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The Last King of Scotland Standard Game Rules v1.0 1 The African Wars Standard Game rules TABLE OF CONTENTS [0.0] USING THESE RULES ........................ 1 [1.0] INTRODUCTION ................................. 1 [2.0] GAME EQUIPMENT ........................... 1 [3.0] SETTING UP THE GAME .................... 2 [4.0] SEQUENCE OF PLAY .......................... 2 [5.0] INITIATIVE PHASE ............................ 3 [6.0] SUPPLY STEP .................................... 3 [7.0] MOVEMENT STEP ............................. 3 [8.0] ZONES OF CONTROL ......................... 4 [9.0] COMBAT STEP .................................. 5 [10.0] SPECIAL UNIT TYPES ...................... 7 [11.0] HOW TO WIN .................................. 7 [12.0] VARIANT RULES ............................. 7 EXCLUSIVE RULES .............. 8 [0.0] USING THESE RULES Every game in The African Wars Series shares these Standard Game Rules. Each game in the Series also has its own “Exclusive” Rules. When there is a conflict, the Exclusive Rules supersede the Standard Rules. New gaming terms, when initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major “Rules” sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game’s subject matter, its components, the procedures for play, the game’s core systems, how to set it up, and how to win. With each Rule, there can be “Cases” that further explain a Rule’s general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to examples of a Rule or Case are in blue text and this font. Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. [1.0] INTRODUCTION The modern wars in Africa provide a rich arena of different and unique gaming situations beyond WWII in North Africa (where most wargames have concentrated their examination of wars in Africa). Some of these wars were short affairs of a few months, while others raged for twenty years or more. Each of these modern African wars shaped the political and military future of the continent and they are still finding their way into today’s headlines. The African Wars Series provides a means for understanding these wars that shaped modern Africa and current world opinion. [2.0] GAME EQUIPMENT The Game Map: The game features a map showing where the campaign took place. Superimposed on it is a hexagonal grid to regulate the placement and movement of the pieces. Each hex or hexside contains a certain type of terrain, with various effects on movement and/or combat as listed on the game’s Terrain Effects Chart. Game Scale: Each game in the Series has its own scales for measuring time, distance (per hex) and unit aggregation (how many of what troop types each piece represents) as stated in the Exclusive Rules section. The Playing Pieces: The square cardboard game pieces represent the military formations that participated. These pieces are called “units.” The information on the units is read as shown below: Combat Strength (red = Heavy Weapons) Name Icon Movement Allowance (red = Special) Attack Strength Defense Strength © 2013 Dennis Bishop and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>