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"SOME GAMES ARE OF THE 'ONE AND DONE'

ALL NEW DIGITAL FORMAT LETS VARIETY BUT I CAN HAPPILY SAY THAT
“ZULUS ON THE RAMPARTS” ISN’T ONE OF THEM.
YOU DEFEND RORKE’S DRIFT THIS IS SIMPLY ONE OF THE BEST SOLITAIRE GAMES
ANYTIME, ANYWHERE! I’VE EVER HAD THE PLEASURE OF PLAYING!"
- JEFF MCALEER (THE GAMING GANG)
(BOARD GAME VERSION)

• Historical turn based strategy!


• All new animated graphics and combatants!
• Carry 139 British troops and over 4,500 Zulus in your pocket!

&
Second Edition Rules v1.0 1

Important information is in red text.


References to examples of a Rule or Case are
The Battle of Rorke’s Drift, in blue text and this font.
22-23 January 1879 Text in shaded boxes, like this, provides
the voice of the game’s designer, who is
Table of Contents addressing you to explain an idea or
[1.0] INTRODUCTION ...................... 1 concept that is not, itself, a Rule or a Case.
[2.0] GAME EQUIPMENT ................ 1 [1.0] INTRODUCTION
[3.0] SET UP .................................... 3 is a solitaire
[4.0] SEQUENCE OF PLAY............... 4 States of Siege™ Series game of The
[5.0] IBUTHO PHASE ....................... 5 Battle of Rorke’s Drift in South Africa
[6.0] ACTION PHASE ....................... 8 during the Anglo-Zulu War of 1879 (as
[7.0] CARD DRAW PHASE ............. 13 depicted in the film Zulu). At this battle,
[8.0] HERO PHASE ........................ 13 approximately 140 British soldiers and
auxiliaries defended a small compound (in
[9.0] HOUSEKEEPING ................... 13 an area less than half the size of a baseball
[10.0] NIGHT ................................. 13 field) against 4000+ crack Zulu warriors –
[11.0] VICTORY & DEFEAT .......... 13 and won. This action saw more Victoria
[12.0] OPTIONAL RULES .............. 17 Crosses awarded (the highest medal for
[13.0] EXAMPLE OF PLAY ............ 20 bravery in Britain) to a single regiment at a
JUST ADD ZULUS ................ 22 battle than any other before or since. Its
legend has grown to become one of the
DESIGNER’S NOTES ............ 36
greatest “stands” ever in military history.
[0.0] USING THESE RULES In , you
New gaming terms, when initially control the besieged British forces and the
defined, appear in dark red lettering for game system controls the attacking Zulus.
quick referencing.
[2.0] GAME EQUIPMENT
The instructions for this game are
Parts Inventory
organized into major “Rules” sections as
shown in large green CAPS font, and ● 1 11” x 17” map of Rorke’s Drift
represented by the number to the left of the ● 82 laser-cut* game pieces (some assem-
decimal point (e.g., Rule 4.0 is the fourth bly of standee game pieces is required)
Rule). These Rules generally explain the ● 50 Action cards
game’s subject matter, its components, the
procedures for play, the game’s core ● 1 Rules booklet
systems, how to set it up, and how to win. *Some slight soot and discoloration can occur
With each Rule, there can be “Cases” that during the laser cutting process.
further explain a Rule’s general concept or If any of these pieces are missing or damaged,
basic procedure. Cases might also restrict please email us at info@victorypointgames.com
the application of a Rule by denoting Not included in the polybag edition of this
exceptions to it. Cases (and Subcases) are game are 6-sided dice needed for resolving
an extension of a Rule shown in the way battles.
that they are numbered. For example, Rule
Glossary
4.1 is the first Case of the fourth Rule; and
Rule 4.1.2 is the second Subcase of the Standee: A game piece that is assembled
first Case of the fourth Rule. together so that its icon information
“stands up” perpendicular to the game

© 2012 Joseph Miranda and Victory Point Games


2 Second Edition Rules v1.0

map (as opposed to lying flat and How to Read the Cards
parallel to the game map). There are four basic types of cards:
Some Zulu words are used in these rules: Heroes: These cards have pictures of
iButho: A troop of Zulu warriors that individuals on them. Some can fire a
roughly equates to a “Regiment” (or Volley, but all have special Heroic
“guild”) based on age-group and marital Abilities.
status. Although the plural of iButho is Groups: These include the two Natal
“amaButho,” we’ll call them “iButhos.” Native units and G Company. They
The four iButhos in this game comprise each represent significant (100+ men)
the Zulu uNdi corps. This corps formed forces allied to the British defenders.
the Zulu reserve at Isandlwana earlier They function similarly to Heroes in
that day, but because that battle was won most respects.
so quickly, these iButhos did not get to
Volleys: Each card with a gray title box
share in the glory. They impetuously
showing dice is a Volley card and is
advanced across the Buffalo River into
used to fire at one approaching Zulu
Natal to Rorke’s Drift spoiling for a
iButho.
fight and another easy victory.
Events: The Night Fighting Begins, Lord
iMpi: A Zulu army, consisting of several
Chelmsford’s Relief Column, “Steady,
iButhos. Also the Zulu word for “war.”
Lads… Setady” plus the two “Movie
Components events” (from the film Zulu), Sing
[2.1] The Game Map: The game map “Men of Harlech” and Cattle
depicts the Mission Station at Rorke’s Stampede are all special event cards.
Drift on 22-23 January 1879 with the
“interior” of the encampment as the central
hub of the game’s action and four tracks
emanating outward from it like spokes.

Each of these tracks represent a military


approach vector used by the Zulu battle
formation known as “the fighting bull-
buffalo.” It consists of four units of
maneuver: the Chest, the two Horns, and
the Loins.
The map also includes various holding
boxes and other data to facilitate and Card Color Keys
organize play. Background colors are:
[2.2] Action Cards: These cards are used Parchment (light): Always used
to provide the activities and heroics that
help you defend Rorke’s Drift and narrate Rough (dark): An Optional or Variant card
the story of this battle.

Game Development by Alan Emrich


Second Edition Rules v1.0 3

Title Box colors are: standees) indicate the status, possession or


Red: British soldiers effect of an important game Action or
situation.
Blue: British commissariat
Brown: Natal Native soldiers and groups
White: Special characters and groups
Purple: Volunteer clergy
Gray: British Volley card
Green and Leather: Special & Movie events
Title Text colors are:
White: Normal (as per Title Box color)
Red: British military
Brown: Natal Native
Card I.D. Number box colors are:
Blue: It has special set up Rules
Black: No special set up Rules
Hero Decorations are:
Distinguished Conduct Medal: The The round playing pieces are iMpi chits
second highest award for gallantry in that come in two varieties: Movement and
action (after the Victoria Cross); Event chits.
Victoria Cross: The supreme award
for gallantry of the highest order in
the face of the enemy.
[2.3] The Playing Pieces: Each rounded
standee and the square piece forming its
base represents an iButho charging the
defenses of Rorke’s Drift. [3.0] SET UP
Each iButho is composed of 2 or more
Follow these steps to set up the game:
pieces (i.e., its standee is one piece, with
additional Hit marker pieces bearing the 1. Take the four iButho standees and
same shield randomly place one on each of the #5
marking as its boxes on the game tracks.
standee stacked Then stack each iButho’s corresponding
beneath it). That square Hit markers beneath it, creating a
entire stack forms stack to bring it up to full strength.
a single iButho For Example: The uThulwana iButho sets
and it moves up with 4 matching Hit markers beneath it.
together at all
times. iButho Important, set aside each iButho’s Hit
standees and Hit marker with a gold stripe.
markers each These are not used in the
represent around Standard Game. They are
250-500 warriors. added to make the game
more challenging when using Optional
The various Rule 12.1.
Information markers (both flat and

© 2012 Joseph Miranda and Victory Point Games


4 Second Edition Rules v1.0

2. Place the Zulu Victory marker between nearby; these cards form the bottom of
the two #0 (Outer Perimeter) the Draw Pile. Thus, the Relief
boxes and the Ammunition / Column will appear near the
Water Low marker in its exhaustion of the Draw Pile toward
“Needed” holding box near the end the game.
the center of the map (you B. Cut the remaining cards into two
need to pass out the ammuni- roughly equal piles. Place the first pile
tion when the game begins) on top of the Draw Pile (i.e., on top of
along with the Building the 4-card mini-stack you just set
Barricades markers in their box. aside). Then place card #2 (Night
Fighting Begins), face-down, on top
of the growing Draw Pile. Placing this
card thus means that night will fall
about halfway through the game.
C. Place the second pile on top of the
Draw Pile. This completes its
construction.
The Day marker goes in the Day / Night
box. Set aside the 5. Grab cards #3, 4 and 5 (Lieutenants
Night marker until Chard, Bromhead, and “Here they
it is needed. come…”). These cards form your
starting hand. It’s 3:30 PM, 22 January
Place the remaining
1879. Each turn represents about 15
square and rectangular markers to one
minutes of real time. Good luck!
side, off the map.
6. Grab some dice (5 is a good quantity)
3. Place the round (iMpi) chits in
and you’re ready to begin the game.
an opaque container (e.g., a
coffee cup, inverted pith helmet [4.0] SEQUENCE OF PLAY
or empty ammunition box) and
Each Turn consists of the following Phases
mix them up. This forms the
that must be conducted in order. Note that
“iMpi cup” from which these
each Phase is identified by a Turn Order
chits are drawn at random.
Symbol (e.g., “”) for quick identification
4. Sort through the cards and set aside on other game components (to indicate the
cards: #32 – 50 (i.e., those with the timing of certain activities):
rough/dark background). They are not
1. () iMpi Phase: Draw one iMpi chit
used in the Standard Game; various
from the iMpi cup.
Optional Rules (12.0) introduce them.
2. () iButho Phase: Perform the
Then take cards #1 – 31 and set aside
Action(s) required for the iMpi chit just
cards #1 – 5 (with the blue I.D. # box).
drawn (see 5.0). If a Zulu iButho enters
A. Shuffle the remaining cards (#6 – the box containing the Zulu Victory
31), face-down, and marker, you immediately lose (11.0).
then deal out a mini-
3. () Action Phase: Usually, you may
stack of 3 cards. Add
perform one Action at this time (6.0).
card #1 (Lord
Chelmsford’s Relief 4. () Card Draw Phase: Usually, you
Column) to this draw one card off the top of the Draw
mini-stack and Pile and place it in your hand (7.0). If
shuffle them together. the Lord Chelmsford’s Relief Column
Place this now 4-card mini-stack

Game Development by Alan Emrich


Second Edition Rules v1.0 5

card is drawn, the game ends always moved together as a stack, even
immediately (11.0). when removed from play (see below).
5. () Hero Phase: You may “Put Forth” [5.1.2] iButho Movement Restrictions:
one Hero card (for ‘free’), thus making The red boxes representing the interior
it ‘available (6.2 and 8.0).’ of Rorke’s Drift (shown below, numbers
6. () Housekeeping Phase: If you have 0, 0, -1, and -2) can be entered by any
more than five (5) cards in your hand at iButho, but only one at a time in each of
this point, discard down to five (9.0). If these four spaces.
no iButhos remain in play, you
immediately win the game (11.0).
A complete game of
consists of as many turns as
required until either victory is achieved or
defeat occurs.
[5.0]  THE IBUTHO PHASE
During this Phase, the iMpi chit drawn The four tracks funnel down to only two
during the immediately preceding iMpi tracks at their 0 spaces, with the Left
Phase () is implemented as listed below. Horn and Loins converging on the
Discarded markers are removed from play upper 0 space, and the Chest and Right
and not returned to the iMpi cup after Horn sharing the lower 0 space. These
being implemented. two tracks merge again down to only
iMpi chit Explanations one track at the -1 space.
[5.1] Advance Marker: the iButho of the When multiple iButhos are instructed to
fighting bull-buffalo formation (Chest, move by the iMpi chit, they are moved
Horn(s) or Loins) in this order (to avoid traffic jams):
shown in red on that 1. The iButho on the lowest-numbered
iMpi chit is moved box (i.e., the “closest”) moves first;
the indicated number
2. If their box numbers are the same, the
of boxes along its
strongest iButho (i.e., the one with the
track toward the
most Hit markers still under it) among
Zulu Victory
those tied takes precedence;
marker; i.e., the next consecutively lower-
numbered box(es). 3. If their current strengths are equal, the
iButho with the higher starting
If that iButho is routed / eliminated (6.7.4),
strength value (i.e., the one printed on
ignore any Advance results for it. (Do not
it) takes precedence.
draw another iMpi chit in this case.)
An iButho cannot enter an interior box
For Example: The Advance marker illustrated
if there is already another iButho there.
here shows that the Loins advance
Other iButho(s) attempting to enter that
2 boxes. Note that the Loins have
interior box are blocked and must
the fewest Advance markers, but
remain in their preceding box.
move more boxes at a time, on
average, representing Zulu military tactics. [5.1.3] Blocking Markers: Entering a
building that is on fire (5.3.1)
Discard this marker after implementing it.
automatically ends that iButho’s
[5.1.1] iButho Integrity: An iButho unit movement for that turn.
and all of its remaining Hit markers are
Also, some locations can be

