BY JINGO - Colonial History & Wargames Page

Ubonga: A Solo Campaign For Darkest Africa!

By Chris Ferree

Authors Note: This is very much a work in progress. I expect to make many corrections and changes as I play through it. Please feel free to send me your comments, ideas, and suggestions about this game. You may send your comments to:
Chris Ferree at cdferree@yahoo.com

Lt. Coghill Melville of the 132nd Sikh Infantry has been appointed commander of the newly formed outpost of Ubonga. Located on the Limponi River, Ubonga was a notorious slave base until captured by the British.

The village contains about a dozen families. They were held in servitude, working the land for the slave traders, but now they operate the farms for themselves. Having been held in slavery for so long, the population of Ubonga would be of little use as levies, but could do good service as laborers if needed.

Aside from the native village, Ubonga has but one other building. The small abandoned house belonged to a long forgotten missionary and was then used as a residence by the captains of slave ships awaiting their cargo. There is also small pier that juts out into the Limponi, facilitating the loading and unloading of supplies.

Inhabiting the surrounding countryside are the Mbeechi. Known as the "Ashanti of the east", the Mbeechi are ruthless slave traders who used Ubonga as their outlet. They are armed with firearms and have no love lost for the British. It is certain that the Mbeechi will attempt to recapture Ubonga because the Baluchi slave ships will be coming soon and there is no other near by port.

Beyond the Mbeechi country is the land of the Dinko. The Dinko people are the prime source of slaves for the Mbeechi and any other slaver that comes along. Because of the constant threat, the Dinko are fearful and potentially hostile to any stranger that enters their territory.

It is rumored that pygmies inhabit the far recesses of the jungle. Fearful of all outside contact, these tiny bushmen will use any means to protect their privacy.

To the north and west of Lt. Melville's command, the Germans are pushing hostile tribes into the area. Tensions are mounting as the tribes try to gain control of as much land as possible. Also, the Germans themselves are a threat. With the worsening situation in South Africa, who knows what they might do.

Of course its not only the people that can wreak havoc on the region, the land itself can be a menace. Fire, famine, and flood, along with wild animals and disease await Melville and his men. And now begins the adventures of Lt. Coghill Melville in Darkest Africa.

Available Forces-

Equipment-

Supplies-

Transportation-

The Outpost - The only building on the site (other than the native village) is the small house. It will be big enough for the supplies and the Lieutenant.

Playing the game- The game is played by daily turns. 7 turns make up a week. The first turn of the week is used for organizing work details and mission parties. The remaining 6 turns are used to accomplish the assignments given to the details.

Sequence Of Play- There are two play sequences, one for day 1 and one for the other 6 "work" days. Both are described below.

Day 1 Sequence

  1. Organize Work Details.
  2. Organize Exploration Mission Parties
  3. Roll 1D6 for Mission Events. If a "1" or "2" results an event occurs. Randomly determine the day.
  4. Organize Event Mission Parties.
  5. End turn.

Work day sequence

  1. Move Mission Parties.
  2. Determine the terrain in the square if unknown.
  3. Determine if there is an encounter.
  4. Resolve the encounter if there is one.
  5. If target square is reached, resolve mission.
  6. Record results of work details.
  7. Record supply usage for mission parties and outpost.
  8. End turn.

Work Details and Mission Parties- The men at the outpost are used to perform such tasks as building up the outpost, making it secure, and exploring the land around it. To complete these tasks the men are formed into Work Details and Mission Parties. A Work Detail performs its task within the square of Ubonga, while a mission party operates outside of the Ubonga square.

Work Details- A work detail performs tasks within the square of Ubonga. These include Building, Sentry duty, Hunting, and Drill. Work Details are formed during Step 1of the Day 1 sequence.

A Mission Party perform tasks that will take it outside the Ubonga square. These include exploration and resolving events. Mission Parties made up for exploration are formed during Step 2 of the Day 1 sequence. Mission Parties used to resolve events are made up during Step 4 of the Day 1 Sequence. Once a mission party has left Ubonga, it will use the work day sequence 7 days a week until it returns to the outpost.

