CRO MAGNON






INTRODUCTION Each player controls a tribe of Paleolithic Homo sapiens. THE MAP Use an Ice Age Map of Europe divided up into 30+ irregular territory spaces. VICTORY The first player to advance to the Neolithic age and control 15+ territories is the winner. DICE Six, eight, and twelve sided dice are used. NEOLITHIC AGE There are 11 different categories of Advances. Consult the Advances Table. Tribes start out at the Paleolithic level of Culture & Technology. As they gain advances they develop a (transitional) Mesolithic culture. A Tribe is considered to have advanced to the Neolithic Age when it has 3 or more advances in each of the 11 categories. Make sure to write down every Advance your Tribe gets. CATEGORICAL ADVANCE TABLE 1D12 Advance: Notes: 1 Tools Materials, Function 2 Hunting Tools, Techniques 3 Fishing Tools, Techniques 4 Health Medicine, Fertility 5 Clothing Materials, Tools, Techniques 6 Fire Functions, Tools 7 Gathering Foods & Tools 8 Religion Rituals, Beliefs 9 Shelter Dwellings 10 Prey Hunted Species 11 Art Symbolism, Expression 12 Reroll BANDS Population counters (or tokens) are referred to as bands. A band is a group of families (usually no more than 100 people). All bands of a player are referred to as his tribe. Because Bands are so small there is no stacking limit. TIME SCALE The game begins at 30,000 BC. Each turn is 500 years. The game automatically ends at 4,500 BC. SETUP Roll high on 1D12 to see who goes first. Each player places 6 Bands in any one territory of their choice. A Player must pick a territory at least 2 spaces away from another player. TURN SEQUENCE Players take turns. Each turn has 5 Phases: 1. Growth Phase 2. Migration Phase 3. Advance Phase 4. Event Phase 5. Interaction Phase GROWTH PHASE Each territory you occupy gains 1 Band. MIGRATION PHASE One band in each of your territories may migrate into an adjacent Territory. ADVANCE PHASE Gain 1 Random Advance: Roll on the Categorical Advance table, then on the specific table. If you roll an advance you already have reroll or pick the next one down. Record all your advances on paper. EVENT PHASE For each territory you occupy roll once on the Event Table: -For a Disaster Event roll 1D6 and subtract the level you have in the indicated skill: If the result is positive lose 1 Band -For a Progress Event roll 1D6 and subtract the level you have in the indicated skill: If the result is zero or negative gain 1 Random Advance -For a Expansion Event roll 1D6 and subtract the level you have in the indicated skill: If the result is zero or negative gain 1 Band -For a Migration Event roll 1D6 and subtract the level you have in the indicated skill: If the result is zero or negative move 1 Band EVENT TABLE 1D12 Event: Notes: 1 Famine Disaster: Gathering 2 Disease Diaster: Health 3 Follow Herds Migration: Hunting 4 Refine Technology Progress: Tools 5 Ice Age Disaster: Fire 6 Ice Age Disaster: Shelter 7 Ice Age Disaster: Clothing 8 Extinction Disaster: Prey 9 New Fishing Grounds Migration: Fishing 10 Cooperation Expansion: Religion 11 Revolutionary Ideas Progress: Art 12 Nothing INTERACTION PHASE If a territory contains bands from two different tribes, they will interact. Roll on the interaction Table: The player with the most Bands in a