Kweeziland Pulped : Turmoil at Trotter’s Trading Post Our first game was based on the ‘Trail of Clues’ scenario. The leagues involved represented German, British & French forces in the form of Von Schweinekopf’s strike force, Blackhart’s expedition and Renault’s action column. Also Tarzan’s Lords of the Jungle were involved representing the tribal forces and making it a four way game.
We applied the ‘War and Western’ options, The Lords of the Jungle felt this would give them a better chance to hit opponents in ambush however it also gave rifle armed opponents a considerably longer range.
The setting was Trotter’s Trading Post a remote outpost established in a jungle clearing on a small river. Recently a church has been built on the site and there is a camp and village nearby.
We had a few random characters wandering around the table who may interact with the leagues and acted as wandering perils.
Preacher Odd Hassell and his daughter Ingrid. Based in the main settlement if he came within 3” of a league member he would size them by the arm and demand of them if they knew the name of God. A random challenge needed to be passed to break free. These were both D6 Locals
Luv N’more. The village witchdoctor he would fix anyone who came within 3” with his Dread Gaze challenge, again a D6 Local.
Of the others they would fight any league character if they came within 3” of them, doubtless considering they were ‘looking at them in a funny manner’.
Mugoma & Mukonka. A couple of Ruga characters currently in the village. One was a Level 1 Scout the other a Level 2 Brawler.
Mustafa & Kamel. Two guards at the empty camp both Level 1 shooters
Mika & Mikki Two guards for the Zanzibari emissary Mustafa Fag. Both Level 2 Brawlers, these were in the main settlement at the start of the game.
This turned out to be a game of epic proportions. In the game various of the leagues/characters at different times made the impossible look easy and the easy impossible.
The leagues diced for initiative & chose board corners to set up. Perilous areas were the river, characters running anywhere in the camp, village or settlement or jungle and the wandering ‘peril’ characters noted above.
Then the first two plot points were placed (randomly) one being in Tarzans table quadrant, the other in the camp in Blackhart’s table quadrant.
Finally we rolled for scenario events. Two players rolled for 2 additional perilous areas, the church and trading post and a tent in the camp and hut in the village were chosen. Tarzan rolled and got ‘Delayed ‘so Akela was turning up late. Finally the French rolled and got ‘Danger Danger ‘converting all perils into hazardous perils, this meant the river was an automatic peril. It didn’t affect the French as they turned up in a launch but Tarzan & friends had to wade through the gooey looking waters knowing they’d be automatically periled, it was clearly going to be that sort of game!
Von Schweinekopf’s force arrive at the edge of a sedate looking village. Little did they know.
Blackhart and co lurk at the edge of the jungle ready to enter the campsite to access the randomly placed plot point.
Renault and friends disembark in a leisurely manner from their launch completely ignoring the hazardous peril river they’ve just created. All that’s missing from this shot is the chaise lounge where Renault reclined whilst sipping his cognac during his relaxing journey upstream.
Meanwhile Tarzan and his fellow denizens of the Jungle contemplate an unpleasant wade through now treacherous waters to reach the rest of the board. Cheetah looks like he’s ready to fling some pooh.
The Brits had the initiative and Blackhart entered the camp to be confronted by a snake slithering out of the nearest tent (peril). He passed this peril easily and in subsequent turns was challenged by Kamel whom he promptly dispatched to then access the plot point which he took by the third turn.
A solid start for the Brits.
The capturing of the first plot point led to the random placing of the next in the French quadrant by the side of the settlement. The French set off towards it and were unmolested as they took the plot point.
The next plot point appeared at the edge of the village .This attracted the interest of the Germans however first they were trying to get past the witchdoctor. Sergeant Shultz, an ally tried to duke it out with him but the fight was a draw. Next round saw a follower, private Smidt join in the altercation. Luv N’more was knocked down but recovered. This was the pattern for the next 6 rounds. The witch doctor was repeatedly hit but repeatedly saved on a health check or recovered. This considerably delayed the German advance which was also held up by British sniping, one follower being hit and then down and out.
