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THE TABLETOP and game are based upon The Angle's scenario King Botuve's Crown 

The village area should be about 4 feet square. The entire perimeter is ringed with tall hills, grass, jungle, rocky ground, or marsh, depending on the setting. This ring of cover is fairly deep and broken only by six trails that lead off the table (see map).

At the centre of the table is Ribi N’Aa's royal compound, consisting of a few huts encircled by a divided stockade. More huts are scattered outside the compound. Tilled fields and animal pens complete the village in the valley. 

THE ATTACKING FORCE

The attackers are made up of the Adventurers and their allies.  However, Binky and Hassan are recovering from wounds.  Binky has 6 rifled muskets from the ambush available.  King Ribi N’Aa has 12 fit warriors and 6 wounded ones.  All are armed with spears, shields and short swords.  He also has 4 hunters armed with bows.

THE DEFENDING FORCE

The defenders are made up of Ruba bin Qstard and the remnants of his bandits.  There are 6 riflemen and 14 spearmen.  In addition there are the Snikabaris who are led by Topu Rapile a known slave trader.  He has 20 guards armed to the teeth with breech loading rifles.  .

SETUP

Only the defending force is on the table at the start of the game. All attackers move onto the table on the first turn.

Ruba and Topu are deployed inside the king's compound with small escorts. Others are set up in the village, one group per cluster of huts. Individuals can be placed with any units.

The defender can also deploy up to six sentries, one per trail, at the spots marked "S" on the map.

All defending figures except sentries are asleep when the attack comes. All figures should be placed on the table lying down. As they wake up and grab their weapons, the figures can be stood up on their bases. The sentries are awake and on their feet from the start.

The slaves are herded into the cattle pens and are guarded – but the guards are asleep on a die roll of 3+.  The slaves are chained up after all.  The cattle that have not been slaughtered are roaming the tilled fields.

SURPRISE

Ribi N’Aa and Binky have planned the attack well. They have moved into surrounding positions during the night. An early morning mist conceals them as they approach the village.

On the first turn, unless a signal is given, each of the attacking units rolls a D6 and the highest moves in on the first turn all of the remaining attacking units enter the table in sequence thereafter. They can enter wherever the attackers want them to after studying the defenders' positions. They can come on using the trails or moving through the rough terrain. They can enter on all four sides, three sides, two, or just one.

The defenders can do nothing until an alarm is sounded. This happens when a sentry spots the attackers, when a sleeping figure is attacked but not killed, when a gun is fired, or when the mist lifts.

When a sleeping figure is attacked in close combat, the fight is resolved as normal but the attacker gets an additional 2 “wakey wakey” bonus in addition to all other modifiers.

At the start of every turn, the defending player rolls a d6 and adds the number of the current turn. If the result is 9 or more, the fog lifts (there is no chance for the fog to lift during the first two turns).

SENTRIES

Sentries can slow down the attackers or spot them and alert the camp, if they aren't felled silently by an arrow or knife first. Whenever an attacker moves within 6 inches of a sentry, the attacking player rolls a d10 (subtract 1 from the roll if the sentry is a regular):

1-2

Attackers spotted, sentry sounds alarm

3-6

No alarm, but moving unit must halt where it is

7+

Sentry killed silently, unit can continue moving

ARMING THE ATTACKERS

Ribi N’Aa's men know how to use firearms, but they haven't been able to purchase many (a restriction placed by the Empire and the Europeans as a means of applying pressure on the chief). They are eager to capture guns, however. Whenever an attacking warrior kills a gun-armed enemy in close combat, the warrior rolls a d10 and will take the weapon and ammunition taking up half a turn if he rolls a 4 or more. If he does not the gun disappears (it is broken) - other attackers moving in behind can't pick up the fallen gun later.

WAKING UP THE CAMP

Once the camp is alerted (the alarm is sounded by a sentry, a gun is fired, a sleeper is attacked but not killed, or the mist lifts), the defenders begin waking up.

The moment the camp is alerted, the defender rolls d6. The result is the number of figures that can immediately be placed upright, ready to fight and act normally. At the beginning of every turn afterward, the defender rolls 2d6 and awakens that many figures, until all surviving defenders are awake.

Also, if a sleeping figure is attacked in close combat but not killed, it automatically becomes awake (and raises the alarm, if that hasn't happened yet).

As some figures awaken and begin moving while other figures in the unit remain asleep, remember the unit cohesion rule; any figure more than 4 inches from the nearest member of its unit must move back toward the unit, if any figures in the unit move.

THE UNPLEASANT SURPRISE

Binky has one last surprise for their enemies - dynamite.

One figure can carry a two sticks without penalty. Setting up a stick and lighting the fuse takes one-half of a figure's move. Once the fuse is lit, roll one die during the shooting phase: on 1-3 the stick explodes, on 4 or 5 the fuse continues burning (roll again next turn), and on 6 the fuse fizzles out. Assume that the detonation (if any) comes at the end of the phase.

When the stick detonates, it automatically destroys any hut or section of stockade wall within 2 inches. Roll one die for every figure within 2 inches; the figure takes a str-2 hit.

While the fuse is burning, a leader, white man, or regular in contact with the keg can yank it out automatically and prevent the explosion. Any other figure can try, but must pass a morale test to do so at a –3 penalty). Make the test when the figure comes in contact with the powder keg. Failure means only that the figure doesn't have the nerve to yank the fuse, but can continue moving, if it has any movement left.

If a man carrying a stick is shot, the stick explodes on a roll of d10 roll of 1.

THE REGALIA

King Ribi N’Aa's regalia is stored inside his compound. Any attacker who reaches the regalia can pick it up by stopping a half turn and carry it away. The regalia is the equivalent of 2 loads.  Carrying the regalia doesn't slow a figure down, but the figure can't shoot or attack. The figure defends normally against close combat (drops the regalia). Defenders cannot move the regalia except to bring it back into the royal compound after an attacker has taken it away (and been killed, one presumes).

VICTORY

Ribi N’Aa wins if his men carry the regalia off the table. The natives also win if they drive away all the defenders or if they capture and carry away 10 or more guns.  The defenders win by avoiding the attackers' victory conditions. The game ends when only one side remains, when the regalia or 15 guns are carried off the table by the natives.

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