RIFLE AND AXE
INTRODUCTION
Type: Worker Placement Game.
Theme: USA Kentucky 1780 Pioneer Settlement.
Players: Recommended 1-4 players.
Notes: These Settlements simulate places such as:
Harrods Fort, Logans Fort, and Boones Station.
TIME FRAME
Each turn is equal to 3 Months.
The Game starts in Spring. Every Fourth Turn is a Winter Turn.
The Game lasts 5 years (20 turns).
VICTORY
The Player with the most Awards at the end of the game wins.
There are 5 Awards:
Population Award: Most Folk
Happiness Award: Most Happiness
Builder Award: Most Structures + Plots
Prosperity Award: Most Money
Hoarder Award: Most Grain + Livestock + Food
DICE
Six and Ten sided Dice are used.
CUBES AND TOKENS
Each player has a set of cubes and tokens of a unique color.
Cubes have a value of one.
Tokens have a value of five.
BOARDS
There are 3 types of Boards:
1. Resource Boards (Each player gets his own)
2. Action Board (One Shared by all players)
3. Structure Board (Each player gets his own)
A Board consists of a grid. Each Box in the grid will have writing and
Must be large enough to hold 20 or more cubes or tokens.
RESOURCE BOARDS
The Resource Boards are used to keep track of player’s resources.
A Resource Board is a 5x5 Grid of 25 spaces marked as follows:
# Resource: Starting Value:
1 Folk 10
2 Housing 10
3 Clothing 10
4 Happiness 10
5 Livestock 10
6 Horses 8
7 Tools 4
8 Planted Seed 0
9 Food 6
10 Grain 10
11 Rifles 4
12 Wood 4
13 Lumber 0
14 Housewares 10
15 Salt 4
16 Lye 0
17 Hides 0
18 Peace 0
19 Containers 10
20 Looms 1
21 Plots 6
22 Gunpowder 4
23 Metal 4
24 Money 5
25 Implements 6
VALUES
You will have a value for each resource.
These can also be referred to as units, points, scores, levels, or ranks.
CONSUMABLE RESOURCES
Some Resources are used up regularly such as food and wood.
REUSABLE RESOURCES
Some resources can be reused such as tools and rifles.
They are occasionally used up during consumption phase or on the mishap table.
SCORE KEEPING RESOURCES
Happiness can be gained or lost but is not used for anything except determining the
Happiness award at the end of the game.
STARTING RESOURCES
You do start the game with a fair number of Resources and Structures.
Start the games with blocks and tokens placed on the Boards to match.
FOLK RESOURCE
Each Folk Resource represents 10 people: Men, Women, Children, and Slaves.
Possibly the most important resource in the game because Folk provide the
Labor necessary to do Actions on the Action Board.
Each Folk Point you have allows you to conduct 1 Action on your turn.
HOUSING RESOURCE
Cabins and Blockhouses provide Housing for your Folk.
Your starting housing level of 10 is due to the 10 Cabins you start with.
If you have less housing than Folk your happiness will suffer and
You will have harder Winters.
Structures are built using the Build Action.
CLOTHING RESOURCE
Deerskin, Burlap, Wool, Buffalo Hide, Flax…
This includes Cloth as well as Clothes plus Bedding and Blankets.
Clothing is a factor for happiness and a mitigator of Winter.
Clothes come from the Trade, Homespun, and Tailor Actions.
HAPPINESS RESOURCE
Happiness gains are calculated in Happiness Phase.
Basics such as housing, food, housewares, and clothing factor in Happiness Phase.
Some Buildings give a one-time Happiness Boost.
The Cooking and Cleaning Actions directly add to Happiness.
LIVESTOCK RESOURCE
Guinea Hens and Chickens are kept inside the Stockade.
Cows and Pigs are left to forage amid bluegrass and clover in forest clearings.
Livestock are a source of Food and Hides.
Livestock are gained by Trade and Husbandry actions, and in the Livestock Phase.
HORSES RESOURCE
These are kept in Horse Corrals.
Horses allow for more Trade Actions.
Horses limit Harvest actions because they are needed to haul the
Grain from the fields.
Horses are gained by Trade and Husbandry actions, and in the Livestock Phase.