Exploration Mission Parties- Exploration mission parties are formed to explore the area surrounding Ubonga. When a party is formed, its route should be mapped out at that time.

Event Mission Parties- Event Mission Parties are formed to act on an extraodinary occurance. Though the event is determined during turn 1of the week, the day that the event actually occurs on is randomly determined and would be unknown to Lt. Melville until that time. Therefore, men allocated to an Event Mission Party can only be pulled from Work Details, as Exploration Mission Parties wold have already left the post.

Men of the Work Details can be counted as having worked on their detail up to the day that they are pulled for the Event Mission Party. For example, a private ordered to a hunting work detail is place on an Event Mission Party on Work Day 4. He can still make his hunting rolls for days 1 through 3.

When a mission party is formed, the following information will have to be noted:

Transport-

After work details and exploration mission parties have been organized, roll 1D6. If the result is a "1" or "2" then an event occurs. On any other result nothing special happens.

Events- Roll 2D6 reading one as "tens" and the other as "ones". Find the result and follow the instructions below.
11 Flood - The Limponi River rises rapidly and sweeps through the outpost. 1D6 boats are lost, 1D6 x 10 units of food are lost. Roll 1D6 if a "1" is scored 1D6 natives are lost. Roll 1D6 if a "1" is scored one private is lost. The pier has also been swept away and will have to be rebuilt. Roll 1D6 and add 1 for each 4 soldiers working on the pier and add 1 for each day worked. If the total is 15 or more then the pier is finished.
12 Escort missionaries to a local village - 2 missionaries with ?? porters are to be escorted to a village in a randomly determined square. When the square is reached roll 1D6 on the table below:
  • 1,2 - Village found, escort may return
  • 3-6 - No village If the village is not found, each adjacent square to the target square may be searched. Move into the new square and roll again on the table above. If after searching all squares (maximum of 9) no village is found, then the entire party returns to the outpost.

    The missionaries will have 2 porters for each square they must enter to get to the village. (Example: IF the target village is 8 squares from Ubonga, they will have 16 porters.)

13 Mbeechi Attack! - At sunrise 5D6 Mbeechi warriors attack. All troops except the sentries will be in their quarters. It will take them 1 turn to get ready before they can move after the alarm is sounded or shots are fired.
14 Fever strikes the Post! - Draw 1D6 cards, the results are as follows:
Numbered Cards- A private is sick for the number of days equal to the cards value. If the card is a "9" or "10" of hearts, then the private dies.

Face Card - NCO sick. Roll 2D6:

  • 1-10 = Sick for the number of days equal to the die roll
  • 11,12 = Dead

Ace - Lt. Melville

  • Spade - 2 Days
  • Club - 4 Days
  • Diamonds - 6 Days
  • Hearts - 8 Days
If treated with medicine roll below: Sick
  • 1-4 - Sick as indicated
  • 5,6 - Recovers in half the time Terminal
  • 1-4 - Still dies
  • 5 - Recovers but is invalided home
  • 6 - Fully recovers in 10 days
  • 15 Man-eating Lion terrorizes local village- If villages have been found roll 1D6 1-4 = Random known village 5,6= previously unknown village (determine location). A boy will lead the party to the village. At the village roll 1D6 on the table below:
    • 1 - Lion found
    • 2-6 - No lion
    The village will support the party for 1 week.
    16 Poachers - 1D6 whites with rifles and 2D6 natives with spears are poaching ivory in a randomly determined square. When square is reached roll 1D6. If a "1" is rolled the poachers are surprised and taken without a fight, otherwise shoot it out. White men that are captured must be taken back to the post. Natives return to their own village.

