Zulu Spears

Card Game

©1999 by Lloyd Krassner



INTRODUCTION

Card game. Simulates a battle between Zulu & British Troops.

CARDS

Players will have to make their own sets of cards (or use the chits sup-plied with this issue of Strategist - you can take an index card and fold it into an M shape to make a rack for the chits). The British and Zulu have their own unique decks. On the Deck lists, # = number of that card in the deck. Both decks have 52 cards. Notice that most cards have a force value. The British also need ten tokens to represent ten troops each.

SET UP

Shuffle both decks. Each player draws 4 cards from his deck. The Brit-ish start with 100 troops (ten tokens). The number of Zulu warriors is not recorded.

TURN SEQUENCE

Draw Phase
Fortifications Phase
Ranged Attack Phase
Discard Phase
Zulu Attack Phase

DRAW PHASE

Both players draw 1 card from their respective decks.

FORTIFICATIONS PHASE

The British player may lay out any cards described as standing de-fenses. These are not discarded. They are placed face up in front of the player.

RANGED ATTACK PHASE

The Zulu player may first play Zulu sniper cards. The sniper card is discarded and so is one randomly picked card from the British players hand. The British player may next play Cannonball cards. The Can-nonball card is discarded and so is one randomly picked card from the Zulu players hand.

DISCARD PHASE

If the Zulu player has more than 7 cards he must discard the excess. If the British player has more than 6 cards he must discard the excess. Players may also discard any cards they don't want.

ZULU ATTACK PHASE

The Zulu player may decide not to attack. If so, the turn ends. If the Zulu player has an Attack card he may discard it to attack. The Zulu must attack with at least one card with a force value of greater than 0 and up to 1 War Chant card. Add up the force value of all of these cards and multiply by 2 if a War Chant card is used. This number is the Total Zulu Force Value. All cards used in the Attack are discarded.

The British may defend with at least one card with a force value of greater than 0 and up to 1 Rally card. This includes Standing Defense cards. Add up the force value of all of these cards and multiply by 2 if a Rally card is used. This number is the Total British Force Value. All cards used in the Defense are discarded. Subtract the Total British Force Value from the Total Zulu Force Value. If the result is positive, this is the number of British troops killed.

VICTORY

If all 100 of the British troops are killed than the Zulu win. If the Zulu player goes to draw a card and there are no cards left in his deck and the British player still has troops remaining, than the Zulu give up and go home, and the British win.

GAME DESIGNERS NOTES

To set the proper mood, watch Shaka Zulu, or Zulu Dawn before or during play. Players should also use sound effects!

# CARD FORCE NOTES
#CARDFORCE
VALUE
NOTES
10Zulu Blood10-
9Zulu Shields20-
8Zulu Spears30-
7Zulu Warriors40-
5Zulu Snipers0British Discard 1 random card
7Attack0Discard to attack
2Chieftains50-
6Zulu War Chant0Doubles value of all cards used in attack
10Fire at Will10-
7Volley20-
2Ammunition Shortage0-
4Bayonets30British lose 10 Men
5Cannon Ball0Zulu Discard 1 Random Card
4Barricades20Standing Defense
1Fortified Stockhouse30Standing Defense
6Rally0Doubles value of all cards used in defense
5Cannon Grapeshot40-
3Range Markers10Standing Defense
2Gatling Gun50-
1Doctor0British gain back 10 lost Men (play in fortification phase
2Swords & Pistols20-

Cards for Zulu Spears


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