© 2012 Joseph Miranda and Victory Point Games


6 Second Edition Rules v1.0

defended by certain Heroic Defense A. iButhos Regroup: Each iButho unit on


markers (tall, rectangular the map in a #3, 4 or 5 box that has lost
standees). Before an iButho any of its Hit markers recovers one of
can enter a defended box, a die them. Remove that Hit marker from the
is rolled and compared to the Zulu Casualty box and replace it under
Heroic Defense marker there. its iButho standee.
If one of that Heroic Defense B. iButho Rally: iButho units that have
marker’s numbers is rolled, Routed (6.7.4) are returned to play.
the defense succeeds and the advancing Stand them back up in their #5 box
iButho is stopped; it does not enter that (stacked atop whatever Hit markers they
defended box and ends its movement have left). Note that they don’t recover
that turn in the next higher-numbered a Hit marker as per A, above).
box adjacent to it. C. Retreat iButho Markers: Each iButho
If the roll is lower than the Heroic unit on the map in a #2 or lower box is
Defense numbers, the defense fails and retreated back to the next consecutively
the advancing iButho enters that box higher-numbered box on its track.
normally; place the Heroic Defense D. Rest the Lads: This turn, you cannot
marker back into the stock and its fire any Volleys. The Zulus have “gone
associated Hero or Group card is to ground,” laying low in the grass, and
returned to your hand. (A skillful fighting not presenting themselves as targets.
withdrawal preserves that card.)
Discard this marker after implementing it.
Example: Currently available (6.2.1) is There are three of them in the mix.
Private Hook, and so his Heroic
[5.3] Event Markers: Event markers are
Defense marker (pictured below)
ones that do not show the fighting bull-
is automatically placed in the
buffalo formation on them. These are
Hospital box. If an iButho
explained below:
attempts to enter the defended
Hospital box, it is stopped on a [5.3.1] Building Ablaze: Consult the
roll of 5 or 6, and succeeds in Building Ablaze Table on the
occupying the Hospital on any Reference Sheet (located on the
other die roll. back cover of this Rules
Booklet). Determine the proper
[5.1.4] Movement Sequencing: When
column to use (depending on whether
multiple iButhos are instructed to
one or both the Hospital and/or
advance, move each one box at a time
Storehouse are currently on fire), and
until all have completed their movement
roll a die. The results are:
either by pressing forward that many
boxes, or being stopped by a blocking Hospital or Storehouse Ablaze: That
marker. building has ignited; place an On Fire
marker in its box on the map to denote
[5.1.5] Zulu Victory: If an
this.
iButho moves into the box
occupied by the Zulu Victory OTHER Ablaze: Whichever
marker, the game immediately building wasn’t on fire now
ends in defeat (see 11.0). is; place an On Fire marker
in its box on the map.
[5.2] “R” Marker: When an
“R” iMpi chit is drawn, perform No Effect: Nothing happens
all of the following Steps in this or changes.
exact order: Fire Extinguished: You must remove
the indicated Building on Fire marker
Game Development by Alan Emrich
Second Edition Rules v1.0 7

(“One Fire Extinguished” means that it [5.3.2] inDluyengwe


is your choice should both buildings be Forward!: Move the
currently ablaze). Place the appropriate inDluyengwe iButho
Hero marker back in that box, if that forward two (2) boxes.
Hero is currently available. Note that This Zulu iButho was comprised
buildings can be reignited during the of younger, unmarried men who
game! were eager to prove themselves
Return this marker to the iMpi cup after and advanced boldly in the fight.
implementing it if it is Day. If it is Night, Discard this marker after implementing it.
Discard this marker after implementing it.
[5.3.3] Prince Dabulamanzi:
There are two of them in the mix.
Roll one die and return that
Burning Building Effects number of Advance markers
While a building’s box is on fire, apply (not “R” markers or Events)
the following effects: from among those discarded and place
 If there is currently a them back into the iMpi cup. If there are
Heroic Defense marker not enough, take all of those that are
there, place it back into the available; if there are more available
stock and that Hero’s card than the die roll result, flip them upside
is returned to your hand. An down, mix them up and choose the
orderly withdrawal is made. number required at random.
 A Zulu iButho entering that Prince Dabulamanzi was the
box must stop and can advance no half-brother of Zulu King
further that turn (5.1.3). It can Cetshwayo; he was the Zulu
advance from that space normally on a commander on the spot at the
future turn. battle of Rorke’s Drift.
Return this marker to the iMpi cup after
 You can fire Volleys into but not
implementing it if it is Day. If it is Night,
through the fire. That is, you can fire
Discard this marker after implementing it.
Volleys into box #1 on that track, but
not higher-numbered boxes while that [5.3.4] Rifles Overheat: Draw another
track’s building is on fire. iMpi chit; if it is an Advance marker,
implement it normally during
 A Zulu iButho that is attacked while
the iButho Phase; if it is not,
in a burning building box retreats on
return that marker to the iMpi
rolls of 4 and 5 (not just 5; 6.7.4).
cup without effect.
 The -1 DRM Night penalty is not Regardless, during the Action Phase this
applied. turn, your Volleys have a -1 Die Roll
All of these points are summarized on Modifier (DRM) as per 6.7.5.
the On Fire marker’s standee and base. The Martini-Henry rifle did a superb
The fires illuminated the Zulus at night, job, but overheated with prolonged
denying them much of the benefits of firing, as happened at Rorke’s Drift. It
the cover of darkness. Because it had had a brutal kick into the shoulder and
been raining for some days prior to this the soldiers kept trading sides or just
battle (although the weather was clear on laying their rifles on top of the ramparts
January 22-23), the thatched roofs were to fire them instead of aiming properly
still damp when ignited. Thus they to rest their battered shoulders.
slowly smoldered and burned for a very Return this marker to the iMpi cup after
long time. implementing it.

© 2012 Joseph Miranda and Victory Point Games


8 Second Edition Rules v1.0

[5.3.5] Seniority Debate: If they are an Advance marker, and then implement
currently available (i.e., not it normally during the iButho Phase. If
currently assigned to building there is no Advance marker in the cup,
a barricade or formed into the Advance all iButhos 1 space.
Reserve Platoon), both of the During the Action Phase this turn, your
Lieutenants Chard and Bromhead, Volleys have a -1 Die Roll Modifier
Commissary Dalton, and Sergeants (DRM) as per 6.7.5.
Bourne and Windridge cards must be
The Zulus had a good many men with
returned to your hand (they can re-enter
rifles and muskets up on the nearby hills.
play normally). Skip the remainder of
They fired into the British defenses with
this turn (including the Housekeeping
some effect, mostly forcing the British
Phase and proceed with the iMpi Phase
to keep their heads down.
of next turn. You will have to sort out
your hand size next turn. Return this marker to the iMpi cup after
implementing it.
Lieutenant Chard, an
engineer, was the senior [6.0]  THE ACTION PHASE
officer present (and,
therefore, in command) During this Phase, you can perform one
at Rorke’s Drift, Action
although Bromhead (possibly more,
commanded the infantry company there. e.g., see 6.1)
using your
Discard this marker after implementing it. cards and the
[5.3.6] Washing of the Spears: Look at defenders of
the lowest numbered box Rorke’s Drift.
occupied by any iButho. [6.1] “Free” Actions: In addition to the
Retreat every iButho on that one Action allowed each turn (although
same-numbered box by one certain Hero cards award additional
box along its track (but not beyond its #5 Actions) during this Phase, any number of
box). When this occurs in the # -1 box, it “free” Actions can be also be performed.
might cause an additional iButho unit to
Retreat if there is a traffic jam at the 0 Which Actions are “Free?”
box (see 6.7.4 re: displacement). 1. Every Hero or Group card’s special
When a Zulu iButho made a kill, they abilities occurring during the Action
stopped for a ritual purification. Phase (), including their Volleys, are
always free Actions.
Example: The inDlondo and uThulwana
2. Some specific cards award a “free”
iButhos are in their respective ‘1’ boxes,
Action (e.g., #05, “Here they come…”)
while the other two Zulu iButhos are in their
‘3’ and ‘4’ Boxes. For this Event, both the 3. Every Action that occurs during any
inDlondo and uThulwana iButhos would other Phase is also a free Action
move one box back to their respective ‘2’ [6.2] “Put Forth” a Hero or Group: To
boxes. use its Abilities (i.e., to fire its Volley or
Discard this marker after implementing it. perform one of its listed special abilities), a
[5.3.7] Zulu Snipers: Draw Hero or Group card must first be “Put
another iMpi chit; if it is an Forth.” This Action consists of taking that
Advance marker stop Hero card from your hand and placing it,
drawing; if it is not, return it face-up, on the Tableau (that area of table
to the cup and draw again until you draw directly in front of you). Putting Forth a
Hero or Group card costs one Action

Game Development by Alan Emrich


Second Edition Rules v1.0 9

when performed during the Action Phase.  That box or any lower-numbered box
Once performed, that Hero or Group’s is occupied by an iButho (5.1.3) –
status is now “available.” also, return that Hero’s card to your
Example: The situation is desperate and three hand;
Zulu iButhos are each one box away from the  Its building is on fire (5.3.1) – also
Outer Perimeter and defeating you. return that Hero’s card to your hand.
As your Action this turn, you Put Forth The Hero card can be Put Forth
Lieutenant Chard, placing his card face-up on again, but its Heroic Defense
the Tableau. marker is not replaced until the fire
Now “available,” you opt is extinguished (6.5) and there is no
to use immediately his iButho unit in that or any lower-
“Discard” (Heroic numbered box, at which time it is
Sacrifice) ability as a automatically replaced the moment
free Action which gives those conditions are met.
you two additional In these latter two cases, that Hero ‘falls
Actions this turn, and back’ to your card hand in safety.
boy do you need them!
[6.2.2] Return: To use this card’s
You use one Action to Heroic Effort (i.e., “Return”) ability in
complete the Inner Barricade (6.4, giving you yellow highlight, remove it from the
a little breathing room), and with your second Tableau and return it to your hand, from
Action you use an available Private to distribute which it can be Put Forth again (6.2).
ammunition and water (6.6, making your
Volleys more effective). [6.2.3] Insert: To use this card’s Heroic
Effort (i.e., “Insert”) ability in orange
Hero Card Notes highlight, remove it from the Tableau
Available Heroes and Groups are at the and place it, face-down, back in the
ready and can perform any of their listed center of the Draw Pile. Eventually, this
abilities (including firing their Volley) as a card will be redrawn and that Hero can
free Action. be Put Forth again (but you will have to
Key words for Heroic Abilities include: hang on a bit longer because you added
another card to the deck).
[6.2.1] While Available: While that
Hero or Group card is available (i.e., on [6.2.4] Discard: Every Hero or Group
the Tableau) and not tasked to another has at least one Heroic Sacrifice (i.e.
activity (see 6.3 or 6.4), that Hero or “Discard”) ability in red highlight.
Group card automatically performs this Note, its Volley, if fired, is also a
continuous “Heroic Defense” ability for Heroic Sacrifice ability.
free. Place that Hero or After performing this ability, that card is
Group card’s Heroic Defense discarded (i.e., placed face-up in a
marker in the indicated box as Discard Pile next to the Draw Pile).
a reminder of this ongoing [6.2.5] Bonus: These cards are easier to
effect. Put Forth during the Hero Phase (8.0).
Remove a Heroic Defense [6.2.6] Penalty: Discard: These cards
marker from the map when: are automatically discarded, without a
 That Hero or Group card is redraw, if the conditions of the listed
no longer available or you task it with penalty apply.
an activity; 6.3 or 6.4) The arrival or departure of these cards at
the battle are, in effect, “random

© 2012 Joseph Miranda and Victory Point Games


10 Second Edition Rules v1.0

events.” Thus, if their timing is off, these [6.4] Construct a Barricade: By


cards are automatically removed. constructing barricades, you move the
[6.2.7] Restriction: The prerequisite Zulu Victory marker backward to the
condition must be met before you can interior boxes: -1 (Inner Barricade) and -2
play this Event card. (Final Redoubt).
Actions Requiring an Available Hero One available Lieutenant or Sergeant is
required to perform this Action. Move that
Most other Actions require the use of one
Hero’s card to the bottom map area
(or more) available Hero or Group cards
indicating his committed status; he is no
on the Tableau to perform them, as
longer available and cannot perform other
explained in Cases 6.3 through 6.6.
duties while organizing construction.
Important: cards with their titles in white
You may cease building barricades at any
boxes cannot be used to perform any of
time for free (to recommence would again
these Actions (6.3 to 6.6).
require an Action and an available
These heroes were either in the camp and Lieutenant or Sergeant). Simply place the
busy, such as Surgeon Reynolds and his Hero card used back into your hand.
dog, or these groups were outside the camp
Procedure
completely.
It is a three-step process to complete the
[6.3] Form Reserve Platoon: As seen
next barricade. The first Action is spent to
along the bottom of the
move the available Hero card and place
map, one available
the Barricades 1/3
Lieutenant and one
Built marker in the
available Sergeant or
next-available lower numbered interior box
another Lieutenant
(i.e., -1 or -2).
(i.e., two cards total)
are required to perform The second Action may be spent on that or
this Action. any subsequent turn (if
that Hero is still there;
Move those two
if not a new one must
Heroes’ cards to that
be assigned) to stack the Barricade 2/3
part of the map to indicate their
Built marker on top of the other.
committed status; they are no longer
available and cannot perform other duties The third Action spent completes that
while they are standing in the Reserve barricade by:
Platoon. 1) Removing the two Barricade markers
Place the Reserve from the map and setting them aside,
Platoon marker inside 2) Placing the (exhausted) Hero leading its
the compound on the construction back into your hand, and
map to show that the 3) Moving the Zulu Victory marker to the
two decisive Commit next-lower numbered box
Reserve Platoon cards are a step closer to symbolizing its completion.
being played. Now a Zulu iButho needs to
You may “break up” the Reserve Platoon reach that box in order to
at any time for free (and reforming it defeat the British.
would require another Action). Simply These three Actions are generally accomp-
return the Reserve Platoon marker to the lished over multiple turns, although you
stock and place the two Hero cards used to can perform this Action more than once
form it back into your hand. per turn when permitted.