    21 Baluchi Attack- 10D6 Baluchi slavers land downstream of Ubonga. The post is alerted to the attack.
    22 Find lost expedition - A half starved porter wanders into the post with the story of a lost expedition in a randomly determined square. When the square is reached roll 1D6 and consult the table below:
    • 1 - Expedition found dead. Their diaries 1D6 rifles and 1D6 x 10 rounds of ammo found.
    • 2 - 1D6 sick survivors found. They must be carried back to the post (each by 2 bearers). Each day draw a card for each survivor:
      Ace - Dead
      Face Card - Survivor recovered may now walk
      Numbered Card - Still sick (use of medicine will heal a "9" or "10")
    • 3 - 1D6 Fit survivors found. Escort them back to Ubonga.
    • 4-6 - Nothing found
    If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.
    23 Local village suffers famine - If villages have been found roll 1D6 1-3 = Random known village 4-6= previously unknown village (determine location). An embassy from a village in the territory has suffered a food shortage. They are requesting 2D6 x 10 rations. The embassy will supply the porters if the post will supply an escort.
    24 Local village attacked by hostile tribe - If villages have been found roll 1D6 1,2 = Random known village 3-6= previously unknown village (determine location). When village is reached the hostiles will be 1D6 squares (in a randomly determined direction) away. 1D6 natives with guns and 8D6 natives with spears are in the camp. They must be given the chance to surrender. Roll 1D6:
    • 1= They surrender stolen property and return to their village.
    • 2-6 = Fight it out.
    25 Search for lost explorer - A woman comes up river looking for her father. He was searching the area for an ancient lost city. Her map shows the location (randomly determined) of the supposed city. Escort the woman to the map location and roll 1D10:
    • 1-7 - Nothing found.
    • 8 - The remnants of the late explorers camp are found.
    • 9 - Explorer found living in a village. Roll 1D6 even - he stays in village odd - he returns with party. The woman will return with the patrol no matter what.
    • 0 - Lost City Found! the explorer is working the find. The woman returns with the patrol to get more workmen
    If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.
    26 White slavers in territory - Reports of a gang of white slavers are working in a randomly determined square. When the square is reached, roll 1D6:
    • *1 - Village found that was recently attacked.
    • *2-3 Recently used slavers camp.
    • 4-5 Slavers found ready to fight.
    • 6 Slavers surprised.
    * If this was the first result, then add "1" to the next search until the slavers are found.

    When found, there will be 1D6+3 white slavers with rifles and 3D6 natives with spears. Surprised slavers must make a morale test. White slavers must be taken back to Ubonga.

