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PREPARE FOR PLAY: Punch out Person Counter "A," only, from the die-cut set of Counters and distribute one to each player. Disregard remaining Person Counters for the Basic Game. Place these components in view: LOST Scenario Card No. 1, the inner box lid showing the Mapboard Movement Chart, the die, and the mapboard itself. For the Basic Game, disregard Life Level Cards, and remaining Scenario Cards. HOW TO WIN: Be the first player to move his Person Counter off any edge of the mapboard. HOW TO START: Place each player's Person Counter "A" in the middle of the mapboard on the hexagon (hex) marked "BASE NO. 5." Determine sequence of player turns simply by roll of the die. (High roll goes first, second high roll goes second, etc.) HOW TO with only you may shown on PLAY: As this is a Basic Game, you need be concerned two things: 1) Direction of movement, and 2) How far move. (Ignore "Necessities" and "Wilderness Encounters" the Scenario Card.)

1) DIRECTION: If you were actually lost in the wilderness somewhere, chances are you would have very little idea of direction. This is reflected in the game. So, at the beginning of each player's turn, he refers to the Direction Ability chart printed on Scenario Card No. 1 and rolls the die. He must then move his Person Counter in the direction stated. 2) HOW FAR YOU MAY MOVE: The number " 6 " printed on Person Counter "A" states how many movement points it can spend to travel cross-country in each turn. In real life, people can travel farther in a given time limit across clear terrain than across mountains, rough terrain, swamps, etc. This is reflected in the game. The Mapboard Movement Chart printed on the inner box-lid states how many movement points it costs to enter each mapboard hex. For example, since it only costs one movement point to enter a Clear terrain hex, you could move your Person Counter 6 hexes in one turn as long as all 6 hexes were Clear terrain hexes. On the other hand, since it costs 2 movement points to enter a Woods/Rough hex, you could only move a total of 3 hexes per turn through Woods/Rough terrain.

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and places trained and untrained people in emergency situations. In SEARCH you must find someone who's lost before the other search parties do. 5. 3. as the escapee. 7. 4. get them out of the wilderness. in an adaptation of this scenario. LOST is the "basic" game in which you must get out of the wilderness before lack of food and water ends your survival ability. Mapboard Movement Chart — printed on Lid of Inside game box. Once mastered. It recreates real world conditions of the wilderness. one or more players can take the part of hunters while one player assumes the role of their quarry. The players have varying abilities to make the necessary decisions for survival. 8. as the pursuer capture the escapee. 2nd Printing: March 1973 . get out of the wilderness into a neutral country or. which state the abilities of the Player(s) to survive. Each scenario contains a " T o W i n " section explaining the goal of that particular game. and their objectives. 2. OUTDOOR S U R V I V A L is actually five different games.Rules of Play INTRODUCTION OUTDOOR S U R V I V A L is a simulation of the essential conditions for staying alive when unprotected man is beset by his environment. Each turn in the game represents one day. but by using your survival skills. move onto the regular game described in this Rules of Play Folder. This is done through a number of scenario situations of increasing complexity. 6. In PURSUE you must. each hexagon on the mapboard represents a w i d t h of five kilometers (three miles). Basic Game Rules Card: Newcomers to simulation gaming should play the Basic Game first. In RESCUE you must not only find the lost party. In S U R V I V A L you must get across a large wilderness area before your opponent. Rules of Play Folder_ Primer on survival tips 2 2 " x 2 4 " Mapboard of "the Wilderness" One set of die cut playing pieces representing persons. Five scenario cards Four Identical Life Level Index chart cards One die 9. GAME COMPONENTS: 1. These may be solo (for one person) or competitive (for more than one player). Or.

