*Crack of the whip*
Saddle up, pardners! It’s time to load up the wagons and get this caravan a-moving. It’s almost 4,000 miles from the dwarven fortress of Independence Rock to Goldenhalls the Beauty of Weeping on the coast. And just beyond the bay there is a true Dwarf Paradise … a lush volcanic island packed with minerals and surrounded by warm pearl-oyster waters. You’re the first round of immigrants to set forth, so get out there to stake your claim!
You get an individual score and the caravan gets a total score which is the average of all participants.
500 points per survivor in Good health
400 if Fair
300 if Poor
200 if Terrible
50 points per wagon surviving ☼1 or 2 per point
5 points per piece of furniture brought ☼1 per point
4 points per ass remaining ☼5 per point
2 points per set of clothes remaining ☼5 per point
1 point per 50 quarrels remaining ☼5 per point
1 point per 25 food remaining ☼5 per point
1 point per 25 booze remaining ☼5 per point
1 point per mechanism remaining ☼10 per point
1 point per 5 Copper Dwarfbucks (☼) remaining ☼5 per point
Job End Points Money Ability
Hauler x5 pts ☼100 No Ability
Wood Burner x3.5 pts ☼400 No Ability
Planter x3 pts ☼400 Find More Wild Fruit
Leatherworker x2.5 pts ☼800 Make Clothes From Hide
Bone Carver x2 pts ☼800 Make Quarrels From Bones
Hunter x2 pts ☼800 Better at Hunting
Mechanic x2 pts ☼800 Better at Repairing the Wagon
Trader x1.5 pts ☼1,200 Get Better Trade Deals
Doctor x1 pts ☼1,200 Asses and Dwarves Heal Quicker
Noble x1 pts ☼1,600 Might Be Struck By Lightning
Everyone has health levels of Good, Fair, Poor, or Terrible. There is no effect from health on the game except in scoring, and that if you fall below Terrible you die.
You set your rations at Filling, Meager, or Bare Bones for food. Filling uses 3 units per day, Meager 2 per day, and Bare Bones 1 per day. This is per dwarf.
With Filling rations of food there is a 1 in 6 chance per day that people with low health get better. With Bare Bones there is a 1 in 6 chance the health of a person decreases. If a person already has Terrible health he dies instead.
If you set Grueling speed you have to ration 1 booze per day. If you don’t have the booze but you push the caravan, those without booze have a 1 in 6 chance to be injured.
You set your pace at Grueling, Strenuous, or Steady. These represent 100%, 75%, or 50% of maximum speed based on the terrain.
In normal terrain (plains) you move a maximum of 40 miles per day, but only half in rough terrain (forest, hills) and one quarter in very bad terrain (mountain, swamp).
You move at half if you have just one ass to pull your wagon. An exhausted or lame ass cannot pull a wagon or carry anything, but it can hobble along on its own.
Any ass pulling a wagon at Strenuous has a 1 in 6 chance to become exhausted. This is 2 in 6 for Grueling. An exhausted ass can still be forced to pull the wagon but will die if its chance comes up again. Exhausted asses can safely travel at Strenuous without pulling, but at Grueling will have a 1 in 6 death chance and at Steady a 1 in 6 recovery chance. If they rest a day it’s a 2 in 6 recovery chance.
If there is a Doctor then the Ass gets two rolls and takes the better of the two.
Hunting holds up the caravan for a day. Each hunter needs a crossbow and quarrels. Each hunter will say how much meat he will try for, and when he hits the limit he returns to the caravan.
You can return with 100 units of meat per hunter.
Hunting success 1d6 per quarrel: 1-2 = nothing, 3 = beaver / squirrel / duck / rabbit (1 meat), 4 = groundhog (5 meat, 1 bone), 5 = wild turkey (10 meat), 6 = deer / elk / bear (50 meat, 1 hide, 10 bones).
Hunters get two rolls and take the better of the two.
If you’re near a river that’s not dry you can try to fish. You can fish twice in one day and everyone has the same chance. On 1-2 = nothing, 3 = turtle (1 meat, 1 bone), 4 = trout (2 meat, 1 bone), 5 = longnose gar (3 meat, 1 bone), 6 = carp (4 meat, 1 bone).
If you catch a longnose gar or a carp there is a 1 in 6 chance it catches you instead and you get injured.
Leatherworkers make clothes out of hides, and Bone Carvers make quarrels out of bones. Each operation takes 1 day and gives 1 clothes per hide and 1 quarrel per bone. The caravan can travel with you in a wagon but you take up 20 items worth of space in there.
You can use a Mechanism to repair a wagon. This takes one day. A Mechanic can repair the wagon instantly and will not use up a Mechanism on a 1 in 6 chance.
The starting fort sells goods at standard prices. The prices go up as you travel outward. Traders get a x0.5 discount for settlements beyond Independence Rock.
Item Price Effect
Cheap Wagon ☼50 (Carry 2000 items)
Tough Wagon ☼100 (Carry 2000 items, rolls twice for damage resistance)
Fat Wagon ☼100 (Carry 2500 items)
Asses ☼20 (Two can pull wagon, or individually carry 100 items)
Clothes ☼10 (Protect against cold snaps)
Quarrels (10) ☼1 (Hunt)
Crossbow ☼35 (Hunt)
Mechanisms ☼10 (Repair wagon if damaged. Heavy item)
Food (5) ☼1 (Use 1-3 per day per dwarf)
Booze (5) ☼1 (Required for Grueling pace without injury)
Furniture ☼5 (Takes up space, bonus score at the end. Heavy item)
Your wagon can hold 2000 items. A person, mechanism, or piece of furniture counts as 20 items. An ass not pulling a wagon can be loaded up with 100 items but it counts as pulling a wagon and might become exhausted. Money doesn’t count as an item.