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2 Solitaire Gameplay! 2nd Edition "Each time I end a session, I can't wait to play again. On top of that, I am also nervous over playing it again. Terrific game!" - Everett Hathaway (Board Game Geek) Now Available!

3 The Last King of Scotland Standard Game Rules v1.0 1 The African Wars Standard Game rules TABLE OF CONTENTS [0.0] USING THESE RULES... 1 [1.0] INTRODUCTION... 1 [2.0] GAME EQUIPMENT... 1 [3.0] SETTING UP THE GAME... 2 [4.0] SEQUENCE OF PLAY... 2 [5.0] INITIATIVE PHASE... 3 [6.0] SUPPLY STEP... 3 [7.0] MOVEMENT STEP... 3 [8.0] ZONES OF CONTROL... 4 [9.0] COMBAT STEP... 5 [10.0] SPECIAL UNIT TYPES... 7 [11.0] HOW TO WIN... 7 [12.0] VARIANT RULES... 7 EXCLUSIVE RULES... 8 [0.0] USING THESE RULES Every game in The African Wars Series shares these Standard Game Rules. Each game in the Series also has its own Exclusive Rules. When there is a conflict, the Exclusive Rules supersede the Standard Rules. New gaming terms, when initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major Rules sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game s subject matter, its components, the procedures for play, the game s core systems, how to set it up, and how to win. With each Rule, there can be Cases that further explain a Rule s general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to examples of a Rule or Case are in blue text and this font. Text in shaded boxes, like this, provides the voice of the game s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. [1.0] INTRODUCTION The modern wars in Africa provide a rich arena of different and unique gaming situations beyond WWII in North Africa (where most wargames have concentrated their examination of wars in Africa). Some of these wars were short affairs of a few months, while others raged for twenty years or more. Each of these modern African wars shaped the political and military future of the continent and they are still finding their way into today s headlines. The African Wars Series provides a means for understanding these wars that shaped modern Africa and current world opinion. [2.0] GAME EQUIPMENT The Game Map: The game features a map showing where the campaign took place. Superimposed on it is a hexagonal grid to regulate the placement and movement of the pieces. Each hex or hexside contains a certain type of terrain, with various effects on movement and/or combat as listed on the game s Terrain Effects Chart. Game Scale: Each game in the Series has its own scales for measuring time, distance (per hex) and unit aggregation (how many of what troop types each piece represents) as stated in the Exclusive Rules section. The Playing Pieces: The square cardboard game pieces represent the military formations that participated. These pieces are called units. The information on the units is read as shown below: Combat Strength (red = Heavy Weapons) Name Icon Movement Allowance (red = Special) Attack Strength Defense Strength 2013 Dennis Bishop and Victory Point Games

4 2 The African Wars Standard Game Rules v1.0 Combat Strength is the relative strength of a unit when engaging in combat. Some units have two strengths: the first number is that unit s Attack Strength (a 0 value means that unit cannot attack) and the second number is that unit s Defense Strength. A black number denotes standard Infantry Weapons (IF), while a red number denotes Heavy Weapons (HW). Movement Allowance is the number of Movement Points that unit can spend to move in a single Movement Step. A black number denotes infantry (foot) movement capability, while a red number denotes special (Motorized, Armored Infantry, Armor, or certain types of artillery) movement capability. These movement capabilities treat terrain types differently, as described on the Terrain Effects Chart. Unit Type designates the dominant troop type in that formation, as shown by its unit icon and name. These include Infantry, Armor, Armored Infantry, Motorized Infantry, Guerrillas, Camel and Cavalry, Artillery, Engineer, Air units, etc. Markers: Certain pieces are not fighting units, but markers that show the status of units and denote other important game information. Some sample markers are shown below: Game Charts, Tables, and Tracks: These are found on the map or the back of this rules book on the Player Aid: The Game Turn Record Track indicates the current Game Turn. The Sequence of Play outlines the Phases and Steps conducted during each Player s turn. The Terrain Effects Chart provides information about the effects of terrain on movement and combat. Dice: The game uses six-sided dice to represent the randomness that affects all warfare. [3.0] SETTING UP THE GAME The players determine which side they will play. This game s Exclusive Rules provide the rest of its set up instructions (see pg.8). [4.0] SEQUENCE OF PLAY The game is played over a number of Game Turns defined in this game s Exclusive Rules (see pg.8), each of which is composed of two Player Phases. During each Game Turn, the players alternate maneuvering their units and resolving combat in the sequence outlined below. At the conclusion of the last Game Turn, consult the End Game Victory Conditions (11.2) and determine the winner. The Game Turn A Game Turn is divided into an Initiative Phase, followed by two Player Activation Phases, according to this sequence: The Sequence of Play 1. Initiative Determination Phase: Each player rolls one die to determine Initiative (5.0) for the player order. 2. First Player Activation Phase: A. Supply Step: The First Player notes the Supply status of each of their units (6.0). B. Movement Step: The First Player places any Reinforcements (7.5) and may then move their units (7.0). C. Combat Step: The First Player may attack with their units (9.0). 3. Second Player Activation Phase: The Second Player conducts Steps A, B and C, just as the First Player did, but with their own units. 4. Housekeeping: After both players have completed their Activation Phases, that Game Turn is over. Advance the Systems Development by Bryan Armor with Alan Emrich

