ZULU SPEARS SOLO
by Markus Salo






INTRODUCTION 
Solo variant of Zulu Card game. Simulates a battle between Zulu & British Troops. 
To be played on British side.  The Zulu side variant is under construction.

CARDS
Player will have to make their own sets of cards.
The British and Zulu have their own unique decks.
The British also need a d10 (d20) as a troop calculator.
On the Deck lists, # = number of that card in the deck.
Both decks have 52 cards.
Notice that most cards have a force value.

SET UP
Shuffle both decks.
The British player draws 5 cards.
The British start with 100 (200)  troops.
The number of Zulu warriors is not recorded.

TURN SEQUENCE
Draw Phase
Fortifications Phase
Ranged Attack Phase
Discard Phase
Zulu Attack Phase

DRAW PHASE
The player will draw cards to fill his hand to 5 cards.

FORTIFICATIONS PHASE
The British player may lay out any cards described as standing defenses.
These are not discarded. They are placed face up in front of the player.

ZULU ATTACK FACE

Roll 1d6 to determine how many cards the Zulus use in an attack.  
Then draw the cards from the Zulu deck and place them face down on the table.

RANGED ATTACK PHASE
The British player may next play Cannonball cards.
The Cannonball card is discarded and so is one randomly picked card from the Zulu 
attack cards.

UNLIKE IN THE ORIGINAL ZULU THERE IS NO DISCARD PHASE

ZULU ATTACK PHASE
Turn the Zulu attack cards face up.  If there is a Sniper card, discard one random british 
card and discard the sniper card to discard pile.
Add up the force value of rest of Zulu attack cards and multiply by 2 if a 
War Chant card is used.  
This number is the Total Zulu Force Value.
All cards used in the Attack are discarded.
The Player may defend with cards he has in his hand.  
The Ammo Shortage cards are nuissance cards that can not be used or discarded. 
The Standing defence cards are placed face up in front of the player and will not be 
discarded during the play. 
Add up the force value of all of cards played and multiply by 2 if a 
Rally card is used.  
This number is the Total British Force Value.
All cards except the standing defence cards used in the Defense are discarded.
Subtract the Total British Force Value from the Total Zulu Force Value.
If the result is positive, this is the number of British troops killed.

ZULU VICTORY
If all 100 (200) of the British troops are killed than the Zulu win.

BRITISH VICTORY
If the Zulu player goes to draw a card and there are no cards left in his deck 
and the British player still has troops remaining, than the Zulu give up and 
go home, and the British win.

ZULU DECK CARD LIST
#	CARD			FORCE		NOTES
15	Zulu Blood		10		
10	Zulu Shields		20		
8	Zulu Spears		30		
8	Zulu Warriors		40                   		
5	Zulu Snipers		0		British Discards 1 Random Card
2	Chieftains		50		
6	Zulu War Chant		0		Doubles value of all cards used in attack

BRITISH DECK CARD LIST
#	CARD			FORCE		NOTES
10	Fire at Will		10		
7	Volley			20		
2	Ammunition Shortage	0		
4	Bayonets		30              British lose 10 Men
5	Cannon Ball		0		Zulu Discards 1 Random Card
4	Barricades		20		Standing Defense
1	Fortified Stockhouse	30		Standing Defense
6	Rally			0		Doubles value of all cards used in defense
5	Cannon Grapeshot	40                   		
3	Range Markers		10		Standing Defense
2	Gattling Gun		50		
1	Doctor			0		British gain back 10 lost Men 
2	Swords & Pistols	20
		
Notes: Play the Doctor card in Fortification Phase

GAME DESIGNERS NOTES
To set the proper mood, watch Shaka Zulu, or Zulu Dawn before or during play.
Players should also use sound effects.







Return to Warpspawn Mainpage