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Matt D'Amico (order #4316469) 1


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Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
Contents
Introduction 4 Basic Scenarios 8

Scales and basing 4 The hunt 8

Basic rules 4 The king is dead 8

Hunting parties 4 Prehistoric beasts 9

Turn sequence 5 Brontosaurus 9

Action points 5 Tyrannosaurus rex 10

Fire 5 Victorian adventures 10

Movement 6 Gun and artillery fire 11

Missile combat 6 Victorian adventure scenarios 11

Close combat 6 Specimens 11

Beast reaction 7 Escape from island x 11

Terrain effects 7 Miniatures 12

Acknowlegements 12
Credits
Written by: Matthew Hartley
Photos: Steve Blease
Miniatures: 15mm Tusk range from Irregular Miniatures
Thanks to: Ian Kay for agreeing to the idea of a PDF edition.

TUSK (pdf edition), all rules, text, graphic and photos are Wessex Games 2009.
TUSK (original edition), Irregular Miniatures 1994.
All rights reserved. No part of this publication may be produced in any form or by any means without the prior permission
of the publisher.
This publication is sold subject to the following conditions:

1. It shall not be by way of trade or otherwise be lent, resold or hired out or in otherwise circulated without the publishers
prior permission in any form of binding or cover other than that in which it was published and without a similar condition
being imposed on the subsequent purchaser.
2. No part of this publication may be reproduced, stored in any retrieval system or transmitted in any form or by any means
electronic, mechanical, photocopying, recording scanning or otherwise without prior permission of the publishers.
Published 2009 by Wessex Games
Remember illegal copying is theft and every penny you steal from us by doing it, impacts another project we are working
on for wargamers.

Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
Introduction All human and dogs bases should be of the
same dimension and the beasts should be
based on a base as appropriate for the model.
Tusk is a fun simulation of mammoth hunting
during the late Stone Age. It can be played
either as a solo game or multiplayer with any Basic rules
number of players.
The basic rules allow for games of mammoth
Each player represents the leader of a hunting hunting by Stone Age hunters.
faction within a tribe, and as such will control
spear- and bow-armed hunters, hunting dogs, Hunting parties
and those mysterious individuals who have
harnessed flame - the Firemakers. Each player has a certain number of points to
"spend" on building his particular hunting
Players determine amongst themselves the faction. Points are spent buying bases of
terrain and objectives of each game (although different types. The points costs vary
examples have been included in the rules), so according to base type:
no game need be the same as the last.
Hunters with spears/axes 2
Additional rules are included for "fantasy" Hunters with bows/slings 3
games allowing players to hunt Brontosaurus
Firemakers 4
and Tyrannosaurus Rex, as well as for
Og the Hero 3
firearms, so players can recreate scenes from
Dogs 1
the Victorian Science Fiction novels of H G
Wells and such movie classics as The Land
That Time Forgot. There are no limits on the mix of bases in any
hunting party. Hunters can either enrage or,
possibly, kill outright their prey. Dogs merely
Scales and basing enrage, whereas Firemakers can make fire
which scares the beasts and could herd,
These rules have been written for use with entrap, and kill them.
15mm or 6mm scale figures. Official Tusk Og the Hero represents individuals who are
miniatures are produced by Irregular desperate to prove their courage or,
Miniatures in both scales. alternatively, have had a few too many "magic"
mushrooms....They either kill their quarry with
Clearly marked card counters can be used as a single blow or get stomped on in the
a substitute for figures (but that wouldnt be as process.
much fun!).

Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
Turn sequence

The game is played in a series of turns. Within


these turns events unfold in a particular order:

i) Fire progresses
ii) Players roll 1d6 for Action Points.
iii) Hunters move.
iv) Firemakers light fires
v) Hunters with slings/bows shoot
vi) Hunters with spears/axes fight
vii) Beasts roll on their reaction tables.
viii) Fire deaths. At the beginning of every turn, use directional
dice to determine wind direction.
Action points
All existing Fire markers are flipped over to
Action Points indicate how much control you their Burned Out side and new Fire markers
have over your hunting party. are placed adjacent to them in the same
direction as the wind.
Each player rolls 1d6per turn to discover his
Action Point allowance for that turn. Additionally, fire spread is determined by
rolling once for each fire on the table below:
Action Points allow you to move bases (1 point
per base), increase the movement distance of 1 or 2 Fire goes out. Fire marker flipped
some bases, and make Firemakers light fires over.
(for 1 point). 3 or 4 Fire remains. No fire spread.
5 or 6 Fire spreads. Place one additional
In multiplayer games, Action Points not used marker adjacent to the existing
for movement are used to determine who fire marker in the direction
attacks first in combat. determined by the wind.
Action Points cannot be stored from one turn
to the next, and are diced for again each turn. Fires may not move across areas which are
already Burned Out or on to water, or marshes
Fire or over cliffs. A Fire marker may partially
occupy a Burned Out, water, marsh, or cliff
Fire is represented in this game using 2 cm edge area, but only the part of the marker not
square card markers. Each counter should be over such areas will be considered as harmful
marked on one side Fire and on the other for reaction, movement and killing purposes.
Burned Out.
Any base that is on a Fire marker at the end of
Fire can only be produced by Firemakers. a turn is destroyed and removed from play.

Firemakers can produce fire on turns on which


they did not move and their controlling player
has spent one Action Point on them, if they roll
a 5 or 6 on a 1d6.

If the roll succeeds, the player can place a 2


cm square Fire marker anywhere adjacent to
the Firemaker base, except on an area with a
Burnt Out marker on, or containing either
humans or dogs.

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TUSK (pdf edition)

Movement On a roll of 12 the beast is killed outright,


otherwise it is eligible to roll on the missile
Any base in a hunting party which has an attack column of its reaction table in the beast
Action Point spent on it may move in a turn. reaction phase.
Beasts may move, according to a reaction die
If bases from two or more different hunting
roll.
parties are shooting at the same beast, then
In a multiplayer game the player with the most the base whose leader has the most remaining
Action Points moves first (roll a die again to Action Points goes first (roll a die to decide
determine the order of ties). ties).

Different bases have different movement Close combat


speeds:
A base of hunters armed with spears/axes can
Humans (all types) 5cm per turn attack a beast within 2cm or less of any part of
Dogs 15cm per turn its base.
Mammoths 8cm per turn

Humans and dogs can move up to another Each base should roll 2d6. On a roll of 10, 11,
5cm in a turn if 1 additional Action Point is or 12 the beast is killed outright, otherwise it is
spent on them. eligible to roll on the close combat column of
its beast reaction table in the beast reaction
Movement can be in any direction but cannot phase.
take a base over a cliff edge or through a fire
marker. Water features can be designated as If bases from two or more different hunting
impassable if so desired. parties are in close combat with the same
beast then the base belonging to the leader
Missile combat with the most action points goes first.
A base of hunters armed with spears/slings
can attack a beast within 10cm or less of any
part of its base. Each base should roll 2d6.

Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
Og the Hero rolls only 1d6 when within 2cm of
a beast. On a roll of 4, 5, or 6 the beast is
killed, otherwise Og is removed as a casualty.

Irrespective of other results, the beast rolls


2d6. On a roll of 8 or more, a randomly
determined base within 2cm of the beast is
killed and removed from play. This roll is made
even if none of the bases within 2cm have
attacked the beast.

Beast reaction

Beasts are not controlled by players but by a The reaction table conditions are read from left
preset reaction table. Each beast is rolled for to right and the roll is made on the first
only once per turn on the reaction table. applicable column:

Score Fire Close Dogs Missile Humans Humans


< 7cm Combat < 2cm Combat <12cm >12cm
1 W A G A G G
2 W A G A G G
3 F A A W G G
4 F W A F W G
5 PF F W F W W
6 PF PF W PF F W

