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Solitaire<br />

Gameplay!<br />

2nd Edition<br />

"Each time I end a<br />

session, I can't wait<br />

to play again. On<br />

top of that, I am<br />

also nervous over<br />

playing it again.<br />

Terrific game!"<br />

- Everett Hathaway<br />

(Board Game Geek)<br />

Now Available!


The Last King of Scotland Standard Game Rules v1.0 1<br />

The African Wars<br />

Standard Game rules<br />

TABLE OF CONTENTS<br />

[0.0] USING THESE RULES ........................ 1<br />

[1.0] INTRODUCTION ................................. 1<br />

[2.0] GAME EQUIPMENT ........................... 1<br />

[3.0] SETTING UP THE GAME .................... 2<br />

[4.0] SEQUENCE OF PLAY .......................... 2<br />

[5.0] INITIATIVE PHASE ............................ 3<br />

[6.0] SUPPLY STEP .................................... 3<br />

[7.0] MOVEMENT STEP ............................. 3<br />

[8.0] ZONES OF CONTROL ......................... 4<br />

[9.0] COMBAT STEP .................................. 5<br />

[10.0] SPECIAL UNIT TYPES ...................... 7<br />

[11.0] HOW TO WIN .................................. 7<br />

[12.0] VARIANT RULES ............................. 7<br />

EXCLUSIVE RULES .............. 8<br />

[0.0] USING THESE RULES<br />

Every game in The African Wars Series<br />

shares these Standard Game Rules. Each game<br />

in the Series also has its own “Exclusive” Rules.<br />

When there is a conflict, the Exclusive Rules<br />

supersede the Standard Rules.<br />

New gaming terms, when initially defined,<br />

appear in dark red lettering for quick<br />

referencing.<br />

The instructions for this game are organized into<br />

major “Rules” sections as shown in large green<br />

CAPS font, and represented by the number to the<br />

left of the decimal point (e.g., Rule 4.0 is the<br />

fourth Rule). These Rules generally explain the<br />

game’s subject matter, its components, the<br />

procedures for play, the game’s core systems,<br />

how to set it up, and how to win.<br />

With each Rule, there can be “Cases” that<br />

further explain a Rule’s general concept or basic<br />

procedure. Cases might also restrict the<br />

application of a Rule by denoting exceptions to<br />

it. Cases (and Subcases) are an extension of a<br />

Rule shown in the way that they are numbered.<br />

For example, Rule 4.1 is the first Case of the<br />

fourth Rule; and Rule 4.1.2 is the second<br />

Subcase of the first Case of the fourth Rule.<br />

Important information is in red text.<br />

References to examples of a Rule or Case are in<br />

blue text and this font.<br />

Text in shaded boxes, like this, provides the<br />

voice of the game’s designer, who is addressing<br />

you to explain an idea or concept that is not,<br />

itself, a Rule or a Case.<br />

[1.0] INTRODUCTION<br />

The modern wars in Africa provide a rich<br />

arena of different and unique gaming<br />

situations beyond WWII in North Africa<br />

(where most wargames have concentrated<br />

their examination of wars in Africa). Some<br />

of these wars were short affairs of a few<br />

months, while others raged for twenty years<br />

or more. Each of these modern African<br />

wars shaped the political and military<br />

future of the continent and they are still<br />

finding their way into today’s headlines.<br />

The African Wars Series provides a<br />

means for understanding these wars that<br />

shaped modern Africa and current world<br />

opinion.<br />

[2.0] GAME EQUIPMENT<br />

The Game Map: The game features a map<br />

showing where the campaign took place.<br />

Superimposed on it is a hexagonal grid to<br />

regulate the placement and movement of<br />

the pieces. Each hex or hexside contains a<br />

certain type of terrain, with various effects<br />

on movement and/or combat as listed on<br />

the game’s Terrain Effects Chart.<br />

Game Scale: Each game in the Series has<br />

its own scales for measuring time, distance<br />

(per hex) and unit aggregation (how many<br />

of what troop types each piece represents)<br />

as stated in the Exclusive Rules section.<br />

The Playing Pieces: The square cardboard<br />

game pieces represent the military<br />

formations that participated. These pieces<br />

are called “units.” The information on the<br />

units is read as shown below:<br />

Combat<br />

Strength<br />

(red =<br />

Heavy<br />

Weapons)<br />

Name Icon<br />

Movement Allowance (red = Special)<br />

Attack<br />

Strength<br />

Defense<br />

Strength<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


2 The African Wars Standard Game Rules v1.0<br />

Combat Strength is the relative strength of<br />

a unit when engaging in combat. Some<br />

units have two strengths: the first number is<br />

that unit’s Attack Strength (a 0 value<br />

means that unit cannot attack) and the<br />

second number is that unit’s Defense<br />

Strength. A black number denotes standard<br />

Infantry Weapons (IF), while a red<br />

number denotes Heavy Weapons (HW).<br />

Movement Allowance is the number of<br />

Movement <strong>Point</strong>s that unit can spend to<br />

move in a single Movement Step. A black<br />

number denotes infantry (foot) movement<br />

capability, while a red number denotes<br />

special (Motorized, Armored Infantry,<br />

Armor, or certain types of artillery)<br />

movement capability. These movement<br />

capabilities treat terrain types differently, as<br />

described on the Terrain Effects Chart.<br />

Unit Type designates the dominant troop<br />

type in that formation, as shown by its unit<br />

icon and name. These include Infantry,<br />

Armor, Armored Infantry, Motorized<br />

Infantry, Guerrillas, Camel and Cavalry,<br />

Artillery, Engineer, Air units, etc.<br />

Markers: Certain pieces are not fighting<br />

units, but markers that show the status of<br />

units and denote other important game<br />

information. Some sample markers are<br />

shown below:<br />

Game Charts, Tables, and Tracks: These<br />