TOOLS RESOURCE
Basic Hand Tools: Axes, Pick Axes, Hammers, Knives, etc.
Limiting factor for numerous actions.
Tools are gained by Trade or Blacksmith Action.
PLANTED SEED
Grain (Seed) is planted in Spring.
It is Harvested in Fall.
FOOD RESOURCE
Comes from numerous actions: Trade, Hunting, Milk & Butcher,
Grind & Husk, Fishing, and Gathering.
Your Folk must be Fed every Turn.
GRAIN RESOURCE
Grain Crops such as Wheat, Corn, Barley, etc.
Tools and Horses are needed to Harvest it.
Grain also acts as Seed for later Harvests, so don’t grind all of it.
Gained by Trade or the Plant and Harvest Action.
RIFLES RESOURCE
Kentucky Long Rifles. Very Accurate. Small bore used a small bullet,
Economizing on scarce and costly lead and powder.
Gained by Trade only.
Each Rifle you have gives you Fight +1.
After a violent Indian encounter roll 1D6 for each Folk killed:
On 3+ you also lose one Rifle (Looted by the Indians).
WOOD RESOURCE
Logs used for log cabins, fences, stockades, and most structures.
Gained by the Clear Land action.
LUMBER RESOURCE
Cut and Shaped Wood: Planks, Shingles, Barrel Staves, etc.
Lumber is needed for most Structures and for Storage.
Lumber creation uses up wood and is a Carpenter Action.
Wood and Lumber are not available through Trade because they are too heavy.
HOUSEWARES RESOURCE
Plates, Cooking Utensils, Furniture, Pottery, Candles, Brooms, etc.
Housewares are gained by Trade, Blacksmith, Carpenter, and
Home Industry Actions.
SALT RESOURCE
Salt is a necessary part of the diet. Lack of Salt will result in Death.
Salt is acquired from Trade and the Salt Lick Actions.
LYE RESOURCE
Lye can be made from Charcoal and Urine.
It is used up in the Soap-Making & Cleaning Action.
It is also poured on attacking Indians from Blockhouse Trapdoors.
If you have both Lye and Blockhouses get Fight +1.
Lye is acquired from Trade and owning the Leaching Vat Structure.
HIDES RESOURCE
Deerskin, Bearskin, Beaver Pelts, etc.
Hides can be Traded for good Money.
Sources of Hides are the Hunting, Trapping, and Butchering Actions.
Hides can be converted into Clothes through the Tailoring Action.
PEACE RESOURCE
The local native Indians are members of the Shawnee Tribe.
Peace Points are gained by the Gift Giving Action.
You can spend a Peace Point to reroll your result on the Indian Raid Table.
CONTAINER RESOURCE
This refers to Baskets, Barrels, Kegs, Noggins, Piggens, Jugs, etc.
Container Units are made in Carpenter, Weaving, and Home Industry Actions.
Containers are needed to preserve extra Food, Salt, Grain, Lye, and
Gunpowder from turn to turn.
LOOMS RESOURCE
This includes various specialized tools for making cloth such as
Flax Brakes, Swingling posts, Hatchels, Spindles, and very complicated Looms.
Your Loom Score limits the number of Weave Actions you can take per turn.
PLOTS RESOURCE
Plots are areas of cleared Land where crops can be grown.
Crops along with Horses and Tools limit how many Harvest Actions you can take.
GUNPOWDER RESOURCE
Rifles require Gunpowder.
Gunpowder is only acquired by Trade.
Each Hunting Action uses up 1 Gunpowder Unit.
Each Violent Indian Encounter uses up 2 Gunpowder Units.
If you have an Indian Encounter and have no Gunpowder, your rifles
Produce no Fight bonuses.
METAL RESOURCE
Iron, Tin, Cooper, Lead.
Used by Blacksmith to make Tools and Housewares.
Lead is used to make Musket Balls.
If you have an Indian Encounter and have no Metal, you will be
Short on ammo and you get only half your Rifle Bonus rounding down.
Metal is acquired through the Trade, Mining, and Smelting Actions.
MONEY RESOURCE
During trade actions you can sell surplus Grain and Hides.
The profits can be spent to acquire a wide variety of Resources.
IMPLEMENTS
Tools used specifically for Agriculture: Plows, Hoes, Scythes, etc.