W (Withdraw): move 1/2 maximum movement Terrain effects


(rounded down) away from nearest human,
dog or fire base, avoiding marshes, water or Water and marshes half movement for all
cliff edges. Must end movement no closer to bases.
any human base than it started. If this is
impossible then the beast has an Attack result. Beasts become stuck in marshes and
therefore humans add 2 to Close Combat rolls
F (Flight): move maximum movement against beasts in marshes.
distance away from the nearest human, dog or
fire base. Movement avoids cliff edges and Cliffs and pits are fatal to anything that falls in
must end no closer to any base than it started. or over them.
If this is impossible then the beast has an
All other terrain enhances the visual
Attack result.
appearance of the game but does not affect
PF (Panic Flight): move maximum movement play.
distance directly (180 degrees) away from
nearest human, dog, or fire base. Any human
or dog base in the way of the fleeing beast is
trampled to death. If the beast crosses a fire
marker it is killed.
A (Attack): move maximum distance towards
nearest human or dog base.
G (Graze): move 1cm in a random direction
(determined as per wind direction), avoiding
water, marshes, cliff edges, or human or dog
bases.

Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
Basic scenarios This is the basic solo game which pits one
hunting party against a single mammoth.
Here are two basic scenarios for Tusk, the first
Each game should take roughly 30 minutes to
for solo play, the second for a multiplayer
play. The player has 10 points to build his
game. Players should feel free to design their
hunting party.
own scenarios.
The 60cm square play area should be set up
The hunt as indicated below.

The mammoth should be placed in the centre


of the area. The bases of the hunting party can
enter from any direction.

The game ends when either the Mammoth is


killed, or all the hunting party is dead, or the
mammoth moves off the play area.

The king is dead

The tribal leader has died and the players are


vying to replace him. The leader who proves
his worth by having his hunting party kill the
most mammoths out of a small herd will There should be twice as many, plus 1,
become the next chief. mammoths as there are players.

Each player has 15 points to build his hunting The mammoths are placed in the centre of the
party. 120cm square play area.

Matt D'Amico (order #4316469) 1


TUSK (pdf edition)

Prehistoric beasts
Hunting parties can enter the play area from
any direction but all the bases in a party must
Whilst we all know that cavemen and
enter at the same point. If a mammoth dies
dinosaurs did not exist at the same time, the
from falling into a pit or off a cliff, or from fire,
idea is so rooted in Hollywood lore that it
the leader with the nearest human base to the
cannot be ignored, so here are the dinosaur
beast at place of death counts the kill of that
reaction tables for the herbivorous
beast. If a mammoth moves off the play area it
Brontosaurus and the carnivorous
is considered out of the game.
Tyrannosaurus Rex. Players should feel free to
invent their own reaction tables for their
These games can be easily varied by altering
favourite dinosaur.
terrain, beasts, or points to build up the hunting
parties.

Brontosaurus
Score Fire Close Dogs Missile Humans Humans
< 7cm Combat < 2cm Combat <12cm >12cm
1 W A G A G G
2 F A G W G G
3 F W A W G G
4 F W W F G G
5 F F W F W G
6 PF PF F PF W W

Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
Tyrannosaurus Rex
Score Fire Close Dogs Missile Humans Humans
< 7cm Combat < 2cm Combat <12cm >12cm
1 W A G A G G
2 W A G A G G
3 W A A A A G
4 F A A W A G
5 F W A W W G
6 F W A F A A

The maximum move distance of a Adventurers are the starring characters. They
Brontosaurus is 6cm per turn, and 8cm for a all carry guns and can act as Firemakers.
Tyrannosaurus Rex. These beasts can be
introduced into the basic scenarios, replacing Stalwarts are brave regular soldiers or sailors,
mammoths on a one-for-one basis or lesser big game hunters. They all carry
guns.
Victorian adventures
Rabble are native porters, scared soldiers or
All the basic rules apply. There are however terrified citizenry and even if carrying firearms
some more base types with their own points they are too scared to use them. They fight in
cost: close combat as per hunters with spears/axes
but with a - 2 on their die roll (so they need to
Adventurers 6 roll 12 to get a kill).
Stalwarts 4
Rabble 1 Sir Harry is the Victorian equivalent to Og the
Hero, and the same rules apply.
Sir Harry 3
Artillery 8

