Am Fuß des Kilimandscharo
Am Fuß des Kilimandscharo Rulebook
Table of Contents
Table of Contents
Contents
- 56 movement cards of 4 types, each type comprising two cards each of value 1-7
- 16 Chance counters (8x Banana, 4x Lion, 4x Change position)
- 4 player figures (each symbolizing one expedition)
- 1 game board
Note: the printed contents list reads "1 game boardv". The trailing "v" is taken to be a typo and is corrected to "board" here.
Preparation
The player figures are placed in the village next to space number 1.
The Chance counters are shuffled and dealt facedown evenly to all players. Each player looks at their counters and then, in turn, places them onto any empty space on the board. Each player places one counter at a time, until all the counters have been placed. No two counters may be placed next to each other and no counter may be placed on a village space.
Now the cards are shuffled and each player is dealt 3 cards that they put face up in front of them, and another 3 cards that they keep in their hand. The remaining cards are placed face down in a pile next to the board to form the deck.
Aim of the game
Be the first player to reach the base camp at the foot of Kilimanjaro (space 100) or be furthest towards the base camp when all cards from the deck have been played.
Course of play
The player to the left of the dealer starts. They must play one card from their hand and they have two actions to choose from:
- They play the card on top of one of the three piles they have in front of them (to increase the distance they may move per turn) OR
- They play the card on top of one of the piles that the other players have in front of them (to reduce the distance they may move). However, they may only do this to players whose expeditions have already moved as far, or further, than their own.
The numbers on the cards and the four colours (types) of cards determine how far a player may move on their turn.
a. If all three cards in front of a player are of the same type (colour), then the player adds the numbers on the cards together to see how far they may travel. Example: If a player had the 2 canoe, 4 canoe, and 7 canoe face up in front of them, then they could move forward 13 spaces on their turn.
b. If two of the cards are the same, but the third different, then the player may move the distance given by adding the numbers on the two similar cards together, the majority rules. Example: If a player had the 1 jeep, the 5 jeep, and the 7 mule, then they could move forward 6 spaces on their turn.
c. If the cards are all of different types, then the highest numbered card denotes the distance in which the player may move. Example: If a player had the 4 jeep, the 6 canoe, and the 3 mule, then they could move foward 6 spaces on their turn.
Note: the printed example reads "foward". The spelling is corrected to "forward" here.
Once the player has played a card, they move their playing figure forwards by the number of spaces that their cards allow. Only the topmost cards on the three piles in front of them count. Any number of playing figures may be on one space.
Finally, the player draws a card from the deck to fill their hand back to 3 cards. Play then continues with the player to the left.
Chance counters
A player who ends their turn on a space with a counter on it, turns over the counter and carries out one of the following actions:
- Banana counter: Make a second move of the same length as the first.
- Lion counter: Move backwards to the last village.
- Change position counter: Change places with one of the other expeditions. Variant: Instead of changing positions with another player, move any player back to the last village.
The Banana and Lion counters are left face up once discovered and affect any further expeditions who land on that space. The Change position counters, however, are removed from play once they have been turned over.
Game end
There are two situations in which the game ends: either
- If a player reaches the base camp at the foot of Kilimanjaro (space 100), they win, OR
- If all the cards from the facedown deck and the players hands have been played, then the player whose expedition has travelled the furthest wins. If two or more players have each travelled the same distance, then the winner is the one who would have moved furthest in the next, unplayed, round.
Sidebar summary: "End: Base camp reached or all cards played."
Variant
In order to reduce the luck factor in the game, players may prefer to alter the rule concerning Change position counters. In this variant, instead of changing position, a player who lands on one of these counters may move a fellow player's expedition back to the next village.
Note: the Variant section of the printed rulebook says "the next village", while the Chance counters section's variant says "the last village". Both are transcribed as printed; the two wordings appear to describe the same action and have not been reconciled here.
Sidebar summary
The printed panels include the following captions. They repeat the rules above and are listed here for reference:
- Sum up all the cards (when all three cards are of the same type)
- Sum the cards with majority (when two cards are of the same type)
- Use the highest numbered card (when all cards are of different types)
- Only the cards on top count
- Draw a card
- Move same number again (Banana counter)
- Move back to the last village (Lion counter)
- Swap positions (Change position counter)
- Swap position counters are removed from the game (Change position counters)