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Rocky Mountain Man Rules PNP2021
Rocky Mountain Man Rules PNP2021
“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 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.
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.
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
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.
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.
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)
PLAYING MODES
Rocky Mountain Man is played in timed sessions for 2 Players, Solitaire Goals, or a Campaign.
Players must choose a game type:
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.
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.
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.
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
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 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.
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