are found on the map or the back of this<br />

rules book on the Player Aid:<br />

● The Game Turn Record Track<br />

indicates the current Game Turn.<br />

● The Sequence of Play outlines the<br />

Phases and Steps conducted during each<br />

Player’s turn.<br />

● The Terrain Effects Chart provides<br />

information about the effects of terrain<br />

on movement and combat.<br />

Dice: The game uses six-sided dice to<br />

represent the randomness that affects all<br />

warfare.<br />

[3.0] SETTING UP THE GAME<br />

The players determine which side they will<br />

play. This game’s Exclusive Rules provide<br />

the rest of its set up instructions (see pg.8).<br />

[4.0] SEQUENCE OF PLAY<br />

The game is played over a number of<br />

Game Turns defined in this game’s<br />

Exclusive Rules (see pg.8), each of which<br />

is composed of two Player Phases. During<br />

each Game Turn, the players alternate<br />

maneuvering their units and resolving<br />

combat in the sequence outlined below.<br />

At the conclusion of the last Game Turn,<br />

consult the End Game <strong>Victory</strong> Conditions<br />

(11.2) and determine the winner.<br />

The Game Turn<br />

A Game Turn is divided into an Initiative<br />

Phase, followed by two Player Activation<br />

Phases, according to this sequence:<br />

The Sequence of Play<br />

1. Initiative Determination Phase: Each<br />

player rolls one die to determine<br />

Initiative (5.0) for the player order.<br />

2. First Player Activation Phase:<br />

A. Supply Step: The First Player notes<br />

the Supply status of each of their<br />

units (6.0).<br />

B. Movement Step: The First Player<br />

places any Reinforcements (7.5) and<br />

may then move their units (7.0).<br />

C. Combat Step: The First Player may<br />

attack with their units (9.0).<br />

3. Second Player Activation Phase:<br />

The Second Player conducts Steps A, B<br />

and C, just as the First Player did,<br />

but with their own units.<br />

4. Housekeeping: After both<br />

players have completed their<br />

Activation Phases, that Game<br />

Turn is over. Advance the<br />

Systems Development by Bryan Armor with Alan Emrich


The Last King of Scotland Standard Game Rules v1.0 3<br />

Game Turn marker one space on the<br />

Game Turn Track. If the last Game Turn<br />

was just completed, check this game’s<br />

Exclusive Rules to determine the winner.<br />

[5.0] INITIATIVE PHASE<br />

Procedure<br />

During the Initiative Determination Phase,<br />

each Player rolls one die (shown as “z”).<br />

If there is a tie, reroll until it is broken.<br />

The Player with the highest die roll chooses<br />

who receives the Initiative (i.e., goes first)<br />

for that turn. The Player with the<br />

Initiative is the First Player and conducts<br />

their Activation Phase first.<br />

[6.0] SUPPLY STEP<br />

General Rule<br />

To perform at their maximum capability,<br />

combat units must be in supply. Each<br />

player traces supply for their units (only) as<br />

the first Step of their Activation Phase.<br />

[6.1] Line of Supply: A unit is in supply<br />

when it is on, or within one (1) hex of (i.e.,<br />

adjacent to), a supply source or a road hex<br />

leading to a supply source.<br />

If tracing supply along a road, that road<br />

must connect the friendly supply source to<br />

the tracing unit, uninterrupted by enemy<br />

units or their Zones of Control unless<br />

friendly units occupy those hexes (see 8.0).<br />

This path of connected road hexes is called<br />

a Line of Supply (LOS) and it is traced<br />

from the friendly supply source forward to<br />

the unit.<br />

[6.2] Supply Sources: Each side’s friendly<br />

supply sources are listed in this game’s<br />

Exclusive Rules.<br />

[6.3] Guerrilla Supply: Guerrilla units<br />

are automatically in supply.<br />

[6.4] In Supply Effects: Supplied units<br />

move and fight at their full values.<br />

[6.5] Out of Supply Effects:<br />

Indicate units that cannot trace a<br />

valid Line of Supply by placing<br />

an Out of Supply (OOS) marker<br />

on them. Every unsupplied unit suffers the<br />

following adverse effects:<br />

Its Movement Allowance is halved,<br />

rounded up (7.0).<br />

It cannot voluntarily enter an Enemy<br />

Zone of Control (8.0).<br />

It cannot participate in an attack (9.0).<br />

Its Defense Strength is reduced by one<br />

(i.e., it rolls one fewer die).<br />

Its Zone of Control (8.0) does not block<br />

enemy Lines of Supply, but its physical<br />

presence in a hex still does.<br />

[7.0] MOVEMENT STEP<br />

General Rule<br />

Each unit has a Movement Allowance<br />

(MA) printed on its counter in the lowerright<br />

corner, in either black text (a “leg”<br />

unit) or red text (a special unit). During<br />

your Movement Step, all of your supplied<br />

units can move up to their printed MA.<br />

Your unsupplied units (6.0) can only move<br />

up to half of their MA, rounded up.<br />

Procedure<br />

A unit expends Movement <strong>Point</strong>s (MPs)<br />

from its Movement Allowance for each hex<br />

it enters, per the cost listed on the game’s<br />

Terrain Effects Chart. As a unit moves, it<br />

traces a path, in any direction or combination<br />

of directions, of contiguous hexes<br />

through the map’s hex grid, paying the MP<br />

cost for each hex entered or hexside<br />

crossed. Units pay the Road cost if they are<br />

entering that hex from a hex containing a<br />

connecting Road hex; otherwise, they pay<br />

the cost of the other terrain in the hex.<br />

Restrictions and Prohibitions<br />

[7.1] Terrain Limitations: Units with a<br />

red MA (i.e., Motorized, Mechanized<br />

Infantry, certain Artillery units, and Tank<br />

units) cannot enter Marsh or Forest hexes<br />

unless they do so by using a Road.<br />

Infantry units can cross a non-bridged<br />

River hexside (bridges exist wherever a<br />

Road crosses a River hexside), but only<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


