Source of the Nile
Sequence of Play to the Avalon Hill board game
One player performs all phases:
AFRICA:
- Select an Activity Level
(Cautious, Normal or Reckless)
- Draw Disaster Card
(unless in port or Cape Colony)
- Move a Hex:
- 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.
- Determine Hex Characteristics:
- If no terrain, draw a Terrain card and a River card.
- If no natives, draw Natives card; determine size of village.
- If terrain is new:
- If Desert with no River, check River: B for an Oasis; mark.
- If River and River: B says Cataract:
- Mark where river leaves hex.
- Draw Spectacular Discovery.
- If Waterfall indicated, note height on map and on sheet.
- If Mountains, draw Spectacular Discovery. Note any High Mountain.
- If Lake, draw Spectacular Discovery. Note square mileage on sheet.
Only last hex of lake counts.
- Encounter the Natives:
- If already Friendly, trade with or ignore, otherwise
- Select Native Policy and resolve on Native Attitude Table.
- Consult Hunting Table.
- Adjust rations and water.
- Consult Recovery Table for Sick members.
- Adjust for desertions.
- If terrain or natives are new, draw BONUS Card:
- Check against explorer's specialty.
- If listed conditions are met, note victory points.
- If number of points not listed, roll die to determine amount.
- Animal bonuses are not available if the expedition has no muskets.
- Special cases:
- Animals and plants must be transported -- each weighs 2 units.
- Tusks must be transported to Europe -- weigh 7 units.
- These items are not lost to disasters.
- The same animal or plant can only be published once.
Easily Missed Rules:
- Rations from natives are actually not perishable.
- Animals may be shot to provide 10 rations.
- 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.
- Desert and jungle can never be adjacent; change to veldt instead.
- 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".
- 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.
- Recovered caches have disappeared on a roll of "1".
- Unowned caches can only be found if hex is published.
- The journalist receives VP if in Africa when any explorer fights a tribe.
2 VP if tribe wins
1 VP if explorer wins.
For battles in which the journalist himself is fighting, only once per tribe
and 1 vp for loss if it is his own battle.
Like plants and animals, only the first to publish a battle gets the points.
Journalist interviews of other explorers must be from explorers who have been
4 or more hexes into the interior. Only one interview per opponent.
EUROPE:
- If launching new expedition:
- Spend turn outfitting it. (Without a free ticket, transport cost is $500.)
- The next turn starts with the destination port in Africa.
- If not launching a new expedition:
- Discard all free tickets
- Discard donations above 5. (All donations are public.)
- Draw one donation.
- Publish any victory points you wish.
- Draw a donation for every 4 victory points published.
Analysis:
- The highest available donation is $500.
- Comparative totals of potential VP awards:
Thu Jul 5 17:31:33 PDT 2001
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