Game Development by Alan Emrich


Second Edition Rules v1.0 11

[6.5] Fight a Building Fire: If map at either Close Range (in its #1
there is a building on fire, you box, or the interior boxes #0 or -1 –
can attempt to extinguish it assuming the Zulu Victory marker is not
(i.e., remove the Building on also there or else the game would be
Fire marker from play). over) conducting “melee” combat,
Procedure Medium Range (in its #2 box), or Long
Range (in its #3 box, although the
One available Hero card is required to
outside Group cards, Natal Native
perform this Action. Place that Hero card
Horse and G Company, can be used to
back into your hand, roll a die on the Fire
fire Volleys into the #4 box as well as at
Fighting Action column of the Building
Long Range; see 12.3.3 and 12.3.4).
Ablaze Table, and apply the result as per
5.3.1. Zulus on the Ramparts!: If an iButho
[6.6] Distribute Ammunition / Water: is currently in an Interior box (i.e., 0 or
While the Ammunition / Water Low -1), the one on the lower-numbered box
marker is on the map (where it sets up and must be the target of any Volley not
is returned after using the fired by an outside Group card.
“Volley Fire by Ranks” and Burning Building Obstacle: If there is
“Commit Reserve Platoon” a building on fire (5.3.1) on its Track,
cards), all player Volleys (6.7) that iButho cannot be targeted if it is in a
have a -1 Die Roll Modifier (DRM) box #2 or higher (i.e., you cannot fire
penalty (see 6.7.5). To remove this penalty, beyond a burning building).
you must spend an Action and have one [6.7.2] Discarding a Volley Card: As
available Hero (of any rank or type) an Action, a card in
perform this task. Place that Hero card your hand with a
back in your hand, and remove this marker gray title box that
from play. shows Volley dice
Attacking the Zulus on it, is placed
[6.7] Fire a Volley: When you fire a directly into the
Volley (the generic term we use here for Discard Pile to fire
“shooting the guns” as opposed to the title its Volley. Note that
of any specific card), you’re discarding a an available Hero or
card to perform an Action against a single, Group card is not
targeted iButho in an effort to eliminate required to fire a Volley card.
and/or retreat it. As a free Action, an available Hero or
You can fire more than one Volley per Group card that has
turn. Volleys fired on the same turn do not Volley dice on it can
have to be fired at the same iButho. be placed directly
into the Discard Pile
To fire a Volley, perform these Steps:
to fire its Volley (as
1) Target one Zulu iButho within range a Heroic Sacrifice¸
2) Discard one card showing a Volley of see 6.2.4).
dice and different ranges Unlike Volley cards,
3) Roll the indicated number of dice for Hero and Group
the range to the targeted iButho cards cannot “fire
4) Apply the results to the target iButho from your hand,” but at least firing them
is a free Action (if at a dear cost).
[6.7.1] Targeting an iButho: To be an
eligible target, an iButho must be on the

© 2012 Joseph Miranda and Victory Point Games


12 Second Edition Rules v1.0

[6.7.3] Rolling Volley Dice: Roll the (permanently removed from play) and
indicated number of dice shown on the placed in the Zulu Casualties box.
discarded card (6.7.2 above) for the Ignore any Hits in excess of
range to that iButho. This group of dice, eliminating the targeted iButho unit.
rolled together, constitutes a [6.7.5] Die Roll Modifiers (DRMs):
single Volley. When one of the Ammuni-
[6.7.4] Applying the Volley tion / Water Low or Night
Result: Sort through the dice markers are on the map (or
rolled in a Volley. Apply all the Rifles Overheat or Zulu
Hits first, then apply all Snipers Event chits occurred
Retreats (see below). that turn), subtract one (-1)
 Each result of 1, 2, 3 or 4 is a from the single highest die
Miss. These have no effect. roll result each Volley.
 Each result of 5 is a Retreat. The If multiple -1 DRMs apply
targeted iButho is retreated one space that turn from the above list,
(back to the next-highest numbered then one is subtracted from
box along its Track) for each Retreat each of that many of the
it receives. highest die roll results in that
Volley.
 Important: If the target
iButho is in a box with a Example: You fire a Volley of four dice with
burning building, a roll the results 1, 3, 5, and 6.
of 4 is also considered Because the British are low on ammo/water
a Retreat. and it is Night with no buildings on fire (i.e.,
 If that box bring retreated into is an there are two -1 DRMs applicable to that
Interior box (i.e., a #0 box) that is Volley), one is subtracted from each of the
currently occupied by another two highest die rolls, so the final result is 1,
iButho, because of the Stacking 3, 4, and 5. Thus, the targeted iButho
Limit (5.1.2), displace the iButho suffers no Hits and Retreats one box.
already occupying the box needed Conversely, when the G Company
to be retreated into (by retreating it Arrives marker is on the map (see
one box to ‘clear a path’), and then 12.3.4), you may
retreat the targeted iButho. add one (+1) to any
 If an iButho must retreat beyond its single die roll result
#5 box, it is Routed. Tip its standee of your choice (e.g.,
over in its #5 box to indicate this raise a single 4 to a
status. It retains all of its remaining 5, or a 5 to a 6) to each Volley fired
Hit markers. It is stood back up outside of camp (i.e. at a #1 box or
again (i.e., it “rallies”) in its #5 box higher).
and resumes play normally if an When both a +1 and -1 DRM apply,
“R” iMpi chit is later drawn (5.2). they simply cancel each other out; apply
 Each result of 6 is a “Hit.” Remove no die roll modifier for either of those
one Hit marker from beneath that two circumstances, but apply additional
iButho’s standee and place it -1 DRMs normally.
in the Zulu Casualties box [6.7.6] Repeat Volleys: If you fire more
on the map. If it has no Hit than one Volley at the same iButho
markers remaining, then the during a single turn, the result of each
iButho standee itself is eliminated

Game Development by Alan Emrich


Second Edition Rules v1.0 13

Volley is applied separately and com- Tableau or map are not counted as “in
pletely before the next Volley is fired. your hand”). If you have more than five
(5) cards in your hand, you must discard
[7.0]  CARD DRAW PHASE down to five cards (placing those you
During this Phase, you must draw one card decide to discard face-up in the Discard
off the top of the Draw Pile. Pile). Afterward, begin the next turn.
Exception: Note that Lieutenants Chard Example: You have 7 cards in hand and had to
and Bromhead both have the special employ Color Sergeant Bourne in a Noble
ability, if used, to allow the drawing of Sacrifice this turn, sending his card to the
additional cards that turn. Discard Pile. You’re going to need to discard 2
[7.1] No Discarding: You cannot discard cards at this time.
cards at this time. Discarding is only But wait! Surgeon Reynolds is available! You
allowed as instructed. opt to use his ability to recover a discarded
[7.2] Player Intelligence: You can freely Hero card who is immediately available, and
examine at any time, the used iMpi chits reclaim Bourne; thus you can hold onto all 7 of
and cards in the Discard Pile. your cards now. After doing so, as per his card,
you must roll a die to discover Reynolds’ fate.
[8.0]  HERO PHASE
[10.0] NIGHT
During this Phase, you may Put Forth, for
free, one Hero or Group card from your After revealing the Night Fighting Begins
hand (as per 6.2), making it immediately card (#02), it is imme-
available. diately discarded (in
effect, it is a ‘wasted
In addition, these Bonus placements can draw’) and the Night
supplement that one card you Put Forth: marker is placed in the
 Private Matters: Most Hero cards Day / Night box on
featuring a Private allow you to Put the map for the rest of
Forth a second Private for free at this the game.
time (only, not as an Action), if you have At Night, there is a
another one in hand (i.e., they can be Put minus one (-1) DRM
Forth in pairs during the Hero Phase). (as per 6.7.5) penalty
 Dick: If the Hero card for Dick (the fox applied to all Volleys
terrier belonging to Surgeon Reynolds) unless at least one building
is in your hand, it can always be Put is currently on fire (5.3.1), in which case
Forth for free during the Hero Phase. this effect is ignored.
[9.0]  HOUSEKEEPING [11.0] VICTORY & DEFEAT
During this Phase: The game ends in one of three ways:
First, check to see if all iButhos are routed 1. In a Military Defeat immediately upon
or eliminated; if so, you have won the a Zulu iButho entering the box contain-
battle and the game is over (11.0). ing the Zulu Victory marker.
Second, check the Tableau to see if Color Every living thing is massacred with
Sergeant Bourne is available. Zulu ritual sacrifice.
 If so, begin the next turn. 2. In a Military Victory if there are no
 If not, count how many cards are in Zulu iButhos left in the fight during the
your hand (note that available and Housekeeping Phase (i.e., they have all
committed Hero and Group cards on the been Eliminated or Routed as per 6.7.4).

© 2012 Joseph Miranda and Victory Point Games


14 Second Edition Rules v1.0

Legitimately, you have good news to be remembered in the pages of history


send back to London that offsets the according to the following schedule:
disaster that morning at Isandlwana. VP Total Historical Victory Level
3. In Political Face-Saving immediately 24 or less Tragic Defeat (Zulu Major Victory)
upon revealing the Lord Chelmsford’s 25 – 34 Ignoble Defeat (Zulu Minor
Relief Column card (#01). Victory)
Lord Chelmsford makes it back on the 35 – 39 Standoff (a Draw; Inconclusive)
morning after the disastrous defeat at 40 – 49 Minor Victory (Zulu Setback)
Isandlwana to find that you’ve held out. 50 – 59 Major Victory (Zulu Defeat; The
Much is made back home of this suc- historical result)
cess and many medals and citations are
60+ Epic Victory (Zulu Debacle)
awarded as a result, but it has little
strategic significance on the course of Epilogues
the Anglo-Zulu War. This is the Tragic Defeat
historical outcome. With the quick collapse of the mission station at
When one of these game-ending events Rorke’s Drift, Prince Dabulamanzi kaMpande
takes place, tally your score to determine maintained the momentum of his 4,000 warriors,
the final Victory Level. pressing further into Natal province. After feeding
and resting his warriors around Rorke’s Drift on
Victory Point (VP) Schedule the night of 22-23 January, in the morning just
+1 VP for each available or committed Hero before dawn he pressed them forward once again,
or Group card without a medal this time the 12 kilometers to Helpmekaar, where
symbol by his name; such cards in another engagement with a small British force
hand or the Discard Pile are worth 0. ensued.
+2 VPs for each available or committed Hero The hour-long Battle of Helpmekaar on the
or Group card with a medal symbol morning of 23 January saw the remnants of the
by his name; such cards in hand or Natal Native Horse, regrouped and hastily
the Discard Pile are worth 0. deployed to the south to screen the road to
Greytown, hardly participate as they were still
+3 VPs for each Zulu Hit marker in the Zulu reeling from the previous day’s encounter at
Casualties box. Isandlwana. As they had at Rorke’s Drift the
+4 VPs each for the Hospital and Storehouse previous day, the Natal Native Contingent once
if it is not currently burning. again fled, this time northwards toward Dundee
(where their British officers would eventually face
+6 VPs for each Zulu iButho unit in the Zulu
court-martial for cowardice). All that remained to
Casualties box for wiping it out to the
defend Helpmekaar’s two isolated stone houses
last man. (You score +0 VPs for and five storage sheds filled with reserve stocks of
Routed iButhos.) ammunition, biscuits, grain and forage was G
+10 VPs if the Relief Column card (#1) is drawn company of the 24th Regiment under the
(i.e., a Zulu iButho never reached the leadership of Major Spalding and Captain
Zulu Victory marker to end the Rainforth. Without the benefit of even the
game). improvised fortifications that defenders at Rorke’s
Drift enjoyed, the Zulus pressed forward to repeat
-X VPs for each Heroic Support banner
in miniature their victory at Isandlwana of the
marker (NNC [-7], NNH [-5], and G morning before, with the remnants of G Company
Co. [-10]) in play on the map. falling back to the north. A clutch of men led by
Whether the game ends in Military or Captain Rainforth made a last stand at a small
Political Victory or Defeat, your Victory chapel some distance away, but the Zulus did not
Level is determined by how this battle will press further.

