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ROCKY MOUNTAIN MAN An Adventure Crayon Game

Solitaire to 2 Players • 2 hours to many hours • 12+ years


Before the Old American West there was a mysterious largely unknown mountainous region West of the Mississippi known as the
Rocky Mountains. Characterized by its rocky geography, this mountain range spans from Northern New Mexico, into Colorado,
Utah, Wyoming, Idaho and Montana, and ending in British Columbia. The Mountain Men were the first people of the young
United States to venture into the unknown Rockies and begin to live among it.
HISTORY
The Mountain Men of the Old American West began with two seminal events, the Expedition
of Lewis and Clark (1803-1806) and the trend of the Beaver Skin Top Hat in cities like New
York. The Lewis and Clark Expedition enabled Americans to begin to see some of the geo-
graphic characteristics and challenges of the West. At this same time the Beaver Skin was in
high demand, and some people began to wonder if they could make a business trapping. Little
by little men began to venture into the Rocky Mountains. While perhaps inspired to build a
Trapping business, or flee civilization, the person entering the mountains soon had to adapt
to their new surroundings. While trapping beavers and other animals, these men also became
a kind of a reconnaissance explorer for this unknown geography and the Tribes inhabiting it,
often helping to map the region and sharing its discoveries and dangers.
The Beaver Skin Hat
The look of the mountain man came by necessity. A business man, commonly used to wearing
is a hat made from felted beaver
suits in Chicago, or a soldier and their uniform did not work in the wild of the Rocky Moun-
fur. They were fashionable across
Europe and the United States. tains. Shoes would fall apart, the regular fabrics of cities would not hold up. Little by little the
Beaver hats were made in vari- people venturing into the West became men of the mountains. They had to wear skins and furs
ous styles as a matter of both civ- to cut the cold of winters, the shoes became moccasins as regular footwear would not hold up
il and military status. The beaver to the conditions. They would befriend tribes, wearing various items, such as feathers or beads,
skin hat declined in popularity in to let other tribes of the same family know that they were friendly. Some would not return to
the mid 19th Century as silk be- civilization for years, as they began to figure out how to remain in the wild.
came more fashionable.
Fur Trapping had in a way created the American Mountain Man, also enriching Tribes, but this
trend in fur started to decrease in the 1840s, and the Canadian fur companies began to monop-
olized what was left. The industry faded away, and this was rather confusing to the American
Indians as they did not understand the ebbs and flows of the market. To the Mountain Men,
they would find luck as frontier scouts and guides and also would be hired in the coming Pio-
neer era, to guide caravans of families into the West.

“Rocky Mountain Man” is based on the “Source of the Nile” (1978) game system, while there
are many of the same game rules, some of the rules have been adjusted and others added. For
players familiar with Source of the Nile, it is good to know the general pattern of that game, but
do not assume a rule will be exactly the same.

The Tribal Nations


The game features the Tribes of the Colorado and Utah area at this time. We primarily feature
the Tribes of the Great Basin area, and considered some in the Northern areas that would have
been primarily in Wyoming and the South, which would be more from the New Mexico and
Eastern Arizona areas. We had to limit the Tribes based on components, so much of the Eastern
Plains Indians such as the Arapaho were unfortunately not featured.

The Colorado Rockies is the home the Ute Tribes, and while many tribes were known to mi-
grate around the continent, the Utes did not, and are believed to have been in these same areas
for possibly thousands of years. Most tribes avoided the mountains as they are a harsh living
environment, but the Utes made it their home and would move among the mountains and mesa
areas depending on the time of year, and upon the migration of the bison herds. We feature 3
types of Ute families, considering the North, South and Central regions. There certainly were
more than these particular families.
NEEDED
Players will need a 6 sided die (or better 2 - 6 sided dice), and a Pencil with an eraser. The game
comes with 2 Outfitting sheets. Players can print new ones. The game can be purchased with or
without crayons. If not purchased with crayons any “washable” crayons are recommended. The
colors Black, Green, or Blue are needed. Black can be any darker color from Brown to Purple
to darker Reds if needed. At the time of this printing (2021) there is a crayon supply shortage,
and various colors are provided - a darker color, Green and Blue.

PREPARATION
Cut out all cards. If desired, more Outfitting Sheets can be printed. Sharpen pencil. Have a
hunting knife handy in case a bear attacks during game.
John Colter 1774?-1812
TERMS
D6 - Rolling one 6 sided die
Among one of the first Mountain
D12 - Rolling two 6 sided dice, adding results. Men of the United States. Colter
America Indians, and Natives will be used to describe the Tribal Nations when needed on cards was part of the Lewis and Clark
and tables rather than Indigenous see note section for further explanation Expedition from 1804-1806. He
was paid $5.00 a month as a hunt-
COMPONENTS er and scout. After the expedition
Map (Washable Crayons erase-able) he decided not to return to civili-
zation, and made a career as a fur
1 Rulebook
trapper, being the first American
Tables Section
to find the Yellowstone area.
Tribe Policy Table/ Rocky Mountain Rendesvous Table
36 Exploration/Warpath Cards
3 Washable Crayons (unless purchased without Crayons)
2 Outfitting Sheets
4 Season Cards
1 Sequence of Play/Map Key Card
1 Die Counter:
18 Counters for each player (1 Crew, 3 Group/Cache, 5 Traps, Log Cabin, Trading Post, 7
Mapped)
9 North Encounters, 9 Central Encounters, 9 South Encounters,
8 Sight Counters,
1 Rendezvous Counter

CREDITS
©2020 Blast City Games, reprint ©2021
Design: Nate Hayden
Jim Baker 1818-1898
Art: Victoria Shen, Commode Minstrels in Bullface, MarderIII, Manifester, Wizard333
Famous bear hunter. Once killed
Playtesters: Jason Isaacs, Clayton Cozart, Mountain Man, Blast City
2 bears with only a knife. The or-
deal was so dangerous he prom-
ised himself never to fight a bear
again without a gun. ” I made my
mind up I’d never fight nary no-
ther grizzly without a good shoo-
tin’-iron in my paws.”
MAP

The map features the Rocky Mountains in the Western Colorado and Eastern Utah areas of the
United States. The Eastern side of the map is considered the “Front Range”, the wall of moun-
tains any Mountain Man would have seen coming from the East. The empty hexes are areas
not yet discovered or mapped out. As the map is explored it will be drawn on by crayons. The
crayons are erase-able using tissue paper.

Terrain Environments
The empty hexes comprise 3 different areas of Terrain, the Rockies (gray), Mesa (light tan),
and Desert (darker tan). Each environment has a different potential of Terrain and Dangers. The
Zebulon Pike’s Exploration Plains (light green), to the East, are already mapped.

