Khartoum That Was Fought Over During the Historic Campaign

Khartoum That Was Fought Over During the Historic Campaign

HAND OF DESTINY Cards: Shuffle all Mahdist cards together and MINI GAME SCENARIO RULES place them face down in a convenient spot. Note: The named space Abu Klea is printed SCENARIO: Artillery River Boats in red, it was the site of a water well KHARTOUM that was fought over during the historic campaign. It has no effect on game play. 23.0 INTRODUCTION 26.0 GAME LENGTH 24.0 COUNTER TYPES The game lasts nine turns, September- 25.0 HOW TO SET UP THE GAME October 1883 to January-February 1885. 26.0 GAME LENGTH Egyptian Garrison 27.0 HOW TO WIN THE GAME Unit (Static) 27.0 HOW TO WIN THE GAME 28.0 PLACING RECRUITS Mahdist Sudden Death Victory: If at any 29.0 SPECIAL RULES British Unit Identification time in the game Mahdist units occupy all Gds Bde: Guards Brigade three of the following locations: Khartoum, 23.0 INTRODUCTION G: Graham Expedition Wadi Halfa and Suakin, the game immediately Khartoum is a two-player wargame of the Cp: Corps comes to an end in a Mahdist Total Victory. Mahdist uprising in the Sudan. The game covers Naval Bde: Naval Brigade the period from late 1883 (when the Egyptian RMLI: Royal Marine Light Infantry End Game Victory: If the Mahdists have not army commanded by Hicks Pasha was wiped out) W: Wolseley Expedition won a sudden death victory, check victory at the to January 1885 (when the Mahdists stormed Egyptian Unit Identification end of the game. The Empire player scores VP for the city of Khartoum, defended by Gen. Gordon). Bashi: Bashibazouks Empire units occupying towns and Khartoum: First Player (Mahdists): Controls 25.0 HOW TO SET UP THE GAME 3 VP (each) for Khartoum, Wadi Halfa, Suakin. all Mahdists (green) units. 1 VP for each other town. Second Player (Empire): Controls all 25.1 Empire (Set up first) British (red) and Egyptian (blue) units. Egyptian Forces: If the Empire player has at least nine VP, Wadi Halfa, Khartoum, and Suakin: the Empire wins the game. Otherwise, 24.0 COUNTER TYPES One 4 strength garrison unit at each the Mahdists win a local victory. location. These garrison units display the 24.1 Mahdist name of the location they garrison. 28.0 PLACING RECRUITS Mahdi: Mohammed In any towns except Khartoum, Mahdist: The Mahdist player picks the number Ahmed and his retinue Suakin, Wadi Halfa and El Obeid: Four of units specified on his card at random from 2 strength garrison units (Egyptian A, those in the Mahdist Reinforcement Box. Deploy through D). No more than one per location. units in the space containing the Mahdi unit, Tribal: Named after an emir Kosti: 1st and 2nd Egyptian and/or any town(s)/fortress occupied by Mahdist or other Mahdist Leader. Infantry, and Bashi cavalry units. Cards K-11 and K-16 allow placement in Wadi Halfa: 3rd Egyptian Infantry any spaces not occupied by Empire units. Khartoum: 4th Egyptian Infantry Jihadiya: Mahdists armed Dara: Slatin Bey Infantry Empire: (British): Cards will specify the with European weapons. British units to be placed. If a card is picked British Forces a second-time due to a reshuffle, the Empire Suakin: RMLI player may re-recruit any two British units Cavalry: Horsemen or camel troops. Empire Reinforcements Box: All (only) of his choice from those named on the remaining 12 British and 5 Egyptian units. card that are in the Empire Eliminated Box. If Cards: Shuffle the Empire’s five A cards into eliminated, Gordon cannot be re-recruited. one deck and the four B cards into a second deck. Place the A deck on top of the B deck. Empire: (Egyptian): The cards specify 24.2 Empire The A cards will be drawn before the B. the number of Egyptian units that may Place the deck face down in a convenient be chosen by the player from those in spot. When reshuffling during game play, the Empire Reinforcements Box. both A and B cards are shuffled together. Placement: British and Egyptian units may 25.2 Mahdist (Set up second) be deployed in Wadi Halfa and/or Suakin, if Gen. Charles Gordon Infantry Unit El Obeid and/or any adjacent space(s): (his staff and guard) Empire occupied (Exception: 29.13). The units Mahdi, Abdulah, Muhamed, Ali. on card K-01 Send Gordon may also be placed In either space, adjacent to in Khartoum if it is Empire occupied. Egyptian Suakin: Osman Digna. garrisons must be placed in towns already In any spaces not occupied by Empire occupied by existing Empire units, no more units: A cavalry and B cavalry. than one garrison per town. The Khartoum, Cavalry Camel Units Mahdist Reinforcements Box: Suakin and Wadi Halfa garrisons can only be Jihadiya A, Jihadiya B. placed back in their namesake locations. 