Geronimo
Geronimo Rulebook
Table of Contents
Table of Contents
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.
A) First, look over the components to get a feel for the game.
B) Then read the rules to see where everything is.
C) 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 The rules are liberally spiced with historical references which have no bearing on play other than to put them in context with the simulation.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 map board
- 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 map board 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 map board 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 that 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 andCalifornia). Place their "State" markers in those areas.
3.44 RESOURCES
Place Towns, Settlements, Mines, and RRs as follows:
| Area | Towns | Settlement | Mine* | RR |
|---|---|---|---|---|
| Arizona | 0 | 1 | ||
| California | 2 | 4 | Both 4's | 1 |
| Colorado | 0 | 3 | ||
| Kansas | 1 | 2 | 1 | |
| Minnesota | 2 | 0 | ||
| Nebraska |
*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 (5.23).
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 un commanded 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:
- 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 (5.23-5.24).
- 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.
- 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):
- 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.
- 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).
- The US removes its Attrition BPs (5.38).
F. STATEHOOD PHASE (4.6):
- Determine if any States have fallen below maintenance level requirements (10.3)
- 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). Un dealt 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 BP she 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 (5.24 [RR]). 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 (10.3).
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 theirfront 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 (9.2 K). "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 2VPs. 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:
A) 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).
B) 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:
A) One Commander (and only one) unless operating in a Combined Column (5.7).
B) Troop BPs. The maximum number of BPs in any one Column is 20; the minimum is one.
C) 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 20BPs, -3 for the three Field Guns, -1 for Pope. This yields acumulative 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 of0-3 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 incorrect 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 that 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 that 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 American Civil War (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 15Commanders: 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 isequal 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 11available 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 ELIGIBLE 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 +4from 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 complete sits 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 cannot 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 relevant 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 equal distant, 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 of8-3 rounds off to 3-1. An attack of ten Indian BPs on four Indian BPs (equal distant 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 do 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 totaling:
A) his Column's Speed (5.32), plus
B) + 1 if the Commander has Guerilla capabilities and is in a Mountain Area, plus
C) -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 totaling:
A) the Tribe's Aggression rating, plus
B) the highest Aggression rating of any Chief present, plus
C) +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:
A) The first five VPs awarded to the Indian player are free. They do not come from any source.
B) 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 cannot 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:
A) 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
B) No RR markers may be placed that Turn.
C) New Mexico and Arizona may not apply for Statehood that Turn.
D) 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.
E) 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 anyone 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 onto 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 ancestral 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) A Buffalo Skull marker cannot be placed in an Area that has no positive Survival Points at the time of placement.
B) 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.
Agency Corruption Table:
| 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 lifestyle. 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 maybe 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 no t 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 |
| 0 | Village is finished and loses two BPs |
Editor's note: the last row of this table is printed as "0" in the source; the printed ranges leave 9 uncovered, so this may be a typo for 9. It is transcribed as printed and has not been corrected.
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 -1SP 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 cannot 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 cannot 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.)