The Pool of the Nir zisari

The Secret Bit

The chief may be played by the umpire or a visiting player.  In our game my brother John took on the part.

He is now a regular visitor and will be our "Resident Evil" from now on.

Under your reign the tribe has prospered.  Your particular scheme rests upon a number of factors.  The principal of these are:

·        The availability of L’Otiz plants to make the narcotic.

·        The fact that you have the only all-year water hole for 50 miles.

·        Your adoption of the alias “The Cobra” to cover your activities led to an expansion of your previous business interests in slaving.

·        The village has no walls.

·        Most of the (visible) villagers are young females.

Rehearsed ambush methods - 

Method 1:  Lure the travellers in and get them incapable on the L’Otiz laced drinks and food.  This works quite well for weak parties.

Method 2:  As a well armed party that includes white men approach you have the ambushers set off a volley, you set fire to one ore more prepared huts and a group of “Arabs” and “slaves” heads off into the woods.  When the white men open fire the “Arabs” (roll for morale?) and flee leaving their slaves to return.  They are, naturally grateful and insist upon a feast as a reward.   

·        You always have two huts specially prepared to be ready to be set on fire. 

·        You have a small group dressed up as Arabs who will flee if shot at and will allow several of their “slaves” to escape.

·        You will then be grateful and will press local beer upon the “rescuers”.

·        The Islamic members of the party will be offered a cake laced with the narcotic if they refuse the brew.

·        Most of the males and the "Arabs" are hidden just outside the village in ambush awaiting the signal.

·        “The Cobra” only exists when you put on the Cobra regalia.  It is stored in your First Wife's hut.

You have already captured the previous party using the ruse of getting them drunk.  They are hidden away in a rocky fortress guarded by force of riflemen and tribal archers.  You even have an old cannon there.  The fortress is just about a mile away and not visible from the village.  The hill is visible once the low ridge behind the village is crossed and the woodland exited.

You will appear to be very grateful and will heap praises upon the party, pretty women will look after every need.  Your main income comes from the sale of slaves and their goods.  The favoured method is to lure the travellers into the village, ply them with a pleasant tasting brew and specially prepared food that is non-alcoholic for the Muslims and that will send most of them to sleep. 

You have the 32 villagers figures deployed as you see fit.

Plus you may hide the following:

·        12 x "Arabs" armed with rifled muskets, scimitars, daggers and the leaders have pistols.  They have a follow up force of 14 spearmen without shields.

·        22 x tribal spearmen with shield, 1 throwing spear, 1 stabbing spear each.

·        8 x tribal archers

·        6 “Arabs”, 8 “slaves”, 4 “hunters” and a few “dead” bodies as the decoy parties.

All you need do is decide where your forces are and what your ambush plan is.

Binky is on the left of the village, Gerald with the porters is advancing along the Donga and Adrian has just left the witch doctor’s encampment.

To the Umpire's Notes

To the Game

To the First Page of this Action

Back to the Games Page

Back to the Home Page