Tarzan seemed to be taking his followers through a scenic stroll in the jungle. They‘d gone into hiding so were moving 3” to remain in hiding. This involved them not having to cross the hazardous river. He sent Jane, Boy and Akela to do that instead! They crossed without loss and set about taking the nearest plot point. Their combined efforts took it after three turns, all the while under inaccurate fire from the French HMG. They drew their reward card- it was a Red Herring. Oh how we all laughed, well not quite all of us.
Never mind they got to set up another plot point at 6” distance. Tarzan viewed events from his side of the river whilst sending Cheetah and Bagheera to attack the launch. He seemed to have a very command and control approach to things, not quite the rip roaring adventurer we were all expecting!
Meanwhile the German side kick Lt Kirkvolk set about the first of many attempts to access the plot point at the edge of the village. Five turns later he was still trying!
As Jane , Boy and Akela moved to the plot point which had appeared after the Red Herring episode another player hit them with a Hostile fortune card and an opponent appeared as if from nowhere. Jane soon sent him packing. Tarzan looked on from across the river.
No sooner had this happened than the French scored a hit with the HMG and Akela departed the game. Next a German league member, private Dorn, shot at Jane unfortunately from within 12”. She returned fire with her spear and skewered him so he was down and out. Tarzan looked on from across the river.
Eventually Jane and Boy took the plot point and lo and behold the fourth minor plot point appeared in their table quadrant.
Boy moved off towards the plot point in the village which had been abandoned by Kirkvolk as Von Schweinekopf ran across the village towards it figuring he’d make a better attempt but he fell over the Witchdoctors dinner cooking over the fire- running was hazardous in the village and lost a health level.
When he recovered he had to fight a Ruga character which he did successfully. Then in a dastardly manner he used a fortune card to attack Boy – harmless so couldn’t be targeted more than 6” away. Boy was down and out. Tarzan looked on from across the river.
After his inglorious attempts at the village plot point Kirkvolk had moved to challenge Jane who was attempting her leagues second plot point that had randomly appeared in Tarzan’s table quadrant when the Lords of the Jungle completed their post Red Herring plot point.
They got into a fist fight but it was a draw.
Meanwhile Cheetah and Bagheera moved towards the lauch in an attempt to silence the gun however the French were now in the village and spotted him opening up on him and knocking him down. After he recovered he slunk back into the jungle.
Tarzan sent the first of the tribal gangs across the river and they crossed without loosing a figure.
He then led the second band across but they lost two figures.
The gangs came out of hiding and ran to help Jane.
Kirkvolk hung on in there as Tarzan joined in the Jane and two gang attack on Kirkvolk. Over three rounds of combat and despite dropping a health level Kirkvolk impressively stood firm.
The French HMG now had a nice big target to shoot at and it found its accuracy killing three gang members with its blast.
Whilst this was going on Von Schweinekopf had made a better fist of things than Kirkvolk at the village and after a total of 6 attempts the German league took the plot point. It was a Red Herring. Oh how we all laughed well not quite everyone!
With Kirkvolk bloodied and bruised but still holding out against the odds the Germans had a shoot out with the British over the second village plot point. The British lost two characters to the Germans one and Von Schweinekopf took the plot point.
This meant that the plot point that the Lords of the Jungle had fought over for so long was now defunct, all 4 minor plot points were taken.
Kirkvolk still standing dodged away from the combat unfortunately his luck was up. A furious Jane caught him and at long last managed to finish him off. His glorious efforts had however denied the Lords a two plot point score.
With each league holding one plot point the final major plot point was placed randomly on the edge of the settlement. The Germans, British and French all had characters near to it.
It was the French however, unscathed and going into the final round with initiative due to killing more gang members who could tackle it first. Renault overcame card played perils, challenges and the major plot point to take victory at the death for the French.
An epic game with each league winning a minor plot point and the French fortuitously placed at the end to take victory.