Rev 10.23.04 TALES FROM THE MOUNTAINS: The KIT CARSON card game. INTRODUCTION A strategic solo card game in the life & times of the legendary Kit Carson. A multi-player version of the game is described in appendix D. VICTORY I: Live long enough to own 25 beaver pelts. II: or Play for high score (fewest turns to victory) Pelts cached, traded, stolen, or lost do not count towards your victory total. COMPONENTS 1-standard deck of playing cards (frontier expansion deck), discard jokers 1-standard deck of playing cards (frontier adventure deck), keep 1 joker 1-roll of pennies (or tokens) 6-nickles 2-dimes 1-pawn 1-player sheet (http://games.yahoo.com/games/warpspawn) 1-turn sheet (http://games.yahoo.com/games/warpspawn) 2-standard 6-sided dice (preferrably red & white) This game requires a large playing surface! PLAYER SHEETS The value of a box with no tokens is zero (0). Beaver pelts are recorded in the pelt box using assorted coins (dimes, nickels, pennies). Injured trappers,prospectors,soldiers,horses & mules are recorded with a 2nd token. A 2nd token is often required to record distance travelled (distance=sum of both tokens) Otherwise all information on the player sheet is recorded using 1 token per category: 1 - Mountain-Men 2 - Trappers, Prospectors, Soldiers 3 - Guns, Powder, Ammo 4 - Food & Water 5 - Horses 6 - Mules (pack animals) 7,8- Distance Travelled Category 2 will be either all trappers, prospectors, or soldiers you can not mix them. Categories 1 through 6 have a maximum value of eight (8), excess points are discarded. When mountain-men drops below zero (0) you start over with a new character. TURN SHEET The turn sheet records weeks 1-52 and indicates the time of year. SETUP The frontier starts out with 1-row and 6-columns of expansion cards. Draw six (6) cards from the expansion deck and arrange them face-down as follows: d d d d d d Place your pawn above column one (1). Place a token on week 1 on the turn sheet. Record the following starting values on your player sheet: Lives Trappers Horses Mules Guns Food Movement - 5 5 - 5 5 - WAR Use the following chart to deterine attack strength (number of dice to roll): Do not include injured horses or injured men when determining attack strength. If there are fewer horses then men then use the numbers in the chart below to prioritize who fights on horseback and who fights on-foot. Apply the multiplier to each man of each type: HORSEBACK ON-FOOT 1 - SOLDIER x3 x2 2 - MOUNTAIN-MAN x3 x3 3 - TRAPPER x2 x1 4 - PROSPECTOR x1 x1 Roll the attack dice, every one (1) rolled indicates your men killed one (1) enemy. Attacks are simultaneous... Roll the attack dice using one (1) die per enemy existing prior to your attack. Every one (1) indicates that one of your horses or men was hit, roll a die for damage: 1- horse injured 2- mountain-man injured 3- trapper/prospector/soldier injured 4- horse killed 5- mountain-man killed 6- trapper/prospector/soldier killed If there are no men or horses left and you rolled a five (5), you are dead. Otherwise if you roll a category without a token reroll until you can apply damage. If the enemy had more men than you did and no one was killed add or advance a coin other then a penny to record +1 mountain men to maximum of eight (this extra mountain-man can not be used until after the battle is over). If you wish to continue the fight: Reduce ammo by 1 (one) if you are not travelling with soldiers. Continue to fight, repeat the above steps. FLEE If there are still enemies out there you can flee and move to the last epansion you occupied and draw another event card. Place coins on the top of the expansion card to represent the orginal number of enemies you encountered. RECRUIT Kit Carson's legend grows, mountain-men added during the battle are officially recorded. TURN SEQUENCE Players take turns 1.Scout (Explore New Frontier) 2.Move (Blaze-Trail; Western Expansion) 3.Cache (Hide pelts) 4.Indians (Hostile Indian Territory) 5.Events (Soldiers, Trappers, Indians, Horse Thieves) 6.Trap (Beaver, Fox, Mink) 7.Hunt (Bison, Bear, Antelope, Elk, Deer) 8.Trade (Barter for food, mules, horses & guns) 9.Seasons (Advance the turn marker through spring, summer, fall, & winter) 1. SCOUT Any card face-down and adjacent to the player's pawn is turned up. Draw two (2) expansion cards the 1st face-down, the 2nd face-up. Roll a red die for the 1st card and a white die for the 2nd card. The value on each die determines the column number for each expansion card. Compare the # cards in the column rolled to the # of cards in the adjacent column(s). Place the new expansion card in the column rolled and adjacent to the last card in the column with the most cards (see Appendix A for an example). 