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Matt D'Amico (order #4316469) 1


TUSK (pdf edition)

Artillery represents anything from a Gatling Determined to take at least one living
machine gun to a 7-pounder mountain specimen back to England, you have a couple
howitzer to a submarines automatic cannon. of net-lined pits dug. Now all you need do is
Artillery moves 2cm per turn and cannot fire in entice the beasts into the trap.
the turn it moves.
You have 12 points to construct your hunting
Gun and artillery fire party. Remember you want to try to capture
the creatures alive in the pits. If the base of a
Guns have a range of up to 12cm, artillery of beast partly or wholly covers a pit the beast is
up to 20cm. Distances are measured as per taken to have fallen in and been successfully
normal missile combat. captured.

Guns kill beasts on a roll of 10, 11, or 12. The 60cm square play area should be set up
as indicated below, three beasts should be
Artillery rolls 1d6 and kills on a roll of 5 or 6. placed in the centre of the area. Any three
beasts can be used, but I recommend starting
Beasts shot at by guns or artillery are eligible with Brontosaurus.
to roll on the fire reaction column with a +2 on
the die roll, treating the closest shooting base
as the nearest base for determining Panic
Flight results.

Victorian adventure scenarios

Here are a solo and a multiplayer scenario


using the new base types and new rules
above.

Specimens
Escape from island x
You lead a party working for the Natural
History Museum, London. During your HMS Unconquerable with her passengers - all
exploration of the Peruvian jungle, you come leading members of the Great Britain and
across a small herd of extraordinary creatures. Empire Archeological and Exploratory Society,

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Matt D'Amico (order #4316469) 1


TUSK (pdf edition)
is anchored off a small island somewhere in The player who evacuates the most bases
the South Pacific. The discoveries by the from his party wins the game.
eminent explorers of supposedly extinct
creatures would have electrified the scientific Miniatures
communities in Europe, however their visit has
coincided with an upsurge in volcanic activity
Irregular Miniatures, publishers of the paper
that threatens to destroy the island. As the
edition of Tusk, also produce two ranges of
very ground shudders beneath their feet, the
supporting white metal miniatures in 15mm
different parties of researchers and their
and 6mm scales. Their website is:
escorts must flee back to the ship.

Unfortunately, their path is blocked by an www.irrgeularminiatures.co.uk


agitated herd of Tyrannosaurus Rex!
Whilst the miniatures in this PDF edition are
based individually, there is no reason why you
Each player must lead his party to shore to be
cannot base your figures in groups as Nick
picked up by the Unconquerable. Each player
Whittock has done here. After all, a base is a
has 15pts to build his party. The 120cm by
base in the rules, regardless of how many
60cm play area should be set up as shown
cavemen or Victorian explorers are on it.
below. The players can start anywhere in the
area indicated, the Tyrannosaurus, twice as
many as the number of players, start half way
between the players and the shore.

Acknowledgements
Okay, so who have I pinched mechanisms
from ? Mostly from Jim Webster, from his
excellent Sci-Fi rules Hellfire and Hell By
Starlight (published by Wessex Games), but
also from Phil Barker and Richard Bodley
Scott' ground breaking De Bellis Antiquitatis
(published by the Wargames Research
The two artillery bases on the Unconquerable Group). Any glitches in the game are, of
will fire every turn at the nearest beast within course, my responsibility.
range. On the fire progress phase of each turn
roll 2d6, if a score of 10, 11, or 12 is rolled the If you are interested in Victorian Science
Island is in imminent danger of destruction and Fiction or "alternative" games like Tusk, you
the players have 6 turns after the current to should join the Society of Fantasy and
evacuate bases. Any base which reaches the Science Fiction Wargamers. Please visit
shore is assumed to have been rescued, www.sfsfw.org for more details.
bases not evacuated after the time has expired
are left to an unpleasant fate as the Matthew Hartley
Unconquerable is forced to abandon them. July 1994

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TUSK (pdf edition)

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TUSK (pdf edition)

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