4 The African Wars Standard Game Rules v1.0<br />

when stacked with an Engineer<br />

unit. Note that the Engineer unit<br />

needn’t cross that River hexside<br />

itself to allow infantry units<br />

stacked with it to cross. Engineer units can<br />

freely cross River hexsides themselves.<br />

[7.2] Movement <strong>Point</strong> Requirement:<br />

Each unit can expend all, some or none of<br />

its MPs each turn. Unused MPs cannot be<br />

accumulated from turn to turn, nor<br />

transferred from unit to unit.<br />

Units without enough MPs to enter a hex<br />

and/or cross a hexside cannot do so, even if<br />

that means such units cannot move at all<br />

during that Movement Step.<br />

[7.3] Sequential Movement: Each unit, or<br />

stack of units, moves separately, and one<br />

unit’s/stack’s movement must be completed<br />

before the next ones can begin.<br />

[7.4] Stacking: A unit can remain<br />

“stacked” with other friendly units, within<br />

the following limitations:<br />

Friendly units cannot enter a hex<br />

containing an enemy unit, nor can<br />

friendly and enemy units stack together.<br />

No more than three friendly units can be<br />

stacked in any hex at the end of a unit’s<br />

movement.<br />

Air units “stack free” and do not count<br />

against the stacking limit. Any number of<br />

friendly Air units can exist in a hex.<br />

The presence of a Road does not affect<br />

the stacking limit in that hex.<br />

Overstacking: When a hex is overstacked<br />

following a retreat from combat (permitted<br />

only under certain Exclusive Rules), their<br />

owner must immediately eliminate units<br />

from that hex sufficient to bring it back<br />

within the stacking limit. If, at the end of a<br />

Player Turn, you discover units to be in<br />

violation of the stacking limit, their owner<br />

must immediately Retreat any units<br />

necessary out of their overstacked hex to an<br />

adjacent safe hex (see 8.4) to satisfy the<br />

stacking requirement.<br />

[7.5] Reinforcements: Reinforcements for<br />

each player are available on the game turn<br />

noted on the back of their counters. They<br />

are placed on their entry hex for free at the<br />

beginning of their owner’s Movement Step<br />

for that turn and conduct movement and<br />

combat as other units on the map do.<br />

[7.5.1] Reinforcement Supply: Newly<br />

arrived reinforcements are In Supply<br />

(6.0) on the turn they arrive. After that<br />

turn, they determine their supply status<br />

normally.<br />

[7.5.2] Blocking Reinforcements: You<br />

can place reinforcement units on the map<br />

in an EZOC, but the presence of an<br />

enemy unit in their entry hex prevents<br />

the placement of those reinforcements.<br />

If an alternative entry hex is not<br />

available, those blocked reinforcement<br />

units are delayed until a future turn when<br />

a valid entry hex for them is available.<br />

[7.5.3] No Voluntary Delay: Reinforcements<br />

cannot be delayed voluntarily.<br />

[8.0] ZONES OF CONTROL<br />

General Rules<br />

Only supplied ground units with a red<br />

Combat Strength<br />

(Heavy Weapons)<br />

and/or a red<br />

Movement Allowance<br />

(Special) exert a Zone<br />

of Control (ZOC)<br />

into the six hexes<br />

adjacent to the hex<br />

they occupy. Units without a red value do<br />

not exert a ZOC. A ZOC represents that<br />

unit’s influence outside of its immediate<br />

area through firepower and/or maneuverability.<br />

ZOCs do not extend across or into<br />

impassable hexsides or hexes. Thus red<br />

Strength units do not exert their ZOC into<br />

non-road connected Marsh or Forest<br />

hexes.<br />

Reminder: Air, Infantry and unsupplied<br />

units never exert a Zone of Control.<br />

Systems Development by Bryan Armor with Alan Emrich


The Last King of Scotland Standard Game Rules v1.0 5<br />

Cases<br />

[8.1] Stop: Units that enter an Enemy Zone<br />

of Control (EZOC) must immediately cease<br />

their movement, regardless of how many<br />

Movement <strong>Point</strong>s they might have remaining.<br />

The ZOCs of friendly units do not affect the<br />

movement of other friendly units.<br />

A friendly unit can exit an EZOC if it<br />

started its movement in that EZOC and it<br />

does not move from that hex directly into<br />

another hex in an EZOC. You cannot move<br />

your units directly from one hex in an<br />

EZOC into another; they must move into a<br />

hex not in an EZOC first, before entering a<br />

new hex in an EZOC.<br />

Units can always exit EZOCs when<br />

instructed by Combat Results (9.0).<br />

[8.2] Blocking Supply: EZOCs block<br />

friendly Lines of Supply (6.1). However,<br />

for the purposes of tracing a Line of<br />

Supply, an EZOC is negated if there is a<br />

friendly unit in that hex. That is, friendly<br />

units negate EZOCs for the purposes of<br />

tracing Lines of Supply.<br />

[8.3] Attacking: During your Combat<br />

Step, your units in EZOCs are not required<br />

to attack. Further, if any of your units<br />

attack, they are not obligated to attack all<br />

enemy units exerting an EZOC upon them.<br />

[8.4] Retreating: A unit cannot retreat into<br />

an EZOC. If forced to do so, it is eliminated<br />

instead. The presence of a friendly unit<br />

in the hex being retreated into does negate<br />

that EZOC for purposes of retreating.<br />

Note that the stacking restrictions apply<br />

immediately after retreats (see 7.4).<br />

[8.5] Placement: Placing Reinforcement<br />

units is unaffected by EZOCs (see 7.5.2)<br />

[9.0] COMBAT STEP<br />

General Rule<br />

During your Movement Step, your units<br />

that are adjacent to enemy units may<br />

initiate attacks. Attacking is completely<br />

voluntary; an attacking unit can attack any<br />

or all adjacent hexes containing enemy<br />

units at the attacking player’s discretion.<br />

When a unit attacks multiple hexes, that is<br />

considered a single Battle and resolved<br />

with one roll of the dice.<br />

Standing Together: When attacked, all<br />

defending units in a hex are attacked<br />

together using their combined strength.<br />

Fatigue: No unit can attack more than<br />

once per Combat Step (exception: via<br />

Momentum Attacks, see 9.7), and no<br />

defending unit (or hex) can be attacked<br />

more than once per Combat Step (except<br />

for a Momentum Attack, again see 9.7).<br />

The Battle Sequence<br />

For each Battle between units, perform<br />

these Steps in their exact order:<br />

A. The Attacker indicates which units are<br />

attacking and which adjacent defending<br />

hex(es) is (are) being attacked (9.1).<br />

B. The Attacker can conduct Air Strikes, if<br />

eligible (see the Exclusive Rules; this Step<br />

is skipped during Momentum Attacks).<br />

Apply the Defender’s losses immediately.<br />

C. Note the total Red, and the total Black<br />

Combat Strengths for both sides’ units in<br />

this Battle. These totals are how many<br />

dice are rolled by each side to resolve the<br />

Battle (9.2).<br />

D. Apply Terrain & Supply Modifiers to<br />

adjust the number of dice rolled (9.3),<br />

hexsides first, and then the Defender’s<br />

terrain, removing Red dice as a priority.<br />

E. Roll dice for Red Combat Strengths and<br />

Black Combat Strengths separately (or<br />

use two different colored sets of dice).<br />

Red Combat Strength (CS) dice score a<br />

Hit on results of 5 and 6; Black<br />

Combat Strength (CS) dice score a Hit<br />

only on results of 6 (9.4).<br />

F. Apply the combat results inflicted by<br />

these ground units, assigning Hits and<br />

Retreats, if applicable (9.5).<br />

G. If desired and eligible, attacking units<br />

that Advanced After Combat (9.6) can<br />

conduct a Momentum Attack (9.7).<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