2. MOVE Each player starts each turn with 10 MOVES. Subtract 1 MOVE point for every injured trapper. Subtract 1 MOVE point for every trapper without a healthy horse. EXPANSION CARD MOVEMENT COSTS The number of MOVES required to pass through an expansion card is equal to the value of the card itself (Aces=1, Face cards=10) multiplied by number(s) in the chart below: Use the highest compared value: ...If you own mules compare the FOOT column. ...If you do not own horses compare the FOOT column. ...If you own horses compare the HORSE column. LAND HORSES FOOT WINTER DIAMONDS x1 x2 x2 (prairie) SPADES x1 x2 x1 (desert) CLUBS x5 x4 x2 (mountains) HEARTS x2 x3 x1 (rivers/lakes) If you are traveling with PROSPECTORS (supply wagons) multiply the result by 2. If it is WINTER multiply the result by the winter multiplier. If you have enough MOVES to pass through then you can advance to any adjacent card. If you advance to an adjacent card remove any tokens in the distance travelled box. You can continue moving from card to card as long as you have MOVES remaining. Otherwise use your player sheet to record how far you travelled into the expansion card. UNCHARTED TERRITORY (FACE-DOWN) If you move into an expansion card that is face-down you must use at least 1 MOVE, but you have the option of turning around and returning to the expansion card from which you just came. Although you will have to use the full number of MOVES again to pass back through that card. FEATURED EXPANSION CARDS (ACES) Aces in the expansion deck follow the rules above, but have additional characteristics: DIAMONDS Trading Post SPADES Taos (Kit's home town) CLUBS Fort Hall HEARTS Summer Rendezvous (just an ordinary card any other season) STAYING AT FEATURED EXPANSION CARD (ACES) If you are on an ace expansion card and did not move this turn you may: Increase food by one (1) if it is below five (5). Increase ammo by one (1) if it is below five (5). Recover from one (1) injury. 3. CACHE You may hide (bury) your pelts for later retrieval. Pelts cached do not count toward your victory total,hoewever,if you retrieve them they do. Place coins representing the number of pelts you wish to cache under the expansion card. When you wish to retrieve your pelts roll: 1,2 Pelts are missing (stolen) 3-6 You find all your pelts intact. 4. INDIANS If you move into hostile Indian territory (coins at the top of a land card): Roll 2 dice, if the total is less than or equal to the number of Indians then fight. See the WAR section for details. 5. EVENT Draw a card from the event deck, if you draw an ace or a face-card an event has occurred: ACES Hostile Indians HEARTS Friendly Indians DIAMONDS Horse Thieves BLACK JACKS Trappers (fur company) BLACK QUEENS Prospectors (supply company) BLACK KINGS Soldiers (U.S. Army) JOKER Captain Shunan (French bully) HOSTILE INDIANS Draw the next card in the deck. If it is an ace or face-card discard it and continue to draw until you get a number card. The number value on the card represents the number of Indians. Fight (see WAR section). FRIENDLY INDIANS See TRADE section. HORSE THIEVES Roll 1d6 this is the number of horses stolen. Draw the next card in the deck. If it is an ace or face-card discard it and continue to draw until you get a number card. The number value on the card represents the number of horse thieves. You may pursue the horse thieves: 1 Horse thieves got away. 2,3 Retrieve your horses without incident (stealth). 