Campaign Turn Phases and Actions


1. New Campaign Turn Phase
1a. Advance turn count by one. 

2. Campaign Deck Phase
2a Check whether expedition is Short of Food or Short of Forage
2b. If Wilkinson chooses to Strike Camp go to 6.  
2c. Draw a card from the bottom of the Campaign Deck.
2d. If card has gorilla icon pass unread card to Arab slaver player. 
2e. If card is a scenario go to 3. 
2f. If card is random event, either play or keep card as instructed. 
2g. Wilkinson may draw men from existing units to create new baggage.
2h. Go back to 2. 

3. Before the Battle Phase
3a. Apply any scenario Before the Battle effects as instructed.
3b. Check whether expedition is Low on Ammunition.  
3c. Attach each leader and special character to a unit.  
3d. Wilkinson may draw men from existing units to create new baggage.

4. Fight Battle Phase
4a. Play any relevant scenario random event cards.
4b. Play game using Men Who Would Be Kings ruleset. 

5. After the Battle Phase
5a. Calculate Victory Points for each field force. 
5b. Wilkinson must discard one Cases of Ammunition card. 
5c. Count expedition casualties. 
5d. Record Arab leader casualties. 
5e. Wilkinson must transfer newly acquired objects to baggage. 
5f. Wilkinson may draw men from existing units to create new baggage.
5g. Apply any scenario After the Battle effects as instructed.  

6. Strike Camp Phase
6a. Wilkinson may barter for food when in friendly territory.
6b. Wilkinson may instruct expedition to search for animal forage.
6c. Wilkinson may draw men from existing units to create new baggage.
6d. Wilkinson may hire porters when in friendly territory.
6e. Wilkinson may reassign men from newly created baggage back to their combat units. 
6f. Wilkinson may recruit local levies when in friendly territory. 
6g. If accompanied by a boat, Wilkinson may attempt to embark/disembark men/baggage. Must test if vessel has moved into shallows. 

7. End of Turn Phase
7a. Wilkinson must discard one food and one forage object cards. 



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