6 The African Wars Standard Game Rules v1.0<br />

Procedure<br />

[9.1] Declare Attacks: The player<br />

declaring the attack during their Combat<br />

Step is the “Attacker” and the other player<br />

is the “Defender,” regardless of the overall<br />

strategic situation.<br />

The Attacker begins their Combat Step by<br />

declaring all of the Battles they will<br />

initiate that turn (i.e., which units will<br />

attack which enemy units, in which hexes)<br />

before any are resolved. Then, each<br />

individual Battle is resolved, one at a time<br />

(plus Momentum Attack follow-ups; see<br />

9.7), in any order the Attacker desires.<br />

A previously-declared Battle for that turn<br />

cannot be called off after seeing the results<br />

of earlier Battles; it must still be conducted!<br />

[9.2] Resolving Combat: A unit’s Combat<br />

Strength is the number of dice it rolls (die<br />

rolls are shown as this symbol: z) in its<br />

effort to score Hits against enemy units.<br />

Most units have a single Combat Strength,<br />

but some have two: e.g., 0/1, or 1/2. The<br />

first number is its “Attack Strength,”<br />

which is the number of dice it rolls when it<br />

is attacking; the second number is its<br />

“Defense Strength” and is used when that<br />

unit is defending. A ‘0’ Attack Strength<br />

means that unit cannot attack, but it does<br />

still defend using its Defense Strength.<br />

[9.3] Terrain/Supply Effects on Combat:<br />

During Step C of the Battle Sequence, refer<br />

to the Terrain Effects Chart. It explains<br />

how terrain affects the current Battle with a<br />

reduction of the number of dice thrown by<br />

the Attacker. These effects are:<br />

[9.3.1] Defending Across Hexsides:<br />

Certain hexsides (e.g., River hexsides),<br />

when between the hex the Attacking<br />

units occupy and any adjacent hexes<br />

occupied by Defending units in that<br />

Battle, subtract the indicated number of<br />

Attacker’s dice, but only from among<br />

those specific units attacking across the<br />

terrain-affected hexsides at that Battle.<br />

After these dice have been subtracted,<br />

check the terrain in the Defender’s hex.<br />

[9.3.2] Defender’s Terrain: After the<br />

hexside terrain dice are subtracted from<br />

the Attacker’s roll, if the targeted<br />

defending hex terrain benefits the<br />

defense, subtract the indicated number of<br />

dice from the Attacker’s total Red +<br />

Black dice that remain. If the defenders<br />

occupy one or more hexes with more<br />

than one different terrain type, apply the<br />

single terrain benefit that is most<br />

advantageous to the Defender.<br />

[9.3.3] Supply: Unsupplied attacking<br />

units cannot attack. Unsupplied defending<br />

units roll one fewer die (i.e., -1 z).<br />

[9.3.4] Red Dice First: Each subtraction<br />

of dice performed must be from the Red<br />

dice (z) in that group first.<br />

[9.3.5] Restricted Attacks: Units with<br />

Red Movement Allowances (i.e., Tank<br />

and Motorized units) can attack into<br />

Marsh and Forest terrain hexes only if a<br />

Road crosses the hexside between their<br />

hex and the Defender’s target hex.<br />

Example: Four units attack a unit in a Forest<br />

hex as illustrated below:<br />

At first, the dice roll sums look pretty good for<br />

the Attacker with z z z + z z attacking<br />

dice versus z<br />

z defending<br />

dice, but it looks<br />

very different<br />

after checking for<br />

terrain effects!<br />

Checking for<br />

hexside effects first (9.3.1), the two green<br />

units are attacking across a River hexside<br />

(shown by the blue arrow) with z z + z. The<br />

River hexside subtracts two dice from among<br />

all the units conducting cross-hexside attacks at<br />

that Battle, and Red dice are always subtracted<br />

first (9.3.4), so the adjusted strength of the<br />

cross-river Attackers is reduced to z.<br />

Next, the terrain in the Defender’s hex itself is<br />

considered (9.3.2). This is then subtracted from<br />

Systems Development by Bryan Armor with Alan Emrich


The Last King of Scotland Standard Game Rules v1.0 7<br />

what remains of the Attacker’s total dice (in this<br />

case: z + z z). The Defender’s Forest<br />

terrain subtracts 1 more of the Attacker’s dice,<br />

and since there is a Red die still in the attack, it<br />

is removed as a first priority (9.3.4).<br />

Therefore, due to the Defender’s strong<br />

position, the Attacker will roll only z z (which,<br />

as you can see, is the same that the defending<br />

units will be rolling back against the Attacker).<br />

[9.4] Combat Dice: Units with Heavy<br />

Weapons (those with a Red CS) score a<br />

Hit on results of 5 and 6. Units with<br />

Infantry Weapons (those with a Black CS)<br />

score a Hit only on results of 6.<br />

Red CS and Black CS dice are resolved<br />

simultaneously. You may wish to use<br />

different colored dice for each to track<br />

more easily their respective Hits.<br />

[9.5] Assigning Hits: Apply all Hits<br />

“simultaneously.” That is, perform all dice<br />

rolls for both sides before applying both<br />

sides’ losses afterward.<br />

The Attacker selects which Defending unit<br />

takes the first Hit (if the Defender suffers<br />

any Hits). Likewise, the Defender selects<br />

which attacking unit takes the first Hit<br />

inflicted in that Battle. After your opponent<br />

assigns your initial Hit, both players then<br />

assign all additional Hits from that Battle<br />

to their own units as they choose.<br />

Generally, each Hit is applied as a unit<br />

elimination (i.e., that unit is permanently<br />

removed from play). Some units, as<br />

specified in the Exclusive Rules, can<br />

Retreat to satisfy a Hit.<br />

You must apply all Hits unless all units on<br />

that side are eliminated.<br />

[9.6] Advance After Combat: When<br />

defending hexes (only, not attacking hexes)<br />

are vacated through Battle eliminations<br />

and/or Retreats, a number of surviving<br />

attacking units that participated in that<br />

Battle up to the stacking limit (7.4) can<br />

immediately occupy the vacated hex. This<br />

is called Advance After Combat, which is<br />

a “free” post-Battle move without supply or<br />

EZOC restrictions (but terrain restrictions<br />

still apply in that units cannot advance into<br />

prohibited terrain or across prohibited<br />

hexsides).<br />

[9.7] Momentum Attacks: Attacking units<br />

that have just Advanced After Combat (9.6)<br />

have the option to conduct an additional<br />

immediate attack against any enemy units<br />

adjacent to their newly-advanced-into hex.<br />

This option must be exercised before the<br />

next scheduled Battle is resolved, if any.<br />

Exercising this option is called launching a<br />

Momentum Attack, and the Momentum<br />

Battle that ensues is an exception to the<br />

restriction that units can only attack or be<br />

attacked once per turn. Momentum Attacks<br />

can be repeated by units that continue to<br />

Advance After Combat following<br />

Momentum Attack Battles.<br />

Important: Skip Step B in the Battle<br />

Sequence for Momentum Attack Battles.<br />

No further Air Strikes are permitted in<br />

support of those units.<br />

[10.0] SPECIAL UNIT TYPES<br />

No Standard rules; see Exclusive Game Rules.<br />

[11.0] HOW TO WIN<br />

No Standard rules; see Exclusive Game Rules.<br />

[12.0] VARIANT RULES<br />

Each game in The African Wars Series<br />

games has its own Exclusive Rules section<br />

(which follows) explaining the above three<br />

Rules sections.<br />

The African Wars<br />

GAME CREDITS<br />

Game System Design: Dennis Bishop<br />

Documentation and Development: Bryan<br />

Armor with Alan Emrich<br />

Art & Graphic Design: Tim Allen<br />

Playtesting: Wulf Corbett, Ian Wakeham, Keith<br />

Mageau, Norm Stewart, Andy Nicoll, James Nolan,<br />

John Stryker, Duncan Rice, Steve Darell, Gary<br />

Cope, Doug Southwell, Scott Peth<br />

Proofreading: Bill Barrett, Ian Wakeham<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