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STRUCTURE BOARDS
The Structures Boards are used to keep track of player’s resources.
A Structure Board is a 4x4 Grid of 16 spaces marked as follows:
# Structure Start Labor Wood Lmbr Max Benefit:
1 Cabins 10 1 2 1 None +1 Housing
2 Corral Pens 2 1 2 0 None Horse Limit +4
4 Stockade 0 6 10 4 1 +10 Fight
5 School House 0 2 2 2 1 +5 Happy
6 Blockhouse 0 2 4 2 4 +2 Fight +1 Housing
7 Tub Mill 0 2 1 2 1 +1 Grind Action
8 Church 0 4 4 4 1 +10 Happy
9 Road 0 10 0 0 1 +1 Trade Action
10 Smithy Shop 0 2 2 2 1 +1 Blacksmith Action
11 Carpenter Shop 0 2 2 2 1 +1 Carpenter Action
12 Hominy Block 0 1 2 0 1 +1 Grind Action
13 Courthouse 0 6 6 6 1 +15 Happy
14 Log Stations 0 4 6 2 None +2 Fight +2 Housing
15 Leaching Vat 0 1 0 2 1 Gain 1 Lye per turn
16 Root Cellar 0 1 0 1 None +1 Storage
CABIN STRUCTURES
Basic no-frills Log Cabin.
Houses 1 Folk Unit.
CORRAL PEN STRUCTURES
Each pen holds up to 4 Horses.
STOCKADE STRUCTURE
Compound Wall complete with firewalks for riflemen and reinforced gates.
SCHOOLHOUSE STRUCTURE
The proverbial one room schoolhouse, complete with schoolmarm.
One Time Happiness Bonus.
BLOCKHOUSE STRUCTURES
Set at the corners of the Stockade.
Defensive Structures that also serve as Leaders’ dwellings.
TUB MILL STRUCTURE
Water Powered by stream.
Used to grind the Fort’s Flour.
CHURCH STRUCTURE
Probably Presbyterian.
Preacher with Bible in one Hand and Axe in the other.
One Time Happiness Bonus.
ROAD (STRUCTURE)
Rough Trail Leading back to civilization.
Get 1 Free Trade Action per Turn that does not require a Folk action.
SMITHY SHOP STRUCTURE
Get 1 Free Blacksmith Action per Turn that does not require a Folk action.
CARPENTER SHOP STRUCTURE
Get 1 Free Carpenter Action per Turn that does not require a Folk action.
HOMINY BLOCK STRUCTURE
Tree sized Mortar and Pestle used to smash corn.
COURTHOUSE STRUCTURE
The first steps to Statehood.
One Time Happiness Bonus.
LOG STATIONS STRUCTURE
Mini-Forts. Two Cabins with a Stockade Wall.
Built far from the main Fort.
LEACHING VAT STRUCTURE
For Homemade Lye.
ROOT CELLAR STRUCTURES
Cool Underground Storage Space.
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ACTION BOARD
The Action Board is used in the Action Phase.
