Ogallala
Designed by Rudi Hoffman
Published by Pelikan (1975) and ASS (Altenburg-Stralsunder AG), 19??
Translated by Lutz Pietschker
For 2 to 4 players 8 years and older.
The rules given here refer to the ASS version (which include the Pelikan rules
as "Ogallala II", see below). Texts in Italics and signed "Ed."
are my own additions and (hopefully) clarifications. Otherwise, I left the
rules as they were written by the publishers though some of them are really
confusing.
This is a fast game of card-laying (and card-stealing!), with beautiful
cards that make the game table look really lively once a few boats occupy
the scene. Lady Luck plays an important role in it, to be sure. Ed.
Contents
Contents of the Box
-
3 sets of cards, a total of 166 (see overview of cards)
-
4 player mats (river displays)
-
1 rule book, with
-
Ogallala rules (plus variant rule)
-
Ogallala II rules
-
Hints for using the reserve cards
What's It All About?
Each player gets a player mat that represents the river ("river display").
The game is about taking up cards and assembling them to boats (also called
canoes). A complete boat must have a bow and a stern. It can be extended
by placing additional canoe cards.
How long you build your boats is entirely up to you (within the limits
of the river, Ed.).
The player who has completed 3 boats may end the game. At this moment, the
points for the boats are scored.
Any completed boat scores one point per card used. Longer boats may score
2 points per card. Additional points are scored for Booty Cards, and you
will need those to stand a chance to win.
Ogallala uses 2 types of cards:
-
Red Indian Cards are important because only they can attack and defend.
-
Booty Cards are also important because they score the additional points that
lead to victory.
Preparation
Each player gets one river display.
-
The displays have two sides, one showing 3 rows of 14 spaces, the other 3
rows of 16 spaces.
-
If you are new to the game we recommend to use the shorter rows. Later, you
may want to use the longer rows.
-
All players must use the same side of the display, i.e. the short or the
long rows.
All players participate in sorting out the cards needed; for novice players
this is a good way to get accustomed to the cards.
-
Use the overview of cards to determine which cards are
needed. For the basic Ogallala game you need 134 cards.
-
Each Red Indian Card shows a number at the top edge. This is the "combat
value" of that card. The numbers are either red or blue which can be ignored
for the basic game; those colours are only important in one game variant.
-
Hint: the combat value numbers have no connection whatever with scoring.
-
Booty Cards have no combat value but a text designation. Those cards will
give additional points in the final tally.
-
The card set includes 3 different information cards which may be a useful
reference for novice players. Every player gets one set of 3 information
cards.
-
Unused cards are placed to a side as they are not needed for the basic Ogallala
game.
The 134 cards you need are thoroughly shuffled and laid out in 3 face-down
stacks. (I am not sure about the significance of the 3 stacks, see
overview of cards. Ed.)
Chose a start player. Game will proceed clockwise from there.
The player who scored most points at the end of the game wins.
A player may end the game once he has completed 3 boats. He may, however,
chose to continue playing until he has build one or more additional boats.
A boat is completed when it has a bow and a stern, with no empty river spaces
between them. In the final tally each complete boat scores 1 point for every
card used. If a boat has 9 or more cards it scores 2 points per card. Incomplete
boats do not score.
Additional points are scored for Booty Cards. Simple cards score double,
the most valuable cards even score quadruple points.
The active player draws cards and places them onto his river display.
The further actions depend on the type of cards he played:
-
The placement of "Red Indian with Lasso" or " Red Indian with Bow and Arrow"
result in special actions.
-
The insane Red Indian with the axe (Crazy Axe) cuts a gash into his own boat
and sinks it.
-
The Totem Pole guards against most kinds of attack.
-
A boat that has just been completed may conquer another boat- if the combat
strength of that boat is inferior.
After those actions have been completed the next player becomes active.
Drawing Cards
The three card decks are face down on the table. Each player becomes active
in turn.
When a player becomes active he takes up one card (from a deck of his
choice, Ed.) and places it face up on an empty space of his river display.
-
If the card is a Red Indian Card (a card that shows one or more Red Indians,
of any type) he may not draw any more cards.
Then, the next player becomes active.
-
The player may continue to draw and place cards if as long as the drawn card
is one of the following:
-
Bow card without Red Indian
-
Stern card without Red Indian
-
Booty Card (those cards carry a designation text).
The moment he draws a Red Indian Card he may not draw any more cards, as
described above.
Placing Cards
Each player puts the cards he has drawn on his own river display, in any
configuration of his choice.
Boats can only be built as horizontal rows.
General Rules: The cards may be placed on the river display
as the player pleases. They are not required to connect to previously placed
cards.
