The film Mountains
of the Moon shows
what the quest
for the Nile was
really like.


Spotlight on Games > Summaries
Source of the Nile
Sequences of Play: Discovery Games version · Avalon Hill revision of the Discovery Games version · Avalon Hill version

One player performs all phases:

AFRICA:

  1. Select an Activity Level (Cautious, Normal or Reckless)
  2. Draw Disaster Card (unless in port or Cape Colony)
  3. Move a Hex:
    1. If a new hex and not traveling downstream:
      • Roll greater than number of hex exited to avoid being Lost:
        • Expedition traveling upstream has a number of "2" instead.
        • Add 1 to the die roll if a Guide is present.
        • If Cautious, add 1 to the die roll.
        • If Reckless, subtract 1 from the die roll.
      • If Lost:
        • Cannot move any further this turn.
        • One guide deserts.
    2. Determine Hex Characteristics:
      1. If no terrain:
        1. Roll a die to determine an adjacent hex. This hex will be the of the same terrain type. If the indicated hex is blank,
          • Roll again. If this hex is also blank,
            • Roll vs. the Terrain Key to get type. Also, if the type was Jungle, Mountain or Swamp,
              • Roll again vs. the Terrain Key. If the result can be combined into Jungle/Swamp or Jungle/Mountain, do so. [Note: players may wish to speed things up by always rolling 4 dice of different colors in a specified order, e.g. red, white, blue and black.]
        2. If Mountains, determine height as follows: take the product of 3 dice plus 100, all multiplied by 100. It is considered "spectacular" only if 15,000+ feet.
        3. If an extra hex of a Lake, draw Spectacular Discovery card. Note square mileage on sheet. Only last hex of lake counts.
      2. Draw an Event card to determine type of river in the hex (unless already swamp or lake).
        1. If river must exit the hex, roll a die to determine direction.
        2. Roll die to determine if Cataract: Jungle or Veldt (1), Desert (1-2), Mountains (2-4).
          • If Cataract, determine height by taking the product of 4 dice. It is considered "spectacular" only if 40+ feet.
      3. If Desert with no river, roll a die. An oasis is present if odd. Future explorers must roll an odd number to find it.
      4. If no previous natives, roll 2 dice to find them: River or Oasis (7), Veldt, Swamp or Jungle (2-4), Mountains (5-6), in or adjacent to Lake (2-3).
        • Take the product of 3 dice to determine tribe size. If the shortest distance to port is less than one of the highest die rolls, change one roll to the distance.
        • Set initial tribe attitude number to 0 (zero).
    3. Encounter the Natives:
      1. If already Friendly and tribe's attitude is -4 or higher, trade with or ignore, otherwise
      2. Select Native Policy from 1-5.
      3. Determine tribe's Attitude as follows:
        1. Determine distance from port.
        2. Add the policy number.
        3. If no askaris or muskets and policy is 4 or 5, add 3 or if just muskets, add 2.
        4. If one or more of the below apply, add 1:
          • If policy is 3 or 5 and guide hired in adjacent hex.
          • If explorer has negotiated with this tribe before.
          • If the hex has been published.
        5. Add current native attitude.
        6. Roll 3 dice. If result is greater than current sum, tribe is hostile, otherwise they hide and are neutral.
      4. Neutral tribe is available for an optional negotiation:
        1. Roll 2 dice and take the higher one.
        2. Multiply by the number of gifts offered.
        3. If result is less than number of natives, chief is insulted. Return to (3f) and if the result there is to Hide, the chief tries poison:
          • Roll two dice and pick one: 1-2: Explorer dies; 3: Explorer recovers; 4-6: Attempt fails.
        4. Tribes can only give up items equal to the number in the tribe (10 gifts count as 1 item).
      5. Hostile tribes take action as follows:
        1. Multiply number of askaris plus 1 by the distance to port.
        2. Divide result by the policy number. If result is greater than the number of natives, they hide and do nothing. Otherwise, they attack:
          1. Roll a pair of dice and modify the higher die as follows.
            If the expedition is mounted and not in the desert, add 1.
            If the expedition is not mounted and in the desert, subtract 1.
            If the result is less than the policy number, the natives ambush. Otherwise, they charge. Subtract 1 from the tribe's attitude.
          2. Ambush and Charge are the same except in the latter the player gets first fire. In either case, attacks alternate between players and natives until one side is wiped out or defeated.
          3. In first fire, one native is killed for each askari and armed explorer. Then, multiply this by one die roll. If the result is greater than the number of surviving natives, they are defeated. Proceed to Victory.
          4. Natives attack by dividing the number of warriors by the roll of 1 die (drop fractions). This is the number of askaris killed. Multiply this by 1 die. If greater than the original number of askaris who encountered this tribe, the askaris break and run. If this happens, or if all are killed, proceed to Defeat.
          5. The player counter-attacks by dividing the number of askaris + 1 by the roll of 1 die (drop fractions) and adds 1. This is the number of natives killed. Multiply this by 1 die. If greater than the original number of tribe members left, proceed to Victory. Otherwise return to (iv).
        3. Victory:
          1. Journalists in Africa note this. First to publish gets 1 VP.
          2. Roll 1 die.
          3. Subtract die pips from the number of surviving askaris to get number of prisoners taken. Prisoners can be used as bearers or released. If all of the prisoners are released, add 3 to the tribe's attitude.
          4. Add the policy number to this.
          5. Roll 2 dice. If the dice result is greater than the sum, the village is not found.
            • If original die result is 6 and village is found, the askaris loot the village instead (even if explorer objects):
              • Make looting die rolls equal to the original number of natives encountered. Results: 1-4: find this number of food rations; 5: 1 gift; 6: camel (if in desert) or canoe (if on river)
        4. Defeat:
          1. Journalists in Africa note this. First to publish gets 2 VP (if the journalist himself was defeated, 1 VP).
          2. Subtract 1 from the tribe's attitude.
          3. Roll 1 die: 1-Explorer a prisoner; 2-Explorer killed (subtract another 1 from the tribe's attitude); 3-Explorer escapes alone and empty-handed; 4-Explorer escapes with musket and 9 rations; 5-Explorer escapes with musket, 9 rations and one roll on Table A; 6-Explorer escapes with musket, 9 rations and two rolls on Table A.
          4. Table A: 1-Guide; 2-Askari; 3-Bearer*; 4-Camel*; 5-Horse*; 6-Canoe*
          5. If result has an asterisk (*), also roll 1 die to see what is carried: 1-3: 10 rations (food and/or water); 4-5: 10 gifts; 6: 10 muskets.
          6. If a prisoner, each turn roll a die and subtract 2 until escaping or killed (results less than 1 are treated as 1). Doctors and Missionaries may try their talents (see below) on the first full turn of capture. Any change in attitude is added or subtracted from that turn's and subsequent escape rolls.
  4. Consult Hunting Table.
    1. Adjust rations and water.
    2. Consult Recovery Table for Sick members.
    3. Adjust for desertions.
  5. If terrain new: Zoologist: Remain 1 full turn in each new hex to search for an item: roll 2 dice and choose one to make a discovery if the terrain matches: Jungle 2-4; Swamp 2-3; Mountain 4-5; Veldt 2-3; Lake/River/Oasis 1; Desert 6. If successful, item is worth 1 vp and weighs 2 items. Roll 2 dice and subtract 8. A positive result adds VP. If search fails, may try again next turn.
    Geologist: Remain 1 full turn in each new hex to search for an item: roll 2 dice and choose one to make a discovery if the terrain matches: Mountain 2-4; Desert 1-3; Jungle 1; Swamp 1; River 6. If successful, item is worth 1 vp and weighs 2 items. Roll 2 dice and subtract 8. A positive result adds VP. If search fails, may try again next turn.
  6. If new friendly tribe encountered: Ethnologist: Remain 1 full turn with the new tribe to study them by rolling two dice. Become sick on a result of 12. For each tribe to the Ethnologist, he may add 1 to the policy number whenever he uses one. He also receives an extra die roll per friendly tribe when negotiating.
    Missionary: Remain 1 full turn with the new tribe to evangelize by rolling 2 dice and picking 1: 1-Natives jeer and taunt, no effect; 2-Natives ignore you, attitude +1 and 1 vp; 3-Natives listen respectfully, attitude +2 and 1 vp; 4-Natives applaud, attitude +3 and 2 vp, but jealous chief and witch doctor each try to poison you; 5-Witch doctor asks to be baptized, attitude +4 and 2 vp, but chief tries to poison you; 6-Chief asks to be baptized, attitude +5 and 3 vp.
    Doctor: Remain 1 full turn with the new tribe to treat by rolling 2 dice and picking 1: 1-You contract a strange disease and dies; 2-You become sick; 3-You fail to halt epidemic, attitude -1 and chief tries to poison you; 4,5-You successfully treat minor cases, attitude +1 and 1 vp, but witch doctor tries to poison you; 6-You successfully treat several major cases, attitude +2 and 2 vp, but witch doctor tries twice to poison you;