5 The Last King of Scotland Standard Game Rules v1.0 3 Game Turn marker one space on the Game Turn Track. If the last Game Turn was just completed, check this game s Exclusive Rules to determine the winner. [5.0] INITIATIVE PHASE Procedure During the Initiative Determination Phase, each Player rolls one die (shown as z ). If there is a tie, reroll until it is broken. The Player with the highest die roll chooses who receives the Initiative (i.e., goes first) for that turn. The Player with the Initiative is the First Player and conducts their Activation Phase first. [6.0] SUPPLY STEP General Rule To perform at their maximum capability, combat units must be in supply. Each player traces supply for their units (only) as the first Step of their Activation Phase. [6.1] Line of Supply: A unit is in supply when it is on, or within one (1) hex of (i.e., adjacent to), a supply source or a road hex leading to a supply source. If tracing supply along a road, that road must connect the friendly supply source to the tracing unit, uninterrupted by enemy units or their Zones of Control unless friendly units occupy those hexes (see 8.0). This path of connected road hexes is called a Line of Supply (LOS) and it is traced from the friendly supply source forward to the unit. [6.2] Supply Sources: Each side s friendly supply sources are listed in this game s Exclusive Rules. [6.3] Guerrilla Supply: Guerrilla units are automatically in supply. [6.4] In Supply Effects: Supplied units move and fight at their full values. [6.5] Out of Supply Effects: Indicate units that cannot trace a valid Line of Supply by placing an Out of Supply (OOS) marker on them. Every unsupplied unit suffers the following adverse effects: Its Movement Allowance is halved, rounded up (7.0). It cannot voluntarily enter an Enemy Zone of Control (8.0). It cannot participate in an attack (9.0). Its Defense Strength is reduced by one (i.e., it rolls one fewer die). Its Zone of Control (8.0) does not block enemy Lines of Supply, but its physical presence in a hex still does. [7.0] MOVEMENT STEP General Rule Each unit has a Movement Allowance (MA) printed on its counter in the lowerright corner, in either black text (a leg unit) or red text (a special unit). During your Movement Step, all of your supplied units can move up to their printed MA. Your unsupplied units (6.0) can only move up to half of their MA, rounded up. Procedure A unit expends Movement Points (MPs) from its Movement Allowance for each hex it enters, per the cost listed on the game s Terrain Effects Chart. As a unit moves, it traces a path, in any direction or combination of directions, of contiguous hexes through the map s hex grid, paying the MP cost for each hex entered or hexside crossed. Units pay the Road cost if they are entering that hex from a hex containing a connecting Road hex; otherwise, they pay the cost of the other terrain in the hex. Restrictions and Prohibitions [7.1] Terrain Limitations: Units with a red MA (i.e., Motorized, Mechanized Infantry, certain Artillery units, and Tank units) cannot enter Marsh or Forest hexes unless they do so by using a Road. Infantry units can cross a non-bridged River hexside (bridges exist wherever a Road crosses a River hexside), but only 2013 Dennis Bishop and Victory Point Games

6 4 The African Wars Standard Game Rules v1.0 when stacked with an Engineer unit. Note that the Engineer unit needn t cross that River hexside itself to allow infantry units stacked with it to cross. Engineer units can freely cross River hexsides themselves. [7.2] Movement Point Requirement: Each unit can expend all, some or none of its MPs each turn. Unused MPs cannot be accumulated from turn to turn, nor transferred from unit to unit. Units without enough MPs to enter a hex and/or cross a hexside cannot do so, even if that means such units cannot move at all during that Movement Step. [7.3] Sequential Movement: Each unit, or stack of units, moves separately, and one unit s/stack s movement must be completed before the next ones can begin. [7.4] Stacking: A unit can remain stacked with other friendly units, within the following limitations: Friendly units cannot enter a hex containing an enemy unit, nor can friendly and enemy units stack together. No more than three friendly units can be stacked in any hex at the end of a unit s movement. Air units stack free and do not count against the stacking limit. Any number of friendly Air units can exist in a hex. The presence of a Road does not affect the stacking limit in that hex. Overstacking: When a hex is overstacked following a retreat from combat (permitted only under certain Exclusive Rules), their owner must immediately eliminate units from that hex sufficient to bring it back within the stacking limit. If, at the end of a Player Turn, you discover units to be in violation of the stacking limit, their owner must immediately Retreat any units necessary out of their overstacked hex to an adjacent safe hex (see 8.4) to satisfy the stacking requirement. [7.5] Reinforcements: Reinforcements for each player are available on the game turn noted on the back of their counters. They are placed on their entry hex for free at the beginning of their owner s Movement Step for that turn and conduct movement and combat as other units on the map do. [7.5.1] Reinforcement Supply: Newly arrived reinforcements are In Supply (6.0) on the turn they arrive. After that turn, they determine their supply status normally. [7.5.2] Blocking Reinforcements: You can place reinforcement units on the map in an EZOC, but the presence of an enemy unit in their entry hex prevents the placement of those reinforcements. If an alternative entry hex is not available, those blocked reinforcement units are delayed until a future turn when a valid entry hex for them is available. [7.5.3] No Voluntary Delay: Reinforcements cannot be delayed voluntarily. [8.0] ZONES OF CONTROL General Rules Only supplied ground units with a red Combat Strength (Heavy Weapons) and/or a red Movement Allowance (Special) exert a Zone of Control (ZOC) into the six hexes adjacent to the hex they occupy. Units without a red value do not exert a ZOC. A ZOC represents that unit s influence outside of its immediate area through firepower and/or maneuverability. ZOCs do not extend across or into impassable hexsides or hexes. Thus red Strength units do not exert their ZOC into non-road connected Marsh or Forest hexes. Reminder: Air, Infantry and unsupplied units never exert a Zone of Control. Systems Development by Bryan Armor with Alan Emrich