Game Development by Alan Emrich


Second Edition Rules v1.0 15

Prince Dabulamanzi captured the 24th's arrived at the burning, blood-soaked ruins of
Regimental Colors at Helpmekaar, and spent a Rorke’s Drift at around 8:00 AM. The aftermath of
brief time looting the depot before disbursing his the battle showed that the defenders had resisted,
forces to return across the Buffalo River upon but not for long and without much success judging
hearing the news of Lord Chelmsford’s column by the abandoned scene of battle. Every man-jack
approaching from Rorke’s Drift. The Zulu success in the column could tell, and their morale fell
in this raid on Natal province caused considerable completely as the situation presently looked bleak
panic among the white settlers there. The trophies with their forces defeated and supplies destroyed.
of war brought back to King Cetshwayo kaMpande Early the previous night, Prince Dabulamanzi
spared his half-brother, Prince Dabulamanzi, the kaMpande’s 4,000 warriors broke through the
King’s wrath (after the King had expressly barricades of the British defenders and put all
forbidden his forces to cross the Buffalo River) living things in and around the mission station to
and a celebration was held in the Prince’s honor. the spear. The exhausted warriors went through
With the quick collapse of the mission station at cleansing rites near the drift that evening, posting
Rorke’s Drift, Prince Dabulamanzi kaMpande was scouts to watch the Buffalo River for news of the
forced to submit his warriors to the cleansing ritual invading British forces and to the south along the
at the hands of the izNyanga (shamans) following road to Helpmekaar. Word had arrived to Prince
hours of pillaging which was considered “honors Dabulamanzi that the British had made a showing
of war.” This had the added advantage of the previous afternoon on the Helpmekaar Road,
reorganizing the amaViyo (military companies of and were currently just across the river on the
50 warriors) as they assembled to undergo the Zulu side. The Zulus made a show of their
required ritual before returning to Ulundi (King triumphant warriors in a line of battle above the
Cteshwayo’s royal residence) to receive individual drift near the mission station, which saw a flurry of
awards for bravery. activity as the British deployed to meet them.
Meanwhile, Major Spalding, having reached But there would be no engagement. The British
Helpmekaar at 2:00 PM, departed with two were not inclined to press ahead as their
companies of the 1/24th under Major Upcher for ammunition was reduced to the few cartridges
Rorke’s Drift. At about sunset, Major Spalding, each soldier carried, and while the British made a
who had pushed ahead of the main column, show of deploying for battle they would initiate no
encountered an iMpi from Dabulamanzi’s force at assault. Prince Dabulamanzi put Rorke’s Drift to
Rorke’s Drift who began skirmishing nearly three the torch and his warriors to their feet and quickly
miles from Rorke’s. Seeing the Zulu in front of departed the now blazing mission station, moving
him, Spalding ordered a counter-march back to swiftly around the British column and back across
Helpmekaar, the principal advanced depot for the the Buffalo River at the Middle Drift into Zululand.
Chelmsford’s Column, unaware that the remnants The news of the double-disasters at Isandlwana
of Chelmsford’s Column were at Isandlwana. and Rorke’s Drift reached the newspapers on
His arrival at Helpmekaar with the news that February 11 causing considerable consternation
Rorke’s Drift had fallen and the Zulu were in London, shocking civilians reading their
marching on Helpmekaar was enough to throw newspapers and shaking the Disraeli government.
Natal into panic. Sir Henry Frere immediately Dabulamanzi returned to Ulundi to a cold
ordered the 5th Engineer Company to reception, offering only that he had successfully
Helpmekaar, and two companies of the 99th to stormed and taken “the house” at Jim’s Place
march from Cape Town to Helpmekaar. before retiring to his imuzi (homestead in the
Meanwhile, the Native Contingent deserted en coastal region of eNtumeni) near the abandoned
masse, and mounted volunteers disbanded to mission at Eshowe.
protect their individual homes while Dabula- Standoff
manzi’s iMpi gathered behind the Oskarburg
heights and dispersed on their way home. After a final Zulu assault during the pre-dawn
hours of 23 January, the depleted ranks of the
Ignoble Defeat defenders of Rorke’s Drift had their backs to their
The bad news of 22 January continued as 23 final redoubt – a much-shortened line that their
January dawned. Lord Chelmsford’s column numbers were barely holding. When they heard

© 2012 Joseph Miranda and Victory Point Games


16 Second Edition Rules v1.0

the sounds of another Zulu assault massing a proper stand to greet the next attack they
around them in the darkness, the British soldiers expected would come.
tried to muster their last ounce of courage as they But the Zulu officers could tell that these soldiers
counted their few remaining rounds, and steeled were going to stand together and fight to the last
themselves like their bayonets for the final man and Prince Dabulamanzi knew that he could
defense of their seemingly hopeless position. push his exhausted warriors no farther against
But the rustling in the distance proved to be Prince them. Zulu losses had mounted and still the red-
Dabulamanzi’s Zulu iMpi taking their leave of the coated soldiers remained. It wasn’t long after he’d
battlefield. Unbeknownst to the British defenders, ceased launching assaults to rest his warriors and
who were dry-mouthed thirsty and sorely bruised consider his situation that scouts brought back
on both shoulders from the constant kick of their word of the British column returning from Zululand
Martini-Henry rifles firing through the night, just as – and there were many British soldiers not killed at
they were accepting that the next assault would Isandlwana the day before who approached. That
finish them, it never came. decided matters for the prince, and he ordered his
The Zulu warriors, who were tired when they had iMpi to retreat from Jim’s Place (the mission
arrived for battle the previous afternoon, were now station at Rorke’s Drift) and return to Zululand. His
completely spent after repeated assaults against half-brother, King Cetshwayo, would not be happy
the British ramparts, and departed under the about his iMpi invading Natal, and unhappier still
remaining cover of darkness with little to show for that his half-brother had disobeyed the King’s
their exertions. When news of this stalemate most important directions to not cross the Buffalo
reached King Cetshwayo, he was very displeased River or attack a fortified position.
that his iMpi had disobeyed his directions not to Back in London, the news of the minor victory at
attack fortified positions and that this disobedience Rorke’s Drift was a little sop to a public reading of
had cost the lives of so many warriors despite the the disaster at Isandlwana. While trying to salvage
tempting near-victory they almost achieved. the reputation of British forces in the central
Back in London, news of the British debacle at column, dispatches from London with praise for
Isandlwana could not be ameliorated by any the defenders of Rorke’s Drift were faint, with only
particular good news from this engagement at the a few citations among the survivors; it was not
mission station. Although Prime Minister Disraeli enough of a victory to be either particularly helpful
and his cabinet were not ready to charge in the war or worth celebrating back home, and
Chelmsford with incompetence, British popular many summed up the situation saying that “it
opinion decidedly turned against him, and with could have been worse.” Eventually, it would lead
him Sir Henry Frere who had initiated the to the disgrace of Lord Chelmsford in the
hostilities on his own initiative. newspapers, and he would be replaced, after
much political maneuvering in London.
Minor Victory
Major Victory (the historical outcome)
When the Zulu charges finally subsided after
midnight on 23 January, the defenders at Rorke’s The Zulu attacks lost momentum between 10:00
Drift hastily took stock of their situation in antici- and 11:00 PM on the night of January 22 when
pation of another attack. In their tight confines, the Prince Dabulamanzi realized that the British would
fire-illuminated darkness was enough to estimate not be overrun and were still secure behind their
their losses, killed and wounded, at about 40 men; barricades. The exchange of rifle fire continued
water was critically short and the Zulus were still with some intensity for a few hours after the
thick between the British soldiers and the Buffalo assaults died down. The last shots were fired by
River below them at the drift. Ammunition was all 4:00 AM on January 23, and it became clear as
but gone, and the sergeants organized groups to dawn rose that the Zulus had withdrawn.
ferret among their fallen comrades to scrape Witnesses of their retreat saw these fierce Zulu
together every live round they could find among warriors so exhausted that they were dragging
them. Other details were formed under the their shields in their departure, which was still a
direction of Acting Commissariat Officer Dalton to better fate than the 351 dead Zulu warriors
rebuild the inner rampart of ammunition boxes, counted at Rorke’s Drift. (Fallen Zulu bodies along
where the British still had enough soldiers to make the line of retreat would turn up for days after the

Game Development by Alan Emrich


Second Edition Rules v1.0 17

battle, while many more warriors were maimed, or reinforcements from Great Britain. This helped
died at home). play down his disgraceful loss at Isandlwana
By 8:00 AM, Lord Chelmsford’s column beheld an which appeared less significant than the truth bore
unexpected sight – the retreating Zulus from the out.
battle at Rorke’s Drift, but since each soldier had The British War Office sent fresh supplies and
only the ammunition he could carry, the British did some reinforcements anyway, and they arrived
not wish to engage them and so watched them just in time to renew the vigor of Chelmsford’s far
cross their front as they withdrew back to more cautious and stalled second incursion. The
Zululand. Neither side was interested in attacking lessons of the drift were not lost on the British
at this juncture, so much so that the Native Army during the Zulu War, and each column
Contingent among Lord Chelmsford’s force would advance and fortify its camp in enemy
engaged the retreating Zulus in shouted territory, awaiting Zulu attacks against it.
conversation as they passed. But the aftermath of Eventually, the Zulu citizen-army wore itself out
the disaster at Isandlwana was still to be reckoned repeatedly storming these ramparts, much as they
with, and the British War Office and Colonial had at Rorke’s Drift.
Office went through extraordinary efforts to In the great traditions of the British Army, soldiers
trumpet this rather inconsequential, if clear, victory have long looked back to events at Rorke’s Drift
at Rorke’s Drift to help ameliorate the shocking as a shining moment of gallantry and bravery in
and more significant defeat of 1,200 men the the face of impossible odds, and how the stalwart
previous day. British soldier can overcome all obstacles. In
The exaggeration of this victory at Rorke’s Drift future wars, when British soldiers were in battle
resulted in the issuing of 11 Victoria Crosses, a surrounded and outnumbered, the commander
record number for a single regiment at a single would encourage the beleaguered men to
battle, with Lord Chelmsford violating protocol by “Remember Rorke’s Drift!”
adding Lieutenants Bromhead and Chard as an
afterthought, to the list of those recommended for [12.0] OPTIONAL RULES
citation. A further 4 Silver Medals for Any or all of the following Optional Rules
Distinguished Conduct were also issued from this may be used separately or together in any
engagement. combination that you desire:
For their part, the Zulu attackers returned home [12.1] Stronger iButhos: During Step 1 of
from Rorke’s Drift to national ridicule, making the set up, include for each
themselves a laughing stock for trying to capture
iButho its additional (gold
some of the glory of Isandlwana on their own.
striped) Hit marker, thus
These brave warriors were mocked as “women
who ran away for no reason at all, like the wind.” making each iButho that much
Prince Dabulamanzi pointed out that they did burn harder to eliminate.
down the hospital, but that was too little and he No VP adjustment for using this variant.
was sent home until called upon later to command [12.2] Melee Combat: Cards #24 (“Fix…
another iMpi later in this war. bayonets!”) and #25 (“Ready… En
Epic Victory Garde!”) are not affected by any -1 DRM
The decisive victory at Rorke’s Drift proved greatly penalty for Night Fighting (see 10.0) if
beneficial to the morale of the British forces used at Close Range.
relieving them from Lord Chelmsford’s retreating -1 VP for using this variant.
column, and the news also bolstered the frayed
nerves of the white residents of Natal who were in These cards represent melee combat, up
near-panic at the prospect of a Zulu invasion. close and very personal. Night would have
Capitalizing on this small triumph to show the little impact on such fighting.
army “the way it was done,” Lord Chelmsford [12.3] Adding the Optional Cards: Each
regrouped his forces again in the vicinity of Optional card can be added separately to
Rorke’s Drift and once more crossed the Buffalo the game, or you may try them in any
River in February, deliberately not seeking

© 2012 Joseph Miranda and Victory Point Games


18 Second Edition Rules v1.0

combination (including using them all). They represent the “what ifs” of the Battle
These optional cards, #32 – 50, have a of Rorke’s Drift, and including them
distinctive rough/dark background. allows you to explore these possibilities.
-1 VP for each card added to the deck using Each card has its own special Rules:
this variant. [12.3.1] Natal Native Contingent (card
Note: Each card added enriches the #40): This Group card represents a
narrative and decision-making, but force located inside Rorke’s
lengthens the game (thus making it more Drift, which means it can do
challenging to hang on and win, but also Actions that a Hero can do,
adding potentially more Victory Points). like pass out ammunition and
put out fires, etc. It has a
Deck Balancing
While Available ability, and
There is a designed ratio of Hero to Volley thus a Heroic Defense marker
cards in the game. To help maintain that (6.2.1) associated with it, to
ratio when adding optional cards, include guard the Outer Perimeter spaces
one of the five additional Volley cards (#s provided all iButhos in play are at least
44 to 48) when you add each of: in their #1 spaces or higher. In this case
 Reverend Smith (#32) it protects both #0 spaces until either is
occupied by an iButho, at which point it
 Corporal Allen (#33)
is returned to your hand.
 Each complete pair of Privates or the
If used for its Heroic Sacrifice, its
dog, Dick (#s 34 to 39)
Heroic Defense marker is removed from
To use these Hero plus Volley cards in play and its Natal Native Contingent
your game, simply add the desired ones banner marker is
(above) to the deck at the beginning of set placed on the map
up Step 4. inside the compound
The Random Event cards (#s 40 to 42) to remind you of its
and the Movie cards (#s 49 and 50) do not new permanent
require balancing out with a Volley card effect, which is to give you an
when added to the deck. additional die to roll (z) when firing
Volleys at any iButhos at Close Range
The Movie Cards (only; i.e., in its #1 or lower box) for the
The Movie cards (#s 49 and 50) did not rest of the game.
happen at the actual -7 VP if you make this Heroic Sacrifice to gain
battle, but they recreate this benefit (this is in addition to the -1
very stirring scenes VP for adding it to the deck).
from the epic blood-
and-thunder film, Zulu, To add this Group card to the game,
which introduced actor shuffle it into the top half of the deck at
Michael Caine. the beginning of set up Step 4.C, prior to
placing it on top of the Draw Pile.
To use these Movie cards in your game,
just add the desired ones to the deck at the If drawn before firing your first Volley,
beginning of set up Step 4. add it to your hand and play it normally.
If drawn after firing your first Volley,
The Random Event Cards immediately remove it from play
The Random Event cards (#s 40 to 43) are without effect (i.e., it is a wasted draw –
so named because, even when added to they fled).
play, their respective Penalty: Discard
texts often precludes their participation.

