The document discusses feedback and clarifications on the board game Search for the Nile. It addresses topics like game length, map exploration over multiple games, survival mechanics, rule organization, and clarifies movement through different terrain types. The response provides additional context and resolution to questions that arose from playtesting the original game.
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Search For The Nile Revisited
The document discusses feedback and clarifications on the board game Search for the Nile. It addresses topics like game length, map exploration over multiple games, survival mechanics, rule organization, and clarifies movement through different terrain types. The response provides additional context and resolution to questions that arose from playtesting the original game.
by David Wesely ED. NOTE: As soon as he had finished his article on Search for the Nile, & direction of rivers when it became obvious that the only playtesters who (Published in TD last month) Gary Gygax mailed a photocopy to Dave. wanted us to include these diagrams were the computer-trained ones who Because of press-time, the inherent delays in using the U.S. Mails, etc., Mr. could read them! Wesely's reply was not in time for the last issue, and it came in the form of a The “main sequence” format breaks down when there are topics that letter. However, it makes an excellent follow-up article and provides some must be referred to from several other rules, e.g., NATIVES: fascinating ideas and insights. Having been infected with “SftN Fever" by POISONING EXPLORER could follow NATIVES: NEGOTIATION, my publisher, I am now among the ranks of admirers of this fascinating EXPLORER SPECIALTIES: EVANGELISM or EXPLORER game. SPECIALTIES: MEDICINE. To handle this the rules do have a TABLE Length OF CONTENTS which gives the location of any rule to which one is As we say on page 2 of the rule book exploring the whole of Africa at one referred. sitting is a marathon task. Our playtesters found it to take about 8½ hours. Completeness of Rules Of course fans of Drag Nach Osten will find this to be nothing - but for As you remark, the rules are reminiscent of the original D&D@. In part people with more moderate gaming tastes, we recommend a 20-turn limit. this is because both attempt to leave room for imagination and creativity That is, each player is given 20 turns to get organized, get into Africa, make on the part of the player. This similarity also arises from the fact that both some significant discoveries and (if he survives) to publish them. (Knowing sets of rules had to be cut down to be published, with the hope of releasing when to quit is the most important skill in the game. The greatest killer of further material as suppliments. Our first suppliment, called “Tributary” is expeditions is STUPIDITY. In a 20-turn game one is forced to pick an being prepared for release around December 1, '78 and will answer a good objective that can be accomplished in a reasonable time - e.g. finding the many questions that other people have asked us. source of the Benue, not the Nile.) A 20-turn game, with a full six players ( 120 turns in all) can be played in about 2 hours, once the players are used to Clarifications the rules. While some turns can be much longer-with mapping, discovery DISASTERS: O.K. I’m game. Although I prefer to make retribution of natives, negotiations, battles, more negotiations, trading, and hunting for being too stingy to hire a guide more certain, your suggestion is more all happening in a single turn - the average player turn will run about 1 realistic. minute in length. EXPLORING: MOVEMENT. As you point out, through a I wish we had been more specific in our recommendation as to time-limit combination of rules, Jungle Swamp hexes are impossible. They were games. In the rules we left limits to players’ discretion; this has evidently left intended to be impassible. However, there are two exceptions. First, a number of players with the impression that you have to try to explore the canoes can follow the coast thru a jungle-swamp hex (or any other kind of whole map in each game. hex, for that matter). Secondly, where guides can be hired in a jungle After playing a 20-turn game, we recommend that the players leave its swamp hex, they know ways through the hex that may be used by either results on the map, and treat the unerased, published hexes from the first canoes, men or horses. game as preprinted, known territory in the next. If effect, while the map as A related question is what happens if an expedition moves into an printed shows Africa as known in 1821, and the players first game will start unknown hex and finds terrain it cannot enter (i.e., an expedition on in 1821, the next game will start at some later date, say 1831. As a result, camels finds jungle or one with no canoes finds a lake). Basically the starting with the first 20-turn game, every player’s mapboard will develop expedition either reorganizes to eliminate the conflict (e.g., its own unique history which will be passed on from game to game, and the abandons/sells/shoots its camels) or goes