" Life Level " A " is the peak condition which can deteriorate if that person's daily requirements of f o o d and water are not satisfied.200 square miles of wilderness —a tract that includes all of the deterrents inherent w i t h i n . It determines exactly how many hexes a person may travel through. guides them to safety through the wilderness. Someone is lost and you have to go looking for h i m . desert. . rough terrain. Each player also has a " F o o d I n d e x " counter and a "Water I n d e x " Counter which are used on the Life Level Index Chart cards. Instructions for play relevant to an individual scenario are printed on each card itself. 1 to No. A hexagonal grid is superimposed to determine location and movement much in the manner of squares on a chess board. For the search phase of this game it is assumed that the searchers have the appropriate equipment and supplies. SCENARIO CARDS There are actually five different games in OUTDOOR S U R V I V A L . In this case the lost people must traverse a wide tract of wilderness in order to get home. and may be placed anywhere on the board at the beginning of the situation as called for by the respective scenario. a person starting out in Life Level " A " can move through 6 clear hexes per t u r n . transportation can be provided to lift rescued and rescuer to civilization. if the physical condition has been weakened t o . This situation assumes that once the lost party is f o u n d . 3. PURSUE — Offers t w o adaptations on which players can add their own variations. Before starting the first t u r n . They are immobile. These serve simply as markers to set up Person counters at the beginning of a scenario. Outposts are bases of unlimited supply. For the outdoorsman. S U R V I V A L . say Life Level " D . For example. and mountains.Parts & Brief Description THE PRIMER Survival tips. THE MAPBOARD The mapboard is a representation of approximately 13. graduating in expertise f r o m No. but not used in the play of the game. 4. When selecting a specific scenario. having found the lost party. This situation could also apply to someone stranded in a desolate area through an accident.This situation is actually something of a variation on the LOST situation. We will hereafter refer to physical condition as " L i f e Level. SEARCH — This is one of the most common real life situations. all charts being identical. However. Then consult the O P T I O N A L RULES section of this folder. 5. For the war game buff. swamp. " He also places a Water Index Counter on the "Start Here" box of the Water Index row." The letters A through O reflect the physical condition of that person. LOST — This recreates the situation of someone w h o . this game provides the ingredients for an escapedprisoner-of-war-chased-by-guards situation. 1. the adaptation applies to hunters pursuing a beast. The number printed on each Person Counter is its "Movement Allowance" and it tells how many clear terrain mapboard hexes a person can move through when he is in that life level. For reading before and after playing. such as woods. each player places all of his Person counters on the r o w of boxes labeled " L I F E LEVEL I N D E X . MAPBOARD M O V E M E N T C H A R T This chart is printed on the lid cover of the inside game box and should be kept in view at all times. We will refer to these "squares" hereafter as "hexes. Players use blank counters to indicate these outposts. it must be kept out on the table in easy view of each player. LIFE LEVEL I N D E X C H A R T Each player takes one chart. river." BASES A N D OUTPOSTS The "houses" on the mapboard are bases. DIE CUT P L A Y I N G PIECES Each set of colored pieces represents one person. doing likewise with his Food Index counter. hereafter called "Person counters. This situation could also represent a " r a c e " between people who like to live dangerously. RESCUE . while camping or hiking has lost his way and run out of supplies.A variation of SEARCH in which the rescuer. 5. It is suggested that the WILDERNESS ENCOUNTER situations on the reverse side of each scenario card be used only after becoming familiar w i t h the play of several scenarios. 2. Counters labeled " L i f e Level I n d e x " are used only when employing optional rules. Set them aside for now. depending upon the " d i f f i c u l t y " of specific terrain. " he could move only 4 clear terrain hexes per t u r n . or until such time as it has become memorized by each player.