Game Development by Alan Emrich


Second Edition Rules v1.0 19

Historically, these native levies helped for its Heroic Sacrifice. Its Natal
for some time building the barricades of Native Horse
the outer defenses, but then fled en banner marker is
masse when the Zulus arrived. placed on the map
[12.3.2] Major Spalding (card #41): outside the
This Hero card represents compound to
the officer commanding remind you of its new permanent effect,
inside Rorke’s Drift. which is to give you an additional die
to roll (z) when firing Volleys at any
While in play (i.e., in your
iButhos at Medium and Long Ranges
hand, available, or
(only; i.e., in its #2 or higher box) for the
committed to a task) he:
rest of the game.
 Can serve any function
-5 VP if you make this Heroic Sacrifice to gain
that a lieutenant can (he actually this benefit (this is in addition to the -1
outranks them). VP for adding it to the deck).
 Allows you to ignore the


To add this Group card to the game,
effects of the Seniority
shuffle it into the top half of the deck at
Debate Event chit
the beginning of set up Step 4.C, prior to
(5.3.5). Do not redraw;
placing it on top of the Draw Pile.
nothing happens.
If drawn before firing your first Volley,
This card is used as any other Hero
add it to your hand and play it normally.
card, including for its Heroic Sacrifice,
If drawn after firing your first Volley,
which is to die gallantly inspiring the
immediately remove it from play
men, thus allowing you to Put Forth
without effect (i.e., it is a wasted draw –
every Hero in hand.
they fled as they did historically).
To add this Hero card to the game,
These 100 horse soldiers, led by
shuffle it into the top half of the deck at
Lieutenant Henderson, were the
the beginning of set up Step 4.C, prior to
organized remnants of their original 400
placing it on top of the Draw Pile.
which fought earlier that morning at the
If drawn before firing your first Volley, battle at Isandlwana. When the Zulus
add it to your hand and play it normally. arrived, they were screening Rorke’s
If drawn after firing your first Volley, Drift, but after firing a single volley,
immediately remove it from play their ammunition and morale low, they
without effect (i.e., it is a wasted draw – left the battlefield, riding past the camp
the Major did not return in time). as they fled. This not only lowered the
Major Spalding was in command of morale of the British soldiers left to
Rorke’s Drift, but left earlier that defend Rorke’s Drift, but it caused the
morning to discover the whereabouts of Natal Native Contingent’s morale to
G Company. Adding this card to the crack, and they also fled at that moment.
deck gives you a chance to have him [12.3.4] Captain Thomas Rainforth
return in time and be available at the brings up G Company (card #43): This
battle to lead its defenses. Group card represents a force located
[12.3.3] Natal Native Horse (card #42): outside of Rorke’s Drift.
This Group card represents a force It has a massive Volley versus boxes #3
located outside of Rorke’s Drift. and #4. Alternatively, it can be discarded
It has a massive Volley versus boxes #3 for its Heroic Sacrifice. Its G.
and #4. Alternatively, it can be discarded Company banner marker is placed on

© 2012 Joseph Miranda and Victory Point Games


20 Second Edition Rules v1.0

the map outside the compound to remind Hint: During your Action Phase, try
you of its new to remove the Ammo/Water Low
permanent effect, marker if it is on the map; this may be
which is to give you your last chance to do so (see 12.4.3,
a +1 DRM (see below)!
6.7.5) when firing  iMpi Cup: Return all of the Zulu
Volleys against any iButhos at any Advance chits (excluding the “R”
positive-numbered Range (i.e., outside chits) to the iMpi cup and remove all
the camp) for the rest of the game. others from play. Do not draw one this
-7 VP if you make this Heroic Sacrifice to gain turn. Return none of the Event or “R”
this benefit (this is in addition to the -1 markers to the cup; there’s simply no
VP for adding it to the deck). time!
To add this Group card to the game,  Zulu Dawn: Replace
shuffle it into the deck at the beginning the Night marker with
of set up Step 4. the Day marker and
If drawn during a Night Turn, add it to end Night effects.
your hand and play it normally. If drawn [12.4.2] “Here they come again…”:
during a Day Turn, immediately remove During the iMpi Phase of all remaining
it from play without effect (i.e., it is a turns, keep drawing and applying iMpi
wasted draw – G Company, itself, is chits, one at a time, until their total
attacked and cannot come to the rescue). Advance numbers equal or exceed 4.
[12.4] Zulu Morning Attack: With all of The Zulu final assault is an all-out
the additional optional cards added and attack! Be prepared to make Heroic
being reinserted into the deck for certain Sacrifices to survive this onslaught…
Heroic Abilities, it is possible that the Example: It is the Zulus Final Assault, and in
iMpi chits can be exhausted before Lord the iMpi Phase you draw a Right Horn 1
Chelmsford’s Relief Column Arrives Advance chit. After applying that, you draw
(i.e., card #1 is revealed), ending the game. again and this time find an All iButhos 2
Should this occur, the Zulus conduct their Advance chit. Since the total Advance num-
final assault on the Mission Station that bers only total 3, you draw again. Now you
they had prepared for the morning of the find a Head 1 Advance. If all of that hasn’t
second day (23 January). Historically, they found you defeated yet, continue the turn.
called off this surge at the last moment [12.4.3] Ammunition Shortage: If the
when Zulu scouts on a nearby ridge saw Ammunition/Water Low marker is in
the approaching British Relief Column. its on-map box from this point (i.e.,
Dawn) forward, it can no longer be
[12.4.1] The Final Assault: If, at the
removed (as per 6.6). The last rounds
beginning of the iMpi Phase, there are
are being fired!
only two chits left in the cup (which are
the Rifles Overheat and Zulu Snipers No VP adjustment for using this variant.
Events), discard them (ignoring their [12.5] Officers: Historically, there was no
effects) and perform all of the following Seniority Debate (5.3.5) as Major Spalding
steps (this might occur more than once): left Lt. Chard clearly in command. If
 Zulu iButhos: Immediately place desired, you can remove that iMpi chit
each surviving iButho on its during set up.
respective #3 box and apply an “R” Also, colonial officers could not command
iMpi chit result (see 5.2). British soldiers. In game terms, you should

Game Development by Alan Emrich


Second Edition Rules v1.0 21

not allow Lt. Adendorff to perform the strength, including its standee) moving into
duties of a Lieutenant during play. Volley range this turn (to its ‘3’ box, where it is
-2 VPs for using this variant. now at Long range) and a Volley card in hand
that is most effective at that range (“Here They
[13.0] EXAMPLE OF PLAY Come…”), you consider conducting that Volley.
It is the first turn, and you are not using any However, with the Ammunition / Water Low
optional rules. The Zulu iButhos begin as marker on the map, the pall of a -1 die roll
shown, along with the Day marker and the modifier (DRM) is enough to get you to forego
Ammunition / Water Low marker: firing at this time (with you hoping this iButho
doesn’t move any closer next turn and remains
at your optimal range for
that Volley card), and
instead you opt to Put
Forth Lt. Chard.
With your single Action now performed for this
turn, you proceed to the Card Draw Phase and
draw one card. It is a Volley card, “Indepen-
dent! Fire at Will!”
Wishing for another Hero
With the game set up, you hold in hand Lt. card to help with the work
Chard, Lt. Bromhead and the “Here They around the mission
Come…” cards and begin the first turn by station, you employ
consulting the Sequence of Play (4.0). Chard’s Return ability at
this time. It allows you, if
During the iMpi Phase, you pull the you have three or fewer cards in hand at the
Right Horn Advances 2 marker. start of this Phase (you had two), to return
Since you have no Heroes available Chard to your hand to draw an additional card.
that can apply an ability during this So, Chard is removed from the Tableau where
Phase (e.g., Dalton or Schiess), you he was available and returned to your hand (so
proceed to the iButho Phase and there are four cards in it)
advance the Right Horn’s iButho and you draw the next
(uThulwana) two spaces from its ‘5’ card, which is Corporal
to its ‘3’ box as shown below: Schiess.
During the Hero Phase,
you put forth Lt.
Bromhead, hoping that
his ability to provide an
additional Action will come in useful next turn.
With exactly 5 cards in hand, there is nothing to
do during the Housekeeping Phase, and so
you commence the next turn with
the iMpi Phase and draw the Event
Zulu Snipers, which inflicts an
Now it’s your Action Phase, and you’ve got to
incurable -1 DRM to your Volleys
start making decisions. Typically, with no Hero
this turn; it also requires drawing
cards available on the Tableau, you would ‘Put
again until you get an Advance chit,
Forth’ a Hero card from your hand (6.2) so that
which you do: All Advance 1. The
it would be ready at your next opportunity to
Zulus so move in the iButho Phase
use it. However, with the largest iButho (5
and are closing in as shown below:

© 2012 Joseph Miranda and Victory Point Games


22 Second Edition Rules v1.0

ignore this iMpi chit draw, but the situation isn’t


that desperate yet. Hopefully, his standee will
stop them during the ensuing iButho Phase.
And the iButho Phase happens next, with the
Left Horn advancing one space to its 3 box, and
the Right Horn clashing with Dalton’s standee.
On a roll of 4, 5 or 6, the
uThulwana iButho is stopped,
and you roll a 5, so that iButho
remains parked in the 2 box, next
Lt. Bromhead, “Put Forth” last turn, to the Storehouse which Dalton
has not yet performed an Action just successfully defended!
(so his card remains face-up below
During the Action Phase, you decide to fire a
the map); thus he is still “available.”
Volley at this threatening iButho, and so play
During your Action Phase the pressure is really from your hand the Independent! Fire at Will!
on! As much as you would love to fire at the card which grants you a roll of two dice (zz).
Right Horn in its ‘2’ box, the two -1 DRMs The results are a 2 and a 6, with the 6
(from Low Ammo and Zulu Snipers) do not being a Hit; and one Hit marker is thus
bode well for achieving an effective result. You removed (per 6.7.4), reducing the uThulwana
need to do something about that. iButho to 3 Hit markers remaining (plus its
For your Action this turn, you Put Forth standee, for a total of 4 strength left). You’ve
Schiess. Then, returning Bromhead to your drawn first blood!
hand for an additional Action, you get Schiess This example ends here. Good luck surviving
to pass out water and ammo, which removes against the overwhelming odds!
that accursed marker from the map and returns
Schiess to your hand for his efforts. ON THE RAMPARTS OF
You draw 1 card in the Card Phase and there is SOLITAIRE GAMING,
Commissary Dalton,
bringing your hand up to
JUST ADD ZULUS
6 cards (4 Heroes and 2 By Alan Emrich
Volleys). If you want to make games, or you’re just
During your Hero Phase, instead curious about how games are made, it helps
of Putting Forth Bromhead for to study the process of making games. Let us
(potentially) another extra Action take you on a journey about how
next turn, you instead put forth was made, showing you
Dalton. This has the benefit of the evolution that it went through from
placing his While Available standee concept to post-release (with lots of pictures
of first edition game components), then relate
in the threatened Storehouse to
its history up to the publishing of this new
hopefully slow the uThulwana
second edition. These are the things we do
iButho which is already next to it! with, and for, gamers at Victory Point
With your hand back down to 5 cards, you Games and we hope you’ll join us.
needn’t discard any during the Housekeeping The Inception Stage
Phase, and so you start the next turn…
Our story begins in the carefully crafted
During the iMpi Phase, you pull the cranium that is “The Mind of Miranda.” Joe
Both Horns Advance 1 marker. The Miranda was born to make games, as
pressure will be on the Storehouse! Charlemagne was born to rule. Where other
You consider using Dalton’s Discard ability to game designers try to plant the seed of an