    31 Sickness in a local village - If villages have been found roll 1D6 1-3 = Random known village 4-6= previously unknown village (determine location). An old woman arrives at the outpost. She says that her chief is sick. Take medicine to the village and help the chief. When the village is reached roll 1D6:
    • 1-2 The chief suffers for two more days then dies.
    • 3-4 The chief partially recovers but is left crippled for life. The Party leader is given a token gift and they return to Ubonga.
    • 5-6 The chief makes a complete recovery.
    If the result was "1" or "2" roll 1D6:
    • 1-4 The village begins to mourn the loss of their chief, the party must leave.
    • 5-6 The village blames the party for the chiefs death and attacks with 8D6 warriors.
    If the result was a "5" or "6" roll 1D6:
    • 1-3 The Chief gives the party 5 head of cattle in thanks for saving his life. They must be taken back to the post.
    • 4,5 As above, except, the disgraced witch doctor and 6D6 warriors attack the party. 2D6 warriors of the chief will help fight off the attack.
    • 6 Chief gives a daughter to party leader in thanks. If refused the party is attacked by 8D6 warriors.
    32 Gold is reported in a neighboring territory- 2D6 prospectors arrive at the outpost to cross the territory and must be escorted. To determine the target square roll 1D6:
    • 1-2 Along the top edge
    • 3-4 Along the left edge
    • 5-6 Along the bottom edge.
    Randomly determine the square along the indicated edge. Every other day after the party leaves roll 1D6:
    • 1-5 No additional events
    • 6 The prospectors violate sacred land.
    If a "6" is rolled, then roll 1D6 for each of the next three squares entered:
    • 1-3 Nothing happens.
    • 4-6 6D6 natives with spears attack.
    33 The king of Timboli is returning to his country- After a meeting with the British ambassador the King is returning to his country through Ubonga. He must be escorted to the border safely. Failure will result in dismissal and disgrace. To determine the target square first determine the side the square is located on. Roll 1D6:
    • 1-2 Along the top edge
    • 3-4 Along the left edge
    • 5-6 Along the bottom edge.
    Randomly determine the square along the indicated edge. For any natives encountered along the way roll 1D6:
    • 1-4 Treat normally
    • 5,6 Hostile! 8D6 warriors attack.
    34 Mbeechi Attack- 5D6 rifle armed Mbeechi make a night raid on the post and the native village. For each slaver unit roll 1D6:
    • 1-3 Attack outpost.
    • 4-6 Attack native village.
    Visibility is only 12". All soldiers (except sentries) will take 1 turn to come under arms. Each slaver that spends 2 turns inside the native village will capture 1 or 2 (determine randomly) prisoners (up to a maximum of 36). As the Mbeechi leave, roll 1D6:
    • 1-3 The village is burned.
    • 4-6 the village is not burned.
    The Mbeechi have a camp 1D6 squares away in a randomly determined direction. They will be at that camp for 1week after the raid.
    35 Fever strikes the Post! - Draw 1D6 cards, the results are as follows:
    Numbered Cards- A private is sick for the number of days equal to the cards value. If the card is a "9" or "10" of hearts, then the private dies.

    Face Card - NCO is sick. Roll 2D6:

    • 1-10 = Sick for the number of days equal to the die roll
    • 11,12 = Dead

    Ace - Lt. Melville

    • Spade - 2 Days
    • Club - 4 Days
    • Diamonds - 6 Days
    • Hearts - 8 Days
    If treated with medicine roll below: Sick
  • 1-4 - Sick as indicated
  • 5,6 - Recovers in half the time Terminal
  • 1-4 - Still dies
  • 5 - Recovers but is invalided home
  • 6 - Fully recovers in 10 days
  • 36 Poachers - 1D6 white with 2D6 native (rifle armed) poachers are reported in a randomly determined square. When the target square is reached roll 1D6:
    • 1-3 Nothing found.
    • 4 Poachers surprised and all must make a morale test.
    • 5 Poachers found ready for a fight.
    • 6 Poachers found in a village making bad deals. 2D6 (spear armed) warriors join in fighting the poachers.
    If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above. White men that are captured must be taken back to the post. Natives return to their own village.

    41 Forest Fire - A great fire is burning toward the outpost (randomly determine the direction). It will take at least 10 men fighting the fire to have a chance of saving the outpost. If 10 men are available, roll 1D10:
    • 1-5 Outpost and native village are a total loss ( including all supplies )
    • 6 1D6 x 10 provisions, 1D6 x 5 units of ammo, and all boats. Native village lost.
    • 7 1/2 remaining provisions and ammo saved along with all boats. Native village lost.
    • 8 All supplies, boats and officer's quarters saved. 1/4 native village saved.
    • 9 Entire outpost saved. 1/2 native village saved.
    • 0 Both outpost and village saved.
    Add one to the die roll for each additional 5 men working on the fire.

    For each 5 men working on the fire roll 1D6. If a "1" results the man is a casualty. Draw a card to determine the extent of the injury.

