Moving
the Men
Each turn a player rolls a
6-sided die, which determines the number of circles one of his men may
now advance. It is up to the player to choose the man to be moved.
If he rolls a 6, he gets another
roll after making his movement.
Partial execution of moves
is not allowed, i.e. players must move one of their men the entire number
of circles, or renounce the move completely.
No two men may stand on the
same circle.
If a man lands on a circle
occupied by a rival, he "takes" him and sends him back to the station he
last came from.
Movement may be forward or
backward, but when moving backward, taking rival men is not allowed. (It
is, however, possible to move behind an enemy with a 6, and then take him
with a subsequent forward movement.)
Stations don't have to be
reached with the exact number. On arrival players may partially "waste"
a roll (which out on the trail is forbidden).
Squares occupied by bears
may not be entered or crossed.
Reaching
a station
Each time a player arrives
at a station with one of his men he is rewarded with points. The quantity
depends on the length of the distance covered. This distance is determined
by counting the squares over which the trail has lead. (Since there are
always two circles to a square, this will be half the number of the circles.)
The number of squares is also the maximum number of points the player can
obtain.
But alas, there is a tax to
be paid, and since we're in the Wild West here, where law and order have
not yet been ultimately enforced, at this point an element of arbitrariness
comes into play: The player has to roll two 6-sided dice until at least
one of them shows a 6. For each failed roll one point is knocked off his
reward.
Example:
A player's man arrives after travelling a distance of 11 squares. He then
rolls 5- 4, 3-1, 6-2. The required 6 only arrived on his third attempt,
and for the two previous failures two points are deducted. Therefore, his
score in this case is 11 - 2 = 9 points.
Note: In the case of persistent
bad luck, it is perfectly possible to get into red numbers this way!
Special case: If a player would, with the maximum reward for this particular arrival, WIN the game (by thus reaching the previously agreed number of points), he has to produce the obligatory roll of a 6 TWICE! Hence, in order not to lose any points at all he would have to roll double 6 straight away.
Important additional rule:
The player(s) with the lowest
overall score at the moment of arrival at a station is exempt from tax
and gets maximum points straight away. At the beginning of the game, ALL
players are "last" (and "first", for that matter), which means that each
players first reward is automatically tax-free.
Overcrowded
stations
As mentioned above, each station
has a maximum capacity. In order to enter into a "full" station, the player
must either wait outside for a vacancy (which can be dangerous business
with bears nearby) or roll the exact number, without "wasting" the rest
of his roll as in the case of a normal arrival. If he succeeds in entering,
one of the inmates is expelled and put on the first circle in front
of the station, facing in the direction of his next trip.
The same principle applies
in the cases of a player wanting to move one of his men backwards into
a full station or a man being taken and sent home on the trail.
