Source of the Nile: Decision Points in
Playing by Email
by Lou Jerkich
Since the gamemaster (GM) will be
doing the card drawing and die rolling for the players, there are a
limited number of key decision points in which the players need to be
involved. An outline of the play of the game follows. Every
turn we will follow actions 2 through 9, but players need only to focus
on those headlined in green with the key
decisions indicated by a "K".
Actions 1, and 10 through 12 are only occasionally performed.
Actions 5 and 6 occur only if natives are present.
1. Forming an Expedition (This is
done only at the start of a new expedition.)
The player decides where in
Africa his expedition will begin, what occupation the leader will
have, and what kind of expedition it will be.
Choose a starting city in Africa.
Choose an occupation for the
expedition's leader. See the Victory Point Schedule in
Cyberboard. They get the most points as follows:
Studies native tribes; wants to
discover natives and a Great Native Kingdom.
Journalist - Reports the
highest mountains and waterfalls, largest lakes, battles with natives,
interviews with other leaders, and finding Dr. Livingstone.
Doctor - Looks for mountains,
rivers and oases; can help sick expedition members or tribesmen
recover; wants to find a Great Native Kingdom.
Missionary - Looks for
mountains, rivers, and oases; may help with relations with native
tribes; wants to find Dr. Livingstone.
Explorer - Likes jungles,
mountains and swamps; looks for a Lost City, for largest lakes, and for
highest mountains and waterfalls.
Zoologist - Likes jungles,
swamps, and veldts; looks for largest lakes, and for highest mountains
Botanist - Likes jungles,
deserts, and mountains; looks for largest lakes, and for highest
mountains and waterfalls.
Geologist - Likes deserts and
mountains; looks for King Solomon's Mine, largest lakes, and for
highest mountains and waterfalls.
Choose a mode of travel for
the expedition using pre-planned $1000 expedition:
- Mounted - Horses
purchased in Cape Colony
- Mounted - Camels
purchased at Khartoum in the Sudan (or later, from friendly desert
- Canoe - For river travel
2. Select an Activity Level and
Direction of Movement
Choose one of the following Activity
Levels (mp = movement point):
Indicate which direction the
expedition will be going (examples follow)
- Cautious (foot = 1 mp, mounted = 2 mp, canoe = 2 mp) - helps diminish
chance of getting lost
- Normal (foot
= 2 mp, mounted = 4 mp, canoe = 4 mp)
- Reckless (foot
= 4 mp, mounted = 6 mp, canoe = 6 mp) - can increase
chance of getting lost
- Upstream (lost factor = 2)
- Downstream (can't get lost)
- Northeast two spaces
- Southwest one space and then west
3. Disaster Check (GM)
Does not occur if in a port (including Khartoum), or in the Cape Colony.
4. Resolve Movement and Mapping of
New Terrain (GM)
- Check whether expedition gets Lost
- Determine terrain
- Determine whether natives
5. Decide Native
Have Been Discovered
K - Choose one of
six native policies
(that is, decide what your attitude to the natives will be). See
1. Expedition remains in hex
but goes on the defensive. It may not draw for
bonus or hunt this turn if a Hide result occurs. It may not leave
this hex until next
2. Expedition attempts to retreat back to the hex from which
it just came. It must immediately retreat without combat if it
receives a N or C result on the Native Attitude Table. If
ambushed, it undergoes combat and is no longer required to retreat.
3. Expedition attempts to seek contact with the natives with great caution and a great show of force.
4. Expedition continues its turn as though the natives were not there.
5. Expedition approaches the
natives in an open and friendly manner.
6. Expedition approaches the
natives in an open and friendly
manner with a great display of technology. This policy can
only be selected if three or more hexes from a port or another tribe
not discovered this turn.
Decide how many gifts will be offered if a negotiation must be
conducted with the chief.
6. Resolve Encounters with Natives
7. Optional Trading with
K- If a
player wants to trade, specify what one will give and for what items.
Hunting and Recovery Die Rolls (GM)
- Askaris (and usually the leader) hunt for fresh food
supplies. No food rations are consumed in any hex of the Cape
Colony or when with a friendly tribe.
- Check for recovery of sick members of the expedition.
Doctor subtracts one from each die roll. Every port and every hex of
the Cape Colony has a doctor.
Resolve Any Bonus Discoveries (GM)
10. Disband expedition and
return to Europe
- If in a port or Khartoum, the player can disband his or her
- Expeditions also may be disbanded if the expedition leader
perishes or remains a captive for a long time.
11. Publish Discoveries and Collect
Victory Points (GM)
Victory points for each type of leader ("explorer" in the generic
sense) are on the Victory Point Schedule in the chart section of the
Cyberboard. Additional victory points can be gained for
discovering the longest rivers, for epic journeys, and for special
discoveries (Dr. Livingstone, Lost City, Native Kingdom, and King
Solomon's Mine). Epic journeys (not usually attainable on an
initial expedition) provide a bonus for the shortest number of hexes
traveled between fixed ports in either direction, as follows:
- Khartoum and the Cape Colony ports of Durban, Port Elizabeth and
- Khartoum and any east coast ports north of Durban.
- Khartoum and any west coast ports north of Capetown.
- Any west coast port north of Capetown and any east coast port
north of Durban.
12. Raise Funds to Travel Back to
Africa to Start a New Expedition (GM)
- GM will keep player advised of donations and free tickets to
Africa that accumulate.
- Player will decide to launch new expedition when he or she has
sufficient funds. Proceed to Action #1
Lou's Game Corner; Return
to the Source of the Nile links page,
Created 21 February 2010.
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