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Scramble for Africa

Scramble for Africa 2001

2–5
Players
60
Minutes
12
Age

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Expansions & Promos

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About the Game

THIS GAME IS IN NO WAY RELATED TO THE TITLE ASSOCIATED WITH GMT GAMES

The goal of the game is to acquire the most points based on the economic value of the colonies in Africa.

The Rules

1. Each player selects a country and places his piece at the Berlin Conference. One player will be the score keeper, filling out the score sheet.

2. Players spin to determine the first player. The highest spin goes first. If the spinner lands on chance, the player spins again.

3. Players spin to determine how many spaces to advance. Each hexagon represents one space and only one player may occupy a space at a time with the exception of the entry points.

4. If the spinner lands on chance, the player will draw a chance card, read it out loud and follow the directions, adding or subtracting points on the score sheet.

5. In order to enter a territory, a player must land on the entry point by exact roll. He will then select the dilemma card for that territory. He must read the card aloud and select a choice. He then must check the corresponding number on the Dilemma Answer Sheet. If successful, then the territory is colonized. The player then places the appropriate country's flag on that territory and adds the appropriate number of points to their score. If unsuccessful, the player, with his piece still on the entry point, loses one turn but may attempt to colonize the territory on his next turn. During this time, other players may attempt to colonize this territory.

6. Once a territory is colonized, a player must return to the sea before entering another territory.

7. Play continues until all territories are colonized or the instructor ends play.

Filed Under

Categories
Mechanics