Basically each unit expends one movement point of its total movement (point) allowance for each hex entered. and in accordance with the limitations of its movement allowance and the Mapboard Movement Chart. In any t u r n . a Person counter with a movement factor of 2 could not move at all if surrounded by mountain or swamp hexes. Blocks are separated by "trigger p o i n t s " (where it might say "1 Life Level"). as given to them by the D I R E C T I O N A B I L I T Y chart and a die roll. Movement may be in t w o ways: straight. no turns: A n y disagreement over the location of e x i t hexes or other such ambiguities may be resolved by a friendly roll of the die. In other words. This must be decided before he rolls for his direction instructions. y o u may not change direction on a ford hex unless the Direction Ability chart gives you a " t u r n i n g " capability for that t u r n . To enter some types of hexes requires more than one movement point. the Player may decline to move his Person counter at all. 1 d i d not satisfy that first day's needs for water. enter a trail hex at the cost of one only if y o u trail hex through a hex is clear terrain or pierced (G) FORDS Fords do not have the same qualities as trails. Exception: Swamp hexes which include rivers are traversed at a cost of 4 movement points. That move does trigger a life level change. see the Mapboard Movement Chart printed on the Box L i d . or straight w i t h turns. if he does not satisfy his current day's needs for water in his second t u r n . WATER I N D E X : At the end of each turn in which the current day's needs for water are not met. (Note: swamp squares may not be used to satisfy water needs) that player must move his Water Index counter one block downward (to the right). Person counters must be moved in the direction instructed.(FT HOW TO M O V E PERSON COUNTERS Person Counters must be moved as far as possible in accordance w i t h its direction instructions. Examples of these are: straight. That move does not trigger a life level change. Person counters may move over different types of terrain as long as they have sufficient movement points to enter that particular type of terrain. if at the end of the first turn (each turn represents one day) Player No. Thus he also has to exchange Person counter (A) w i t h Person counter (B) on the mapboard. w i t h no turns. he must move his Water Index counter into the next block down from the "Start Here" block. then he must move his Water Index counter down to the t h i r d block. Procedure: Move each unit individually. (B) RIVERS The cost of entering a river hex is always 3 movement points regardless of whether or not the river is actually crossed. not 3. and remain stationary in a hex. Whenever the downward movement of a Water Index counter crosses such trigger points. However. (C) HOW TO USE T H E LIFE LEVEL INDEX CHART Each player has his own card and places his own Person counters. They merely negate the river in that particular hex for purposes of movement across the river. Y o u may movement enter that side which by a trail. unless stated otherwise on the Direction A b i l i t y chart. Person counters must be moved in accordance with their direction instructions. That means he must replace his Person counter now on the mapboard w i t h that of the next letter shown on the Life Level Index row. Thus. Food Index. CASES: (A) Movement is calculated in terms of hexes. tracing the path of movement through the hexes. and Water Index counters where indicated. Y o u w i l l note that Person counter (B)'s movement allowance reduces that player to a (D) straight. w i t h t u r n : . that player's Person counter loses the stated life level. For example.

However. 4 . one to enter square D on the trail.Examples of Play No. No." No. He may do this because "Movement along a trail is considered a straight line. 9 . " No. To move from A to C would cost 4. he elects to follow the trail as "movement along a trail is considered a straight line. 1 — I2 may not move because it is surrounded by terrain requiring a movement expenditure of " 3 " to enter." Note that although he ends his turn going in a direction other than that which he started. He then abandons his northerly direction to follow the trail. he has not violated his turning capabilities. No. He proceeds straight north until reaching the trail on square A. 8 — To move from A to B would cost two movement points. 5 — A6 has no turning capability. No. 6 — B5 may move from square B to square C with an expenditure of only one MP because it used the full woods expenditure (2) to reach square B and hence is not subject to the rules of movement governing trails in this instance.H2 may cross the river to " A " due to the effects of the ford at " B . . and 3 to leave the trail for square C because the trail does not lead to square C and the counter moved onto square D at the special trail rate of one MP.A6 exits from square D at a cost of 3 movement points rather than the " 2 " cost of the forest terrain in square D due to the rules governing exit from a trail hex (case D). No. 2 — B5 is not allowed to make any turns.

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as shown in drawing) will heal the back ligaments. Exert downward pressure on the lower rear teeth while the fingers lift the chin. as shown. metal. etc. To reduce the swelling associated with sprains. IMPROVISE! 17 . Pass bandage around back and up toward injured side. Step 6. Step 4. If full motion is possible. If the forearm bones are obviously misaligned. The head of the arm boae is obviously out of place and can be displaced forward or backward... although heat helps other sprains. 16 Reduce by wrapping the thumbs well in a towel or other padding and inserting them in the mouth. Reduce by the four maneuvers shown in the drawing. down and over elbow. m e t a l . Arm Fractures. placed over well-padded a r m painful. The jaw will go back into place with a pop. and across back to good armpit. around to front of injured arm. Shoulder Dislocation. Hip Dislocation. Shoulder and elbow sprains may require that the affected part be put at rest in a sling (see illustration). Pass bandage over injured shoulder. Then splint the leg for ten days. Rest for two to seven days in flexion (pillow under knees and back. two bones are involved. Neck sprains are slow to mend. View of same from back. The jaw is held open.Any back injury not resulting from a blow can be assumed to be a sprain. Healing usually takes 6-8 weeks. Keep immobilized for three weeks. Hanging Arm Cast Tape enough weight along bottom of cast to make 6-8 pounds. use heat. Put a pad in each armpit. apply cold compresses for the first 12-18 hours. Step 5. bark. Hold the pads in place w i t h several turns of bandage about the chest. Dislocated Jaw. etc. down back of injured arm. If one bone breaks. For fractures of the upper arm. The dislocation may occur on both sides. After that. rest and aspirin suffice. Step 3. Note pad on collarbone. reduce by holding How to Hold Forearm Without Plaster Step 1 -Splint to end of hand and beginning of fingers Pad arm we -Improvised splint. use a hanging arm cast. Reduce dislocation as shown. Knee sprains can be rested in an elastic bandage. Take two aspirins each four hours. over it. Pass bandage up to injured shoulder. it is likely that the other has broken too. Do not use heat for neck sprains. Loop sling over wrist toped to splint Step Reduction of Shoulder Dislocation Right-angle splint improvised from bark. it is unlikely that a fracture or dislocation is present. even though Desault's Bandage for Holding Arm in Place Step 1. Hold arm in place with a Desault's bandage (see illustration). willow branches. and a prominence can be felt on the side where the jaw is dislocated. In minor cases. In forearm fractures. Step 2. and obliquely across chest to complete figure-8 type loop.