The South Eastern side of the Colorado and Arkansas River


Rockies has some knowable ex- The Spaniards had known of the Colorado and Arkansas Rivers and their general area, but the
ploration due to Zebulon Pike’s terrain had not been generally mapped. The Terrains of these rivers, and their discoveries will
reconnaissance mission into the still have to be explored.
mountains (1806-1807). He is
the first American to note Pike’s Missouri
Peak, known as Sun Mountain Both the Northeast corner hex, and the Eastern Arkansas river hex are areas where one will
by the Ute Indians, and also the
begin from or return to if going back to Missouri. St. Louis was the primary city people would
Royal Gorge. His mission was
cut short by a harsh winter, and return to in order to outfit and sell pelts, the spaces represent the long distance back to the city.
he was taken to Chihuahua by
the Spaniards. The game begins Taos
with both Pike’s Peak and Royal Crew might find Spanish Dragoons and be able to Trade at the missions in Taos, a village of
Gorge Sight counters in play. New Spain.

Rendezvous Spaces
Ignore in the short game. The Rocky Mountain Rendezvous became a primary outfitting and
selling convention for both Americans and Indian Tribes. In between Spring and Summer peo-
ple would meet at the Rendezvous to outfit for the year, rather than returning to Missouri. In a
Campaign game the Rendezvous will meet yearly at one of the spaces. The Northern Spaces are
actually in Wyoming.
Direction Roll
Regions
The 2 dotted lines define the 3 regions in the game: North, Central and South. Certain Encoun-
Combat Value ters inhabit these regions.

Direction Roll
This is a common roll to determine direction for various Encounter movement and other events.
A D6 is rolled, the hex-side number rolled will be the direction. Often another D6 will be rolled
Crew Counter to determine the amount of hexes, from Direction hex-side, that something may move to, or be
placed.

TABLES
There are a variety of Tables in this game. Tables will often describe nuances and details not
Group Counter mentioned in the rulebook. Most tables are in the Table Section on the inside of the Folio cover.

- Further Tables are on the Indian Policy sheet


- Warpath Tables are on the back of each Exploration Card
- Seasonal Tables and the Rocky Mountain Rendezvous Table are on large cards.

Cache Counter
COUNTERS

Crew Counter - will represent the entire crew. The Combat Value of the crew is in the upper right hand
corner and can be at most 2, and at least 1. Trap
Cache/Group - will allow the Crew to either split up into smaller groups, or leave supply caches in
various areas.
Trap Counters - represent many beaver traps one can lay in an area. It was common that Trappers
would lay hundreds of traps.
Mapped Counters - represent areas that have already been explored by a player, but not by an oppos-
ing player. The Mapped counters are placed when an opponent is near to previously explored hexes,
Log Cabin
but has not yet discovered them himself.
Trading Post
Log Cabin - is build-able in the Campaign game, and acts as a survival cabin to station at through a
Winter.
Trading Post - is for the Campaign. The first player to build a Trading Post ends the Campaign Game.
Encounters
These counters represent the various Tribes, Trappers or Spanish Dragoons a player may encounter.
Tribal Band
The counters are divided by map region North, Central and South. Southern encounters appear in the
Southern area of the map, Central counters in the center, and Northern counters in the North.
Tribes
Tribe counters can range from very small bands, being 1 Combat Value, to very large villages. Any
Tribe counter of 4 or more is considering 100s of people. A combat value of 10, in the case of Adobe
Settlements, would be a population above a thousand.
Adobe Settlement
Tribal Bands vs Adobe Settlements
Most Encounters will be bands of Indians. These tribal bands can move across the map. An Adobe
Settlement is a fixed settlement. If discovered, an Adobe Settlement will not move.
Sight Counters
Sights represent more major landmarks a player may discover. If a Sight is discovered its counter will
Sight Counter
be placed. Tourists can be found in Missouri or the Rendezvous and will pay to visit these Sights.
Exploration Cards
The Exploration Cards create Dangers, also map terrain type, rivers, a hex’s discoveries and encoun-
ters. Players will continually draw from the deck for each potential. The back of each Exploration card
is a Warpath Table, which is not used in Exploration. The Exploration side of card is divided into 7
random potentials, each potential demands a different draw: Danger - If moving 2 M.P. or more, the danger is read

Terrain Type - Kind of terrain found in ex-


plored hex, depending on Terrain Environ-
ment the Crew is in: Rockies, Mesa or Desert
environment.
River Continuation - If river on adjacent
hexside, informs kind of river continuation

River Begin - If river begins in hex

Discovery - A potential to find a sight or some-


thing of value

Encounter Movement - Encounters on map


Warpath Backside Exploration Frontside may move

Encounter - A potential to have an encounter with


Tribes, Trappers or Spanish Dragoons
SET UP
Set up will consider a 2-Player game, a Solitaire game is exactly the same, without the second
player components.

Place map in the middle of the table. Note: If map has crayon from a previous game, and it is not
a Campaign Game, erase the crayon using tissue. If continuing Campaign game, keep previous
Crayon details.

Separate the North, Central and South Encounters and place them face down in piles to the side
of the map,

Separate and place the Sight Counters face up, to the side of the map.

Shuffle Exploration/Warpath Deck. Place with Exploration cards face up.

Separate Mountain Man Player Counters into their colors, each player receiving their counters.

Separate Player Counters into Main Crew, Group/Cache, Traps and Mapped pieces. If playing
Campaign Game add the Log Cabin and Trading Post counters, in the short game, these pieces
can be put away.

Place Tables nearby. If playing Campaign Game, place Seasons nearby, the game begins at
Springtime, have the Spring Table available.

Place Crew Counter on one of the Missouri Spaces. In a 2 Player game, the Crews need to begin
on separate Missouri Spaces.

Additional Campaign Set Up


Roll a D6 for next Rendezvous sight. Each Rendezvous space has a potential die result. Place
Rendezvous counter on space rolled. Players can go to this Rendezvous in the next Spring or
Summer seasons.
Beginning Skills:
Soldier OUTFITTING
Will give additional Combat sup- Each player must do an initial Outfitting for their crew. The player is in Missouri and pays for
port
his crew and equipment. If it is a first game, and players feel they want to just “jump in”, please
Hunter use the Outfitting Starter example described in each category. If players want to outfit them-
Add to Hunting potentials selves expect 10 to 15 minutes for this preparation.
Business Man
Has advantages to negotiation and First Outfitting
trade Outfitting will be the same whether one outfits in Missouri, the Rendezvous or in New Spain.
Doctor At the beginning of the game a player has $1,100 to spend. The costs for each person, animal
Helps keep crew healthy or item is noted on the Rate Chart. A person outfits to their desired Crew and Equipment needs.
Money not spent is recorded in the Money section of the Outfitting Sheet.
Scout is only available later in
the game
Leader
The Leader is free, and will begin with a single skill that is noted. The skills are listed on the
Leader Starter Try: Outfitting Sheet. A skill will provide various abilities and modifiers.
Business Man (free)
Guides can only be hired, and the Scouting skill can be added as an advancement in later Cam-
paign Game.

