Rule Remarks About GeronimoV1.1 Holger Burbach How To Win: get most victory points Prepare For Play: choose between basic game and campaign game; basic game starts on turn 4 and ends on turn 7 of campaign game; locate tribes at starting positions and strengths (second top number on village marker; for basic game use FINISHED side of village markers; R means on reservation); additional setup for basic game: remove American Civil War,Mormons and Telegraph from Shaman Deck; place markers as mentionned in table: State | Towns | Settlements | Mines | RRs | | | | | | Arizona | 0 | 1 | | | California | 2 | 4 | both 4's | 1 | Colorado | 0 | 3 | | | Kansas | 1 | 2 | | 1 | Minnesota | 2 | 0 | | | Nevada | 0 | 4 | three 3's | | New Mexico | 0 | 3 | | | Oregon | 1 | 3 | one | | Texas | 1 | 1 | | | Utah | 0 | 3 | | | Washington | 1 | 0 | | |
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place state markers in: Minnesota, Kansas, Nevada and Oregon (in addition to Texas and California); draw two mines and place them their areas; US places 30 BPs and two Field Artillery markers in column format after side determination of turn 4; in basic game US rolls six dice for BPs; for basic game make die roll for each Buffalo Area: on 0 place two Buffalo Skull markers, on 1-4 place one marker; Indian chiefs introduced and removed automatically as mentionned on markers Game Turn: Shaman Cards may influence standard rules; phases of one turn: Side Determination: draw one marker for each player Card Distribution: US player takes new BPs (roll 4 or 6 dice) and Artillery (see turn track); US player draws commanders and assigns them to uncommanded columns on map (rest is reserve); Tribal and Shaman Cards are dealt:
Indian | Tribal | Players | Shaman | Players | Cards | | Cards | | | | | 1 | 18 | 2 | 15 | 2 | 9 | 3 | 7 | 3 | 6 | 4 | 5 | 4 | 5 | 5 | 4 |
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Player Order Determination: players ordered by VPs; the one with least VPs goes first; ties resolved with dice; others follow clockwise Card Play Rounds: repeat until all Shaman Cards are played or discarded;
Resource Allotment: US player (regardless who's turn it is) places one settlement (not in Indian Territory); if number of settlements in one state exceeds 5 replace 5 settlemets with 1 town; US player rolls die for Railroad or Mine: on 0 draw and place one mine, on 7-9 place one Railroad marker (RR marker); number of RR markers may not exceed number of settlement town points; area must already contain RR marker or be adjacent to area containing a RR marker; player who completes Transcontinental Railroad earns 2 VPs Shaman Card Choice: active player plays Shaman card or discards one; if card discarded: no operation segment for this player in this round Operation Segment: active player performs action with his columns or tribes; see US Player Operation Segment orIndian Player Operation Segment below;
Survival: check survial for each tribe active in that turn; compute survival points available for each area:basic survival points minus resource points plus points from Bad Weather (i. e. subtraction),Buffalo Skull or Good Weather markers; divide by number of Indian villages in area to get survival points for each village; fractional points go to largest village; ties resolved by dice;
for each tribe adjust earned survival points by subtracting strength of Devastation markers; double survival points for villages that did nothing during operation phase; double survival points if Mission is in area; if computed survival points is less than tribal Survival Rating, village looses one BP; if no BPs left, village is extinct and controlling player looses 3 VPs; roll die for any tribe out of country: 0-5 no change, 6-8 driven out to area of US players choice and BPs halved, 9 tribe is extinct; roll die for each active tribe with BPs equal or less than half of original strength; if die roll is less than Survival Rating, tribe goes on reservation; there it is out of play (may not be attacked) until it leaves reservation; US player gets 2 VPs for each tribe going on reservation; place tribe marker in On Reservation box (retaining BPs); one available chief of the tribe going on reservation may be put in prison by US player; US player rolls die to determine number of columns to loose one BP by attrition Statehood: for each area determine resource points: settlements, towns, mines (hit or not), RR markers (broke markers do not count), subtract number of massacre markers;
if adjusted resource points are less than Statehood Number: US players looses 1 VP for this area and statehood is not automatic for area not already states; if adjusted resource points exceeds Statehood Number, area not being a state becomes a state automatically if no state failed to meet Statehood Number: place state marker; if statehood is not automatic roll die, add 1 for each state failing to meet Statehood Number; if result is less or equal than 8, area becomes state; for each new state US player gets VPs according to table: Number of | VPs | Indian Players | Earned | | | 1 | 15 | 2 | 10 | 3 | 7 | 4 | 6 |
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End Of Turn: remove all cards (except Only Once Shaman Cards), commanders and yellow markers from map; flip all orange markers to front side; return all war parties to their villages; advance turn marker