A Resource Board is a 6x5 Grid of 30 spaces marked as follows:
# Action: Notes:
1 Recruit Gain 1 Folk. Limit: Horses. Max 1 per 20 Folk
2 Clear Land Gain 1 Plot and 2 Wood. Limit: Tools & Horses
3 Build Gain 1 Structure (Costs per Rules). Limit: Tools & Horses
4 Animal Husbandry Gain 1 Livestock. Limit: Once per 5 Livestock
5 Hunting Cnvrt 1 Gunpdr to 1 Food & 1 Hides. Lmt: Rifles & Horses
6 Milk & Butcher Convert 1 Livestock into 1 Food & 1 Hides. Limit: Tools
7 Plant Spring. Convert Grain into Planted Seed. Limit: Implements
8 Harvest Convert 1 Planted Seed into 8 Grain. Limit: Implements
9 Grind & Husk Convert 4 Grain into 4 Food. Limit: Implements
10 Weaving Gain 1 Clothes or 1 Container. Limit: Looms
11 Tailoring Convert 1 Hides into 1 Clothes
12 Soap Making Convert 1 Lye into 1 Happiness
13 Cooking Convert 1 Wood into 1 Happiness. Limit: Food
14 Home Industries Gain 1 Housewares
15 Gift Giving Convert 1 Gift (See Rules) into 1 Peace. Limit: Horses
16 Visit Saltlicks Gain 1 Salt. Limit: Horses. Max 4 times per turn
17 Mining Gain 1 Metal. Limit: Tools
18 Fishing Gain 2 Food. Max 6 times per turn
19 Trapping Gain 2 Hides. Limit: Tools. Max 6 times per turn
20 Gathering Gain 1 Food. Max 10 times per turn
21 Barrel Making CP. Convert 1 Lumber into 5 Containers
22 Planks & Shingles CP. Convert 4 Wood into 4 Lumber
23 Furniture Making CP. Convert 2 Lumber into 2 Housewares
24 Tools & Handles CP. Convert 1 Wood into 1 Tool
25 Loom & Spindle CP. Convert 2 Lumber into 1 Loom
26 Smelting BS. Convert 1 Wood into 1 Metal
27 Metal Housewares BS. Cnvrt 1 Metal into 1 Housewares & 1 Happiness
28 Shoe Horses BS. Use up 1 Metal. Gain 1 Trade Action this turn
29 Make & Repair Tools BS. Convert 1 Metal into 1 Tool or 1 Implement
30 Trade Convoy See Trade Action Rules. Limit: Horses
LIMIT RULES
Most actions have limits. These are cumulative for the limiting factors.
So for Instance: You have 8 Tools… You could take 8 Actions total based on this such as
4 Clear Land Actions and 4 Plant & Harvest Actions but not 8 of each.
Hard Limits (example: Max 6) usually indicate all natural resources within range
Are used up for the Season.
SPECIALIST ACTIONS
CP = Carpenter
BS = Blacksmith
You may get up to one Carpenter and one Blacksmith Action per turn.
Specialist Actions do use up Folk Actions.
RECRUIT ACTION
Gain 1 Folk. Limit: Horses
Limit: Max 1 per 20 Folk you have rounding down.
This involves representatives traveling to far-off cities and towns to attract more settlers.
Folk you recruit this turn may not take actions this turn.
(Not in Winter. No one will come)
CLEAR LAND ACTION
Gain 1 Plot and 2 Wood. Limit: Tools and Horses.
Cutting down trees also frees up land for agriculture.
The Horses are used to drag the fallen Trees away.
BUILD ACTION
Gain 1 Structure on the Structure Board. Limit: Tools and Horses.
Some structures you can only build one of such as the Church or Stockade.
Others have no limit such as Cabins and Corral Pens.
Each Structure has its own Build Costs in Wood, Lumber, and Labor.
Each point of Labor requires 1 Folk to work on, so to build the Stockade you would
Need to commit 6 Folk that turn to build it.
Each point of labor used also requires an equal number of Tools to be used.
Each build also requires 1 Horse to lug the Wood and lumber around.
ANIMAL HUSBANDRY ACTION
Gain 1 Livestock. Limit: Once per 5 Livestock (Not in Winter)
This involves careful sheparding of domesticated animals.
HUNTING ACTION
Convert 1 Gunpowder into 1 Food & 1 Hides. Limit: Rifles and Horses
Geese, Ducks, Pigeons, Grouse, Wild Turkey, Elk, Bears, Deer, Buffalo, Panthers, etc.
Max Hunting limit is 5 Actions (Everything within range).
TRADE CONVOY ACTION
Limit: Horses
Each Trade action allows you to Sell one type of good (in any quantity) and
Buy one type of Good (also in any quantity).
Goods (Resources) are bought and sold at the same price according to the Buy and Sell Table…
(Note: You cannot sell any Resources committed to an Action this turn)
(Note: If somehow you have no Horses left, you can still make 1 Trade Action)
(Note: Trade Housewares include rarer things like Books, Sausage Mills, Candle Molds,
Mirrors, Glasses, Scissors, Vermilion, Combs, Ribbons, Razors, Brass Kettles, etc.)
(Note: Clothes include all manner of Cloth, Wool, Thread, Blankets, Linens, Handkerchiefs,
Shirts, Beads, Belts, etc.)