Crew Starter Try: Crew


2 Soldiers ($100) Each crew hired will have one skill. Amount of crew per skill is noted. Soldiers, Hunters, Busi-
2 Hunters ($100) ness Men, Doctors and Guides are available. Tourists and Garrisons are available only in the
1 Doctor ($50) later Outfitting phases of a Campaign Game.
Guides Guide Starter Try:
Guides are crew, but they are also from a particular Tribe. The type of tribe will provide ad- 2 Guides,
vantages if encountering them. When selecting a Guide choose a type of tribe they are from: 1 Ute, 1 Shoshone ($100)
Ute (the most common Tribe in this area), Shoshone, Diné Navajo, Cheyenne, Apache, Hopi,
Pueblo.
Horses Horse Starter Try:
Horses are available as either Ride Mount or Pack Mount. In order for the crew to move more 10 Ride Mount, 8 for crew
swiftly, each crew member will need a Ride Mount horse. And in order to carry a greater 2 for trade or emergency
amount of equipment or pelts Pack Mount horses should be considered. There are Weight con- ($500)
siderations in an Advanced Game. In a regular game, players can carry as much as they like. 2 Pack Mount ($100)

Having extra horses can be good for emergencies and a good gift when encountering Tribes.
Rations Ration Starter Try:
A Crew may not find food, a ration may need to be eaten by each crew member to avoid starva- 50 Rations ($50)
tion. We recommend beginning with at least 50 rations.
Rifles Rifles Starter Try:
Rifles provide various benefits, equipping each crew with a rifle can be wise, but having extra 10 Rifles, 8 for crew 2 for
rifles can be good for emergencies and can be a good gift when encountering Tribes. trade or emergency ($100)

Canoe Canoe Starter Try:


A canoe may not be needed, and can even be purchased later by trading with Tribes, but is good Start without, if needed
Trade with a Tribe later in
as a fast transport down rivers.
the game.
Outfitting Sheet Notes
Aside from the ability to note crew and equipment, the Outfitting Sheet also notes Money, Ex-
plored Hexes, Passes, Discoveries, risk of Starvation and Victory Points. It also notes potential
Caches or if the Crew splits into various Groups. Tribal Encounters are also noted, whether
the encounter is friendly or combative, and other general details. In an advanced game Weight
Capability is noted, as the crew is limited in the amount of things it may carry.
Weight Capability (Advanced) Weight Starter
(Advanced)
In reality, the Mountain Men were not able to carry everything and had to manage their weight.
If using above Starter crew,
Each crew member and horse has a carry capacity, this is added together for the total carrying Carry Capacity 220
capacity of the crew. Each item has a total weight. The total weight cannot exceed the total Total Weight 60
capacity. If there is more weight than capacity, the crew cannot move. A cache can be made
leaving items behind.

PLAYING MODES
Rocky Mountain Man is played in timed sessions for 2 Players, Solitaire Goals, or a Campaign.
Players must choose a game type:

Short Timed Game Solitaire Goals Campaign Game


When playing with 2 Players, the sessions Solitaire games are not scored, rather var- A Campaign Game may involve a few sessions.
can be timed. The shortest game should be ious goals need to be achieved. The player A Campaign only ends when a Trading Post is
played in 2 hours. Players set a timer. When can either explore a Route to the Great Salt built, and does not end due to time keeping.
time runs out the game is scored. Lake, mapping a path from the Front Range All map details drawn remain until the game is
to the Salt Lake and back, or Map the Colo- complete. The Player/s will play in Seasons. A
Longer Timed Game rado River, and return to Missouri. length of a season needs to be determined at the
A singular game session can be played in beginning of a Campaign, either 30 minute or
any amount of time, 2 hours is the recom- 60 minute seasons. A timer is set, when a sea-
mended minimum, but the player/s can son ends a new season begins, until the game is
choose any time above that. finished. Players can play as many seasons in
a sitting as they desire. For example, a 3 hour
session may have 3 seasons, or 6 seasons if
each season is 30 minutes.
GAMEPLAY
Players represent a leader and crew of Mountain Men, around 1825, with various skills and
equipment. The crews venture into the Rocky Mountains, exploring new hexes and drawing
their discoveries in crayon. A Player needs to manage their crew in trapping, hunting, dangers,
movement, exploration, encounters and more. While the Beaver Pelt is prized, further money
can be made in explorations, discoveries and finding routes to the Great Salt Lake and mapping
the Colorado River.

Rocky Mountain Man is played either Solitaire or against another player. If 2 Players, both
players will play in a kind of Solitaire fashion.

The game is played in turns, a turn being several Phases. After a turn is conducted another be-
gins, turns continue until either the time limit is complete, or goal achieved, or the Trading Post
is built in a Campaign, or if all crews have been killed.
“The mountain air was in my
nostrils, the evergreens above In a 2 player game, the players will play their turns in a Solitaire fashion, each player going as
and the eternal rocks around; fast or as patient as they prefer. Each player may be in a completely different phase than anoth-
and I seemed to be a part of the er. One player may complete several more turns than another, depending on their speed.
vast landscape, a kind of demi-
god in the glorious and magnifi- SEQUENCE OF PLAY
cent creation.” The Player/s play in Turns. Each turn will have several phases. Phases can be skipped if not
- John “Grizzly” Adams relevant to the turn. Phases must be conducted in order. After all phases have been conducted
another Turn begins.

Conduct following Phases in order:

Phase 1: Decide Movement (Draw Danger)

Phase 2: Movement into Unexplored Hex


a. Check Lost
b. Draw Card for Terrain
c. Draw Card for River
d. Draw Card for Discovery
e. Draw Card for Encounters (If Tribe, select Policy)

Phase 3: Movement ending in Explored Hex


a. Movement
b. Ending Movement, Draw Card for Encounter (If Tribe, select Policy)

Phase 4: Draw Card for Encounters Movement

Phase 5: Actions & Eating


Hunting, Set Traps, Check Traps
Building Campaign
Search for Pass, Mountain Climb, Search for Animal Trails Advanced

Phase 6: If Shuffle Card drawn this turn, cards are re-shuffled.

After phases conducted, another turn begins. In a Solitaire game, phases continue at player’s
own pace. In a 2 player game, both players play in a Solitaire fashion, at the same time, con-
ducting the Phases at their own pace. Players may have to wait for each other in drawing cards,
or using dice or tables. Turns continue until end of game.

At the end of a 2-Player game Victory Points are counted. In 2 Player games Highest Total wins.
In Solitaire games, achieving goals or building Trading Post is a Victory.
The most common deaths for Mountain Men were river drownings, and Indian and bear attacks.

Phase 1: Decide Movement (Draw Danger)


Movement amount will be decided, crews can be broken into smaller groups, caches can be
made, and certain events may occur during this phase.

A player determines the amount of Movement Points (M.P.) needed in their turn. The higher the
M.P. selected the more dangerous the Crew is traveling. Depending on M.P.s selected, a Danger
may be drawn. A Crew can move from 1 to 4 M.P. Aside from just movement, certain actions
conducted may need a particular amount of M.P.