    If the native village is more than 1/2 destroyed, the village will suffer a famine. If the village is a total loss they will need 6,000 units of food to survive. Food may be procured (with proper remuneration ) from local villages. When a village is reached roll 1D6:

    • 1-2 The village has no extra food.
    • 3-4 The village has 3D6 x 10 units of food to sell
    • 5-6 The village has 8D6 x 10 units of food to sell.
    To determine the price of the food, roll 1D6:
    • 1-2 1 unit of trade goods equals 15 units of food.
    • 3-4 1 unit of trade goods equals 10 units of food.
    • 5-6 1 unit of trade goods equals 5 units of food.
    If a partial loss They will need 4D6 x 10 rations.
    42 Baluchi Raid - 10D6 Baluchis have destroyed a nearby village and are returning to their boats, which are hidden downstream from the outpost. An expedition must try to cut off the Baluchis before they reach their boats. One square per day can be searched. For each square searched roll 1D6:
    • 1-2 Boats found guarded by 1D6 Baluchis.
    • 3-6 No boats found.
    The Baluchis will be back at their boats in 1D6 + 4 days.
    43 Native Attack - Determine an entry point on the edge of the map. To determine the target square first determine the side the square is located on. Roll 1D6:
    • 1-2 Along the top edge
    • 3-4 Along the left edge
    • 5-6 Along the bottom edge.
    Randomly determine the square along the indicated edge. Next, determine the target village. If villages have been found roll 1D6 1-4 = Random known village 5,6= previously unknown village (determine location). The hostile natives will move straight towards the target village and straight back. The hostiles will move 1 square per day. Try to cut them off either coming or going. There will be 9D6 spear armed and 1D6 rifle armed natives.
    44 Sickness in a local village - A village has many sick people and requests help from Ubonga. When the village is reached determine the number of sick; Roll 1D6:
    • 1-2 2D6 sick
    • 3-4 4D6 sick
    • 5-6 8D6 sick
    Numbered Cards- The native is sick for the number of days equal to the cards value. If the card is a "9" or "10" of hearts, then the native dies. Face Card - A Headman is sick. Roll 1D12:
    • 1-10 = Sick for the number of days equal to the die roll
    • 11,12 = Dead
    Ace - Chief
    • Spade - 2 Days
    • Club - 4 Days
    • Diamonds - 6 Days
    • Hearts - Dies
    If treated with medicine roll below: Sick
    • 1-4 - Sick as indicated
    • 5,6 - Recovers in half the time
      Terminal
    • 1-4 - Still dies
    • 5,6 - Full recovery in 2 weeks
    45 An intrepid explorer is reportedly being held hostage in a hostile village to the North East ( roll 1D10 on the left side. Do not roll the 1D6 for the top row ). March to the village and gain his release. When the village is reached roll 1D6:
    • 1-3 The Chief will not give up the explorer
    • 4-6 The chief will trade for him.
    If the chief will trade for the explorer then roll 2D6 for the chief and 1D6 for expedition, adding 1 for each trade good used to bargain with. If the total of the expedition is greater than the chiefs, then the trade is made for the explorer. If the chief is 3 or less higher than the expedition then try again. If the chief is higher by 4 or more then he is insulted and attacks with 8D6 warriors.

    If the chief will not trade the village must be fought. It is defended by 8D6 warriors.

    46 A host of crocodiles is keeping the natives from their water. Go to village and shoot the beasts. When at the village roll 1D6:
    • 1 A private slips and falls into the water and is eaten.
    • 2-6 The crocs are killed with no mishap.