7 The Last King of Scotland Standard Game Rules v1.0 5 Cases [8.1] Stop: Units that enter an Enemy Zone of Control (EZOC) must immediately cease their movement, regardless of how many Movement Points they might have remaining. The ZOCs of friendly units do not affect the movement of other friendly units. A friendly unit can exit an EZOC if it started its movement in that EZOC and it does not move from that hex directly into another hex in an EZOC. You cannot move your units directly from one hex in an EZOC into another; they must move into a hex not in an EZOC first, before entering a new hex in an EZOC. Units can always exit EZOCs when instructed by Combat Results (9.0). [8.2] Blocking Supply: EZOCs block friendly Lines of Supply (6.1). However, for the purposes of tracing a Line of Supply, an EZOC is negated if there is a friendly unit in that hex. That is, friendly units negate EZOCs for the purposes of tracing Lines of Supply. [8.3] Attacking: During your Combat Step, your units in EZOCs are not required to attack. Further, if any of your units attack, they are not obligated to attack all enemy units exerting an EZOC upon them. [8.4] Retreating: A unit cannot retreat into an EZOC. If forced to do so, it is eliminated instead. The presence of a friendly unit in the hex being retreated into does negate that EZOC for purposes of retreating. Note that the stacking restrictions apply immediately after retreats (see 7.4). [8.5] Placement: Placing Reinforcement units is unaffected by EZOCs (see 7.5.2) [9.0] COMBAT STEP General Rule During your Movement Step, your units that are adjacent to enemy units may initiate attacks. Attacking is completely voluntary; an attacking unit can attack any or all adjacent hexes containing enemy units at the attacking player s discretion. When a unit attacks multiple hexes, that is considered a single Battle and resolved with one roll of the dice. Standing Together: When attacked, all defending units in a hex are attacked together using their combined strength. Fatigue: No unit can attack more than once per Combat Step (exception: via Momentum Attacks, see 9.7), and no defending unit (or hex) can be attacked more than once per Combat Step (except for a Momentum Attack, again see 9.7). The Battle Sequence For each Battle between units, perform these Steps in their exact order: A. The Attacker indicates which units are attacking and which adjacent defending hex(es) is (are) being attacked (9.1). B. The Attacker can conduct Air Strikes, if eligible (see the Exclusive Rules; this Step is skipped during Momentum Attacks). Apply the Defender s losses immediately. C. Note the total Red, and the total Black Combat Strengths for both sides units in this Battle. These totals are how many dice are rolled by each side to resolve the Battle (9.2). D. Apply Terrain & Supply Modifiers to adjust the number of dice rolled (9.3), hexsides first, and then the Defender s terrain, removing Red dice as a priority. E. Roll dice for Red Combat Strengths and Black Combat Strengths separately (or use two different colored sets of dice). Red Combat Strength (CS) dice score a Hit on results of 5 and 6; Black Combat Strength (CS) dice score a Hit only on results of 6 (9.4). F. Apply the combat results inflicted by these ground units, assigning Hits and Retreats, if applicable (9.5). G. If desired and eligible, attacking units that Advanced After Combat (9.6) can conduct a Momentum Attack (9.7) Dennis Bishop and Victory Point Games