Movement Points: Determine Random Crew


1 M.P. a completely safe move. No Danger needs to be drawn. Players can choose which crew
2 M.P. a Danger must be drawn from the Exploration Deck member an event affects, or
3 M.P. a Danger must be drawn from the Exploration Deck they can determine the crew
4 M.P. is only available if using a Canoe and traveling down a river from its source. A Danger randomly. A D6 is rolled, the
must be drawn from the Exploration Deck, also a roll on the River Danger Table. result is the number beside
the particular skill. If there are
more than one crew member
Drawing Danger
of this skill set, the player can
If M.P. needed is 2 or above, a Danger is drawn from the Exploration Deck. The top card of the select which one is affected, or
deck is discarded and the Danger text of the next card underneath is read. The text will often choose the crew in some ran-
refer to a type of Terrain the danger occurs. Only the hex the Crew begins in is considered. If dom fashion.
the Crew does not begin the turn on the kind of terrain mentioned, simply ignore the danger. If
no terrain is mentioned, the Danger may affect the crew. If the danger does affect the crew, the Example:A D6 is rolled, the re-
player must follow the card. If a crew member is affected, players can choose the crew member sult is 6. A Guide is affected by
it affects, or roll to determine a random crew member. See Determine Random Crew. an event. There are 2 Guides.
The player decides one Guide
Movement will be “odd” the other “even”
and rolls the D6 again for a re-
Movement will happen in either in Phase 2 or 3. Refer to these sections as to how movement
sult of odd or even.
must occur in these particular phases. Crew deciding not to move, skip to Phase 4.
Phase 2: Movement into Unexplored Hex (3 Movement Points)
A Crew must begin adjacent to an Unexplored Hex to be able to move into and explore it. 3
M.P.s must be the selected movement rate to explore a new hex. The following card draws must
occur in order. A different Exploration Card will be drawn for each category.

Colorado and Arkansas River hexes need to be explored.


a. Check Lost
Prior to movement the Crew must check if they are lost. Rolling on the Lost Table. Modifiers
for Guides and Scouting skill will be added. If Lost, the crew cannot leave their hex and must
Terrain Example go to Phase 4. They will be staying in the same hex the rest of the turn. If not lost, and able to
Player rolls a 3 on Lost Table, continue, player notes explored hex on the Outfitting sheet, and the following card draws occur.
adding +2 for both Guides for
a total of 5. The crew is not b. Draw Card for Terrain
Lost, so draws a Terrain to see The top Exploration card is discarded and the Terrain section of the next face up card is read.
the adjacent hex’s new Terrain. The Terrain section has 3 categories: Rockies, Mesa and Desert. Depending on the unexplored
Being in the Rockies the Rock- hex area, the proper category is noted. Ex. If in Rockies, the Rockies terrain is noted.
ies Terrain is Alpine. The play-
er draws a tree in the new hex The player draws the terrain symbol on the blank hex with crayon.
with crayon.
c. Draw Card for River
The top Exploration card is discarded and the River section of the next face up card is read. The
River section has two categories, Continuation (left side) and Beginning (right side). The left
side is noted if an adjacent river is on any hexside of the new hex to determining if it continues
into the new hex. The information, on the left, will show results for either a continuing a river
through the new hex, or the turning of the river per Direction Roll, or forking of a river, or end-
ing the river. The right side river information is noted if there is no adjacent river on a hexside
of the new hex. This will note if a river begins. If there is no information, no river is made.
River Begins - If referring to the right side, and the result is “Begins”, a source of the River
is made by drawing a small blue circle in the center. A Direction Roll is made to determine a
River Example
A river is on adjacent hexside hexside direction. A small blue line is drawn from the source to the hexside. If Lake terrain, the
of Explored hex. A river Con- blue line is drawn from lake.
tinues area of card is exam- Continues - If referring to the left side, and a result of continues, draw a straight line from hex-
ined. It is a straight Continu-
side of river through new hex to other side. If card drawn is river turn, turn river according to a
ation. Player draw a straight
river over new Alpine. Direction Roll, if result of roll is straight or same as hexside of river, roll again. If card drawn is
river fork, roll Direction for each forking path. Rivers that end will continue from the hexside,
ending in the middle of the new hex.
If multiple rivers on hexside, all continue as card drawn notes.
If a river direction is toward a hex previously explored hex, without river, roll until direction
away from previously explored hexes. If there is no option because all hexes have been mapped,
The Mapped counters are used river direction only goes to hexside.
to cover the Explored hexes
near an opponent’s crew, to re- On Rivers
mind the opposing player that Movement on rivers will be described in Phase 3. Rivers that begin, begin with a source, a small
his crew must still explore the blue circle will note this source. Rivers may end in Lakes or just simply end as runoff. Rivers
hex. that begin in Lake hex, due to a lake terrain, if continued, when ended, player ends as a source.

If Unexplored Hex has been Colorado and Arkansas Rivers. Rivers beginning on Colorado or Arkansas River spaces do
explored previously by a play- not need to draw a source. River “beginning” are considered breaking off of Colorado and
er, the player notes that he
Arkansas. Rivers continuing over Colorado or Arkansas River, just draw a continuation. If
too has explored the hex, but
leaves findings the same. The Turn or Fork goes in same direction and these major rivers, direction will remain the same as
player will not draw for Ter- Colorado and Arkansas rather than rolling a new direction.
rain or Rivers as that has been River X
noted, but will draw cards for
If Discoveries make Xs on river, the river is dangerous. If canoing through X or cross river with
Discoveries and Encounters.
X a River Danger roll must be made.
d. Draw Card for Discovery
The top Exploration card is discarded and the Discovery section of the next face up card is read.
The discovery will often mention a kind of terrain (in Bold) or section of the map. If the various
descriptions match, a discovery may be made and the text is followed. A discovery will often
just be noted for potential points on the Outfitting sheet. If the Crew returns to Missouri or goes
to the Rendezvous the discovery points become Victory Points, as the crew is able to share the
information with others. Discovery points also make the Crew money. Each discovery point is
Encounter Icon
multiplied by 10 in Missouri and the Rendezvous as the crew is selling their findings.
If Encounter, draw from region
Sights pile crew is in, placing on same
Some discoveries are impressive Sights. When a Sight is explored the Sight Counter is placed hex.
on top of it. In Missouri and at Rendezvous eager Tourists can accompany the crew. A crew can
have one tourist. The tourist, will make a $50 one time payment for any site visited. Tourists can
be renewed if visiting Missouri or Rendezvous. Ignore Discovery if Sight mentioned is in play.
e. Draw Card for Encounters (If Tribe, select Policy) No Encounter in
The top Exploration card is discarded and the Encounter section of the next face up card is read. Mountain Icon
If a Teepee is shown, an Encounter occurs. The player draws from the Encounter piles based on If in Mountain hex, and this
what region he is on the map: North, Central or South. If all counters in play, ignore Encounter. symbol on Encounter draw, no
encounter occurs
The counter is placed on the same hex. In the case of an encounter with Trappers or a Spanish
Dragoon, the particular Table is rolled. If the encounter is a Tribe, the Tribe is noted in the play-
ers notes on the outfitting sheet and a Policy selected.