Easily Missed Rules:
Disasters
  • Each time people die in disaster, roll dice. On a "12", explorer dies instead. If named person is not present, happens on "11" or "12".
  • Once an explorer has lost the respect of the askaris by acting as a bearer, can only regain it by killing an animal or defeating natives.
    Mapping
  • Desert and jungle can never be adjacent; change to veldt instead.
    Caches
  • Recovered caches have disappeared on a roll of "1".
  • Unowned caches can only be found if hex is published.
    Natives
  • Each time trading with natives, roll die. On a "1", explorer dies, poisoned by a witch doctor.
  • Missionaries, doctors and ethnologists must release captives and may not loot.
    Rations
  • Rations from natives are actually not perishable.
  • Animals may be shot to provide 10 rations.
    Specialties
  • Journalist receives 3 VP for interviews of other explorers who have been 4 or more hexes into the interior. Only one interview per opponent.
    EUROPE:
    1. If launching new expedition:
      1. Spend turn outfitting it. (Without a free ticket, transport cost is $500.)
      2. The next turn starts with the destination port in Africa.
    2. If not launching a new expedition:
      1. Discard all free tickets
      2. Discard donations above 5. (All donations are public.)
      3. Draw one donation.
      4. Publish any victory points you wish.
      5. Draw a donation for every 4 victory points published.
    3. Journalist:
      • Receives fixed income of $1000 in Europe instead of donations.
      • May start at any port free.

    Also...


    Sun 02-17-2002
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