Tables are 4' x 4'
The French will play the Zanzibari in the No camping scenario.
20pts French who are in the camp (no tribals). They have 2 lots of guards on duty (one at each road entry into camp. The rest of the camp is slumbering. Zanzibari can enter at either Z point or split forces between the two. Once Zanzibari are within 24" of a guard the guard rolls a D6. On a 6 they have been spotted and alarm is sounded.
Once Zanzibari are within 18" of a guard the guard rolls a D6. On a 5- 6 they have been spotted and alarm is sounded.
Once Zanzibari are within 12" of a guard the guard rolls a D6. On a 4- 6 they have been spotted and alarm is sounded.
When alarm sounds the troops muster (1 move) then try to rally the next move as each unit is auto disordered until rallied. Note failed rallies don't gain more disorder, just stay disordered.
Zanzibari have 18pts can have up to one unit of tribals.
French beats off the attack or evacuates 15pts to south of river (impassible except for bridge) =4pts
Zanzibari overrun camp =4pts
French evacuate 10pts = 2pts
French evacuate 5pts = 1pts
Zanzibari rout 10pts = 2pts
Zanzibari rout 5pts = 1pts
End scenario after 8 + D6 turns.
The British are taking on the Germans in Squatters Rights.
The Brits have two special units for this scenario. One is Veteran, irregular, sharpshooters with modern rifles and inherent leadership 5+. These are the safari /big game hunters and farmers they are lodging with. They can split into 2 groups of 6 or stay as one unit of 12. These can be anywhere on the board including in any of the buildings marked 1,2,3,4. 1 and 2 are hard cover (actual farms) 3 and 4 are soft cover (hunting lodges etc) The other British spec ial unit is bivouacked at 4. These are native bearers to accompany the big game hunters. They are irregular, poorly armed, poor shots. These must stay as one unit. The British have one more unit off table who will turn up on the West of the board one Ave Dice roll after first shot fired. They have 6 points for this off table unit (no tribals).
The Germans have 20pts and can enter in either or or split between roads marked G. Can have up to one unit of tribals.
1 pt per homestead/lodge saved/burned.
Game ends after 8 +D6 turns