8 6 The African Wars Standard Game Rules v1.0 Procedure [9.1] Declare Attacks: The player declaring the attack during their Combat Step is the Attacker and the other player is the Defender, regardless of the overall strategic situation. The Attacker begins their Combat Step by declaring all of the Battles they will initiate that turn (i.e., which units will attack which enemy units, in which hexes) before any are resolved. Then, each individual Battle is resolved, one at a time (plus Momentum Attack follow-ups; see 9.7), in any order the Attacker desires. A previously-declared Battle for that turn cannot be called off after seeing the results of earlier Battles; it must still be conducted! [9.2] Resolving Combat: A unit s Combat Strength is the number of dice it rolls (die rolls are shown as this symbol: z) in its effort to score Hits against enemy units. Most units have a single Combat Strength, but some have two: e.g., 0/1, or 1/2. The first number is its Attack Strength, which is the number of dice it rolls when it is attacking; the second number is its Defense Strength and is used when that unit is defending. A 0 Attack Strength means that unit cannot attack, but it does still defend using its Defense Strength. [9.3] Terrain/Supply Effects on Combat: During Step C of the Battle Sequence, refer to the Terrain Effects Chart. It explains how terrain affects the current Battle with a reduction of the number of dice thrown by the Attacker. These effects are: [9.3.1] Defending Across Hexsides: Certain hexsides (e.g., River hexsides), when between the hex the Attacking units occupy and any adjacent hexes occupied by Defending units in that Battle, subtract the indicated number of Attacker s dice, but only from among those specific units attacking across the terrain-affected hexsides at that Battle. After these dice have been subtracted, check the terrain in the Defender s hex. [9.3.2] Defender s Terrain: After the hexside terrain dice are subtracted from the Attacker s roll, if the targeted defending hex terrain benefits the defense, subtract the indicated number of dice from the Attacker s total Red + Black dice that remain. If the defenders occupy one or more hexes with more than one different terrain type, apply the single terrain benefit that is most advantageous to the Defender. [9.3.3] Supply: Unsupplied attacking units cannot attack. Unsupplied defending units roll one fewer die (i.e., -1 z). [9.3.4] Red Dice First: Each subtraction of dice performed must be from the Red dice (z) in that group first. [9.3.5] Restricted Attacks: Units with Red Movement Allowances (i.e., Tank and Motorized units) can attack into Marsh and Forest terrain hexes only if a Road crosses the hexside between their hex and the Defender s target hex. Example: Four units attack a unit in a Forest hex as illustrated below: At first, the dice roll sums look pretty good for the Attacker with z z z + z z attacking dice versus z z defending dice, but it looks very different after checking for terrain effects! Checking for hexside effects first (9.3.1), the two green units are attacking across a River hexside (shown by the blue arrow) with z z + z. The River hexside subtracts two dice from among all the units conducting cross-hexside attacks at that Battle, and Red dice are always subtracted first (9.3.4), so the adjusted strength of the cross-river Attackers is reduced to z. Next, the terrain in the Defender s hex itself is considered (9.3.2). This is then subtracted from Systems Development by Bryan Armor with Alan Emrich

9 The Last King of Scotland Standard Game Rules v1.0 7 what remains of the Attacker s total dice (in this case: z + z z). The Defender s Forest terrain subtracts 1 more of the Attacker s dice, and since there is a Red die still in the attack, it is removed as a first priority (9.3.4). Therefore, due to the Defender s strong position, the Attacker will roll only z z (which, as you can see, is the same that the defending units will be rolling back against the Attacker). [9.4] Combat Dice: Units with Heavy Weapons (those with a Red CS) score a Hit on results of 5 and 6. Units with Infantry Weapons (those with a Black CS) score a Hit only on results of 6. Red CS and Black CS dice are resolved simultaneously. You may wish to use different colored dice for each to track more easily their respective Hits. [9.5] Assigning Hits: Apply all Hits simultaneously. That is, perform all dice rolls for both sides before applying both sides losses afterward. The Attacker selects which Defending unit takes the first Hit (if the Defender suffers any Hits). Likewise, the Defender selects which attacking unit takes the first Hit inflicted in that Battle. After your opponent assigns your initial Hit, both players then assign all additional Hits from that Battle to their own units as they choose. Generally, each Hit is applied as a unit elimination (i.e., that unit is permanently removed from play). Some units, as specified in the Exclusive Rules, can Retreat to satisfy a Hit. You must apply all Hits unless all units on that side are eliminated. [9.6] Advance After Combat: When defending hexes (only, not attacking hexes) are vacated through Battle eliminations and/or Retreats, a number of surviving attacking units that participated in that Battle up to the stacking limit (7.4) can immediately occupy the vacated hex. This is called Advance After Combat, which is a free post-battle move without supply or EZOC restrictions (but terrain restrictions still apply in that units cannot advance into prohibited terrain or across prohibited hexsides). [9.7] Momentum Attacks: Attacking units that have just Advanced After Combat (9.6) have the option to conduct an additional immediate attack against any enemy units adjacent to their newly-advanced-into hex. This option must be exercised before the next scheduled Battle is resolved, if any. Exercising this option is called launching a Momentum Attack, and the Momentum Battle that ensues is an exception to the restriction that units can only attack or be attacked once per turn. Momentum Attacks can be repeated by units that continue to Advance After Combat following Momentum Attack Battles. Important: Skip Step B in the Battle Sequence for Momentum Attack Battles. No further Air Strikes are permitted in support of those units. [10.0] SPECIAL UNIT TYPES No Standard rules; see Exclusive Game Rules. [11.0] HOW TO WIN No Standard rules; see Exclusive Game Rules. [12.0] VARIANT RULES Each game in The African Wars Series games has its own Exclusive Rules section (which follows) explaining the above three Rules sections. The African Wars GAME CREDITS Game System Design: Dennis Bishop Documentation and Development: Bryan Armor with Alan Emrich Art & Graphic Design: Tim Allen Playtesting: Wulf Corbett, Ian Wakeham, Keith Mageau, Norm Stewart, Andy Nicoll, James Nolan, John Stryker, Duncan Rice, Steve Darell, Gary Cope, Doug Southwell, Scott Peth Proofreading: Bill Barrett, Ian Wakeham 2013 Dennis Bishop and Victory Point Games

