HUNT PHASE
If the current player did not go on a raid this turn he gets one action this phase.
An Action can be used to do one of 5 things:
1. Play a Hunt or Trade Card.
2. Tribal Gathering: Discard a Tribal card and any other card to draw 2 cards.
3. Small Game Hunting: Draw 1 card
4. Trade with other players.
5. Omen: Discard a Spirit card to look at next 10 cards in deck.
If trading, the player may trade any of their cards with any one other player.
Trades must be acceptable to both parties. There are no forced trades.
A player may also play one Luck card.
Playing a Luck card does not use up an action.
Discard all played cards.
CARD TYPES
T = Tribe Cards
W = Weapon Cards
D = Dress Cards
A = Approach Cards
C = Coup Cards
H = Hunt/Trade Cards
L = Luck Cards
S = Spirit Card
X = Trade Card
CARD LIST
Card Name: # Type Notes:
White Settlers 1 T
Blackfoot 1 T
Cree 1 T
Assiniboine 1 T
Crow 1 T
Sioux 1 T
Cheyenne 1 T
Pawnee 1 T
Arapaho 1 T
Comanche 1 T
Oto 1 T
Osage 1 T
Kiowa 1 T
Wichita 1 T
Kansa 1 T
Omaha 1 T
Ponca 1 T
Arikara 1 T
Mandan 1 T
Ute 1 T
Shoshone 1 T
Curved Bow 1 W
Straight Bow 1 W
Recurved Bow 1 W
Horn Bow 1 W
Steel Head Arrows 2 W
Stone War Club 1 W
Sling Head Club 1 W
Gun Stock War Club 1 W
Flintlock Musket 1 W
War Horse 1 W
Trade Rifle 1 W
War Cry 1 W
Knife 1 W
Double Edged Dagger 1 W
Pipe Tomahawk 1 W
Hatchet 1 W
Iron Tipped War Lance 1 W
Long War Lance 1 W
War Shield 1 D
Medicine Shield 1 D
War Paint 2 D
Wolfskin 1 D
Travel Moccasins 1 D
Bear Grease 1 D
Capote Blanket Coat 1 D
War Shirt 1 D
Medicine Bag 1 D
Breechclout 1 D
Hairpipe Bone Breastplate 1 D
Rawhide Leggings 1 D
Weapon Sheath 1 D
Bowcase & Quiver 1 D
Animal Headdress 1 D
Buffalo Robe 1 D
Fur Cap 1 D
Trade Blanket 1 D
Bear Claw Necklace 1 D
Marked Trail 1 A
Know the Land 1 A
Landmarks 1 A
Direction Sense 1 A
Horses 1 A
Mustangs 1 A
Horsemanship 1 A
Tricks 1 A
Expert Tracker 1 A
Experienced Scout 1 A
Keen Senses 1 A
Long Distance Signals 1 A
Hunting Skills 1 A
Survival Skills 1 A
Stealthy Movement 1 A
Battle Plan 1 A
Close Quarter Signals 1 A
Ambush 1 A
Intercept 1 A
Night Attack 1 A
Lay in Wait 1 A
Trail Enemies 1 A
Scalp Enemy 1 C
Steal Horses 1 C
Capture Woman 1 C
Capture Child 1 C
Ride Down Enemy 1 C
Strike Enemy 1 C
Recover Enemy Weapon 1 C
Touch Enemy 1 C
Kill Enemy 1 C
Rescue Comrade 1 C
Charge Enemy 1 C
Infiltrate Enemy Camp 1 C
Surprise Enemy 1 C
Fight in the Open 1 C
Wounded in Battle 1 C
Cut Enemies Throat 1 C
Coup Stick 1 C
Challenge Enemy 1 C
Hand to Hand Combat 1 C
Shoot Enemy 1 C
Last Man to Retreat 1 C
Dream 2 S
Vision 2 S
Omens 2 S
Purification Ritual 1 S
Religous Ceremony 1 S
Totem Creation 1 S
Smoke Sacred Pipe 1 S
Strong Medicine 2 S
Medicine Man 1 S
War Dance 2 S
Sweat Lodge 1 S
Sacrifice 1 S
Prayer 1 S
Scarification 1 S
Victory Dance 1 S
French Traders 1 X Draw 3 Cards and discard 2
French Trappers 1 X Draw 3 Cards and discard 2
Buffalo Hunt 1 H Draw 2 Cards
Deer Hunt 1 H Draw 2 Cards
Elk Hunt 1 H Draw 2 Cards
Eagle Trapping 1 H Draw 2 Cards
Salmon Fishing 1 H Draw 2 Cards
Infection 1 L Opponent must discard 2 cards
Cholera 1 L Opponent must discard 2 cards
Small Pox 1 L Opponent must discard 2 cards
Harsh Winter 1 L Opponent must discard 2 cards
Trade for Sex 1 L Opponent must discard 2 cards
Trade for Alcohol 1 L Opponent must discard 2 cards
Trade for Tobacco 1 L Opponent must discard 2 cards
NOTES
In the type of limited warfare practiced by the Native American Indians there
were very few casualties.
MAD SCIENTISTS INTRODUCTION
Board game for 2+ players.
Science Fiction theme.
Players are Rival Mad Scientists bent on World Domination.
VICTORY
Destroy all Enemy Bases.
THE MAP
Use an 8x8 chessboard.
UNITS
Use chits (Counters) to represent units.
Chits are mixed together in a common pool used by all players.
There are 4 basic types of chits:
Bases(B), Units(U), Modifiers(M), and Specials(S).
Each unit or base has 3 Attributes or Traits:
*Move: the number of spaces the unit can move per turn.
*Range: the maximum number of spaces distant the unit can apply damage.
*Defense: the amount of damage the unit can take at one time before having to retreat.
Some units have additional special abilities.
SPECIAL CHITS
Players hold onto Special Chits until they want to use them.
Special Chits are discarded to produce an effect.
UNIT SPECIAL ABILITIES SETUP
Each player places one Base on one square of his back row.
Determine who goes first in a non-random manner.
Players take turns.
Each turn has 3 phases:
Invention Phase
Deploy Phase
Move Phase
Attack Phase
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