Tribe Policy
If a Tribe is encountered the player must immediately decide the Policy he would like to take TRIBE POLICIES
with the Tribe. Policy occurs in EVERY turn that ends movement in a hex with a Tribe counter.
The following Policies can be taken: Hide, Ignore, Trade, Cheat, Friendship, Combat. Hide
The policy chosen will have an ability and table to be rolled to see if the policy is successful, Allows crew to try to avoid the
Encounter, but no actions can be
or if something else may occur. Each table will have a variety of modifiers. Guides of the same
made.
tribe will often provide modifiers, also if the crew was previously friendly or hostile with the
Tribe, or providing gifts of Rifles or Horses. Each modifier is noted and a D6 is rolled. The re-
Ignore
sult may be successful or lead to a Tribe Strategy, or even to a Warpath between the Tribe and Allows crew to continue actions
Crew. without interaction.
Unique instances may occur all of which cannot be fully imagined in the rules. Refer to the
table information, and always note the Tribe and if an Encounter was friendly or hostile. Trade
May Trade 1:1 using the out-
If more than one Encounter counters happens to be in the hex, conduct each Policy separately fitting rate, all trade must be in
beginning with the counter on bottom. goods, not money. The Tribe can-
not supply Rifles, but Horses and
Warpath Crew are available. Crew select-
If an encounter leads to Warpath, discard the top card and flip the next Exploration card to the ed will have Skill selected as in a
reverse side and refer to its unique Warpath Table. The table will explain its results. If the result regular Outfitting.
is Combat, combat will be conducted.
Cheat
Combat May cheat in the value rates of
Combat will be a D6 roll, for each side, added to their determined Combat Value. The highest Trade, gaining more for less, or
roller will win, and the difference between the results will create the casualties for the losing giving less for more. See Cheat-
side. Retreats will occur. All procedure and modifiers for combat is describe on the Table Chart. ing Rates
A few notes that may be good to refer to here:
Friendship
The maximum Combat Value for any crew is 2, even if they have many more Soldiers beyond Simply befriending tribe. If suc-
the 2 Combat Value maximum. The crew is always small and vulnerable in size. cessful, roll on Friendship Table
Opposing players can combat each other. The combat procedure is followed as normal. If a
Combat
player has massacred an opposing crew, it is noted. In any future visits to Missouri, or Rendez- Combat with Tribe, refer to Com-
vous, a D6 must be rolled even if the crew did not instigate the combat that caused the massacre. bat procedure.
On a result of 1 or 2 rumor has gotten around of the massacre and the crew is hung. All Victory
Points are lost. See Leader Killed, and Entire Crew Killed
Phase 3: Movement ending in Explored Hex, Draw Card for Encounter
(If Tribe, select Policy)
This phase allows movement in all other cases. Ending movement in previously explored hex
No Encounter in will require an Encounter check. Simply draw a card and refer to the Encounter section.
Previously Explored Icon
If in previously explored hex, On a few cards the Encounter will not be experienced on previously explored hexes, or Moun-
and this symbol on Encounter tain hex. Refer to Icons in side panel
draw, no encounter occurs
If Encounter drawn, place and conduct Policy choice, if Tribal, or roll on the proper table if
Trappers or Dragoon.
Movement
A Crew can move the amount of spaces as the Movement Points selected in the first phase. In
the case of moving into unexplored hex (Phase 2) ALL 3 M.P. must be spent exploring the new
hex. In the case of moving through explored hex, movement can occur though various hexes up
1 1 to the M.P. selected in Phase 1. Crew must stop in any hex with Encounters and conduct Policy
or Table roll.
Horse Riding Movement
1
If the entire crew is on a Riding Mount horse, all hex movement is 1 value, except Mountain
hex which is 3 M.P. Finding Mountain Passes (Advanced) will make the mountain hex 1 M.P.
Movement With Horses
If each crew member has a A Riding Horse can carry 1 person. Pack Horses cannot carry people.
ride mount horse, they may
move 3 hexes through Alpine Movement Without Horses
using 3 M.P. If even a single Crew is without a Riding horse, the movement through various areas is slowed.
Refer to the Map Key chart for movement values. For Example: With a horse the Alpine hex is
1 M.P., but without a horse the Alpine costs 2 M.P. to move through.
The Crew can be split up allowing those with a horse to move faster, while those without a
2 2 horse move slower. See Cache/Group section
River Movement
2 Crews can only travel on a river by Canoe. The source of the river determines speed. Going
away from the source is traveling Down River, going toward the source would be traveling Up
River. A Canoe traveling Down River can move up to 4 M.P., crew must begin on river. If trav-
Without Horses eling Up River, 3 M.P. is the maximum movement rate. If canoing through, or crossing a river
If even one crew member is with a marked X, the river is considered Dangerous, and a River Danger roll must be made.
without a horse they must
move at that crew member’s A Crew must map unexplored Colorado and Arkansas River hexes, they cannot simply move
pace. Each Alpine now costs 2 down these rivers without mapping them. To take advantage of the 4 M.P. down river move-
M.P. to move through. ment rate, the hexes must already be explored.
Crossing River (Advanced)
Crossing a river is considered regular movement, entering one hexside of a river hex, and
exiting another hexside, having moved over the river. A River Danger roll is made if river is
marked with an X or if the Spring Season is in play.
Phase 4: Draw Card for Encounter Movement
The top Exploration card is discarded and the Encounter Movement section of the next face up
card is read. Text will often refer to the closest or furthest counters. Distance refers to the player
drawing the card. If counters are equal in distance, player makes a choice.
Encounters are moved by a Direction Roll. After direction determined, a D6 is rolled again
for the amount of spaces moved. Counters can move onto or through other Encounters. If the
counter moves onto a crew, it immediately stops. A Policy choice is conducted, if Tribal, or, if
Trapper or Dragoon, a Table roll.
Counters can move into other regions. For example Northern Encounter counters can move
into Central and Southern regions.
If a counter moves off map, or if card states “remove” it is placed back into its proper Encounter
pile. Adobe Settlements cannot be moved or Removed!
Phase 5: Actions & Eating
Actions can be conducted in any order. Any action can be performed once, but often only one
to a few will be made. The crew must Eat during this phase.
Hunting/Eating (Free) - The crew rolls on the Hunting Table in the hex they ended their
movement. If successful the hunting result will feed each crew member in equal proportion. Ex. Hunting Example
The Crew of 8 has 2 Hunters
A result of 7 will feed 7 crew members. Any remaining food from the hunt can be turned into
and are on Lake hex, with a riv-
Rations. Crew not fed by hunt must eat a Ration. If entire crew cannot be fed, see Starvation. er. A D6 is rolled on the Hunting
Starvation Table. The result is 2, the Hunt-
If each crew member is not fed in a turn, the player makes one starvation mark. Only one mark ers add +2, the Lake +1 and
the river +1. 5+ is a Success
is made, even if more than one do not eat. If all five starvation boxes are marked, one crew
and this total is 6. 6 Food is
member abandons crew. Leader cannot abandon. All boxes remain marked, if Starvation occurs distributed among crew. 2 crew
again, during next eating phase, another crew abandons. All starvation marks are erased as soon remain and must eat 2 Rations.
as the full crew is fed. If Rations were not available
a Starvation would be marked
Set Traps (Free)
for not being able to feed entire
A Trap is laid in whatever hex a player desires. Only one trap can be laid in a hex by the same crew.
player. The opposing player can lay a trap in the same hex. The trap counter is simply laid on
hex. Note: A single trap counter represents many traps. Trappers would often lay hundreds of
traps.
Checking Traps (1 M.P.)
To check a Trap Counter costs 1 M.P. In order to check a trap, a crew needs to leave a hex of a Checking Traps Example
recently set trap, or a trap previously checked, for at least one turn. They may leave the hex as A Trap counter was placed on a
river hex a few turns ago. The
long as they desire. When returning to the hex, roll on the Checking Traps Table. Various sit-
crew left the hex and have now
uations will increase or decrease modifiers. For example: A Lake and each River entrance and returned to Check Traps. A D6
exit will add a +1 to the check. Tribes or other Trappers and Spanish Dragoon on or adjacent is rolled. Any roll above 1 is
to hex will decrease results somewhat. the amount of Pelts gained. The
player rolls a 3, but also gets a
A crew may remove traps after checking.
+2 (+1 for the river entering
Search for Pass (3 M.P., Advanced) the hex, and a +1 for the river
Passes can be found in Mountain Hex. Finding a pass will decrease movement points through exiting the hex). The total Pelts
mountains from 3 M.P. to 1 M.P. If spending 3 M.P. to explore, and a Mountain hex is explored, earned would be 5.
the player can also attempt to find a Pass by rolling the Mountain Pass Table during the Action
Note: Rivers with multiple hex-
phase, but cannot also attempt to Mountain Climb. (see Mountain Climb Note) sides in a hex earn a +1 modi-
Mountain Climb (3 M.P., Advanced) fier for each hexside. The lake
A crew can attempt to climb a Mountain Hex in order to observe all adjacent hexes. The player also earns a +1. These are
great areas for trapping.
rolls on the Climb Mountain Table. If successful, player draws a card from the Exploration
Deck for each adjacent unexplored hex for a Terrain, and also draws for a River. The player
does record that these hexes are Explored. The player does not draw for Discoveries, or En-
counters.
If spending 3 M.P. to explore, and a Mountain hex is explored, the player can attempt to Moun-
tain Climb during the Action phase, but cannot also attempt to Search for Pass.