back to the hex it came from. exploration of Africa becomes a “campaign” rather than a “monster Even if the latter choice is made, however, the expedition will poke around game”. on the border of the new hex for the rest of the turn - long enough to Survival “explore” it. i.e. map it, find natives, etc. For hunting purposes, the It is important to note that players, not explorers, score points, while expedition gets to hunt in the better of the two hexes. If natives are found, explorers, not players, die. the expedition may succeed in negotiating with them, hiring guides and/or Of course the explorer must survive each expedition to score points for canoes, camels, etc., needed to enter the hex and thus overcome the his player but the death of an explorer will only prevent the player from obstacle. If the expedition is attacked and takes prisoners, it cannot find scoring points for the expedition in progress; he will not lose points already the native village if it cannot enter the hex. If the explorer is taken prisoner scored for previous expeditions. by the natives, however, and eventually escapes, he will know the paths Thus the players are immortal; you can think of them as being through the hex. newspaper editors or heads of scientific societies sending out expeditions EXPLORER SPECIALITIES: We developed each of the explorer while they stay safe at home, or you can assume that each player is specialities as branches off of the basic explorer stock. Each would have its “reincarnated” as the heir of the deceased explorer, ready to pursue the advantages in terms of enhanced opportunities to score points (e.g., the family tradition of African exploration. Rationalization aside, we found Zoologist or Geologist who can score points by doing research in any that “bang, you’re dead and out of the game” rules discouraged vigorous unpublished hex. He does not have to take chances with Unexplored play and made sheer cowardice the best strategy. Thus, players are hexes; he can just slide into nice safe (well, less dangerous, as least) hexes encouraged both to stick their necks out and to “retire” dud explorers in with lots of rocks or bugs and flowers that someone else has mapped and favor of new ones as the game goes on. rack up point). Each would have its disadvantages in the terms of Organization of Rules demanding a certain devotion to one’s calling (the Geologist has to risk We debated the layout of the rules, being familiar with the Strategy & death by thirst to stop and look at rocks in the desert. Knowing this, his Tactics/ Moves discussions of narrative versus outline versus order of play player had better have him take plenty of water to avoid possible desert versus grouped by subject, etc., formats. After six drafts of the rules we hexes. “Neither rain, nor sleet, nor Waziri’s on the warpath will keep us settled on the present set as being the most acceptable to playtesters who from knockin’ rocks”). Thus the basic explorer has quite a few advantages had previously not seen the game. over his specialized competitors in the simple matter of STAYING In so far as possible the rules are written in a “main sequence” format. ALIVE. You propose several “bennies” for non-specialist explorers, That is, everything a player could conceivably do in one hex in one turn is explorer-explorers, etc., but I would be a little afraid that these (especially covered in the order it would occur. Alternate activities that would branch in combination) would make the other specialities unattractive Most off of this pattern are listed after the main sequence and the reader is playtesters settled in non-specialists as it was (of course, most D&D@ directed to them by title. Within each major activity, i.e., Natives: a similar players would rather be Conan than Gandalf, too, so this may have more to pattern is employed. We deleted a graphic “decision tree” representation of do with the Macho image than with one’s chances of winning with a given these relationships along with a “flow chart” for determining the presence character type). 3 NATIVES: AMBUSH Hey you caught us here! We edited out the the good doctor fails to hald an epidemic. The natives are (understandably) line that stated “Natives deciding to attack an expedition which is disappointed by this phony, and the tribal attitude (which influences his following policy number 2 will only be able to catch it if they take it by chances of escape, if he is a prisoner and of friendly relations, in any case) surprise”. The effect of this rule is to make it nearly impossible for the goes down one point. natives to catch the explorer if he runs for it at first sight. The second part of the question arises from a confusion between NATIVES: REACTION to EXPLORER POLICY You add SCORING POINTS for medical success and ADJUSTING ATTITUDE together the following factors: LEVELS. In short it says that the doctor gets 1 or 2 points for every disease EXPLORER POLICY NUMBER he can report a cure for (when he gets back to Europe) but that he doesn’t BONUSES FOR GUIDES BEING UNARMED, etc. lose SCORE just because he failed to cure somebody* and made the DISTANCE FROM COAST