10 8 The African Wars Exclusive Game Rules v1.0 The Last King of Scotland The Uganda-Tanzania War of [0.0] EXCLUSIVE RULES These Exclusive Rules for The Last King of Scotland, when combined with The African Wars Series Standard Game Rules, form the entirety of the rules needed to play this game. These Exclusive Rules share the same numbering sequence as (and are meant to neatly overlap ) the Standard Rules. When there is a conflict, these Exclusive Rules supersede the Standard Rules. [1.0] INTRODUCTION The Last King of Scotland simulates the Uganda-Tanzania War of that ousted Uganda s President for Life, Idi Amin Dada. With a seeming fascination for all things Scottish, Idi Amin referred to himself as the uncrowned king of Scotland. When Amin fled Uganda, in a sense he truly became The Last King of Scotland. [2.0] GAME EQUIPMENT Parts Inventory 1 11 x 17 paper map 1 11 x 17 mounted map (boxed edition only) 85 two-sided game pieces 3 Red and 4 Black dice (boxed edition only) 1 Rules booklet The Game Map: The 11 x 17 game map portrays Uganda and northern Tanzania, where this campaign took place. Game Scale: Each map hex covers 30 miles. Unit sizes range from platoons to battalions. Each game turn is one month of real time. Opponents: The Ugandan Player controls Ugandan (black on gray), Libyan (black on green), and Palestinian Liberation Army (PLA; green on gray) units. The Tanzanian Player controls Tanzanian (black on tan), Mozambique (black on yellow), and anti-ugandan Guerrilla (green on tan) units. Unit Type designates the dominant troop type in the formation. These include: Infantry: soldier silhouettes; black Movement Allowances Armor, Armored Infantry, Motorized Infantry, Artillery: vehicle or artillery piece silhouette; black or red Combat Strengths; red Movement Allowances) Guerrillas: green soldier silhouette, Guerrilla designation at the bottom Engineer: Engineer designation at the bottom Air units: airplane silhouette; red Combat Strength (except Mig17); no Movement Allowance Dice: The game uses six-sided dice to represent the randomness that affects all warfare, but especially this war. The Ugandan Army was composed of 75% mercenaries and the Tanzanian Army was composed of 80% new recruits. [3.0] SETTING UP THE GAME Sort the units into their respective sides, setting aside units with white text (these are variant units; see 12.0) and then follow these set up instructions: [3.1] Ugandan: The Ugandan Player places the Ugandan units at the starting locations listed on the back of the counters. Libyan and other units come in as reinforcements; place them on the Game Turn Record Track on the turns listed on their counter backs. Systems Development by Bryan Armor with Alan Emrich

11 The Last King of Scotland Exclusive Game Rules v1.0 9 [3.2] Tanzanian: No units for this side set up on the map; they all arrive as reinforcements. Place them on the Game Turn Record Track on the turns listed on the backs of their counters. [5.0] INITIATIVE PHASE [5.2] First Turn Initiative: The Tanzanians automatically have the initiative for the first Game Turn (November, 1978). [5.3] Tanzanian 1s: If the Tanzanian Player rolls a 1 during the Initiative Determination Phase, the Tanzanian Supply effect occurs (see 6.7). Example: Both players roll for Initiative, and both players roll a 1. This invokes the Tanzanian Supply effect, as per 6.7. Both players then re-roll for Initiative (to break the tie, see Standard Rule 5.0). The Tanzanian Player rolls a 6, while the Ugandan Player rolls a 4. Thus, the Tanzanians have the initiative this turn, but 6.7 remains in force, disallowing any Tanzanian movement! [6.0] SUPPLY STEP [6.2] Supply Points: Uganda: Kampala / Gulu / Nakasongola Tanzania: Hexes in Tanzania and Rwanda marked as supply points ( ) [6.6] Tanzanian Supplies: Each time that the Tanzanian Player rolls a 1 during the Initiative Determination Phase, there is a breakdown in the Tanzanian supply chain. Effects: No Tanzanian units can move that turn (except to Advance After Combat), but can attack and defend normally. Out of Supply markers are not required for this (tracing supply is still performed separately); all Tanzanian units are simply, globally incapable of movement in general. Tanzanian reinforcements do not enter the map that turn, but must instead wait until the next turn that the Tanzanian Player does not roll a 1 during the Initiative Phase. Due to the distance from the Tanzanian supply bases to the front, lack of supplies plagued the Tanzanian offensive throughout the war. [7.0] MOVEMENT STEP Interestingly, Idi Amin wouldn t allow Ugandan bridges to be blown; he wanted them kept intact for his counterattack. This counterattack never really materialized except at Lukuya, where it became a mini Battle of the Bulge that was quickly contained and eliminated. Factoid: The Ugandans started the war with two Bailey Bridges, but never used them. [7.4] Stacking: Apply the following exceptions to the Case that No more than three friendly units can be stacked in any hex at the end of a unit s movement: All Tanzanian units Brigade IDs (Infantry, Artillery and Armor) of the same brigade can always stack together in a hex. All Ugandan units belonging to the 1st and 2nd Brigades may always stack with other units in that same brigade. The Ugandan s Libyan Brigade units can always stack with each other. These specific black on green units have their names underlined. [7.5] Reinforcements: [7.5.4] Entry Hexes: Place your newly arrived reinforcement units at the beginning of your Movement Step on their turn of entry, as specified. Ugandan: As listed on the back of each reinforcement unit. Tanzanian: At either Tanzanian Supply Point hex. [7.6] Shock of War: Ugandan-controlled units cannot move (only, they can still conduct Combat, 2013 Dennis Bishop and Victory Point Games