BUY AND SELL TABLE
Item: Value: Notes:
Grain 1 Usually to be Sold
Hides 2 Usually to be Sold
Food 2 Raw Sugar
Horses 6 Including Saddles, Bridles
Rifles 5 -
Tools 4 Hatchets, Knives, Awls
Implements 4 -
Metal 2 Brass Wire, Copper Wire, Steels
Gunpowder 2 Flints, Gunlocks
Salt 2 -
Lye 2 Soap
Containers 2 -
Livestock 4 -
Clothes 3 Notes
Housewares 3 Notes
MILK & BUTCHER ACTION
Gain 1 Food. Limit: Half of Livestock rounding down (Milking)
Or Convert 1 Livestock into 1 Food & 1 Hides. Limit: Tools (for Slaughtering)
PLANT ACTION
Convert 1 Grain into 1 Planted Seed.
Limit: Spring Only
Limit: Plots: You cannot grow more crops than you have available farmland.
Limit: Horses: Needed to drag (in Y-shaped sleds called Lizards) the grain from the fields.
Limit: Implements (Hoes, Plows, Tillers)
HARVEST ACTION
Convert 1 Planted Seed into 8 Grain.
Limit: Fall Only
Limit: Horses: Needed to drag (in Y-shaped sleds called Lizards) the grain from the fields.
Limit: Implements (Scythes)
GRIND & HUSK ACTION
Per Action Convert 4 Grain into 4 Food. Limit: Implements (Threshers)
If you have less Grain than 4 the conversion will still occur at a 1 to 1 basis.
For Wheat this involves grinding it into Flour (Food).
For Corn this involves removing the Husks and pounding some of it into Hominy and Grits.
WEAVING ACTION
Gain 1 Clothes or 1 Container. Limit: Looms
Homespun Cloth is made from Flax. The coarsest Thread becomes sacking.
Buffalo or Sheep Wool are combined with linen to make warmer Linsey-woolsey.
TAILORING ACTION
Convert 1 Hides into 1 Clothes.
Moccasins, Shirts, Trousers, Leggings, Breechclouts, Hats, etc.
SOAPMAKING ACTION
Convert 1 Lye into 1 Happiness
This includes the actual cleaning done with the soap as well.
If this action is not done at least once per turn, you will actually lose 2 Happiness instead.
COOKING ACTION
Convert 1 Wood into 1 Happiness. Limit: Food
The wood is needed to fuel the cooking Hearths.
If this action is not done at least once per turn, you will actually lose 2 Happiness instead.
Some cooked and processed foods included: Cheese, Spicebush Tea, Cornmeal Bread,
Johnny Cakes, Hominy, Corn Pone, Butter, Venison, Buffalo Hump Stew, Roasted Eggs,
Baked Potatoes, Beans, Tarts, etc.
HOME INDUSTRIES ACTION
Gain 1 Housewares
This includes a variety of homemade products (usually by the Women):
Dyes, Candles, Pottery, Rugs, Brooms, etc.
GIFT GIVING ACTION
Convert 1 Gift into 1 Peace Point. Limit: Horses
Gifts can include: Rifles, Horses, Tools, Clothes, and Housewares.
This includes social activities as well such as Peace Talks, Smoking of the
Peace Pipe, Feasting, Games, Sermons, and Religious Ceremonies, etc.
The Shawnee were Allies of the British during the American Revolution and
Not easily mollified.
VISIT SALTLICKS ACTION
Gain 1 Salt.
Limit: Horses.
Limit: 4 times per Turn.
Saltlicks are natural Brine Springs.
There will be a limited number in Range of the Settlement.
MINING ACTION
Gain 1 Metal.
Limit: Tools (Sledge Hammers, Shovels, Picks)
FISHING ACTION
Gain 2 Food. (1 Food in Winter)
Limit: Max 6 times per turn (All the good fishing spots within range).
TRAPPING ACTION
Gain 2 Hides.
Limit: Tools (Traps)
Limit: Max 6 times per turn (More and the animal populations in range are depleted).
GATHERING ACTION
Gain 1 Food (Not in Winter) (Gain 1 Food and 1 Happiness in Summer)
Limit: Max 10 times per turn.