8 The African Wars Exclusive Game Rules v1.0<br />

The Last King<br />

of Scotland<br />

The Uganda-Tanzania War of 1978 - 1979<br />

[0.0] EXCLUSIVE RULES<br />

These Exclusive Rules for The Last King<br />

of Scotland, when combined with The<br />

African Wars Series Standard Game<br />

Rules, form the entirety of the rules needed<br />

to play this game.<br />

These Exclusive Rules share the same<br />

numbering sequence as (and are meant to<br />

neatly “overlap”) the Standard Rules.<br />

When there is a conflict, these Exclusive<br />

Rules supersede the Standard Rules.<br />

[1.0] INTRODUCTION<br />

The Last King of Scotland simulates<br />

the Uganda-Tanzania War of 1978 - 1979<br />

that ousted Uganda’s President for Life, Idi<br />

Amin Dada. With a seeming fascination for<br />

all things Scottish, Idi Amin referred to<br />

himself as the “uncrowned king of<br />

Scotland”. When Amin fled Uganda, in a<br />

sense he truly became “The Last King of<br />

Scotland.”<br />

[2.0] GAME EQUIPMENT<br />

Parts Inventory<br />

● 1 11” x 17” paper map<br />

● 1 11” x 17” mounted map (boxed<br />

edition only)<br />

● 85 two-sided game pieces<br />

● 3 Red and 4 Black dice (boxed edition<br />

only)<br />

● 1 Rules booklet<br />

The Game Map: The 11”<br />

x 17” game map portrays<br />

Uganda and northern<br />

Tanzania, where this<br />

campaign took place.<br />

Game Scale: Each map<br />

hex covers 30 miles. Unit<br />

sizes range from platoons<br />

to battalions. Each game<br />

turn is one month of real time.<br />

Opponents: The Ugandan Player controls<br />

Ugandan (black on gray), Libyan (black<br />

on green), and Palestinian Liberation<br />

Army (PLA; green on gray) units.<br />

The Tanzanian Player controls Tanzanian<br />

(black on tan), Mozambique (black on<br />

yellow), and anti-Ugandan Guerrilla<br />

(green on tan) units.<br />

Unit Type designates the dominant troop<br />

type in the formation. These include:<br />

Infantry: soldier silhouettes; black<br />

Movement Allowances<br />

Armor, Armored Infantry, Motorized<br />

Infantry, Artillery: vehicle or artillery<br />

piece silhouette; black or red Combat<br />

Strengths; red Movement<br />

Allowances)<br />

Guerrillas: green soldier<br />

silhouette, “Guerrilla”<br />

designation at the bottom<br />

Engineer: “Engineer”<br />

designation at the bottom<br />

Air units: airplane silhouette; red Combat<br />

Strength (except Mig17); no Movement<br />

Allowance<br />

Dice: The game uses six-sided dice to<br />

represent the randomness that affects all<br />

warfare, but especially this war.<br />

The Ugandan Army was composed of 75%<br />

mercenaries and the Tanzanian Army was<br />

composed of 80% new recruits.<br />

[3.0] SETTING UP THE GAME<br />

Sort the units into their respective sides,<br />

setting aside units with white text (these<br />

are variant units; see 12.0) and then follow<br />

these set up instructions:<br />

[3.1] Ugandan: The Ugandan Player places<br />

the Ugandan units at the starting<br />

locations listed on the back of the<br />

counters. Libyan and other units<br />

come in as reinforcements; place<br />

them on the Game Turn Record Track on<br />

the turns listed on their counter backs.<br />

Systems Development by Bryan Armor with Alan Emrich


The Last King of Scotland Exclusive Game Rules v1.0 9<br />

[3.2] Tanzanian: No units for this side set<br />

up on the map; they all arrive as reinforcements.<br />

Place them on the Game Turn<br />

Record Track on the turns listed on the<br />

backs of their counters.<br />

[5.0] INITIATIVE PHASE<br />

[5.2] First Turn Initiative: The Tanzanians<br />

automatically have the initiative for<br />

the first Game Turn (November, 1978).<br />

[5.3] Tanzanian 1s: If the Tanzanian<br />

Player rolls a 1 during the Initiative<br />

Determination Phase, the Tanzanian<br />

Supply effect occurs (see 6.7).<br />

Example: Both players roll for Initiative, and<br />

both players roll a 1. This invokes the<br />

Tanzanian Supply effect, as per 6.7.<br />

Both players then re-roll for Initiative (to break<br />

the tie, see Standard Rule 5.0). The Tanzanian<br />

Player rolls a 6, while the Ugandan Player<br />

rolls a 4. Thus, the Tanzanians have the<br />

initiative this turn, but 6.7 remains in force,<br />

disallowing any Tanzanian movement!<br />

[6.0] SUPPLY STEP<br />

[6.2] Supply <strong>Point</strong>s:<br />

Uganda: Kampala / Gulu / Nakasongola<br />

Tanzania: Hexes in Tanzania and<br />

Rwanda marked as supply points ()<br />

[6.6] Tanzanian Supplies: Each time that<br />

the Tanzanian Player rolls a 1 during the<br />

Initiative Determination Phase, there is a<br />

breakdown in the Tanzanian supply chain.<br />

Effects: No Tanzanian units can move that<br />

turn (except to Advance After Combat), but<br />

can attack and defend normally. Out of<br />

Supply markers are not required for this<br />

(tracing supply is still performed<br />

separately); all Tanzanian units are simply,<br />

globally incapable of movement in general.<br />

Tanzanian reinforcements do not enter the<br />

map that turn, but must instead wait until<br />

the next turn that the Tanzanian Player does<br />

not roll a 1 during the Initiative Phase.<br />

Due to the distance from the Tanzanian<br />

supply bases to the front, lack of supplies<br />

plagued the Tanzanian offensive<br />

throughout the war.<br />

[7.0] MOVEMENT STEP<br />

Interestingly, Idi Amin wouldn’t allow<br />

Ugandan bridges to be blown; he wanted<br />

them kept intact for his counterattack. This<br />

counterattack never really materialized<br />

except at Lukuya, where it became a mini<br />

Battle of the Bulge that was quickly<br />

contained and eliminated.<br />

Factoid: The Ugandans started the war<br />

with two Bailey Bridges, but never used<br />

them.<br />

[7.4] Stacking: Apply the following<br />

exceptions to the Case that “No more than<br />

three friendly units can be stacked in any<br />

hex at the end of a unit’s movement:”<br />

All Tanzanian units<br />

Brigade IDs<br />

(Infantry, Artillery and<br />

Armor) of the same brigade<br />

can always stack together in a<br />

hex.<br />

All Ugandan units belonging<br />

to the 1st and 2nd Brigades<br />

may always stack with other<br />

units in that same brigade.<br />

The Ugandan’s Libyan<br />

Brigade units can always<br />

stack with each other. These specific<br />

black on green units have their names<br />

underlined.<br />

[7.5] Reinforcements:<br />

[7.5.4] Entry Hexes: Place your newly<br />

arrived reinforcement units at the<br />

beginning of your Movement Step on<br />

their turn of entry, as specified.<br />

Ugandan: As listed on the back of each<br />

reinforcement unit.<br />

Tanzanian: At either<br />

Tanzanian Supply<br />

<strong>Point</strong> hex.<br />

[7.6] Shock of War:<br />

Ugandan-controlled units cannot move<br />

(only, they can still conduct Combat,<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