Note: The crew gets the free Mountain Climb or Search for Pass only after Exploring the hex,
these actions must be paid for if moving onto Mountain hex at a later time,
Search Animal Trails (1 M.P., Advanced)
Finding Animal Trails can increase hunting odds. The crew rolls on the Animal Trails Table.
If successful, the Trail either Begins, if not already there, or is continued, if in a hex with Trail
on adjacent hexside. See Table for procedure. The Animal Trail is marked like a River, except
it is marked in Black Crayon, and when continuing, the trail continues like a River, by drawing
an Exploration card and checking for continuation, turn, fork or ending. If in same pattern as a
river, make black trail adjacent to blue river.
Building Log Cabin (2 M.P. per action, Campaign)
A Log Cabin should be built to protect crew from Winter weather in a Campaign Game. A Cab-
Building Example
in takes 4 - 2 M.P. actions to build. A Cabin must be made on an Alpine or Lake hex, or on any
The crew is adjacent to Alpine
hex adjacent to Alpine. To build, a player places the Cabin counter on the desired hex, with its
hex and begins to make a Log
Cabin. The counter is turned #1 facing North. Each additional Cabin building action the player will turn the counter to #2,
to its Building side, starting then #3 and then #4. After four actions the cabin is built and the counter is turned to the Cabin
with #1. Each building action side. Crew can stay in the cabin to survive the harsh Winter nights.
costs 2 M.P., after each action
the counter is turned. After Crew can build a cabin elsewhere, simply remove cabin from former position and begin build-
4 actions the Cabin is built, ing on new hex.
and a crew staying on this hex
during the winter is safe from Building Trading Post (2 M.P. per action, Campaign)
the weather. The Campaign Game ends when a player makes a Trading Post. If this is a Solitaire game the
player has won. If this is a 2 player game the players add the Victory Point totals.
A crew needs to hire a Garrison in order to build the Trading Post. A Trading Post must be built
in or adjacent to Alpine, and cannot be built in Mountain, Desert or Mesa hex. The crew, once
hiring a garrison, is considered part of the garrison.
A Trading Post takes 4 - 2 M.P. actions to build. To build, a player places the Trading Post
counter on the desired hex, with its #1 facing North. Each additional Trading Post building
action the player will turn the counter to #2, then #3 and then #4. After four actions the Trading
Post is built and the counter is turned to its Trading Post side. Campaign is complete.
On Garrisons
A Garrison, when hired, is considered with crew and move with the crew guiding it. Once ac-
quiring a garrison, the garrison must be moved to an area to build. It cannot be used to further
explore, or purposely combat Encounters or other players. If the crew and garrison have Tribal
encounters, Combat cannot be chosen as policy, but if combat ensues due to Warpath or other
reasons, garrison will provide its Combat Value of 5. The Garrison’s primary purpose is to build
and protect the new Trading Post.
Phase 6: If Shuffle Card drawn during turn, cards are re-shuffled.
Exploration deck is shuffled if Shuffle card drawn. If the deck runs out prior to the completion
of a turn, shuffle the Exploration deck earlier.
After all phases have been completed a new turn begins. Turns continue until the game is com-
plete, based on selected End of Game.

END OF GAME
Timed End of Game
If players play a game based on an amount of time, the game immediately ends when the time
runs out.
Solitaire Goals End of Game
If returning to Missouri after mapping a Route to the Great Salt Lake or having Mapped the
Colorado River, game is finished.
Campaign End of Game
A Campaign ends as soon as a player makes a Trading Post.
VICTORY
Victory points can only be secured if Crews record them in Missouri, Rocky Mountain Rendez-
vous, or some other means (potentially New Spain) during the game. If the game ends without
recording explored hexes or discoveries, they are lost.
Timed Session Victory 2-Player
Players immediately end the game, and count the Victory Points earned. Victory points are
made for following categories:
Explored Hexes - 1 VP each
Mountain Passes - 1 VP each (Advanced)
Discoveries - Amount noted
Route to Salt Lake - 100 VP to 1st player to do it, 50 VP for 2nd player
Map the Colorado River - Mapping each river hex, 100 VP to 1st player, 50 VP to 2nd
Money - 1 VP for each $10
Campaign Victory 2-Player
Game ends immediately when a player creates a Trading Post. Victory points are made for same
categories above, plus:
Trading Post Built - 50 VP
Solitaire Goal Victory
If returning to Missouri after mapping a Route to the Great Salt Lake, or exploring and Mapping
Colorado River, game is won.
Campaign Victory Solitaire
A Solitaire Campaign is not scored, its victory is the building of the Trading Post