    51 "Ape" man spotted near a local village - If villages have been found roll 1D6 1-3 = Random known village 4-6= previously unknown village (determine location). Move to the village and search the adjacent squares. For square entered roll 1D6:
    • 1-4 Nothing found.
    • 5 A lone distressed woman is found who was rescued by the "Ape" man. Return to Ubonga with the girl.
    • 6 The "Ape" man is found. Roll 1D6:
      • 1-4 The "Ape" man disappears into the bush.
      • 5-6 A private takes a shot at the man. The "Ape" man will shoot with his bow (all of his targets Class 1 ) for 1D6 rounds then disappear into the bush. The "Ape" man is Target Class 4 with an additional -1 to the roll.
    52 Famine - Locusts have desended on a local village If villages have been found roll 1D6: 1-3 = Random known village 4-6= previously unknown village (determine location). The village will need 1D6 x 1,000 units of food to survive. Food may be procured (with proper remuneration ) from local villages. When a potential donor village is reached roll 1D6:
    • 1-2 The village has no extra food.
    • 3-4 The village has 3D6 x 10 units of food to sell
    • 5-6 The village has 8D6 x 10 units of food to sell.
    To determine the price of the food, roll 1D6:
    • 1-2 1 unit of trade goods equals 15 units of food.
    • 3-4 1 unit of trade goods equals 10 units of food.
    • 5-6 1 unit of trade goods equals 5 units of food.
    The stricken village can supply 1D6 x 100 trade goods and 10 + 2D10 porters.
    53 Lost missionaries - It has been rumored that a missionary and his family have been cast out of their village and left to starve. Randomly determine the target location then move there. When the target location s reached roll 1D6:
    • *1 The village is found and the natives are hostile. 8D6 warriors attack.
    • 2-3 Nothing found.
    • 4 Missionaries found dead.
    • 5-6 Missionaries found alive.
    • (* add one to subsequent rolls)
    If nothing is found the squares immediately surrounding the target square may be searched. Move into the square then roll on the table above.
    54 Mbeechi Ambush - A party of 5 privates returning from the native village are ambushed by 5D6 Mbeechi warriors. The privates are 5D6 + 24 inches away from the outpost. The soldiers at the outpost are in their quarters.
    55 Escort a native party - A party of 3D6 natives and 6D6 cattle have stopped at Ubonga to get help across the river and an escort home. Randomly determine a square along the bottom of the map.
    56 Poachers - 1D6 whites with rifles and 4D6 natives with spears are poaching ivory in a randomly determined square. When square is reached roll 1D6. If a "1" is rolled the poachers are surprised and taken without a fight, otherwise shoot it out. White men that are captured must be taken back to the post. Natives return to their own village.

    61 Mbeechi attack - 8D6 Mbeechi warriors attack the outpost and are attempting to steal the boats. It takes two warriors to steal a boat. The soldiers start in their quarters, but can move on turn 1.
    62 Combined Mbeechi/Baluchi Raid - In an effort to reopen Ubonga as a slave port 6D6 Mbeechi warriors with guns, 6D6 warriors with spears, and 6D6 Baluchi with guns attack the outpost. There is time to put up barricades.
    63 Poachers kill a local native - 1D6 white poaches and 4D6 natives with spears have killed a local man from Ubonga. They were last seen 2 squares beyond the village in direction 1. When that square is reached, roll 1D6:
    • 1-2 No trace of poachers, return to base.
    • 3-4 They have moved on. Randomly determine the direction they went (they will not move towards Ubonga).
    • 5 Catching up, add 1 to subsequent rolls ( this is communalitive ). Randomly determine the direction they went (they will not move towards Ubonga).
    • 6 Poachers found - Fight it out.
    64 White slavers - 1D6 white slavers, 5D6 warriors with spears, and 1D6 warriors with guns are moving a cargo of 50 slaves to a spot 1D10 squares below Ubonga on the Limponi River. Randomly determine the Starting location for the slavers. They will move 1 square per day until they make their rendezvous on the river. There is rumored to be 8D6 Baluchis waiting at the river.
    65 Hostile Natives Attack - A hostile tribe is coming to attack the nearest village to Ubonga (not counting the native village of Ubonga). The hostiles are 2D6 days away coming from the opposite direction of Ubonga. Try to head them off. There are 8D6 warriors with spears.
    66 Encroachment by Germans - The Germans have blamed a tribe in your territory of engaging in hostile acts against German natives. Determine the target square ( rolling 1D10 + 10 for the left axis ). Determine the starting square for the Germans along the bottom axis. The Germans move 1 square per day.

    There will be 2D6 + 6 German Askari, 1 NCO, and 1 Officer (along with porters). They will spent 2 days at the target village (destroying it) then leave the way they came.