A card once placed may not be moved later for any reason. There is one exception
to this: when a Booty Card that belongs to a Booty Card Suite is drawn, cards
may be moved to allow assembly of the suite.
A boat is only complete when it has a bow (left side), a stern (right side),
and there is no empty river space between them. The length of the boats can
be chosen freely by the player (and there may be more than one boat in
one row of the river display, Ed.).
Probably you just sit in front of the river display, feeling a bit helpless.
14 or even 16 spaces, and in 3 rows on top of that. What should you do?
You could go and build one boat in each of the rows, but that is probably
not wise. You should always take losses and other quirks of fate into account.
So, best prepare yourself for them:
-
Do not believe that beginning to build 3 boats guarantees that you will end
the game with these 3 boats.
-
You should not be surprised if you lose one or more boats (including boats
under construction).
-
Lay the bases for a few boats as fast as possible.
-
Do not try to build one big, booty-laden boat. Better distribute the risk
to a couple of smaller boats.
-
You are better off to lose one of five boats under construction than one
that holds all your cards.
-
Combat strength is important and must sometimes be concentrated. But booty,
especially valuable booty, should always be protected.
When a Boat is Completed
The moment you have completed a boat, i.e. with bow, stern and as many canoe
sections in between as you like, but no empty river spaces, you may go
a-pirating.
You may take (conquer) one complete boat from another player, or one section
(set of adjacent cards) of an incomplete boat.
You may do this only if the combat strength of your completed boat is higher
than that of the attacked boat resp. section.
-
Sum up the combat strength by adding the numbers (no matter if red or blue)
of the Red Indian Cards in your boat.
-
Likewise, get the combat strength of the attacked boat or section.
-
You can only conquer a boat or section with a lesser combat strength. If,
for example, your boat has a combat strength of 8 you can only attack boats
and sections with a combat strength of up to 7.
Once you have decided which boat to attack you do this:
-
Red Indians do not surrender, they go to the Eternal Hunting-Grounds. Take
all Red Indian Cards from the conquered boat and discard them into the game
box- they are out of the game.
-
The spoils are yours. Take all Booty Cards and empty canoe section cards
and add them to your river display as you please.
Important note: A completed boat only has one attack, and
only immediately after its completion.
However, if you can complete another boat using the bits and pieces of a
conquered boat you get another attack with that new boat.
When you draw and place one of the following cards you may have special actions
or privileges:
-
Red Indian with Lasso
You may "catch" one card from an incomplete boat and place it on your own
river display.
-
You may take any type of card.
-
You may not take a card from a complete boat.
-
You may only take one card, and you may take it only immediately after placing
the "lasso" card.
-
Red Indian with Bow and Arrow
You may "shoot" one Red Indian from an incomplete boat and send him into
the Eternal Hunting-Grounds.
-
You may remove only one card, and it must show one ore more Red Indians.
-
You may not remove any other type of card, nor a card from a complete boat.
-
You may only remove one card, and only immediately after placing the "bow
and arrow" card.
-
The victim's card is removed from play.
-
Crazy Axe
This Red Indian insanely scuttles his own boat with the axe. Of course, the
boat sinks immediately.
-
When you draw this card you must place it on an own, complete boat.
-
This boat sinks immediately. All its cards, including Crazy Axe, are removed
from play.
-
If you do not have a complete boat Crazy Axe will sink himself and he is
removed from play.
-
Totem Pole
The Totem Pole is a guard. A boat containing the pole (complete, or section
of an incomplete boat) is immune to attacks and damage, with two exceptions:
-
Crazy Axe will sink this boat, too. Obviously, he doesn't have no respect
of nothing.
-
The "Red Indian with Lasso" can catch the Totem Pole Card, but only if it
is in an an incomplete boat.
The Booty Cards
Booty Cards give additional points in the tally, that's why everyone is after
them.
Booty Cards have differentiated values.
All other cards, i.e. non-booty cards like Red Indians and empty canoe sections
simply score 1 point each (2 points if the boat is long enough, Ed.).
Opposed to that, Booty Cards may score an additional 2 points each.
The following Booty Cards may score double value:
-
Furs (12 cards in the game)
-
Fire Water, Gunpowder, Tobacco, Tent, Eeagle, Rifles (2 cards each in the
game)
But there are also Booty Card combinations that score triple or quadruple
points.
The following cards score 3 points if they are placed together (adjacent
to each other), i.e. the couple scores 6 points (2 times 3 points):
-
Gun, Bear, Buffalo, Wood, Gold, Horse
If you are able to add the person that goes with these cards they even score
4 points, i.e. 12 points (3 times 4 points) for the complete suite. (The
persons are Soldier, Bear Hunter, Buffalo Hunter, Lumberjack, Gold Digger,
Cowboy, Ed.)