12 10 The African Wars Exclusive Game Rules v1.0 Advance After Combat, make Momentum Attacks, etc.) until a Tanzanian unit occupies or passes through a Town or City hex in Uganda. Once this has occurred, all Ugandancontrolled units are free to move normally for the rest of the game. [9.0] COMBAT STEP [9.5] Assigning Hits: Generally, each Hit is applied as a unit elimination (i.e., that unit is permanently removed from play). In The Last King of Scotland, the following units, as denoted by a black outline around their Movement Allowance, can Retreat to satisfy a Hit: If either of the Revolutionary Suicide Force (RSF) units or the Simba unit receives a Hit, the Ugandan Player can choose to negate that Hit by Retreating (8.4) that unit two hexes. It must retreat away from the enemy unit(s) inflicting that Hit, and it cannot retreat across prohibited hexsides or into prohibited hexes (i.e., ones which it could normally not move through or into). Only one such Retreat per unit is allowed per Battle Sequence, and a second Hit applied to that unit during the same Battle Sequence eliminates it. Example: The Ugandan RSF battalion is defending against the Tanzanian 207th Armored unit. The 207th rolls a 5 and a 6, scoring two Hits. The Ugandan Player chooses to apply the first Hit as a Retreat, falling back with this unit two hexes. However, there is a second Hit to assign, and with no other Ugandan unit available to absorb it, the RSF battalion is eliminated. [10.0] SPECIAL UNIT TYPES [10.1] Units That Can Retreat: Per 9.5 above, the Ugandan Simba and RSF units can negate Hits against them by retreating. [10.2] Engineer Units: The Tanzanian 1st and 20th infantry units have an Engineer designation as shown here. At any Battle in which they are involved, these units can negate one Combat Terrain Effect (total, not each) for any single set of attack or defense die rolls. This Engineer effect is applicable up to once per Battle Sequence. [10.3] Idi Amin: The removal of the Idi Amin counter creates some special effects. Once the Tanzanian Player occupies Kampala with the UNLA Guerrilla unit, and for as long as it remains there, the Ugandan Player rolls a die at the beginning of each turn following the occupation of that hex. On a die roll of 5 or 6, Idi Amin flees the country and the Idi Amin unit is removed from play (i.e., eliminated for all game purposes). Effect: At the beginning of each Ugandan Supply Step turn after Idi Amin is eliminated (for whatever reason), the Ugandan Player rolls one die and removes (eliminates) that number of units from the map. These fleeing units can be Ugandan, Libyan, and/or PLA. [10.4] Guerrilla Units: The three Guerrilla units in the game (the PLA, UNLA, and KM Sperforce units with the dark green icons) are always in supply for movement and combat (6.3). [10.5] Air Units: If you choose to play with the Air Game variant (12.1), use the following instructions: Systems Development by Bryan Armor with Alan Emrich

13 The Last King of Scotland Exclusive Game Rules v [10.5.1] Air Unit Availability: The Ugandan Player begins the game with three Ugandan Air units. At the end of each Tanzanian Movement Step, the Ugandan Player must eliminate one Air unit of their choice each time an Airbase is occupied by a Tanzanian ground unit for the first time. These Air units never return to play, even if Ugandan ground units reoccupy an Airbase hex or the Tanzanian units subsequently leave it on a future turn. Historically, Ugandan aircraft were either captured intact on the airfield (this happened at two airfields), or the pilots deserted and flew their planes to the Sudan. Ugandan-controlled Libyan Air units are a different matter. They are always available so long as one Airbase is Ugandan controlled. That is, Libyan aircraft are removed from the game only at the end of the Tanzanian Movement Step, when the last Ugandan Airbase has been conquered. The Tanzanian Player places all their aircraft in the Tanzanian People s Defense Force (TPDF) Air Wing box on the map. The Ugandan Player can never capture or occupy this box. [10.5.2] Air Strikes: During your Battle Step B, you may call in an Air Strike. Each of your Air units in play can participate in only one of the Battles that you initiate that turn. Your opponent cannot conduct Air Strikes; only you, the Attacker, can do that. Procedure: To perform an Air Strike, place one or more of your available Air units in the Defender s hex during your Battle Step B. Conduct and resolve their Combat Dice immediately (as per 9.4), including the application of any Hits they inflict (exactly as per 9.5) before proceeding to Battle Step C. This can reduce the Defender s strength prior to conducting the actual ground combat! At the end of Battle Step B, return those Air units used in that Air Strike to the TPDF box (for the Tanzanians) or any Ugandan-controlled Airbase hex (for the Ugandan side). [10.5.3] Air Unit Limits: There is no limit to how many air units can conduct an Air Strike in a single Battle. Air units cannot participate in Momentum Attacks (9.7). You cannot launch an Air Strike against the TPDF box or an Airbase hex with only Air units located there. [10.5.4] TEC Effects on Air Units: Hexside and hex terrain modifiers do not apply to Air Strikes. [10.5.5] Air Units Defending an Airbase Hex: Ground units attacking a hex containing only opposing Air units win an automatic victory in that Battle. Those defending Air units are destroyed and the Attacker can Advance After Combat (9.6), etc. If ground units also occupy the defending Airbase hex, the Air units do not contribute to the defense in any way (i.e., they do not throw dice nor can they absorb Hits). If the attacking units Advance After Combat into that hex, the Air units there are destroyed. This war was remarkable in that there was little dogfighting during the entire conflict. [11.0] HOW TO WIN [11.1] Decisive Victory: The Tanzanian Player wins an immediate, game-ending Decisive Victory if, at the end of any Player Phase, the Tanzanian player occupies Kampala and Arua (regardless of supply status). The Ugandan Player wins an immediate, game-ending Decisive Victory if, at the 2013 Dennis Bishop and Victory Point Games