US Player Operation Segment: one operation with one column each US round; number of operation in each US round equals number Indian players; single column may not be played in consecutive US rounds (use column play markers); possible operations: - play new column in fort or on patrol (may not attack this round); column consists of one commander, 1 to 20 BPs, up to 3 artillery units; to determine pursuit effectiveness each column has speed; speed computation: 3 (base speed) minus 1 for each multiple of 5 (or fraction thereof) beyond 5 minus 1 for each field gun plus commanders pursuit rating
- move on patrol column to adjacent area (no attack allowed this round)
- attack Indians with on patrol column: choose target, then see Battle below
- move on patrol column into fort (columns in fort may not be attacked)
- leave fort with column: existing column in fort may be divided to leave fort with fraction after assigning new commander
- assign reinforcements to column in fort
- react to Indian action in Indian round: does not prevent column from being played next round; attack war party that has attacked resource or column in same area; attack tribe relocating out of or into area;
role die; choose target and continue as described underBattle below if die roll is less or equal than column speed reaction succeeds;
Indian Player Operation Segment: each Indian player: 1 action with one tribe each round, 2 actions with one tribe per turn; - relocate village to adjacent area; relocation attempt fails if US player reacts and Indian losses are greater than US losses in battle
- raid after having played a Raid Shaman Card; Raider status required (see tribe card) if not played Any Tribe May Raid Shaman card; tribe with Mexico Raids may raid if adjacent to Mexico;
announce target; roll die; raid successfull if DR£ tribe's raid rating and Indian player earns 1 VP (2 VP if raiding Mexico); if raid on Mission is successfull, remove Mission from map; any other target is unaffected by raid; multiple raid of same target allowed in same turn - if no raid against Mission possible, an attempt to raise a Mission war party may be made; successful if DR £ aggression rating of any tribe with village in that area + sum of aggression ratings of all chiefs currently availabe to that tribe
- attack enemy war party or village, resource or column with war party; create war party with BPs less or equal than BPs in village; optionally add chief available in village; may move to adjacent area before attack; announce target; if target is no resource see Battle below;
if attacking resource add BPs and chiefs combat rating to get war parties combat rating; roll die; if attacking town add 5 to die roll; attack successfull if die roll less than or equal to war parties combat rating; if successful: remove settlement and earn 2 VPs, replace town by 3 settlements and earn 5 VPs, flip RR marker to orange side and earn 2 VPs, flib mine to hit side and earn VPs equal to mines worth; if attack successfull and achieved with 0-2, roll die to check for massacre: if die roll £ tribal + chiefs aggression place massacre marker (no additional VPs); war parties of friendly Indians may combine; add BPs; use best tribal ratings for combat; conducting player earns VPs and distributes losses; alliance doesn't count as action for joining war parties; multiple chiefs: use highest combat rating plus 1 for each additional chief, use highest evasion rating, use sum of aggression ratings of chiefs; after combat war party may return to village or stay; turn village to FINISHED side if war party returned; - declare to to nothing with active tribe to double earned survival points in survival phase
Battle: - Indians attacked by a US column may attempt evasion: if tribes evasion rating + highest evasion rating of available chief + 1 if guerilla capability in mountain + 3 if war party ³ DR evasion is successfull; if DR = 0 loose 1 BP to evasion attrition; if not successfull battle occurs
- after successfull evasion the column may attempt pursue: if column's speed + 1 if commander with guerilla capability in mountain area ³ DR column has caught tribe
- if attempt to pursue is successfull Indians may ambush: if tribes aggression rating + highest aggression of any chief present + 1 if guerillas in mountain area ³ DR ambush is successfull and tribe may add 3 to battle DR; if ambush DR = 9, ambush successful and no battle but Indians loose 1 BP to attrition
- in battle roll die to determine opponent's BP losses; both determine own DRM and rolls die; always -8 £ DRM £ 8; check battle table for results; attack on village with more Indian BP loss than present causes Devastation marker placement; Indian or US leaders killed if all BPs eliminated
Treaties: - any time during card play phase US player may sign a treaty with one Indian player; respective village placed in on reservation box; US player gets 2 VPs, Indian may get VPs from US player as part of treaty; players should note area village came from)
US player looses one VP for each tribe going off reservation after massacre inflicted by US player all tribes of that area are checked for reservation unrest; tribe leaves reservation if DR £ tribe's agression rating + sum of agression ratings of all chiefs not in prison and available to the tribe
File translated from TEX by TTH, version 2.00. On 12 May 2003, 23:57. |