Herbs, Nuts, Wild Grapes, Crab Apples, Persimmons, Berries, Maple Syrup
BARREL MAKING ACTION
Carpenter. Convert 1 Lumber into 5 Containers
PLANKS AND SHINGLES ACTION
Carpenter. Convert 4 Wood into 4 Lumber
FURNITURE MAKING ACTION
Carpenter. Convert 2 Lumber into 2 Housewares
This includes wooden plates (Trenchers), cups, utensils, and Toys as well.
TOOLS AND HANDLES ACTION
Carpenter. Convert 1 Wood into 1 Tool
LOOM AND SPINDLE ACTION
Carpenter. Convert 2 Lumber into 1 Loom
SMELTING ACTION
Blacksmith. Convert 1 Wood into 1 Metal
The Wood is used to heat the Furnace.
METAL HOUSEWARES ACTION
Blacksmith. Convert 1 Metal into 1 Housewares and 1 Happiness.
Metal Housewares include Utensils, Pressing Irons, Tankards, Pewter Plates,
Cooking Pots, Tin Ovens, Waffle Irons, etc.
These are precious possessions to pioneer women.
SHOE HORSES ACTION
Blacksmith. Use up 1 Metal. Gain 1 Trade Action this turn
This is an extra action; It does not use up a Folk Action.
MAKE & REPAIR TOOLS ACTION
Blacksmith. Convert 1 Metal into 1 Tool or 1 Implement.
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SETUP
Every player gets 1 Resource & 1 Structure Board.
The Action Board is in the center of the Table.
Each player has their own set of cubes and Tokens.
Each player picks one of the 5 available Leaders to lead their Settlement.
LEADER LIST
Name: Notes:
1. James Harrod Gain 1 extra Build, Trade, or Recruit Action per turn
2. Daniel Boone Fight +2. Gain 1 extra Hunt Action per turn
3. George Rogers Clark Fight +4
4. Benjamin Logan Fight +2. Gain 1 extra Build Action per turn
5. Ann Lindsay Gain 1 extra Home Industry, Cooking, or Weaving Action per turn
Note: Extra Actions do not count against Folk Actions.
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TURN SEQUENCE
Players can take their turns simultaneously.
Each turn has 12 Phases:
1. Growth Phase
2. Livestock Phase
3. Boon Phase
4. Action Phase
5. Hardship Phase
6. Mishap Phase
7. Raid Phase
8. Consume Phase
9. Seasonal Phase
10. Storage Phase
11. Happiness Phase
12. End Phase
GROWTH PHASE
Population growth due to births and immigration.
Roll once on the Growth Table per 20 Folk (rounding down) you have
Roll 1D6 on the Growth Table
GROWTH TABLE
1D6 New Folk Type:
1 1 Births
2-4 1 Immigrants
5+ 2 Immigrants
Each Immigrant arrives with 1 Clothes, 1 Rifles, 1 Tools, 1 Housewares,
and 2 rolls on the Immigrant Extra Supplies Table:
IMMIGRANT EXTRA SUPPLIES TABLE
1D6 Supplies:
1 1 Horses
2 1 Food
3 1 Grain
4 1 Livestock
5 1 Salt
6 1 Gunpowder
LIVESTOCK PHASE
Livestock Populations increase through Breeding.
Gain 1 additional Livestock per 5 Livestock you own.
Roll 1D6: On 4+ gain 1 Horse.
BOON PHASE
Roll once on the Boon Table:
Do not roll in Winter.
BOON TABLE
1D10 Boon: Notes:
1 Scotch Irish Gain 1 Immigrant
2 Germans Gain 1 Immigrant (2 in Spring)
3 Craftsman Gain 1 Carpenter or Blacksmith
4 Bountiful Harvest Gain 4 Grain (8 in Fall)
5 Stone Cutter Gain 1 extra Build Action this turn
6 Fertility Gain 1 extra Livestock
7 Good Times Gain 2 Happiness
8 Traders Gain 1 extra Trade Action this turn
9 Bountiful Nature Gain 1 extra Hunting Action this turn
10 Kentucky Militia Fight +20 this and next turn
ACTION PHASE
You get actions equal to your Folk Score.
Place cubes (your color) onto the action squares of the Action Board.
Very Important: Be sure not to exceed any Limits!!!
(And keep track of Leader, extra, and specialist actions)
Adjust your resource levels (Resources used up and Resources gained).
At the end of the phase remove all cubes from the Action Board.