Territory is considered to be the controller of the territory. INTERACTION TABLE 1D12 Interaction: Notes: 1 Observation You Gain one advance the other tribe knows 2 Skirmishing Each side loses 1 Band 3 Warfare Each side loses 2 Bands 4 Disease Opposing side loses 2 Bands 5 Intermix 1 Band from opponent joins your tribe 6 Raiding Opposing side loses 1 Band 7 Assimilate 2 Bands from opponent join your tribe 8 Intimidate Migrate 2 of opponent's Bands into adjacent Territory 9 Trade Both sides gain an advance known by the other tribe 10 Planning Roll twice and pick one result 11 Close Contact Roll twice more on this Table 12 None No Significant Interaction ADVANCES TABLES HEALTH ADVANCES 1D6 Advance: 1 Healing Herbs Health +1 2 Primitive Surgery Health +1 3 Midwives Health +1 4 Wound Dressings Health +1 5 Set Broken Bones Health +1 6 Medicine Man Health +1 HUNTING ADVANCES 1D8 Advance: 1 Domesticate Wolves Hunting +1 2 Bow & Arrows Hunting +1 3 Spear & Arrow Tips Hunting +1 4 Cooperative Hunting Hunting +1 5 Atlatl Throwing Spears Hunting +1 6 Animal Traps Hunting +1 7 Nets Hunting +1 8 Nomadic Lifestyle Hunting +1 PREY ADVANCES 1D8 Advance: 1 Horse Hunting Prey +1 2 Mammoth Hunting Prey +1 3 Bison Hunting Prey +1 4 Bear Hunting Prey +1 5 Reindeer Hunting Prey +1 6 Giant Sloth Hunting Prey +1 7 Bird Hunting Prey +1 8 Small Game Hunting Prey +1 TOOLS ADVANCES 1D8 Advance: 1 Wooden Hafts & Handles Tools +1 2 Pitch, Tar & Bitumen Tools +1 3 Chisels & Awls Tools +1 4 Borers & Drills Tools +1 5 Stone Knives & Blades Tools +1 6 Stone Axes & Adzes Tools +1 7 Stone Saws & Microliths Tools +1 8 Mortars & Pestles Tools +1 FIRE ADVANCES 1D6 Advance: 1 Oil Lamps Fire +1 2 Fire Making Fire +1 3 Smoked Meats Fire +1 4 Warm Hearth Fire +1 5 Flint & Iron Pyrite Fire +1 6 Bowstring Technique Fire +1 CLOTHING ADVANCES 1D6 Advance: 1 Sewing & Tailoring Clothing +1 2 Furs & Skins Clothing +1 3 Leather Curing Clothing +1 4 Weaving Plant Fibers Clothing +1 5 Bone Needles & Sinew Thread Clothing +1 6 Footwear Clothing +1 GATHERING ADVANCES 1D6 Advance: 1 Gather Seeds & Nuts Gathering +1 2 Gather Fruits & Vegetables Gathering +1 3 Gather Roots & Tubers Gathering +1 4 Gather Shellfish Gathering +1 5 Basket Weaving Gathering +1 6 Mattocks & Sickles Gathering +1 SHELTER ADVANCES 1D6 Advance: 1 Cave Dwellings Shelter +1 2 Animal Skin Tents Shelter +1 3 Thatch Huts Shelter +1 4 Semi-subterranean Houses Shelter +1 5 Windbreak Shelters Shelter +1 6 Domed Mud-Brick Huts Shelter +1 RELIGION ADVANCES 1D6 Advance: 1 Shamanism Religion +1 2 Hunting Rituals Religion +1 3 Burial Ceremonies Religion +1 4 Fertility Cult Religion +1 5 Sympathetic Magic Religion +1 6 Lunar Calendar Religion +1 ART ADVANCES 1D6 Advance: 1 Masks & Jewelry Art +1 2 Music & Dance Art +1 3 Cave Painting Art +1 4 Pictograms Art +1 5 Carved Figurines Art +1 6 Pottery Art +1 FISHING ADVANCES 1D6 Advance: 1 Barbed Bone Harpoons Fishing +1 2 Fishing Nets Fishing +1 3 Dugout Canoes Fishing +1 4 Coiled Reed Boats Fishing +1 5 Fish Hooks Fishing +1 6 Fish Traps Fishing +1 CARDS, COUNTERS & MAP Thank you Terry Graham for this fine set: Download (Game updated 4/7/6: Cards not needed but can still be used for randomization or record keeping)






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