exert steady. with foot in neutral position. Take small bite of bleeding artery in clamp. Do in one smooth motion. then tighten it with a Arm-Lift Method of Artificial Respiration 1. Use drinking water for a clean wound. kneecap. As you do so. Step 3. Bleeding from the arteries of face and body can be stopped by pressure alone. Tourniquets are used only to control bleeding from the arteries of the arms and legs (blood from arteries spurts. If the artery starts to bleed again when the clamp is released. Then immobilize the arm so the wrist and elbow do not move for eight weeks. blood from veins seeps). Other Fractures. 2. The drawing shows how to do this without a plaster cast. Keep bent knee and ankle in same relative position. Compound fractures. B. Tie it loosely between the wound and the heart and as close to the wound as possible. If there is still bleeding. do this w i t h o u t tugging or entire ligature will come off. Complete straightening leg and. Let arms fall and press down on back again. Bits of frayed and Reduction of Hip Dislocation Step 1. Swing knee out. In treating cuts. pick out the foreign matter with the tips of the clamp. and prevent infection. if left on five minutes. C. This crushes the end of the artery and. or whatever is available. Pull ankle down with leg turned out somewhat than drawing shows. If the wound is dirty. Repeat cycle 12 times per minute. roll up a handkerchief. grasp the end of the bleeding artery with a Mosquito clamp and clamp it. Steady leg with left hand. and pulling with one hand while the other tries to mold the ends back into position. as illustrated. grasp patient's arms just above elbows. 18 19 . Kneel at patient's head. placing a stockinged foot in the bend of the elbow. repeat the process. L i f t patient's arms to pull air into lungs. Then irrigate the wound gently but firmly with soapy water. Place hands on back just below shoulders. This allows ligature to be looped around clamp and pass under tip of clamp. you must stop the bleeding. Hold the compress at least five minutes. Loosen it each 8-10 minutes. Remove clamp and lay down second knot. twisted stick. Thigh Bone Fracture. Use a long. Complete overhand knot. and fractures of the hip. 3.Use of Mosquito Clamp A. slow pull. Clean the wound next. reclamp it and tie a ligature of three-0 plain catgut around the base of the bleeding artery. Rock back. often stops the bleeding. Cuts. Splint as shown and seek professional help. 4. If the bleeding is still not controlled. Step 2. the elbow at right angles. bring the skin together to promote healing with a minimum of scarring. Employ a tourniquet only if the bleeding is uncontrollable. Press down slowly on patient's back to force air from lungs. Swing heel and raise up. To stop bleeding. Step 4. The tourniquet should be just tight enough to control the bleeding while other preparations are carried but. and Pad in armpit Splinting of Thigh Bone Fracture lower leg need professional medical treatment. firm pressure over the cut with a folded gauze. force knee into knock-kneed position. in which the bone tears through the flesh and skin. handkerchief. To improvise a tourniquet. Swing clamp down.