natives unhappy**. He also can sit at one tribe and keep treating them TRIBAL ATTITUDE (initially zero) rather than having to find new tribes after every success, the way a And compare the sum to the roll of three dice. The natives are hostile if missionary does. the sum is less than the die roll. Therefore, an increase in the ATTITUDE *(a comment on 19th-Century Medicine’s success rate). LEVEL will make it more likely that the tribe is friendly, as we said. **(and/or racial attitudes). MAXIMUM NUMBER OF NATIVE WARRIORS PER HEX The PRESERVATION OF RATIONS: Playtesting revealed that the system given in the rules to generate size of tribe can give anywhere from 1 game is surprisingly sensitive to changes in the food supply. Allowing to 216 warriors-however, with the adjustment for distance from the nearest players to save some or all of the food they shot made it too easy to live off port of entry (slave trade) the maximum and average number of warriors is the land. However, if this was coupled with a requirement to sit still for 1 significantly reduced. Since minimum and maximum sized tribes (rolling turn while the meat was being smoked and cured, maybe it wouldn’t get out triple ones or sixes respectively) are quite uncommon, the average number of hand. of warriors per tribe is the most significant factor: Naming Tribes 2 hexes from PoE average 16 max 72 I am really taken with your native tribe facts sheet and your TRIBAL 3 23 108 NAME GENERATOR. We thought about using real tribal names on our 4 31 144 countersheet, but abandoned it as too expensive and/or confusing to the 5 38 180 players and just used numbers. Ideally, one could give a chart showing 6 or more 43 216 what tribe was in each hex in 1821. However, your table serves admirably This produces fewer warriors than the system you propose. Actually to dress up the game. Being attacked by the 19’s or trading with the chief of neither our system nor yours comes close to reality (the Zulus were largely the 37’s just doesn’t hold a candle to encountering twelve heavily armed confined to one hex of our map but they could easily field 6000 warriors). Ru’ug at an oasis or preaching to the YoGowauku deep in the heart of However, the typical native nation was not so centrally organized and the darkest Africa! explorer would have only had to deal with it one village at a time. If we did this “realistically” with one-day turns and ten-kilometer hexes. . . So what we are doing is giving the explorer bout one encounter per week with a typical village of the tribe in the hex and letting this take the place of a lot of dull, repetitious, encounters with every village in the hex. Although we have generally played that one can wipeout a tribe (remove it’s marker) by capturing or killing all of it’s warriors, this is really not a reasonable result. No explorer is going to have enough Askaris to wipe out the kind of populations we are talking about. Victory over the inhabitants of one village isn’t going to dent the total population in the hex. Therefore, what we should be doing is interpreting the “number of warriors” as the number in an average village in the hex (as a result of kinds of crops raised, local geography and militaristic tendancies or lack thereof). This number can change temporarily during combat, but only because only one village is being fought. Explorers moving into/remaining in the hex on subsequent turns will find that the defeated village has been brought back up to strength by immigration from other villages, or, to put it another way, they will have to take on a different village every turn. Looting and trading will be limited by the size of the village (since one must waste a lot of time traveling from one to another we limit this to one village per hex per turn). However, no amount of repeated looting will eliminate all the natives from the hex-one just keeps looting different villages. By the way, for those who have not played the game, I want to state that the games does not endorse this kind of policy towards the natives. Although it is an available activity one can engage in, we have tried to discourage morally reprehensible conduct. NATIVES: TRADING I like your proposed modifications to the limits on looting and trading. We do need to add something like this to control the “buy your way across Africa” strategy that can be over- whelming late in the game. NATIVES: POISONING EXPLORER Good point. Probably should be a break for Zoologists here too, since they are liable to notice that their mushrooms are different from everyone else’s at the dinner. . . NATIVES: ATTITUDE LEVELS As previously stated the adjustments are NOT reversed. EXPLORER SPECIALTIES: I would incline to lump the Botanist advantages you cite into the Zoologist specialty. Zoologists and Geologists were generally not popular with our playtesters who hated to waste time “rock-knocking” or “pickin’-posies”. As remarked earlier, the specialist is supposed to be a dedicated professional who is going to do heroic (i.e. stupid) things for his calling be it science, medicine or religion. MEDICINE: On a roll of three, after telling the natives how great he is,