10 The African Wars Exclusive Game Rules v1.0<br />

Advance After Combat, make Momentum<br />

Attacks, etc.) until a Tanzanian unit<br />

occupies or passes through a Town or City<br />

hex in Uganda.<br />

Once this has occurred, all Ugandancontrolled<br />

units are free to move normally<br />

for the rest of the game.<br />

[9.0] COMBAT STEP<br />

[9.5] Assigning Hits: Generally, each Hit<br />

is applied as a unit elimination (i.e., that<br />

unit is permanently removed from play). In<br />

The Last King of Scotland, the<br />

following units, as denoted by a black<br />

outline around their Movement Allowance,<br />

can Retreat to satisfy a Hit:<br />

If either of the Revolutionary Suicide<br />

Force (RSF) units or the Simba unit<br />

receives a Hit, the Ugandan Player can<br />

choose to negate that Hit by Retreating<br />

(8.4) that unit two hexes. It must retreat<br />

away from the enemy unit(s) inflicting that<br />

Hit, and it cannot retreat across prohibited<br />

hexsides or into prohibited hexes (i.e., ones<br />

which it could normally not move through<br />

or into).<br />

Only one such Retreat per unit is allowed<br />

per Battle Sequence, and a second Hit<br />

applied to that unit during the same Battle<br />

Sequence eliminates it.<br />

Example: The Ugandan RSF battalion is<br />

defending against the Tanzanian 207th<br />

Armored unit. The 207th rolls a 5 and a 6,<br />

scoring two Hits. The Ugandan Player chooses<br />

to apply the first Hit as a Retreat, falling back<br />

with this unit two hexes. However, there is a<br />

second Hit to assign, and with no other<br />

Ugandan unit available to absorb it, the RSF<br />

battalion is eliminated.<br />

[10.0] SPECIAL UNIT TYPES<br />

[10.1] Units That Can Retreat:<br />

Per 9.5 above, the Ugandan<br />

Simba and RSF units can negate<br />

Hits against them by retreating.<br />

[10.2] Engineer Units: The Tanzanian 1st<br />

and 20th infantry units have an “Engineer”<br />

designation as shown here. At any Battle in<br />

which they are involved, these units can<br />

negate one Combat Terrain Effect (total,<br />

not each) for any single set of attack or<br />

defense die rolls. This Engineer effect is<br />

applicable up to once per Battle Sequence.<br />

[10.3] Idi Amin: The removal of the Idi<br />

Amin counter creates some special effects.<br />

Once the Tanzanian Player<br />

occupies Kampala with the<br />

UNLA Guerrilla unit, and for as<br />

long as it remains there, the<br />

Ugandan Player rolls a die at the<br />

beginning of each turn following<br />

the occupation of that hex. On a<br />

die roll of 5 or 6, Idi Amin<br />

flees the country and the Idi Amin unit is<br />

removed from play (i.e., eliminated for all<br />

game purposes).<br />

Effect: At the beginning of each Ugandan<br />

Supply Step turn after Idi Amin is<br />

eliminated (for whatever reason), the<br />

Ugandan Player rolls one die and removes<br />

(eliminates) that number of units from the<br />

map. These “fleeing” units can be<br />

Ugandan, Libyan, and/or PLA.<br />

[10.4] Guerrilla Units: The three<br />

Guerrilla units in the game (the PLA,<br />

UNLA, and KM Sperforce units with the<br />

dark green icons) are always in supply for<br />

movement and combat (6.3).<br />

[10.5] Air Units: If you choose to play<br />

with the Air Game variant (12.1), use the<br />

following instructions:<br />

Systems Development by Bryan Armor with Alan Emrich


The Last King of Scotland Exclusive Game Rules v1.0 11<br />

[10.5.1] Air Unit Availability: The<br />

Ugandan Player begins the<br />

game with three Ugandan<br />

Air units.<br />

At the end of each<br />

Tanzanian Movement Step, the<br />

Ugandan Player must eliminate one Air<br />

unit of their choice each time an Airbase<br />

is occupied by a Tanzanian ground unit<br />

for the first time. These Air units never<br />

return to play, even if Ugandan ground<br />

units reoccupy an Airbase hex or the<br />

Tanzanian units subsequently leave it on<br />

a future turn.<br />

Historically, Ugandan aircraft were either<br />

captured intact on the airfield (this<br />

happened at two airfields), or the pilots<br />

deserted and flew their planes to the Sudan.<br />

Ugandan-controlled Libyan Air units are<br />

a different matter. They are always<br />

available so long as one Airbase is<br />

Ugandan controlled. That is, Libyan<br />

aircraft are removed from the game only<br />

at the end of the Tanzanian Movement<br />

Step, when the last Ugandan Airbase has<br />

been conquered.<br />

The Tanzanian Player places all their<br />

aircraft in the Tanzanian People’s<br />

Defense Force (TPDF)<br />

Air Wing box on the map.<br />

The Ugandan Player can<br />

never capture or occupy<br />

this box.<br />

[10.5.2] Air Strikes: During your Battle<br />

Step B, you may call in an Air Strike.<br />

Each of your Air units in play can<br />

participate in only one of the Battles that<br />

you initiate that turn. Your opponent<br />

cannot conduct Air Strikes; only you,<br />

the Attacker, can do that.<br />

Procedure: To perform an Air Strike,<br />

place one or more of your available Air<br />

units in the Defender’s hex during your<br />

Battle Step B. Conduct and resolve their<br />

Combat Dice immediately (as per 9.4),<br />

including the application of any Hits<br />

they inflict (exactly as per 9.5) before<br />

proceeding to Battle Step C. This can<br />

reduce the Defender’s strength prior to<br />

conducting the actual ground combat!<br />

At the end of Battle Step B, return those<br />

Air units used in that Air Strike to the<br />

TPDF box (for the Tanzanians) or any<br />

Ugandan-controlled Airbase hex (for the<br />

Ugandan side).<br />

[10.5.3] Air Unit Limits: There is no<br />

limit to how many air units can conduct<br />

an Air Strike in a single Battle.<br />

Air units cannot participate in<br />

Momentum Attacks (9.7).<br />

You cannot launch an Air Strike<br />

against the TPDF box or an Airbase<br />

hex with only Air units located there.<br />

[10.5.4] TEC Effects on Air Units:<br />

Hexside and hex terrain modifiers do not<br />

apply to Air Strikes.<br />

[10.5.5] Air Units Defending an<br />

Airbase Hex: Ground units attacking a<br />

hex containing only opposing Air units<br />

win an automatic victory in that Battle.<br />

Those defending Air units are destroyed<br />

and the Attacker can Advance After<br />

Combat (9.6), etc. If ground units also<br />

occupy the defending Airbase hex, the<br />

Air units do not contribute to the defense<br />

in any way (i.e., they do not throw dice<br />

nor can they absorb Hits). If the attacking<br />

units Advance After Combat into that<br />

hex, the Air units there are destroyed.<br />

This war was remarkable in that there<br />

was little “dogfighting” during the entire<br />

conflict.<br />

[11.0] HOW TO WIN<br />

[11.1] Decisive <strong>Victory</strong>: The Tanzanian<br />

Player wins an immediate, game-ending<br />

Decisive <strong>Victory</strong> if, at the end of any<br />

Player Phase, the Tanzanian player<br />

occupies Kampala and Arua (regardless of<br />

supply status).<br />

The Ugandan Player wins an immediate,<br />

game-ending Decisive <strong>Victory</strong> if, at the<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