1 2018-T-MINI_Khartoum_Exclusive Rules-v4F.indd 1 3/27/19 4:13 PM Restrictions: Recruited units may not be Mahdi that number of turns later, on any 29.13 Naval Landings placed in spaces containing enemy units space not containing Empire units. This Exception to 28.0. The Empire player can deploy (Exception: 29.13). Unless specified on a card, is in addition to other recruits. Place the Gordon and British (not Egyptian) recruits on units may not be placed in empty spaces counter after any other reinforcements are the two port spaces, even if enemy occupied. If (Exception: 29.13). If eliminated, Gordon placed. If this is after the last turn of the enemy occupied, they cannot move in the turn may never be re-recruited. Recruits must be game, the Mahdi is not returned to play. of placement, and must fight those enemy units taken on the turn they are allowed. They may in the ensuing Battle Phase. If the Empire force not be held over for a subsequent turn. 29.6 Gordon loses the battle, all Empire units are eliminated. Gordon is initially placed per the Send 29.0 SPECIAL RULES Gordon card (K-01). He is considered an 29.14 Fog of War (modifies 10.0) elite unit (16.0). Gordon can move with The Mahdist player may always examine 29.1 Cards either the British or Egyptian contingent. all units in Empire stacks. The Empire Hold cards: Players have cards which are player may not examine Mahdist units marked “Hold.” When picked, the player may 29.7 Egyptian Morale underneath the top-most unit in the stack. play the hold card immediately or place it Certain Egyptian infantry and cavalry units to one side. If placed to the side, the player that receive a panic result are eliminated 29.15 Battle Procedure (modifies 13.1) skips his turn. On any subsequent turn, the instead. These units have “Eliminate” printed In the event of ties to the tactical player can choose to play the card instead of on the reverse of their counters. If these superiority die roll, the TEC will designate picking a card per the Sequence of Play. units are defending in a fortress space or are the side that has tactical superiority. in the same space as Gordon (defending or Players reshuffle cards: When a card instructs attacking), they treat a panic result normally 29.16 Breakoff (modifies 18.0) a player to reshuffle the draw deck, the player (including ignoring a panic result in a fortress). Leaders, cavalry/camel units and randomly picks a discarded card and adds it to river boats can break off. the draw deck. After adding the card, reshuffle 29.8 Desert Routes the draw deck. Cards marked hold or remove are Only Mahdist units, Empire leaders, and 29.17 Supply (modifies 21.0) eligible to be placed back into the draw deck. camel units can move along desert routes. Ignore rules 21.1 and 21.2. Mahdist units are always in supply. Empire units are in supply if Criteria: If a card has criteria that cannot be 29.9 River Movement they meet any of the following requirements. met, the player drawing the card skips his turn. Ignore rules 12.1 and 12.2. All units Follow the disposition instructions for the card. can move along river routes using land • They occupy a fortress or town space movement. Khartoum does not have and there are no enemy units present. Clarification: When a card calls for river spaces, substitute river route. If judging supply for battle, they must an action, the side that played the card be the defending force in the space. always conducts the action unless the 29.10 Empire River Boats • They are within two spaces of any friendly card specifically instructs otherwise. River boats are fleets (12.0). They do not receive occupied fortress or town and the intervening the die roll modifier in rule 17.0. River boats space (if any) is not enemy occupied. Example: Card 18, the Mahdist player rolls the can be placed in and move into/through spaces • River boats and units in the same space as a die and then moves the Egyptian units a number along river routes (not ports). The Empire can river boat are always in supply. River boats of spaces (in any direction) equal to the die roll. move river boats only along river routes. Each do not provide supply to other spaces. river boat can transport up to four land units of • Gordon and camel units are always in supply. 29.2 Empire Contingents any type. River boats may move through enemy They do not provide supply to other units. There are two Empire contingents: British and occupied spaces. They must cease movement Egyptian.

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