4-6 Fight (see WAR section) TRAPPERS Roll 1d6 this is the number of trappers encountered. You may join the new group and discard any trappers, propspectors or soldiers. Your current group of trappers (if you have any) may join the new group. You may go out on your own. PROSPECTORS Roll 1d6 this is the number of prospectors encountered. You may join the new group. You may go out on your own. SOLDIERS Roll 1d6 this is the nmber of soldiers encountered. You may join the new group. Your current group of soldiers (if you have any) may join the new group. You may go out on your own. CAPTAIN SHUNAN If you have mountain men one (1) becomes injured in fight with Captain Shunan. If you do not have mountain men one (1) of your trappers/prospectors/soliders is injured. Increase your mountain man category by one (1). Once used remove the Joker from play. 6. HUNT If you are in Taos, at a fort, a trading trading post, meeting with friendly Indians or at the rendezvous in the summer you can skip the hunt phase. Otherwise the number of hunt dice equals the number of healthy men in your group. Mofiy the number of hunt dice using the chart below: LAND FALL/SPRING SUMMER WINTER DIAMONDS 0 0 -2 (prairie) SPADES -4 -6 -4 (desert) CLUBS +1 +1 -3 (mountains) HEARTS +2 +2 -2 (rivers/lakes) Roll the hunt dice, every one (1) indicates you found sufficient food & water this turn. Otherwise reduce your food/water by one (1). If food/water is reduced below zero a trapper/prospector/soldier is injured. If all trappers/prospectors/soldiers are already injured then a mountain man is injured. If all of you men are already injured then a trapper/prospector/soldier is dead. If all of your trappers/prospectors/soldiers are already dead then a mountain man is dead. If all of your mountain men are already dead then Kit is dead, start with a new character. 7. TRAP If you are on a HEART (river/lake) expansion card and did not move this turn you may trap. A beaver tail (a penny tails-up) at the bottom of a HEART expansion card indicates that the area has been trapped before. Beaver population=(card value)-(beaver tails) Number of available pelts=(beaver population)-(number of trappers in your group) Roll 1d6 for every trapper. One (1) indicates success, add a beaver tail to the card and a pelt to your player sheet. You may carry 1 pelt per trapper, 2 pelts per horse, and 4 pelts per mule. Excess pelts are discarded. 8. TRADE You may trade pelts for horses, mules, guns and/or food. The following table shows how many of each type of item you can get per pelt. GUNS FOOD HORSES MULES RENDEZVOUS 3 3 3 3 (only active in the summer) TRADING POST 2 2 2 2 SUPPLY COMPANY 2 2 1 1 FORT 2 0 1 0 TAOS 1 1 0 1 INDIANS (friendly) 0 1 1 0 9. SEASONS Advance the turn token 1 square. APPENDIX A Example of frontier expansion: Assume you start your turn with the following land map: u u u d d d u d You roll 5 on the red die (add a card face-down under the last card in column 5): u u u d d d u d d You roll 4 on the white die Since column 5 has more cards than column 4... the card is placed face-up in column 4 adjacent to the last card in column 5: u u u d d d u d u d APPENDIX B In these rules the word adjacent does not include diagonal. APPENDIX C Descriptions of expansion cards are provided for effect only (not required) A=Ace, J=Jack, Q=Queen, K=King Ah Blackfeet 2h San Pedro 3h Platte River 4h Laramie River 5h White River 6h Wind River 7h Green River 8h Snake River 9h Rio Grande 10h Colorado Jh Mohave Qh Arapahoe Kh Cheyenne Ad Sioux 2d Sacramento Valley 3d Brown's Hole 4d Bear River Valley 5d New Park 6d Big Timbers 7d Pipestone 8d Black Hills 9d Buffalo Grasslands 10d Great Basin Jd Hudson Bay Company Qd American Fur Company Kd Northwest Fur Company Ac Creek Indians 2c Cascade Mountains 3c Tejon Pass 4c Sierra Madre Mountains 5c Grand Tetons 6c Sierra Nevada Mountains 7c Fremont's Pass 8c Yellowstone 9c Big Horn Mountains 10c Rocky Mountains Jc Bent & St. Vrain Supply Company Qc Arapahoe Kc General Kearney As Crow Indians 2s Smoke Creek Desert 3s Yuha Desert 4s Painted Desert 5s Trans-Pecos Desert 6s Sonoran Desert 7s Chihuahuan Desert 8s Great Basin 9s Sevier Desert 10s Mohave Desert Js Supply Company Qs Pawnee Ks General John "Pathfinder" Fremont Appendix D Rule changes for the multiplayer version of the game VICTORY The first player to stay alive and retain 25 beaver pelts wins. COMPONENTS 1-extra frontier expansion deck for every additional 2 players. 1-pawn for each player 1-player sheet per person Additional coins and tokens are required. A larger playing surface is required when using extra expansion decks. SETUP Each player is assigned a player number (player #1, 2, etc.) Draw six (6) cards from the land deck and arrange them as follows: 1 2 3 4 5 6 d d d d d d d = Card Face Down Each players pawn is placed above the column corresponding to their player number.