Game Development by Alan Emrich


Second Edition Rules v1.0 23

idea in the rocky or barren soil that is their part of the British, other than shifting around
busy, chaotic life, The Mind of Miranda is some reserves. As for the Zulus, their
more fertile than most other game designers movement was linear, charging in and then
will ever know. With scores of published breaking off. There was little in the way of
titles to his credit, and adding about ten more actual maneuver.” - Joe Miranda
per year, The Mind of I teach my game design students that, “The
Miranda is a primordial original game designer is not one who
soup of game progeny; it is imitates nobody.” That is, as Jim Dunnigan
a constantly-evolving tells us in his famous second rule of game
world surrounded by an design, game designers use available
atmosphere of brainstorms techniques invented by other game designers
that engender ideas that all the time. Re-inventing the wheel in every
strike like lightning to beget the miracle of game would increase the learning curve for
game creation... the players and increase the complexity of a
Now, most game ideas are not that original. game to near-incomprehensibility. So, we are
They are inspired by some aspect of other urged to work from a foundation of the
games and then are re-seen in the mind’s eye familiar and “player comfort” in games. My
of their designer to create a quotation concludes, “The original game
new hybrid idea for an designer is one whom nobody can imitate.”
original game design. In this For his part, game designer Joe
case, Joe was inspired by Miranda also found inspiration in using
Darin Leviloff’s States of available techniques that he found from
SiegeTM series games, Israeli another game and game designer:
Independence and Soviet
Dawn. “I was also inspired by Dan Verssen’s
Midway card game.
“When I played Darin Leviloff’s Israeli
Independence game, I realized it could be In that game, you
used for similar situations: a beleaguered must make command
defender winning against seemingly decisions, such as
impossible odds. And so I decided to tackle readying various
the battle of Rorke’s Drift.” - Joe Miranda types of aircraft on
your carrier decks. In
What caused lightning to strike was a long- my view, card-based
standing observation from another noted wargames do not
game designer, Richard Berg, about how usually work because
some great military situations and war designers too often use the cards as mere
movies, like the film Zulu, usually make for substitute for unit counters (just larger and
dull games. holding much more data on them), resulting
“The problem, of in a clumsy, table-consuming design. But in
course, is that Midway, Dan used the cards to simulate
when translating not so much the carriers and airplanes, but
these kinds of rather the mental processes inside the
‘last stand’ heads of the task force commanders. That
situations into was brilliant!” - Joe Miranda
wargames, you quickly discover that the Joe Miranda once explained that, wargame
situation is not all that exciting to play. This systems are a lot like mathematical theorems
is, in part, due to a lack of movement. – that is, you can build upon them to create
Wargame design guru Jim Dunnigan once new concepts. In other words, a solid core
proclaimed that the foundation of a game mechanic or game ‘engine’ is a lot like
successful wargame design is: “There must a computer programming language – a great
be movement!” At Rorke’s Drift, there was tool for creating your own original
little in the way of tactical movement on the applications (or games, in this case).

© 2012 Joseph Miranda and Victory Point Games


24 Second Edition Rules v1.0

The Pre-Production Stage arguably the best thing to come out of a


For most wargames, before building the Starbucks since the Venti Latte.
prototype, one should do research on the
topic being gamed. Jim Dunnigan teaches us
that subject matter research is an early task
priority where facts are concerned.
In the case of
,
however, Joe Miranda
(pictured here) was
already extremely well
versed in the subject of
the Zulu War and the
Battle of Rorke’s Drift, Now, Joe is not an artist, nor makes any
and much too excited about the idea of claim to being one. Here is a look at the
making the game to get bogged down in Alpha version of some of the game
details. The extent of Joe’s pre-production components he submitted, all of which
work was kicking the idea around in a phone arrived as Microsoft Word .doc files.
call with the publisher (myself at Victory
Point Games), and then taking his trusty As seen above, the counter manifest
laptop computer to Starbucks, purchasing a consisted of a table with text in it – crude, but
large cup of iced green tea (no sugar; shaken, effective. Naturally, this left all of the visual
not stirred) and churning out in written form interpretation up to the graphic artist (who
the ideas bursting in his head. All of the would be me for this game). Of course, Joe
details in the game derived from historical sent in an idealized countermix, not one that
research could be retrofitted later, Joe fitted, exactly, to a particular VPG die-cut
reasoned. For now, quick abstractions would counter sheet template; there’s always some
suffice. give-and-take when adjusting envisioned
counters and those that can actually be
This “research last” concept is not unheard of manufactured.
in the game business. Computer game
designer Sid Meier (of Civilization fame)
advises designers to wait until after their
game is published to commence researching
its subject matter – in that way, the gameplay
won’t be sullied by the designer inserting
anything too ‘educational’ into the game. Sid
reasons that games should only feature
‘common knowledge’ on their subject so
that players don’t suffer any heavy-handed
‘lessons’ inflicted by the too-knowledgeable
designer making it more of a simulation
experience and less of a game. This is Above, you see the humble origins of the
especially true for the battle of Rorke’s Drift, map. Again, it would be up to me to interpret
which Joe reasoned is a situation that most this notion into a vision that our real map
wargamers are familiar with (especially as artist, Tim Allen, could run with for the final
the film Zulu has long been a big hit among product.
them).
Freshly caffeinated, Joe Miranda cranked
out in a single sitting(!) what would be the
first draft of ,

Game Development by Alan Emrich


Second Edition Rules v1.0 25

The Production Stage


It helps a great deal when everyone involved
is excited about a new game submission, and
when was
submitted by Joe Miranda, it generated
some considerable excitement here at
Victory Point Games. Caught up in the
enthusiasm, I started by back-filling the
research for the game, using its arrival as a
Finally, above you see some sample cards. perfect excuse to watch my old videos of the
These arrived with plenty of game design films Zulu, Zulu Dawn, and various
nuggets, many of which evolved during documentaries on the subject of the Zulu
development (as often happens). Joe’s vision Wars, and to re-read my favorite books on
of many unique cardplay options was a bit the subject and do some internet research as
overwhelming to keep track of during initial well. I love any excuse to enjoy those books
playtesting, so I had to figure out a way to and movies again!
streamline and systematize how these would The cards, I reasoned, required inspiring
work. Also, Joe included no historical “flavor quotations and historical data on them (a
text” on any of the cards! That standard that was set for the States of
was going to be a problem; I SiegeTM series by inventor
would have to do all of the Darin Leviloff), and, as
research on that part for every noted earlier, none of this
card. was submitted by the
For the rules, Joe asked for designer. It would be up to
MS-Word .doc file rules from me, the game’s developer, to
Darin Leviloff’s Soviet Dawn narrate the game’s ‘story,’
as his departure point, and and I reveled in that task.
then modified that document to create the Hopefully, players will notice
draft set of rules for this as they read through the
. Now, Joe is not a graphic story elements on the game’s cards (as
designer either, and so the document pictured here). In the first edition of this
formatting was understandably warped (as game, I relied heavily on quotations from the
opposed to neatly “wrapped”) around the film Zulu just for fun.
page breaks, but the content was largely Inspired by my research, I cheerfully set
there. It was certainly enough to be carrying about creating the first draft of the game’s
on with and moving the game onto the Beta components. I prefer to get the graphics
development track. in place first, counters and then the cards,
One thing you learn when you develop before creating a solid rules booklet, and then
games: most designers are not great incorporating those graphic elements. Thus I
wordsmiths. It’s an acquired skill to find the have an initial rules draft that looks as close
precise wording to use at every occasion and to professional as possible. (I am very anal
cross-reference rules with fanatical detail. about having a good set of rules; document-
Coming up with a brilliant game design ation is my “thing,” as my students learn
mechanic is one type of game design miracle; much to their discomfort). Using Adobe
communicating it as perfectly as possible in Illustrator to create the map, counters and
writing is another type of miracle entirely; cards, and MS Word for the rules, the initial
forging the two into a cohesive whole is part playtest set was built with components that
of the serious work of game development. looked very much like the finished ones that
came with the first edition of the game, save
for the map. The playtest map was only 8.5”

© 2012 Joseph Miranda and Victory Point Games


26 Second Edition Rules v1.0

x 11” in size, created for playtest the Hero cards functioned, each with a
functionality only, not for looks, thus: nearly-unique ability in the game, timing of
their Actions was crucial, so I had to be very
careful to craft the exacting words and
symbols in the game onto the cards (and then
again in the game’s rules and tables to
synchronize the entire package). The color
schemes, symbols (including the medals and
using dice on the cards), quotations, etc. are
all pure Emrich. I am really a fanatic about
good ergonomics and ease of use for the
players of a game.
“Teamwork is critical; no one can do an
entire game by themselves. It’s like making a
I wasn’t worried too much about the look of movie – you need a producer, director,
the map, for VPG map artist Tim Allen had writers, camera operators, special effects
indicated his interest in doing the final folks, etc. In this analogy, the game players
artwork. That meant that it all would come are the actors; the game developers design
together at the end of the process. In the and set the stage, write the story, etc. and
meantime, I created an Alpha playtest kit and the players act out the drama.”
we played the game several times at the VPG – Joe Miranda
offices that weekend. It was also at this time that I posted a
We gained a lot of insights watching each Playtesters Wanted ad on the VPG Forum of
other win gloriously while defending the ConsimWorld to see who might be interested
ramparts, and made several tweaks to the in receiving a playtest kit and assisting in
game to increase its challenge based upon polishing the game. Among the playtester
this in-house (Alpha) testing. One thing about names that started arriving in the VPG email
solitaire games, you don’t want the players box were veterans of VPG’s recent solitaire
winning too easily, or it can get boring very game releases – and one name in particular
quickly. Consequently, there was a great deal that I recognized, Dennis Bishop. This was a
of pressure added (and, in the end, a bit very welcome addition to the team, as
removed to get it all “just right”) to balance Dennis is quite a wargaming authority on the
the game such that you will be narrowly history of the Zulu Wars, and he would go on
defeated most times the game is played (and to offer some fine suggestions and insights.
that will be many times, given the short time Many little things “went right” in the game’s
required to finish a complete playing story and presentation thanks to Dennis’
session). specialized knowledge on the topic.
During the following week, Joe and I Playtest kits went out, feedback came in, and
exchanged several emails and I revised and new iterations of the game evolved. Perhaps
updated the playtest kit as a result. One thing the best part about the playtesting process is
the game greatly exchanging emails about design philosophy
benefited from was my and how we are telling the game’s ‘story’
development work in through gameplay. Conversations about
really nailing down the historical “what ifs?,” what characters should
gameplay sequencing be included given the component limitations,
(i.e., its Sequence of and what constituted balanced victory levels
Play) and using graphic are always exciting for the good-natured, fun-
elements (icons) to make loving game geeks who help playtest games
sure that players did like these.
things at the proper times. During playtesting, we added some cards to
With Joe’s design of how the mix and removed others. Those removed

Game Development by Alan Emrich


Second Edition Rules v1.0 27

were archived for a possible future expansion The most important part of completion was
kit (since released, and now incorporated into getting the map to Tim Allen and making the
this second edition game), along with some decision that the game’s map should be larger
ideas for Optional Rules that we would (i.e., 11” x 17”) to give him room to ‘do art’
develop more thoroughly later (after the first to it. Tim suffers much during the production
edition game was published). The countermix of VPG game maps, as the process requires a
kept evolving, too, based on playtester great deal of back-and-forth. Fortunately for
feedback – the time it took to build all, Tim really loves making these maps and
barricades, for example, went the creative challenge that they pose, so this
from 2 Actions to 3 to keep the fine Canadian has become a regular game
dramatic tension high and raise developer helping out with many projects.
the stakes of each player decision. Take it away, Tim!
The set up was initially more random, but Chronicling the Map’s Creation
playtesting revealed that if you didn’t luck
into drawing a Lieutenant early, things By Tim Allen
always went badly. Thus, the player now Alan Emrich kept me in the
starts with both Lieutenants in hand, along loop about the development of
with the famous quotation card that opened
the battle (“Here they come…”). It was also from the time of its inception,
during playtesting that we found the card but I chose to wait until the
sequencing to be too loosey-goosey, so I game had completed
cracked the whip on fuzzy-procedures and playtesting before I tried my hand at building
nailed down every Action. the map for it. (If I start working on the map
I added a new step to the Sequence of Play at earlier in the process, then that means making
this time, the Hero Phase. Initially, it was even more changes overall because I will
before the Action Phase, but that caused have to keep up with a still-evolving game!)
some timing quirks and made the game a bit Here is an outline of the first edition game
too easy. Eventually, by moving the Hero map’s evolution:
Phase to after the Action Phase, there was Zulus Map Version 1: Blocking
more depth involved in the decision-making
because you had to predict/prepare for next
turn’s events, rather than immediately
reacting to the current turn’s circumstances.
Brilliant! Score another victory point for
ratcheting up the dramatic tension!
The Completion Stage
We made a few final
testing decisions, such
as which Optional Rules
would be included. It Alan sent me the final beta playtest version
was at this time that we of the game (shown previously), which was
finally decided to 8.5” x 11”, but it his instruction was to make
relegate the Movie cards it 11” x 17”, giving me more scope. The map
(those inspired by the was stark, but Alan found a nice image of
film Zulu, but that were Rorke’s Drift that I could use. It shows
Hollywood events that perspective and would be nicer than the usual
did not happen at the top-down (“aerial” or “god”) view. I was
historical battle; i.e., the asked for a quick-and-dirty mockup of an 11”
“Cattle Stampede” and “Sing ‘Men of x 17” map to see how the boxes and such
Harlech’” cards) to the Optional Rules, as would fit, and the map above is what I sent.
well as Chaplain Smith.

