convention game where ample space would be available. I was fortunate enough to have had a large area for the playtest (the table requires 18' x 18'). However, if adaquate space is lacking, the approaches can be played on seperate tables then moved to the main table as the explorers arrive. Also, there is no reason why the game can not broken up into four seperate games. A group of explorers could run through one or more of the quests taking a different supercargo and a different route for each adventure. Many of the rules and concepts of the game were taken from my "Ubongo" (posted on the site) If I have left anything out here, You can check in those rules for clarification. Also, you can contact me through e-mail.cdferree@yahoo.com Chris Ferree, Editor-In-Chief Good luck, and I hope you enjoy this game. Chris Ferree

Introduction
Four teams of ardent explorers are racing into unknown parts of Africa in search of glory and riches beyond measure. Guided by hearsay, rumors, and third hand information each party will attempt to conquer the unyielding environment and plunge into the heart of darkest Africa.

The Game begins with each of the four teams outfitting their expedition. Then the teams will move through the "uncharted" wilderness using rules that are a blend of Avalon Hill's "Source Of The Nile" and Larry Brom's "The Sword And The Flame". Exploring, hunting, natives, natural, and other disasters will all have to be dealt with.

The Game Table- The Game Table is set up with a 6' x 6' square in the center and a 3' x 6' table projecting out from the center of each side. The teams will know that there is a mountain range where the narrow table meets the main table and the terrain 1 foot in from the far edge, but they will know nothing about what lies in between.

Each approach table will start with a different terrain type. The following four terrain types should be used; Veldt, Swamp, Jungle, and Desert.

Exploring new squares- Each Table should be divided into one foot squares. When a new square is moved into roll 2D8 and compare the dice individually with the direction indicator on the map(1,3,5,and 7 are through the sides of the square. 2,4,6, and 8 are through the corners). Check the squares indicated by the dice roll, if one of the squares is known then the new square is the same terrain type. If both squares are unknown then roll 1D10 on the terrain table below:

Streams- If the party is following a stream or river, roll 1D10:

To determine the exit direction for a river or stream, find the number on the direction indicator that corresponds to the direction that the stream enters the square. Move over 1 number in a clockwise direction. Roll 1D6, and count around the direction indicator the number indicated on the die. The result is the exit side for the stream.

For example, a stream enters a square from direction 4. Starting on number 5, a D6 is rolled scoring a "5". Counting around clockwise 5 numbers, the exit direction is 2.

All streams flow toward the sea or the river. Streams can not form circles. If the random results indicate a stream circle, either reroll the result or choose an appropriate direction.

If the party is not following a stream or river, roll 1D10:

If a stream is discovered, roll 1D8 to determine one direction (roll again if the direction is the same that the party entered the square by. Determine the other direction as done for following streams (again reroll if the indicated direction is the same that the party entered by).

Trails- Trails are determined the same as streams except they can end at any time.

It is strongly recommended that the gamesmaster determine the terrain prior to play as this will help speed up the game. It can be revealed to the players as they move through the table

Outfitting The Expeditions- Each of the four expeditions will have to obtain men and supplies. $1,000 is allotted to each team to purchase supplies and hire men and animals. Below is a price list for the items available to each of the expeditions.
Item Cost Portage Cost Carrying Capacity
Ration $2 1 N/A
Trade Good $2 1 N/A
Medicine $10 1 N/A
Regular Ammo(10 rounds) $10 1 N/A
Express Ammo(10 rounds) $20 1 N/A
Pistol Ammo (10 rounds) $5 1 N/A
Regular Rifle $20 1 N/A
Express Rifle $50 1 N/A
Pistol $5 1 N/A
Askari $50 N/A N/A
Guide $50 N/A N/A
Bearer $10 N/A 10
Reliable Bearer $40 N/A 10
Pack Animal $90 N/A 40
Canoe $50 15 (if carried) 300
Description Of Items-

Rations- Non-perishable food. 1 ration will feed 1 man for 1 day.

Trade Goods- Cloth, beads, and trinkets used for barter with the natives.

Medicine- General purpose first aid material. 1 medicine will treat 1 man 1 time.

Regular Ammo- Cartridges for a regular rifle. Each round of ammo is good for 1 Die roll in combat. Ammo use for hunting is calculated differently and is described in the hunting rules.

Express Ammo- Cartridges for an Express rifle. Each round of ammo is good for 1 Die roll in combat. Ammo use for hunting is calculated differently and is described in the hunting rules.

Regular Rifle- A generic military style rifle. It has no modifiers to hunting.

Express Rifle- A special Big Game rifle. Gives a +1 bonus to hit. It does 1D6 extra damage when shooting animals and in combat, all red cards are kills.

Canoe- A native boat that can carry 300 portage points of cargo. Canoes must be paddled by bearers. Each man in a canoe cost 15 portage points of the boats total.

Pack Animals- Ponies, donkeys, mules, horses, or camels that carry supplies. Pack animals must be led by bearers. 1 bearer can lead up to 3 pack animals. Camels can not enter Jungle, Swamp, or Mountains. Pack animals (except camels) will need 2 units of water each turn it is in the desert.

Bearers- Men that carry supplies, paddle canoes, and lead pack animals. They can not hunt, fight, or guide.

Reliable Bearer- He will perform all of the functions of a normal bearer, but he will not abandon his post for any reason. A reliable bearer can fight if no askari are present.

Askari- Men that hunt and provide protection for the expedition. They can not guide or carry a load. Each askari comes with a musket and 20 rounds of ammo. Askari can not use ammo purchased separately.

Guide- A man that helps keep the expedition moving in the right direction. He can not carry supplies, hunt, or fight. Only one guide can be used in a turn. If a guide is used but the expedition gets lost anyway, the guide leaves in disgrace.

The Explorer(s)-All Europeans that go along with an expedition are classed as explorers. While in the presence of ordinary bearers, askari, or guides, an explorer may carry no other load than a rifle, a side arm, 10 rounds of ammo for each and a knife. If the explorer is carrying more than that listed above, he loses face and is abandoned by all of the natives employed (except reliable bearers). The transport of treasure is the only exception to the above rule, explorers may carry a full load of treasure without disgrace.

Each explorer will have a skill that may help him in his journey. An explorer's skill is randomly determined. Below is a list of Explorer's skills and their benefit.