RE-OUTFITTING, YEARLY ADVANCEMENT,


SECURING POINTS, & GETTING PAID
A crew can return to Missouri at any time during the game to re-outfit their crew, and secure
Victory Points, and be paid for all of their discoveries, including hexes Explored and Passes. In
a Campaign game the crew can do this re-outfiting, point securing, and money earning at the
Rocky Mountain Rendezvous, once during Spring or Summer.
When going to Missouri or Rendezvous, the following phases occur in this order:
1. Record Discoveries, Explored hexes, and Passes into Points
All Discoveries made are turned into Victory Points, and are now secure, as the crew shares
their information with others.
2. Points made convert to Money
Points made also become money. The points earned are multiplied by 10. The crew is selling
their maps to others. (Ex. 3 Points = $30)
3. Trade Pelts for Money. 1 Pelt = $10
Player can sell as many pelts as they like
4. If at the Rocky MountainRendezvous, roll Rendezvous Table
5. Outfit and pay for existing and additional Crew
Outfitting occurs through payment or trade. Each Spring the crew also needs to be paid for. New
crew members can also be hired at this time. One Tourist can be added, and Garrisons purchased
6. Once a year, Leader gains one Advancement (Campaign)
Once a year, during Spring or Summer, at Rendezvous or Missouri, the Leader gains one addi-
tional skill. It can be the same skill, increasing its value, or new skill. Scouting is available as
an Advancement.
ADDITIONAL DETAILS
Cache/Group
During Phase 1 players can break their crew into smaller groups. This may be desired for a va-
riety of reasons from leaving injured crew members to faster trapping. A crew can also create a
Cache to store items that may become too large to carry or for other strategic purposes.
Small Groups
A player can divide his crew into small groups if he desires. The smaller group functions in the
same way as the regular crew. The group must conduct each phase of a turn, including deciding
movement and drawing its own Danger results.

Cache
A Cache can be made and left behind in a hex. The cache will hide various items on the hex. The
cache cannot be stolen. Any amount of goods can be left in the cache. A player notes the items
and places the cache counter on the hex. Animals and crew cannot be part of a cache.
Jim Beckwourth
Leader of Crew Killed
“On the 1st of October, 1842, If the leader has been killed, a new leader must be chosen from the remaining crew. Note the
on the Upper Arkansas River, I
new leader skill.
erected a trading-post and opened
a successful business. In a very Entire Crew Killed
short time, I was joined by from If the entire crew is killed by various events or is massacred, a player can begin a new crew.
15 to 20 free trappers, with their The Victory Points recorded by the previous crew are maintained, but any Discoveries or noted
families. We all united our labor
Explored Hexes or Passes not recorded into Victory Points are lost. Begin in Missouri.
and constructed an adobe fort 60
yards square. By the following Marriage
spring, it had grown into quite a If a marriage occurs between a tribal member and crew, the spouse can join the crew as a Guide.
little settlement, and we gave it The crew will always be able to Trade or roll on the Friendship Table if in same hex as tribe.
the name of Pueblo.”
Tribe Allies & Enemies
— Jim Beckwourth If a Tribe asks the crew to ally against their enemy, and enemy is determined. The enemy is
the nearest tribe, on the map, not of the same family. If no tribe is on the map, draw from the
same Encounter region until a different tribe is drawn. Place tribe using a Direction Roll, from
the hex the crew is on. A D6 is rolled for amount of hexes away. As allies, the tribe and crew
move together and Combat the enemy. If Winter, the crew is protected from winter nights by
the Tribe’s teepees. If moving through Unexplored Hex, each hex still costs 3 M.P., but no Lost
Check needs to be made. Card draws would still need to occur for Terrain, River, Discoveries
and Encounters. When Combating enemy, if there are casualties, the casualty number of crew
is half rounded down. If enemy retreats, combat is victorious and Tribe and Crew part. If vic-
torious, Crew and allied Tribe remain permanent friends. Friendship rolls and Trade are always
possible when on same hex.
Crew ignores results asking to ally with Adobe Settlements as Settlements cannot move.

SOLITAIRE SHORTER PLAY

Solitaire play does not count Victory Points, rather goals achieved. A game is also not timed,
finishing a goal completes the game. Trapping may not be a large focus in these shorter goals,
instead exploration and survival will probably matter more. But Trapping may be crucial to
build pelt supplies so a crew may be able to trade with Tribes. Crew begins on Central Missouri
hex.
Route to the Great Salt Lake
The game is won if crew explores a path to the Great Salt Lake and returns back to either Mis-
souri hex. The route can be made in a solitaire Campaign to earn 100 VP to convert to $1000.
Mapping Colorado River
The game is won if crew explores the entire Colorado River, its terrain, discoveries and encoun-
ters, and returns back to either Missouri hex. River can be mapped in Campaign to earn the 100
VP to convert to $1000 when outfitting.
CAMPAIGN GAME
Campaign Maintenance
Crew begins on either Missouri space. The game may last several sessions. In testing we imag-
ined treating the game like a puzzle. One can leave it set up and return to it when time is avail-
able. A session should begin with a season, and end at the ending of a season. Player/s could
play for a season, or many. If the game needs to be put away, leave drawn crayon, and begin
next session where one left off. Also, photos could be taken and referred to when setting up.
Seasons
Seasons will cause various effects upon play. Each effect will happen in a particular Phase
noted on the card. A timed season should be 30 to 60 minutes. After a season, the next season
begins. Seasons continue in the same fashion until the end of the Campaign. Encounters moving
due to Season do not stop on Crew counters.
Tourists & Garrisons
When re-outfitting a player can acquire one Tourist. The tourist is free and wants to see the Jim Bridger
various Sight Counters. The tourist will pay $100, once, for every site visited. The Tourist is
one of the crew and can potentially be killed due to dangers and events. Tourists bring their own “…Bridger was not an educated
rations, and do not need to be fed. The Great Salt Lake is considered a Sight. man, still any country that he had
ever seen he could fully and in-
The Garrison will be needed to build the Trading Posts. See Building Trading Post action for telligently describe, and he could
Garrison details make a very correct estimate of
the country surrounding it. He
Rocky Mountain Rendezvous could make a map of any country
If players move to the Rocky Mountain Rendezvous hex once during Spring or Summer they he had ever traveled over, mark
may trade and re-outfit. The Re-Outfitting Phases, on the Rendezvous card, are conducted in out its streams and mountains
order. When complete the Crew can return to regular game play. and the obstacles in it correctly,
so that there was no trouble in
The Rocky Mountain Rendezvous was an annual gathering created by Trappers and Tribes to following it and fully understand-
sell their pelts, trade and outfit without having to go all the way back to cities. The Rendezvous ing it. . . . He understood thor-
would occur inbetween the Spring and Summer time in various places in Utah and Wyoming. oughly the Indian character, their
Aside from sales and outfitting, it was also a time to relax, and fun would be had. This would of- peculiarities and superstitions…
ten be the first time people connected with others in a year. The Rendezvous became so popular As a guide I do not think he had
people from around the country and Europe would come to take part. Initially the Rendezvous his equal upon the Plains.”
would occur in different locations, but it eventually settled in Daniel, Wyoming. The game re-
flects the period when the Rendezvous would move each year (1825-1831). — Grenville Dodge

Yearly Advancement
During Spring or Summer, at the Rendezvous, or in Missouri, the Leader may add one skill,
to their current skill set. Players can add the same skill, if wanting to increase that value. The
Scouting skill is available at this time. The Scout skill allows a +1 in Lost rolls. The Leader is
starting to know his way around.
A yearly advancement will still occur even if the Leader doesn’t make it to the Rendezvous. The
Skill is added in between Spring and Summer seasons.