HARDSHIP PHASE
Roll once on the Hardship Table:
HARDSHIP TABLE
1D10 Hardship: Notes:
1 Wander Off -1 Livestock
2 Predators -2 Livestock
3 Thieves -3 Livestock
4 Flood -4 Grain or Food
5 Locusts -4 Grain or Food
6 Blight -4 Grain or Food
7 Old Age -1 Folk
8 Yellow Fever -2 Folk
9 Influenza -3 Folk
10 Cholera -4 Folk
MISHAP PHASE
Roll twice on the Mishap Table:
MISHAP TABLE
1D10 Mishap: Notes:
1 Rust -1 Rifles
2 Strife -1 Happy or Peace
3 Broken -1 Implements
4 Wear & Tear -2 Clothes
5 Rot -1 Wood or Lumber
6 Spoilage -2 Grain or Food
7 Fire -1 Cabin
8 Breakage -1 Tools
9 Wet -1 Gunpowder
10 Wear Down -1 Housewares
RAID PHASE
Roll once on the Indian Raid Table:
You can spend a Peace Point to reroll.
INDIAN RAID TABLE
1D10 Result: Fight Loses Notes:
1 Trade 0 0 See Rules
2 Truce 0 0 -
3 Murder 5 1 -
4 Abduction 9 1 -
5 Scalpings 11 2 -
6 Horse Raid 13 - Lose 1D6 Horses
7 Skirmish 15 2 -
8 Ambush 17 2 -
9 War Party 21 3 See Catastrophe Rules
10 Siege 25 3 See Catastrophe Rules
INDIAN TRADE RESULT
The Indians will trade (Barter) with you.
For each Rifle, Gunpowder, Horse, or Clothes you give them, they will
Give you 2 Food or 2 Hides.
INDIAN FIGHTING
Losses are in terms of Folk killed.
Roll 1D6: On a roll of 4+ the Settlers successfully defend
themselves and suffer 2 Less loses.
If the Settler Fight Level is greater than the Indian
Fight Level get +1 to the roll. If it less then get -1 to the roll.
CATASTROPHIC MILITARY FAILURE
In the case of War Parties and Sieges…
If the Settler Fight Level is less than the
Indian Fight Level roll 1D6: on 5+ the Fort is overrun and you
automatically lose the game.
CONSUME PHASE
Each of your Folk consumes 1 Food.
If you are short roll 1D6 for each unfed Folk:
On 5+ they move away or die of Starvation.
Every 10 Folk (rounding down) also consume 1 Salt.
If you are short roll 1D6 for each unfed Folk:
On 4+ they move away or die of Salt Deficiency.
SEASONAL PHASE
Keep Track of the Seasons.
Winter to Spring to Summer to Fall to Winter.
If it is winter roll once on the Winter Table:
WINTER TABLE
1D6 Severity: Notes:
1 Mild -
2 Mild -1 Fuel
3 Moderate -1 Livestock -1 Fuel
4 Moderate -1 Livestock -2 Fuel
5 Harsh -2 Livestock -3 Fuel
6 Harsh -1 Folk -2 Livestock -4 Fuel
Fuel includes Wood and Lumber to keep the Fires going.
In a Harsh Winter lose 1 extra Folk if there is a Housing Shortage.
In a Harsh Winter lose 1 extra Folk if there is a Clothes Shortage.
In a Harsh Winter lose 1 extra Folk if there is a Fuel Shortage.
In a Harsh Winter lose 1 extra Folk if there is Starvation.
STORAGE PHASE
Add up the total number of Grain, Food, Lye, Salt, and Gunpowder units
You have. If this number is more than the number of containers you have
Then you must lose the difference.
HAPPINESS PHASE
Gain 2D6 Happiness.
Gain 1 Happiness for a Mild Winter.
Lose 1 Happiness for a Harsh Winter.
Lose 1 Happiness if there is Starvation.
Lose 1 Happiness for each Folk lost this Turn.
Lose 1 Happiness if there is a Clothes Shortage.
Lose 1 Happiness if there is a Housing Shortage.
Lose 1 Happiness if there is a Housewares Shortage.
END PHASE
Take a moment to make sure all counters and tokens are
Correctly placed, and no phases or players were skipped.
LINKS
Kentucky Pioneers