© 2012 Joseph Miranda and Victory Point Games


28 Second Edition Rules v1.0

Version 2: Putting Things Together This version of the map does incorporate
other changes too, like the VPG logo with
the British flag (everyone at VPG loved this
little touch, and I’ve since sent them an
assortment of their logo with various flags in
it), and some of the iMpi boxes were moved
a bit. This kind of tweaking would continue
right up to the day I sent off the final version
of the map.
Versions 4, 5, and 6: One Step
Backwards and More Experimentation
Then came the hard part – placing Rorke’s
Drift onto the map and adding on all the
boxes and text in Photoshop. Life in
Photoshop is the most tedious and time
consuming part of making maps.
With the basic map in shape, I abandoned the
large spear and rifle, for more generic images
of Zulus and British defenders. These began
as images of military miniatures on the
internet that I retouched for this game.
After consulting experts, I moved the Loins The devil is in the details, and now it was
down from the top of the map (as each Zulu time to deal with those. In this version, a
approach vector came from the same basic number of changes to the fonts and the
direction). I wanted to keep the idea of manner in which the ovals should be linked
perspective, so I used ovals to give the were experimented with.
impression of looking at circles from the
side. Technically, they should get smaller the
further they get ‘into’ the map, but I didn’t
want them to get too small for the counters,
so kept them all at the same size.
Version 3: Experimentation

Above, in Version 5, you will note the lines


going through the ovals, darker fonts for the
oval labels, and drop shadows added to the
boxes.

At Alan’s suggestion, I tried using Zulu


shields instead of the ovals. Although the
effect was interesting, the majority of opinion
among the playtesters and other developers
of this game was that the map was now “too
busy.”

Game Development by Alan Emrich


Second Edition Rules v1.0 29

In Version 6, the lines now only link the got done in record time. It was a real pleasure
ovals that connect to the red interior ones. to work with these guys!
Alan did not want any lines except these. The Second Edition Map
After some discussion we all agreed to see
how arrows would look. Fast forward to 2012; we’re making a new
version of and I was given a second
Version 7: Target Acquired bite at the apple, so I jumped at the chance to
revise one of the first maps I ever created for
VPG. Originally the idea for the new map
was to create one using the existing map
from the digital version of the game then in
production to tie the two together. This
resulted in the my first effort:
Version 2.1: The Computer Connection

After some fiddling with different arrow


types and sizes, I came up with the result you
see above. Everyone was happy with this
version as it gives the impression of one of
those battle maps you see in military atlases
or magazines. At last, we had “the look.”
Version 8: Refinement
After trying it out, the brain trust at VPG HQ
decided that it wasn’t really working for the
boardgame edition, as the new, cool-looking
standee counters appeared odd on the
isometric view map. Even as I was making
this first version, I thought that a straight top-
down view would look better. Now, with
everyone in agreement that this experiment
didn’t work, I began the task of re-creating
the map and putting a new spin on it. This
Here we see the almost-final version of the was the result:
map. A fiery background was added to the Version 2.2: Hospital on Fire
Building Ablaze table at the suggestion of
one of the playtesters. I must say it looks
great that way.
I also decided to throw in the Victoria Cross
and rifles onto the Sequence of Play and
Volley Dice charts, just for added flavor. The
only thing I changed before sending this off
to Alan was a few spears in a pile, at the
bottom of the Zulu Casualties box.
I sent the finalized map to Victory Point
Games. Start to finish, the map took a bit less
The gang at Victory Point Games agreed that
than a month to complete. Thanks to the
this version was an improvement, so after
close cooperation with Alan, Joe Miranda,
this iteration, my task went from redesigning
Vince DeNardo and the others at VPG, this
to merely tweaking the map until it was right.

© 2012 Joseph Miranda and Victory Point Games


30 Second Edition Rules v1.0

I moved the Holding Boxes around and ‘on a handshake’ up to this point in the
eventually grouped them together near the process), setting up the accounting ledgers,
bottom edge. building the product page on the VPG web
For my next build, I put out the Hospital fire site (explained later) and on BoardGame-
(it’s an in-game event and, seeing it printed Geek, etc.
on the map, while cool-looking, was finally There is an old saying that there is “many a
deemed “potentially confusing”). I tried a slip twixt the cup and the lip;” in the game
version of the map with hordes of Zulu industry it goes “there’s many a slip twixt the
warriors on it (see below), but that created a product and ship.” What that means is that a
map that was too busy, so they were dropped. lot of things can go wrong right at the very
Version 2.3: Zulu Hordes end of things; just when you thought it was
over. This is not a time in the process to
relax, but instead to be even more vigilant;
bring proofreaders in, print test-copies and
inspect them in-hand, etc.
Manufacturing Zulus!
By Vince DeNardo
So now we come to the more mundane part
of game making… physical production. This
is the last step in actually having something
to put in your hands. Once all the
In the end, the map evolved to how you see it proofreaders and playtesters have had their
now, after the late decision to split the 0 box final signoffs, VPG sends the files to its
into two, when playtesting revealed it ‘manufacturing facility.’ We manufacture a
toughened up the game and made it more single copy using a combination of programs
challenging. VPG’s Noelle Le Bienvenu put including Adobe Illustrator, Photoshop and
the final tweaks to the text, etc. at VPG HQ InDesign, with some use of Microsoft
after each test print. About the only thing I Word. The printed components for each
might have added were different poses for the game are organized into groups of cards,
British infantry, but that would have taken counters, maps and documents and then
more time than I had. Overall I quite like the proofed one more time to ensure quality
results and I hope you do too! printing, and a ‘display shot’ photo taken for
the VPG web site.
When we released the first edition of
in the summer of
2009, the game was printed using 8-color
photo quality Epson Photo R1800 printers.
They gave an excellent range of true color
and were sturdy workhorses that helped build
The Little Game Company.
Today, with this second edition of the game
that you hold in your hands, we’ve graduated
- Tim Allen to a Canon ImagePRESS, which is a copying
/ publishing system that is well-suited to the
Thanks, Tim! small-format games that we manufacture.
Finishing Touches Not only does this produce great printing
Plenty of business and administrative steps with rich, saturated colors for the maps,
also occur during The Completion Stage, player-aids, cards, box covers and counters,
including making the game’s covers, signing but even the rules booklets come out
the contracts (in the past, VPG often worked assembled and ready.

Game Development by Alan Emrich


Second Edition Rules v1.0 31

one stack at a time. Two stacks of 25 full-size


cards comprises a complete game of second
edition , for example. The counters
are “aired out” on a shelf to reduce their
rustic scent, and then hand-burnished to dust
off any excess soot on the fronts and backs.
Finally, each game is collated with all its
components and placed into its appropriate
size package, depending on the quantity of
materials that go into each game; for
Printing and Assembling new VPG games example, uses a 6” x 9” polybag or
With the printing done, the printed box (both versions are available).
components that require cutting (i.e., cards
and player aids) and other finishing (such as
mounting and cutting the counters) are
“rested” on a rack for a bit. The crew from
the assembly room pops in to pick up these
components for their finishing and collating.
In the “old days,” the cards were die-cut by
hand using registration marks to align with
the die-cutting template, and then carefully
finished by hand. with all its cards The final step is assembly of the game’s
took quite a while to produce. Today, we use components and inserts into the packaging.
a Duplo slitting machine to slit, cut and score Sometimes squeezing everything into a
our cards, maps and player aids, thus polybag requires some skill, but boxing a
allowing us to make things with more game requires more steps, as we have to
precision and speed. hand-assemble each sleeve that goes around
The counters must have their registration the box and then shrink-wrap it.
marks carefully punched out by hand; they After that, each lovingly hand-crafted,
are then affixed (mounted) to the thick printed and assembled in the USA game is
cardboard we use. For two-sided (i.e., back then shipped off to the customer anticipating
printed) counters, register marks have to be its arrival. We try to keep a few built copies
punched and aligned for each side separately. of each game on hand for walk-in customers
(This can be an arduous process.) (we do get a few of those) and to quickly
To cut the counters, we used to use an Ellison grab and take to local game conventions, but
Prestige Pro hand-press die-cutter with our the warehouse is never filled with assembled
custom line-rule dies. Today, for the second games because, generally, we don’t make it
edition of , we use a Universal laser- until you order it.
cutter, which allows us to use thicker stock - Vince DeNardo
and cut custom-shaped counters of our own Thanks, Vinnie! I’ll take it from here. -AE
devising. Neither process is particularly fast,
so making counters is often the bottleneck of Marketing Zulus on the Ramparts!
the manufacturing process. Still, games are For a company with no discernible
largely judged by the quality of their advertising budget when we published the
counters, so we take great care to get your first edition of , we have tried to
game’s counters just right! teach our students about marketing games,
After die-cutting, we sort the cards into small because it is vital to get the word out there.
piles of 25 and put them through the shrink- Being a small game company, this means
wrap machine (a heat sealing machine that more “guerilla marketing” as opposed to
individually seals a stack of cards) by hand, coordinated ad campaigns.

© 2012 Joseph Miranda and Victory Point Games


32 Second Edition Rules v1.0

The Product Package Naturally, bannered across the top of the


It begins with the game’s packaging. When package is the title of the game along with
we released the first edition of the game, something unusual on too many games... the
VPG products were widely distributed in designer’s name. When I ask other game
stores, yet we strove to make an attractive companies (both board and computer games
package for our customers so they could companies, by the way), why they don’t do
“show off” their new VPG game to their that and create some “star power” around
gaming buddies. Giving our games a their designers’ names, their replies generally
professional, packaged look speaks better to run along the lines that they don’t want them
both the vendor and the customer, and the to ask for more money or be snatched up by
evolution of the game to its second edition another publisher. What rubbish! No one
saw it gain a new, illustrated cover from becomes a rock star designing games. This
VPG artist Clark Miller, which is an game is their “baby,” and they deserve to
original heroic portrait of the action. have their name attached to its title as the
proud parent they should be.
Our first edition front covers for VPG
products conveyed the The game’s key developers and artists are
gameplay elements that credited on the back of the package, opposite
players enjoy, showing the Victory Point Games logo. To further
off the board and pieces identify that game in VPG’s pantheon of
in an attractive, dynamic product lines and game types, we also denote
manner. For our its series or category and number among our
(primarily) mail-order other games in that species.
customers, we felt it Our games’ back covers feature an engaging
helped to sell a game if “marketing hype” style description of the
the prospective player game, its story and gameplay narratives. On a
could “see” what the more practical note, there is also a Basic
game would look like if Information box (number of players,
they were actually 1st edition cover complexity, etc.), a components listing, and a
playing it. It tells you close up look at some of the more interesting
more about the game experience than a game pieces to be found on the reverse of the
generic bit of art. MOVES Magazine used to packaging.
package their magazine this way, and it really We do this because our customers tend to be
made you want to start information junkies who make these direct
pushing pieces around comparisons. They’re literate, actually enjoy
and make things happen reading, and are very discerning, so the more
on the game board! Now we tell our customers up front, the easier it is
that VPG is more for them to make their game-buying decision.
aggressively pursuing
retail sales outlets, we’ve The VPG Web Site Product Page
redesigned the covers to One of the main marketing vehicles for VPG
compete better on store games is through our web site, selling and
shelves. Our in-house shipping them directly to the customer.
graphics development Consequently, the VPG web page for each
team has made quite a game is very important for its overall
study of how “the big 2nd edition cover marketing success. Consequently, a quick
boys” make their game breakdown of a VPG product page is also in
covers, and we’re adding some “VPG twists” order here.
to the conventional wisdom to make our When examining the
presence known and establish “brand product page on the VPG web
identity.” site, at the top there is a VPG banner ad and
the company name. Below that are the site

Game Development by Alan Emrich


Second Edition Rules v1.0 33

navigation controls, including a site search customer could need to make a buying
feature engineered by the VPG web guru, decision for that game, brazenly on our web
Jack Beckman. On the left side of a product site. We’re all about disclosure and putting
page is a picture of the game’s cover with a all the information in the consumer’s hands.
display shot of its components below it. Most At the bottom of each product page are other
people take one quick look at that and can VPG products that we recommend to those
instantly determine if they want to know examining that page. These are usually other
more about that game or not. There’s no games in the series, Expansion Kit(s, if any),
point in wasting people’s time; I really get and other games on similar subjects or
annoyed looking at other publishers’ sites for themes.
a game that I’m interested in only to find a
lack of visualization of what I’m buying.