Advanced Crew Payment


Rather than paying Crew each Spring, player may make tiny note regarding Season when crew
member hired, and pay the crew member at this time each year. Ex. If crew member hired in
Summer, player writes small SU near member and pays this member each Summer.

Going Back to Missouri in Campaign


To feature the longer length of time it would have taken to return to a city, when returning to
Missouri in a Campaign, the crew cannot return to gameplay until the beginning of the next
Season. The Rendezvous in Spring allows an immediate return after the Rendezvous proce-
dures. This may not be an issue in a Solitaire game, but one may lose time in a 2 player game.
“[the Ute] will never ask to what nation or tribe or body of peo-
ple another Indian belongs but to ‘what land do you belong and
how are you land named?’ Thus the very name of the Indian is
his title deed to his home and thus it is that these Indians have
contended so fiercely for the possession of the soil…His nation-
al pride and patriotism, his peace with other tribes, his home
and livelihood for his family, all his interests, everything that is
dear to him is associated with his country.”

John Wesley Powell observed, having lived with the Northern


Ute People 1868-1869

Northern Ute Seal Mountain Ute Seal Southern Ute Seal


jochen horse art

American Indians vs Indigenous Peoples


There are many Tribes in this game. In playing we needed to Though the term Indian is believed to be a case of mistaken
have a basic term for the Tribal People, as this term didn’t al- identity by the Spanish explorers, there is another argument
ways work. While the most ideal solution would be to simply that explains “Columbus’s use of the term “una gest in Dios”
have each Tribe’s unique name, we needed a single term for or “a people in God” which was reduced to “Indios” for every
cards, as we could not feature each unique name. When be- day usage by the Spaniards and later was further changed to
ginning the game we assumed the proper description of the “Indian” as the word moved north.”*
Tribal Nations of the United States were the terms Natives or
Indigenous. In development we noticed again and again the As we were finishing the game, a friend linked us to a Chief of
Tribes mentioned in the game calling themselves American In- a Navajo village. We asked the Chief what term he preferred.
dians. The arguments we had found regarding the proper name He liked Native American.
to describe these Tribal nations saw both terms “Indian” and
“Indigenous” as being names given to them by other people, Whatever the case may be, many tribes still recognize and call
not what they had named themselves. But in these names there themselves American Indian Tribes. We prefer sticking to the
seemed a stronger preference among the Tribes for the term terms preferred by these Nations, but also convey the time pe-
American Indian over Indigenous. riod of the early 19th Century. The most common terms for the
Tribes in this game will be American Indians, Natives or just
Tribes in most cases.

*Article “Native American vs. American Indian: Political correctness dis-


honors traditional chiefs of old”, Native Times 2015
XEROX IF NEEDED
MOUNTAIN MAN OUTFITTING
1 LEADER SKILL____________ BEAVER PELTS x1 Weight
MONEY
2 SOLDIERS (S)_______________
3 HUNTERS (H)_______________ RATIONS x1 Weight
4 BUSINESS MEN (B)_________ TOTAL CREW_______x10 Weight
5 DOCTORS (D)________________
RIFLES x1 Weight
6 GUIDES (G) add Tribe and Skill
______________________________ WEIGHT CAPABILITY (Advanced)
add Crew and Horse weight for capability
Later Hires CANOE x10 Weight
6 TOURIST may take 1, pays $10 per site
GARRISON need to make Trading Post, C.V. 5
EXTRA ITEMS
HORSES TOTAL WEIGHT (Advanced)
RIDE MOUNT_______________x10 Weight
PACK MOUNT_______________x20 Weight
STARVATION
SKILLS: Soldier (S), Hunter (H), Mark any turn crew not entirely fed,
Business Man (B) Doctor (D), All 5 marked - One Crew leaves
Guide (G), Scout (St)*
*Scout only available with advancement

GROUP/CACHE A GROUP/CACHE B GROUP/CACHE C


EXPLORED HEXES & PASSES
CREW _________ CREW _________ CREW _________
_________________ _________________ _________________
HORSES HORSES HORSES
(R)______________ (R)______________ (R)______________ DISCOVERIES
(M)_____________ (M)_____________ (M)_____________
Pelts______________ Pelts______________ Pelts______________
Rations _________ Rations _________ Rations _________
Rifles___________ Rifles___________ Rifles___________ VICTORY POINTS
Canoes __________ Canoes __________ Canoes __________
Discoveries and Explored Hexes can be changed to points and money
in Missouri and Rendezvous
Notes/Items/Weight Notes/Items/Weight Notes/Items/Weight
_________________ _________________ _________________
_________________ _________________ _________________

TRIBES
See *Note OUTFITTING & TRADING RATES
TRIBE Friendly +1 Warpath -1 Notes Indians cannot Trade Rifles, but will accept in Trade
_________ _________ _________ _________ Crew Members $50
_________ _________ _________ _________ Horses $50
_________ _________ _________ _________
Canoes $50
_________ _________ _________ _________
_________ _________ _________ _________ Rifle $10
_________ _________ _________ _________ Pelts $10
_________ _________ _________ _________ Ration $1
_________ _________ _________ _________ Garrison $4000
_________ _________ _________ _________ Tourist will pay $50 per Sight
_________ _________ _________ _________
_________ _________ _________ _________ CHEATING RATES
_________ _________ _________ _________ Horses $100 in trade $25 to buy
_________ _________ _________ _________
Canoes $100 in trade $25 to buy
_________ _________ _________ _________
_________ _________ _________ _________ Rifle $20 in trade
_________ _________ _________ _________ Pelts $20 in trade $5 to buy
_________ _________ _________ _________ Ration $2 in trade $0.5 to buy
_________ _________ _________ _________
Tribes: Ute Parianuc “Elk People”, Ute Yampa, Ute Taviwac “People of Sun *Note: Friendly/Warpath modifier is not accumulative, but can +/- in other ways
Mountain”, Shoshone, Cheyenne, Dine/Navajo, Apache, Hopi, Pueblo Ex. Meeting same tribe will not create +2 Friendly, but earning clothing adds +2

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