    Random Locations and Directions- To determine a random location generate a number from 1 to 30 to be read across the top and a number from 1 to 20 to be read down the side. To get the top number roll 1D6 for the "tens" and 1D10 for the "ones", reading the D6 as follows:

    Read the "0" on the D10 as "10". For example, a "5" roll on the D6 and a "7" on the D10 would equal 27. Counting is done from the upper left corner of the map.

    Once work details, exploration and event mission parties have been formed, the work day sequence can begin. Work details are a matter of bookkeeping only and are described above. The following rules are used for completing missions.

    Map Movement- Moving into an unexplored square uses one day of movement. When moving through explored squares the following rates apply:

    Exploring new squares- When a new square is moved into roll 2D8 and compare the dice individually with the direction indicator on the map. 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.

    Native Encounters- When entering a square ( explored or unexplored ) is must be determined if natives are present. After determining the terrain for the square, roll 1D10 on the corresponding table below to find out if natives are present. It should be noted that natives will always be found in a previously discovered village and natives found in a previously explored square without a village will just be passing through the square.

    *Subtract one from the die roll if water is present in the square.

    If natives are discovered in the square, then four things about the natives must be determined; their tribe, whether or not they have a village in the square, the number of warriors, and their attitude towards the party.

    Native Tribe: Roll 1D10 on the appropriate table below:
    Within 6 squares of Ubonga

    Further than 6 squares away from Ubonga Native Villages- Roll 1D6 on the chart corresponding to the native tribe:

    If a village is present, it should be marked on the map and the information determined about the natives should be recorded. If there is no village, the natives are just a party passing through and will not be found there again.

    Numbers of warriors- If there is a village present the native force will contain 12 + 2D6 warriors. If there is no village the roll 4D6 for the number of warriors.

    To determine the total population of a village, multiply the number of warriors by 3.

    Natives Attitude- Mbeechi and pygmees are always hostile. The attitude of Dinko and other natives has to be determined. When determining the attitude of natives, the party must adopt one of three postures toward the natives. These are:

    After a posture has been selected, compare the force strength of the two groups. The force strength of the natives is equal to the number of warriors in the group. The force strength of the mission party is equal to twice the number of soldiers and other gun armed persons. Compare the force strengths and apply the modifier to the mission parties dice roll.

    Once the posture and force strenghts are known the natives attitude can be determined. Roll 2D8 for the natives. Roll 2D6 for the mission party and apply the following modifiers:

    If Posture Is Friendly - Roll 1D6 if the result is less than or equal to the number of gifts offered the add 1 for each gift. If the result is greater than the number of gifts offered, then the natives are hostile.

    Modifiers for Force Strength:

    If Posture Is Forceful - Roll 1D6 as a negative number and 1d6 as a positive number. Add the following modifier to the positive die roll:

    Subtract the dice scores to determine the modifier

    If Posture Is Defensive - Roll 1D6 as a negative number and 1d6 as a positive number. Add the following modifier to the positive die roll:

    Subtract the dice scores to determine the modifier

    Compare the results of the two dice rolls on the table below:

    Difference in scores
    (Mission party - natives)
    Result
    -3 or less Hostile - Natives attack
    +1 to -3 Inhospitable - Natives will neither help or hinder the party
    +2 or more Friendly - Natives will feed party and may trade for food.

    If natives are hostile and a defensive posture was chosen, the party may construct a hasty defense that will cover the soldiers, any other europeans, and 1D6 other figures before combat occurs.

    If the natives are hostile and a Forceful posture was chosen, the mission party may move all of its units after the natives are deployed but before any native unit can move.

    Rules for resolving conflicts with natives are covered later.

    Hunting- Mission parties may hunt to supplement their supply of food. At least 1 armed man has to hunt. For each man hunting roll 1D6 on the appropriate table:

    Jungle/Mountain -

    Veldt- Swamp-