faintness. pictured here. Keep the patient warm and quiet. wet weather is not far away. A red sky in the morning and a gray sky in the evening indicate approaching rain. lower the head below the level of the heart and raise the feet. Laceration _ held together . and weakness. 2. and sticking a finger down his throat. Bad weather can be a catastrophe in the wilderness. Bottom left: cumulonimbus. Breath Stoppage. Even more important than momentarily predominant cloud formations is the way they change. Storm CIoids Top left: nimbostratus.devitalized tissue are best trimmed with manicure scissors. cold. When the corona grows larger. watch the corona. Food Poisoning. 20 21 . When the sky is cloudy. brittle sheets. the circle that appears around the sun or moon. blow. by butterfly tape bleeding. The pulse is rapid and weak. Wipe away foreign matter. severe pain. are separated by brilliant clear blue. Anyone who finds How to Use Butterfly Tape Shock. 3. induce vomiting by giving the patient several glasses of water. (6) the soil is dry and often hard. precipitation is ahead. 4. T o p right: cirrostratus. however. The skin is cold and clammy. and cumulonimbus clouds. The combining of clouds. the drops of water in the atmosphere are evaporating and the weather probably will be clear. altostratus. smoke inhalation. or electric shock as from lightning. you can likewise expect wet weather. often with a strong odor of pine pitch. sharp stomach pains or cramps. Immediate action is needed whenever breathing stops as a result of drowning. and weather considerations will naturally play a crucial part when anyone lost or stranded is deciding whether to stay Where he is or try to get out of the backcountry by himself. Some symptoms are nausea. bring it together with a Butterfly plastic tape. A gray sky in the morning and a red sky in the evening forecast fair weather. Shock often follows a severe injury. Do this several times. water drops in the clouds are becoming so large that rain is almost sure to fall. To treat. The higher the clouds. When smoke from a fire beats downward after rising a short distance. Prospects are even finer when scattered clouds. are harbingers of rain or snow. Bottom right: altostratus. When neither dew nor frost forms during the night. Clouds provide the most accurate signposts for wilderness weather forecasting. Blow air into victim's lungs. preferably warm. Allow victim to exhale. If the wound is gaping. use mouth-to-mouth resuscitation. An ability to predict the weather comes in handy in such a case. Forest Fires. and the patient feels light-headed and faint. When the corona shrinks. It may be induced by rough handling. vomiting. or excessive Mouth-to-Mouth Resuscitation 1. (3) the bark peels off some trees in dry. To treat. It is necessary to keep watching them. (2) grass and dead leaves underfoot crackle as you walk. Nimbostratus. Avoid moving the patient. cirrostratus. or fracture. (5) the voices of animals and birds are muted or silent. does not augur so well. as shown. When thin but tight cloud cover slowly blankets the moon. Dealing with Natural Hazards Storms. Watch the color of the sky. decreasing in number. Pull lower jaw outward. (4) the sky is a hot brassy blue. If the arm-lift method of artificial respiration does not produce results. especially in a milky sky. the better the weather. too. Keep the patient warm and control pain with codeine. In the woods fire danger can be detected by the following signs: (1) the air is dry and hot.

here is how a Person at Life Level A would move over varying terrain — onto Rough Terrain (2). and in many cases be required to. Thus. are not transferable or accumulated f r o m turn to t u r n . move across several combinations of varying terrain. he is required to remain stationary until an alternate route becomes available or he recovers sufficient Life Levels. Unused movement points. column (B) shows how many Movement Points it costs to enter: EXAMPLES: Players may elect t o . 1 more point than he has remaining. which costs 3. 8950004 . Example 3: Suppose in Example No. if he is to move at all. To move onto the Swamp w o u l d cost 4. Since it only costs him 1 Movement Point to enter each Clear Terrain hex. say H. then onto Clear Terrain (1). such movement would not be allowed and he w o u l d be required to end his turn on the second hex entered which was the Clear Terrain hex. This could happen to a Person at.MAPBOARD MOVEMENT CHART Column (A) shows the terrain. The distance in hexes is dictated by the Movement Allowance number printed on that player's Person Counter. 2 the t h i r d hex is a Swamp instead of a Mountain hex. Example 1: Person at Life Level A has a Movement Allowance of 6. Example 2: Showing Point costs in parens. who only has 2 Movement Points to spend but must enter a Mountain hex. he could move 6 Clear Terrain hexes in one t u r n . Of course if he were at Life Level D he could only move 4 Clear Terrain hexes in one t u r n . Example 4: In the event a player's only movement would take him into a hex that would cost more Movement points than he has available for that t u r n . and finally onto a Mountain hex (3) where he must end his turn — 2 + 1 + 3 = 6. as in this example.