12 The African Wars Exclusive Game Rules v1.0<br />

end of any Ugandan Phase, there are no In-<br />

Supply Tanzanian units on the map inside<br />

Uganda.<br />

[11.2] End Game <strong>Victory</strong>: If, at the end<br />

of Game Turn 8 (June 1979), the Ugandan<br />

Player has at least one unit in each of<br />

Kampala and Arua, the Ugandan Player<br />

wins the game.<br />

If, at the end of the Game Turn 8, there are<br />

no Ugandan or Libyan units in Uganda, and<br />

the Tanzanian Player has at least one unit in<br />

each of Kaabong, Tororo, Kampala, and<br />

Arua, the Tanzanian Player wins the game<br />

(the historical outcome).<br />

[11.3] End Game Draw: If neither of the<br />

above End Game <strong>Victory</strong> conditions is met,<br />

the game ends in a Draw.<br />

[12.0] VARIANT RULES<br />

Any or all Optional Rules can be added by<br />

mutual agreement before commencing<br />

play, and in any combination desired.<br />

[12.1] The Air Game: See 10.5 for how to<br />

play using the Air units.<br />

Set Up: The Ugandan Player places the<br />

three Ugandan Air units, one each, in the<br />

hexes containing an Airbase.<br />

The Libyan Air unit (shown<br />

here) is placed on Turn 4 of<br />

the Game Turn Track. Place it<br />

at any Ugandan-controlled<br />

Airbase hex when it arrives.<br />

When the three Tanzanian Air units enter<br />

play on Turn 1, place them in the TPDF<br />

Air Wing Holding box.<br />

[12.1.1] More Libyan Air Support #1:<br />

Substitute the stronger, 2-<br />

Strength Tu-22B unit.<br />

It is possible that Libya<br />

might have sent the entire<br />

1110th Squadron to Libya.<br />

[12.1.2] More Libyan Air Support #2:<br />

Add the Libyan Mirage<br />

5DR Air unit as a Game<br />

Turn 4 reinforcement. Place<br />

it at any Ugandan-controlled Airbase<br />

hex when it arrives.<br />

The Libyan 1011th Squadron was<br />

known to be in Chad in 1979-80. It could<br />

have been sent to reinforce the 1110th<br />

Squadron.<br />

[12.2] Increased Libyan Ground<br />

Reinforcements: If this option is chosen,<br />

the Islamic Legion ground units enter on<br />

Game Turn 4 in any hex on the Ugandan<br />

northern border containing a road that exits<br />

the map to the north.<br />

Gaddafi planned and organized the Islamic<br />

Pan-African Legion in 1978 with the<br />

intention of using it as a Foreign Legion to<br />

send to other countries in conflict. In 1979,<br />

the Legion operated successfully in Chad,<br />

and could have been sent to Uganda to<br />

support Idi Amin.<br />

[12.3] Ugandan Paratroops: If this unit<br />

begins the Ugandan Player’s Movement<br />

Step: A) in supply, B) on an<br />

Airbase hex, and C) not in an<br />

EZOC, the Ugandan Player can<br />

move it that turn by placing it in<br />

any hex in Uganda not occupied by an<br />

opposing unit. It can move no further that<br />

turn after making this “airdrop.”<br />

It remains in supply on that turn, but<br />

afterwards it needs supply normally. After<br />

dropping, until its supply line is re-established,<br />

its Movement Allowance is reduced<br />

to 0 (not just halved for being unsupplied).<br />

The Ugandan 2nd Parachute Battalion<br />

was trained to make combat jumps. In<br />

1979, it could have been inserted by air<br />

anywhere in Uganda.<br />

[12.4] Tanzanian Tanks: To balance the<br />

game, allow the Tanzanian player only two<br />

of their five Tank companies. Mix them<br />

together and randomly choose which two<br />

remain in play, setting the other three aside.<br />

The number of Tanzanian tanks in this<br />

campaign remains a subject of debate.<br />

Systems Development by Bryan Armor with Alan Emrich


The Last King of Scotland Exclusive Game Rules v1.0 13<br />

[12.5] Tanzanian Artillery:<br />

Allow the Tanzanian Artillery<br />

unit to have a range of two hexes.<br />

These hexes do not include the<br />

hex occupied by the Artillery counter.<br />

The Tanzanian artillery continued to be<br />

ineffective due to the lack of use of forward<br />

observers.<br />

[12.6] Ugandan Artillery:<br />

Allow the Ugandan Artillery<br />

unit to have a range of two hexes.<br />

These hexes do not include the<br />

hex occupied by the Artillery counter.<br />

Also, allow the Ugandan Artillery unit a<br />

Special Movement Allowance of 6. This<br />

means the unit has the same restrictions as<br />

Artillery but must pay the road movement<br />

costs (1/2) of an Infantry unit.<br />

The 1st Artillery Battalion became<br />

immobile when its vehicles disappeared<br />

early in the war.<br />

[13.0] HISTORICAL NOTES<br />

Several old TIME and NEWSWEEK<br />

magazines yielded a series of articles on a war<br />

going on in Uganda. Reading these articles, it<br />

didn’t seem like much of a war. Mostly the<br />

triumphant Tanzanian People’s Defense<br />

Force mopped up a rather disorganized and<br />

pathetic Ugandan defense while the villain,<br />

Uganda’s Idi Amin Dada,<br />

having first challenged<br />

Tanzanian President<br />

Nyerere to a boxing match,<br />

later fled to some Arab<br />

nation. However, there was<br />

much more to the story than<br />

the casual reader might<br />

suspect. During the past 34 years, my research<br />

ebbed and flowed, but the advent of the<br />

internet greatly facilitated the research in<br />

disclosing a much different story.<br />

The first choices I made concerned the<br />

game’s map. Uganda is an oddly shaped<br />

country with few paved roads in 1979. Lake<br />