14 12 The African Wars Exclusive Game Rules v1.0 end of any Ugandan Phase, there are no In- Supply Tanzanian units on the map inside Uganda. [11.2] End Game Victory: If, at the end of Game Turn 8 (June 1979), the Ugandan Player has at least one unit in each of Kampala and Arua, the Ugandan Player wins the game. If, at the end of the Game Turn 8, there are no Ugandan or Libyan units in Uganda, and the Tanzanian Player has at least one unit in each of Kaabong, Tororo, Kampala, and Arua, the Tanzanian Player wins the game (the historical outcome). [11.3] End Game Draw: If neither of the above End Game Victory conditions is met, the game ends in a Draw. [12.0] VARIANT RULES Any or all Optional Rules can be added by mutual agreement before commencing play, and in any combination desired. [12.1] The Air Game: See 10.5 for how to play using the Air units. Set Up: The Ugandan Player places the three Ugandan Air units, one each, in the hexes containing an Airbase. The Libyan Air unit (shown here) is placed on Turn 4 of the Game Turn Track. Place it at any Ugandan-controlled Airbase hex when it arrives. When the three Tanzanian Air units enter play on Turn 1, place them in the TPDF Air Wing Holding box. [12.1.1] More Libyan Air Support #1: Substitute the stronger, 2- Strength Tu-22B unit. It is possible that Libya might have sent the entire 1110th Squadron to Libya. [12.1.2] More Libyan Air Support #2: Add the Libyan Mirage 5DR Air unit as a Game Turn 4 reinforcement. Place it at any Ugandan-controlled Airbase hex when it arrives. The Libyan 1011th Squadron was known to be in Chad in It could have been sent to reinforce the 1110th Squadron. [12.2] Increased Libyan Ground Reinforcements: If this option is chosen, the Islamic Legion ground units enter on Game Turn 4 in any hex on the Ugandan northern border containing a road that exits the map to the north. Gaddafi planned and organized the Islamic Pan-African Legion in 1978 with the intention of using it as a Foreign Legion to send to other countries in conflict. In 1979, the Legion operated successfully in Chad, and could have been sent to Uganda to support Idi Amin. [12.3] Ugandan Paratroops: If this unit begins the Ugandan Player s Movement Step: A) in supply, B) on an Airbase hex, and C) not in an EZOC, the Ugandan Player can move it that turn by placing it in any hex in Uganda not occupied by an opposing unit. It can move no further that turn after making this airdrop. It remains in supply on that turn, but afterwards it needs supply normally. After dropping, until its supply line is re-established, its Movement Allowance is reduced to 0 (not just halved for being unsupplied). The Ugandan 2nd Parachute Battalion was trained to make combat jumps. In 1979, it could have been inserted by air anywhere in Uganda. [12.4] Tanzanian Tanks: To balance the game, allow the Tanzanian player only two of their five Tank companies. Mix them together and randomly choose which two remain in play, setting the other three aside. The number of Tanzanian tanks in this campaign remains a subject of debate. Systems Development by Bryan Armor with Alan Emrich