Finally, on the right side of our product


pages, are “tower” ads for VPG and our
friends’ products, services and web sites.
We’ve found this overall format to be a very
effective marketing layout for our games.
Other Sites’ Product Pages and Forums
There are two other boardgame sites that we
make an effort to contribute to on a regular
basis. These are sites where our customers
(and, therefore, potential new customers)
frequent. Because our ‘business model’ is
Assuming they like their first glance of the primarily an internet-based retail sales
game, the center section provides all the business, getting customers to visit our site
details. Initially, these restate the back-of-the- from another on the internet is an important
package data, but to that we add some element for our commercial viability. Our
important and valuable extras. First, we press releases to these sites, and the
provide the full game credits (so if anyone ‘grapevine’ among their users, prove very
searches for a particular person’s name on effective for us in getting the word out about
the web site, they’ll find all of them where it our constant new product releases. (We have
appears in the credits). Again, we’re trying to maintained a publishing schedule of about
build reputations here at VPG, so credited one new item every fortnight since launching
names are very important to us. Beyond these the company in early 2008).
credits, the game’s list price (Manufacturer’s The first site where we maintain forums is on
Suggested Retail Price or MSRP) and sale ConsimWorld. We find the membership
price are shown, as is a list of Game here to be very active both in playing and
Resources. making games. ConsimWorld specializes in
This is another aspect of marketing that sets wargaming and has proven extremely useful
VPG apart. We’re not afraid to share our as a source for finding information and
game’s rules and components online. You assistance from its members.
can preview just about the entire game, file Also vitally important to us is maintaining a
by file, and we’ll include play-by-email kits presence on BoardGameGeek. They have
as they’re produced for our games. In everything to do with boardgames, and if
addition, links to web sites, game reviews, you’re patient in navigating the site (the fans
replays, and any additional material we might have posted so much data!), you will be well
have for that game are all neatly bundled rewarded. It is a great archive of everything
together for it in this Game Resources from the historical, obscure, and useful.
section. Essentially, we offer everything a

© 2012 Joseph Miranda and Victory Point Games


34 Second Edition Rules v1.0

Web Advertising Emrich teamed up so famously, ensuring “the


We also advertise on various web sites, goods” were delivered in terms of action,
rotating different ads for our myriad games to story and great gameplay, sealed the deal.
keep them from “fossilizing” at any one won the coveted Charles S. Roberts
location. award in 2009 and, over the years, went on
The VPG Sales Brochures to become VPG’s best-selling game of all
time. It was VPG’s first game to top 1,000
The flyers that insert
unit sales, and for The Little Game
into each of our games
Company, that’s a big number.
are there, primarily,
for new customers, to Years later, in the spring of 2012, VPG
make them aware of upgraded its printing and publishing facilities
our broader product and, later still in autumn of 2012, made the
line. Occasionally, you leap to publish boxed games for distribu-tion
will find these placed to retail stores. This meant taking a hard look
in other game at our back-catalog of games to devise a plan
companies’ products for their re-release in an improved, “Gold
as part of a “flyer Banner” format (with thick, mounted
swap” (ours for theirs), counters, full-size cards, etc.).
which helps people Naturally,
who buy our games discover the wider hobby cried out for early adaption to this improved
as supported by other publishers. format. We went with a complete “second
After Shipping Support edition” makeover, adding some new cards to
the mix, upgrading the art throughout,
Then, of course, there’s the follow-up. After
refining the rules, adding more depth to the
the game has shipped, we don’t stop
historical notes on the cards and epilogues to
supporting it. In addition to maintaining our
the victory conditions, an extended example
presence on the ConsimWorld and
of play, and including this in-depth story
BoardgameGeek discussion boards, you will
behind the game.
also find us posting additional resources on
the game’s product page. These “archives” Interestingly, this Gold Banner edition of
might include house rules, strategy notes, was developed in parallel with an
game reviews, etc. that are submitted to us app game version! Stephanie Newland, the
(or that we can link to via the internet) about lead programmer on the game,
that game. Why, this very article that you’ve worked with developer Alan Emrich to make
been reading about “The Making of” sure that both games were rowing in the same
is a perfect example! direction. This worked to both games’ benefit
as some key smoothing and improved
And if anything is wrong with your game, we
structuring of the game’s sequences ensued.
will take care of that, too, and make sure that
every customer is satisfied as best we’re able. Stroke of Genius: an Art Attack
We are even offering accessories through our Sharing duties on both versions of the game
web site to help customize your gaming was VPG illustrator Clark Miller. Knowing
experience. that he was
Zulus Game History, Part II going to be
making art for
Thus, was
both versions
released in its first edition in 2009 and it
(each with
became an immediate hit. That it was a
their own
solitaire game which players associated with
separate art
a classic film were two huge advantages.
requirements),
That a renowned game designer, Joseph
Clark still
Miranda, and a crack developer in Alan sought to create a unified look for both the

Game Development by Alan Emrich


Second Edition Rules v1.0 35

board and app game versions of , and brought in to give this game a thorough
has really delivered. examination through new eyes. Fortunately,
He began by working on the app game while we were starting with a game with solid core
Alan was developing the new boardgame mechanics, so we could stay focused on all of
edition. With Stephanie, the two of them the new content in the second edition during
devised a vision for the main game screen playtesting.
and Clark had it looking very good, with We received a lot of great feedback, but
animated British and Zulu soldiers moving special mention must go out to Wes Erni,
about. The displays, menus and sub-screens who really looked for the extreme case
also look wonderful, and the play is smooth possibilities and “broke the game” a few
through the app game’s user interface. times so that we might fix it. One of the big
The next thing we changes he brought to the game was the
needed was a division of the 0 box into two 0 boxes, which
glorious cover really kept the pressure up on the player and
illustration that added considerable drama to the Zulu surges
evoked the game’s after the ramparts had been improved.
title. Clark not only Just before publishing this edition, VPG
caught that scene at launched a line of boxed Gold Banner games,
sunset as seen here, and of course became a boxed
but also picked the version, too. Whereas the (cheaper) polybag
new font for the version includes a paper map and a gift of
game’s title. Note small dice, the boxed version adds a mounted
that the dog, Dick, (jigsaw-cut) map (along with the paper map),
is included. Everyone seems to love pets… plus larger dice. It is nice that our all-time
While finishing up the art for the app game, best-selling game can, at last, find itself in a
Clark set to polishing up the graphics for the boxed format and available on store shelves.
counters in this We’ve come a long way, baby!
version, as Tim That’s Not All, Folks!
Allen started
working on a new We hope that you’ve enjoyed this backstage
map. Clark added look at what it takes to bring a Victory Point
more character and Games game to life and to your game table.
personality to the Improving our design, development and
pieces, while Tim was given more room on publishing methods are ongoing processes
the Gold Banner map, as the charts and tables here. We are constantly seeking ways to
from the first edition map were moved to the improve everything about our games.
back cover of this Rules booklet as a Consequently, while this story was complete
Reference sheet. What you see above is a when we published the game you’re holding,
picture of the Gold Banner edition playtest the last page of the story of
kit before and after these artists have worked is yet to be written…
their magic on the pieces and the map. And these processes in game making are
Zulus Game History, Part III exactly what we teach here at Victory Point
Games. We love working with new game
This Gold Banner second edition of designers, artists, playtesters and game
saw the return of developers of every skill and talent, and if
noted gamer/historian Dennis Bishop to the you’re interested in trying your hand at
project. Dennis pitched in his expertise with actually making a game, you just might want
the historical notes on the cards and the game to reach out to us and see if there’s something
epilogues, in particular. you can do!
Playtest kits went out to veterans of the first
edition game, plus some new players were

© 2012 Joseph Miranda and Victory Point Games


36 Second Edition Rules v1.0

a desperate volley of urgent fire). Players


must make these choices and live (or die)
with the consequences.
DESIGNER’S NOTES Zulu forces are shown in their tactical
employment of chest, horns and loins of
Originally, I was going to call this game the “fighting bull buffalo,” a formation
“Rorke’s Drift Syndrome.” This was a where the center pins the enemy, the flanks
term coined by game design legend move for envelopment, and at the decisive
Richard Berg for situations that make great moment the reserve is committed. In game
“reads” in military history (or action in the terms, the loins have a lower chance of
movies), but just do not play out well as moving than the other parts, but often once
games. they have been committed they will come
I was inspired to design in very quickly. This places the player in a
after playing Darin Leviloff’s situation to guess not only where the next
Israeli Independence game, also threat is coming from, but how fast it will
published by Victory Point Games. It be moving!
features a game system (and launched Zulu tactics worked against a larger British
VPG’s “States of SiegeTM” game series) force at Isandlwana on the morning of the
that includes two particular elements that battle of Rorke’s Drift, but failed at this
neatly fit the action at the battle of Rorke’s battle. One of the reasons for its failure
Drift. First, the player is placed in the was the much higher level of leadership
position of defending a central position and initiative at Rorke’s Drift. Indeed,
against several enemies coming in from there is a temptation here to do another
multiple directions. Second, there is card game on Isandlwana, where the British
play that not only allows for the usual have a much larger force but, in game
game randomization, but also “tells a terms, fewer cards to play. If this game
story,” as game developer Alan Emrich so proves popular, there are future designs in
eloquently (and often) puts it to his the works, some giving you a chance
students and game designers. where the original defender was wiped out:
My contribution to the States of Siege Custer’s Last Stand, Gordon at Khartoum,
game series was to (literally) put cards in Dien Bien Phu, and Khe Sanh.
the player’s hand, thus affording the Joseph Miranda
opportunity to make real command
decisions while trying to thwart myriad
foes. To do this, the enemy’s maneuver GAME CREDITS
(and other) events were separated into chits Game Design: Joseph Miranda
picked from a cup. The game becomes one Graphic Design, Documentation &
not so much of fire and maneuver, but Game Development: Alan Emrich
rather of sorting through options and Game Map: Tim Allen
making tough decisions. The player must Illustrations: Clark Miller
trade off various advantages, as Special Thanks: Stanley Baker, Cy Endfield
represented by the Heroic Abilities on the Playtesting: Dennis Bishop, Jeff Cherpeski,
cards. In development, a whole game- Wes Erni, Lance McMillan, Kim Meints, Stephanie
within-the-game of card hand management Newland, Richard Pardoe, Petra Schlunk
evolved as Heroes had to “rest and Proofreading: Bill Barrett, Leigh Toms, and
recover” (return to the player’s hand) after Ian Wakeham
certain actions, and were “wounded”
(discarded) after others (including leading

Game Development by Alan Emrich


iMpi Zulus on the Ramparts!
Chits
(5.1 - 5.3) Reference Sheet © 2012 Victory Point Games

Sequence of Play (4.0)


Advance (x23)
1. () iMpi Phase (draw 1 iMpi chit)
2. () iButho Phase (implement chit; 5.0)
3. () British Action Phase (6.0)
Volley Dice
Regroup,  Put Forth 1 Hero or Group (6.2) Results (6.7.4)

}
Retreat (x3)  Form Reserve Platoon (6.3)
 Construct 1/3 of a Barricade (6.4) 1
 Fight a Building Fire (6.5) 2 = Miss
Building
7  Distribute Ammo/Water (6.6) 3
Ablaze (x2)  Fire a Volley/Melee (6.7)
4. () Card Draw Phase (draw 1; 7.0) 4 = Miss (Retreat
from Building
5. () Hero Phase (Put Forth 1; 8.0) Ablaze)
6. () Housekeeping Phase (9.0)
inDluyengwe
Forward!  Zulus Defeated? (11.0)
5 = Retreat
 Discard down to 5 hand cards 6 = Hit
7 Building Ablaze Table (5.3.1)
Prince
Dabulamanzi Die None One Both Fire Fighting
Roll Ablaze Ablaze Ablaze Action (6.5)
1 Hospital
Ablaze
OTHER
Ablaze
No
Effect
No
Effect
Rifles
7 Hospital OTHER No No
Overheat
2 Ablaze Ablaze Effect Effect
Hospital OTHER No No
3 Ablaze Ablaze Effect Effect
Storehouse No Hospital fire One Fire
4 Ablaze Effect Extinguished Extinguished
Seniority Storehouse No Storehouse fire One Fire
Debate
5 Ablaze Effect Extinguished Extinguished
Storehouse One Fire One Fire One Fire
6 Ablaze Extinguished Extinguished Extinguished

Washing of
Optional Hero/Group Card Reminders
the Spears After you fire your first Volley, the following cards, if drawn, are
useless (i.e., discarded without effect and no redraw is made): Major
Spalding, Natal Native Contingent and Natal Native Horse.
During a Day turn, the following card, if drawn, is useless: G Company.
7
Zulu Snipers 7: This chit is returned to the iMpi cup (the Prince Dabulamanzi and Building Ablaze chits are returned on Day turns only)

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