Victoria contributes to this shape. At the time<br />

of the war there were twenty-two barracks<br />

(former British forts) in Uganda which are not<br />

present on the map. There were also more<br />

airports than depicted, but I chose the most<br />

historically important airbases. There are<br />

several other map features that I abstracted to<br />

fit the scale.<br />

The second important choice I made<br />

concerned the combat system. Common<br />

wargame combat resolution systems did not<br />

fit the picture my research revealed. So, I<br />

discarded them in favor of the “fistful of dice”<br />

approach. My reason is that none of the<br />

combatants had troops involved whom they<br />

could completely rely upon. In order to<br />

properly model instances where troops<br />

precipitously fled and later resolutely stood, I<br />

felt that the random results of several dice<br />

created the right feel.<br />

The last important choice I made concerned<br />

the logistic systems of the combatants. The<br />

Ugandan army fell apart as its command<br />

system dissolved, while the Tanzanian Army<br />

completely out-stripped its logistic and<br />

command system. Both of these models<br />

determined the length of the game.<br />

In the end, I hope that this game not only<br />

entertains, but sheds some light on this little<br />

known conflict in an objective way not<br />

previously explored on this subject.<br />

The title of the game comes from the 2006<br />

British drama film based on Giles Foden’s<br />

novel. I have not attempted to vilify, nor<br />

glorify, one side or the other. The deposing of<br />

a “blood-thirsty tyrant” satisfied most<br />

observers in 1979. However, the results of<br />

that small war continue in the headlines today<br />

because the causes for this war have still not<br />

been resolved.<br />

The Last King of Scotland<br />

GAME CREDITS<br />

Game System Design: Dennis Bishop<br />

Documentation and Development: Bryan<br />

Armor with Alan Emrich<br />

Art & Graphic Design: Tim Allen<br />

Playtesting: Wulf Corbett, Ian Wakeham, Keith<br />

Mageau, Norm Stewart, Andy Nicoll, James Nolan,<br />

John Stryker, Duncan Rice, Steve Darell, Gary<br />

Cope, Doug Southwell, Scott Peth<br />

Proofreading: Bill Barrett, Ian Wakeham<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


The Last King of Scotland<br />

Reference Sheet<br />

Sequence of Play<br />

1. Initiative Determination Phase: Each<br />

player rolls one die (z) to determine the player order<br />

2. First Player Activation Phase:<br />

A. Supply Step (6.0)<br />

B. Movement Step: Receive Reinforcements<br />

(7.5) and then move units (7.0)<br />

C. Combat Step (9.0)<br />

3. Second Player Activation Phase: The<br />

Second Player conducts Steps A, B and C (above).<br />

4. Housekeeping: Advance the Game Turn<br />

marker one space. If the last Game Turn was just<br />

completed, check to determine the winner.<br />

Out of Supply<br />

Unsupplied units suffer the following adverse effects:<br />

• Movement Allowance is halved,<br />

rounded up (7.0)<br />

• Cannot voluntarily enter<br />

an EZOC (8.0)<br />

• Cannot attack (9.0)<br />

• -1 Defense Strength<br />

• If it has a ZOC (8.0), that ZOC does<br />

not block enemy Lines of Supply.<br />

Out of<br />

Supply<br />

Battle Sequence<br />

The Attacker begins their Combat Step by declaring all of<br />

the Battles they will initiate that turn before resolving any.<br />

A. Attacker indicates which Battle is being resolved (9.1).<br />

B. Attacker conducts Air Strikes, if eligible. Apply the<br />

Defender’s losses immediately.<br />

C. Note the total Red, and the total Black Combat<br />

Strengths (CS) for both sides’ units in this Battle (9.2).<br />

D. Apply Terrain & Supply Modifiers (9.3), hexsides first,<br />

and then the Defender’s terrain, removing Red dice<br />

(z) as a priority.<br />

E. Roll dice for Red CS and Black CS separately:<br />

z = Hits on 5 or 6; z = Hits on 6 only (9.4).<br />

F. Assigning and apply Hits and Retreats (9.5).<br />

G. If desired, attacking units that Advanced After<br />

Combat (9.6) can conduct a Momentum Attack (9.7).<br />

Eligible to Retreat<br />

The following units, as denoted by a black outline around<br />

their Movement Allowance, can Retreat to satisfy a Hit;<br />

Retreating units must Retreat 2 hexes away from Attacker:<br />

1st Bde.<br />

Revolutionary<br />

Suicide Force<br />

2<br />

6<br />

1st Bde.<br />

Revolutionary<br />

Suicide Force<br />

2<br />

6<br />

2nd Bde.<br />

1<br />

Simba6<br />

Idi Amin<br />

0<br />

1<br />

6<br />

The removal of the Idi Amin counter creates some special effects (10.3):<br />

Once the Tanzanian Player occupies Kampala with the UNLA<br />

Guerrilla unit, and for as long as it remains there, the Ugandan<br />

Player rolls a die at the beginning of each turn following the<br />

occupation of that hex. On a die roll of 5 or 6, Idi Amin flees the country<br />

and the Idi Amin unit is removed from play (i.e., eliminated for all game purposes).<br />

Effect: At the beginning of each Ugandan Supply Step turn after Idi Amin is eliminated<br />

(for whatever reason), the Ugandan Player rolls one die and removes (eliminates) that<br />

number of units from the map. These “fleeing” units can be Ugandan, Libyan, and/or PLA.<br />

UNLA<br />

Guerrilla<br />

0<br />

1<br />

4<br />

© 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>

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