15 The Last King of Scotland Exclusive Game Rules v [12.5] Tanzanian Artillery: Allow the Tanzanian Artillery unit to have a range of two hexes. These hexes do not include the hex occupied by the Artillery counter. The Tanzanian artillery continued to be ineffective due to the lack of use of forward observers. [12.6] Ugandan Artillery: Allow the Ugandan Artillery unit to have a range of two hexes. These hexes do not include the hex occupied by the Artillery counter. Also, allow the Ugandan Artillery unit a Special Movement Allowance of 6. This means the unit has the same restrictions as Artillery but must pay the road movement costs (1/2) of an Infantry unit. The 1st Artillery Battalion became immobile when its vehicles disappeared early in the war. [13.0] HISTORICAL NOTES Several old TIME and NEWSWEEK magazines yielded a series of articles on a war going on in Uganda. Reading these articles, it didn t seem like much of a war. Mostly the triumphant Tanzanian People s Defense Force mopped up a rather disorganized and pathetic Ugandan defense while the villain, Uganda s Idi Amin Dada, having first challenged Tanzanian President Nyerere to a boxing match, later fled to some Arab nation. However, there was much more to the story than the casual reader might suspect. During the past 34 years, my research ebbed and flowed, but the advent of the internet greatly facilitated the research in disclosing a much different story. The first choices I made concerned the game s map. Uganda is an oddly shaped country with few paved roads in Lake Victoria contributes to this shape. At the time of the war there were twenty-two barracks (former British forts) in Uganda which are not present on the map. There were also more airports than depicted, but I chose the most historically important airbases. There are several other map features that I abstracted to fit the scale. The second important choice I made concerned the combat system. Common wargame combat resolution systems did not fit the picture my research revealed. So, I discarded them in favor of the fistful of dice approach. My reason is that none of the combatants had troops involved whom they could completely rely upon. In order to properly model instances where troops precipitously fled and later resolutely stood, I felt that the random results of several dice created the right feel. The last important choice I made concerned the logistic systems of the combatants. The Ugandan army fell apart as its command system dissolved, while the Tanzanian Army completely out-stripped its logistic and command system. Both of these models determined the length of the game. In the end, I hope that this game not only entertains, but sheds some light on this little known conflict in an objective way not previously explored on this subject. The title of the game comes from the 2006 British drama film based on Giles Foden s novel. I have not attempted to vilify, nor glorify, one side or the other. The deposing of a blood-thirsty tyrant satisfied most observers in However, the results of that small war continue in the headlines today because the causes for this war have still not been resolved. The Last King of Scotland GAME CREDITS Game System Design: Dennis Bishop Documentation and Development: Bryan Armor with Alan Emrich Art & Graphic Design: Tim Allen Playtesting: Wulf Corbett, Ian Wakeham, Keith Mageau, Norm Stewart, Andy Nicoll, James Nolan, John Stryker, Duncan Rice, Steve Darell, Gary Cope, Doug Southwell, Scott Peth Proofreading: Bill Barrett, Ian Wakeham 2013 Dennis Bishop and Victory Point Games

16 The Last King of Scotland Reference Sheet Sequence of Play 1. Initiative Determination Phase: Each player rolls one die (z) to determine the player order 2. First Player Activation Phase: A. Supply Step (6.0) B. Movement Step: Receive Reinforcements (7.5) and then move units (7.0) C. Combat Step (9.0) 3. Second Player Activation Phase: The Second Player conducts Steps A, B and C (above). 4. Housekeeping: Advance the Game Turn marker one space. If the last Game Turn was just completed, check to determine the winner. Out of Supply Unsupplied units suffer the following adverse effects: Movement Allowance is halved, rounded up (7.0) Cannot voluntarily enter an EZOC (8.0) Cannot attack (9.0) -1 Defense Strength If it has a ZOC (8.0), that ZOC does not block enemy Lines of Supply. Out of Supply Battle Sequence The Attacker begins their Combat Step by declaring all of the Battles they will initiate that turn before resolving any. A. Attacker indicates which Battle is being resolved (9.1). B. Attacker conducts Air Strikes, if eligible. Apply the Defender s losses immediately. C. Note the total Red, and the total Black Combat Strengths (CS) for both sides units in this Battle (9.2). D. Apply Terrain & Supply Modifiers (9.3), hexsides first, and then the Defender s terrain, removing Red dice (z) as a priority. E. Roll dice for Red CS and Black CS separately: z = Hits on 5 or 6; z = Hits on 6 only (9.4). F. Assigning and apply Hits and Retreats (9.5). G. If desired, attacking units that Advanced After Combat (9.6) can conduct a Momentum Attack (9.7). Eligible to Retreat The following units, as denoted by a black outline around their Movement Allowance, can Retreat to satisfy a Hit; Retreating units must Retreat 2 hexes away from Attacker: 1st Bde. Revolutionary Suicide Force 2 6 1st Bde. Revolutionary Suicide Force 2 6 2nd Bde. 1 Simba 6 Idi Amin The removal of the Idi Amin counter creates some special effects (10.3): Once the Tanzanian Player occupies Kampala with the UNLA Guerrilla unit, and for as long as it remains there, the Ugandan Player rolls a die at the beginning of each turn following the occupation of that hex. On a die roll of 5 or 6, Idi Amin flees the country and the Idi Amin unit is removed from play (i.e., eliminated for all game purposes). Effect: At the beginning of each Ugandan Supply Step turn after Idi Amin is eliminated (for whatever reason), the Ugandan Player rolls one die and removes (eliminates) that number of units from the map. These fleeing units can be Ugandan, Libyan, and/or PLA. UNLA Guerrilla Dennis Bishop and Victory Point Games

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