Important note: The higher value is only scored if the cards
of a suite are placed in the same boat and in correct order. (I assume
the person may sit fore or aft of the booty, Ed.)
Because it is hard to place suites so that they count fully, there is a special
rule:
Special Rule: In general, cards may not be moved once placed.
Here is an exception to this:
-
If a player has already placed one or more cards of a suite and he gets another
card of that suite he may move the placed cards of the suite one space each
to be able to complete the suite.
-
However, the cards may not be moved off the river spaces on the river display.
If such a move were the only solution to complete the suite you can not complete
it but must place the new card elsewhere.
End of the Game
A player may end the game once he has completed 3 boats. If he chooses to
do so and announces it the game ends immediately.
The player is allowed to continue playing, but he may only end the game
immediately after completion of a boat. If he passes the chance on his third
boat he must complete a fourth boat to end the game, or a fifth after that,
etc.
The game also ends when all 3 card decks are empty.
Tally
In the final tally only completed boats count. To make tallying easier remove
incomplete boats before counting. Tally is by boat, each completed boat scores:
-
If the boat is made up of 2 to 8 cards: 1 point per card
-
If the boat is made up of more than 8 cards: 2 points per card
-
Each single Booty Card: 1 additional point per card
-
Each Booty Card that is present more than once in the boat: 2 additional
points per card
-
Each suite of 2 matching Booty Cards: 3 additional points per card
-
Each suite of 3 matching Booty Cards: 4 additional points per card
(of the additional scores, only the highest applicable is taken into account.
Ed.)
Example of Tallying
-
A complete boat of 3 cards, one of them booty: 3 (boat) +1 (booty) = 4
-
A complete boat of 5 cards, two of them booty (furs): 5 (boat) +2x2 (booty)
= 9
-
A complete boat of 13 cards, two of them booty (tobacco), and one booty suite
(wood +wood +lumberjack): 26 (long boat) +2x2 (tobacco) + 3x4 (wood suite)
= 42
If those 3 boats were boats of the same player, his final score would be
55 points.
More Examples of Tallying
Examples for points in addition to those for the boat cards:
-
Buffalo rear end + buffalo hunter, adjacent: 1 +1 = 2 points
-
Buffalo front and rear and, adjacent: 3 +3 = 6 points
-
Tobacco, twice in the boat: 2 +2 = 4 points
-
Furs, three times in the boat: 2 +2 +2 = 6 points
-
Furs, four times in the boat: 2 +2 +2 +2 = 8 points
Variant: Playing With 2 Tribes
This variant divides the Red Indians into two different tribes which makes
the game a lot more tricky.
During game preparation you must now make sure that of each Red Indian Card,
the same number is provided of each colour. For example, you must have 6
cards with 2 Red Indians, 3 of them with a red number and 3 with a blue number.
In any one boat only Red Indians of one colour may be placed (but different
boats of the same player may have different colours, Ed.).
A completed boat of one colour may only attack a (complete or incomplete)
boat of the other colour. That is, a "red" boat may only conquer a "blue"
boat and vice versa.
Boats and boat sections without a colour (i.e. without Red Indians) may be
attacked by any boat.
Apart from that, the rules remain unchanged.
Overview of Cards
The rules do not give any hint what is meant by the "three sets of cards"
mentioned in the summary. We may take it that those sets correspond to the
3 draw stacks, but this also is an assumption. A logical conclusion that
allows a tactical play of the game seems to be the division into "Bow and
Stern Cards" (with or without Red Indians, and including empty boat sections
if used), other "Red Indian Cards", and "Booty Cards". If we assume this,
the three stacks must of course be sorted out and then shuffled separately,
not together as the "Preparation" section of the rules seems to imply.
Ed.
Total Cards |
Type of Card |
C = Combat Value
B = Booty |
Ogallala I
(red + blue) |
Ogallala II
(red + blue) |
10 |
Bow, empty |
- |
8 |
6 |
10 |
Stern, empty |
- |
8 |
6 |
4 |
Canoe section, empty |
- |
- |
4 |
12 |
Bow + 1 Red Indian |
1 C |
8 (4+4) |
6 (3+3) |
12 |
Stern + 1 Red Indian |
1 C |
8 (4+4) |
6 (3+3) |
10 |
1 Red Indian |
1 C |
10 (5+5) |
6 (3+3) |
10 |
2 Red Indians |
2 C |
10 (5+5) |
6 (3+3) |
10 |
3 Red Indians |
3 C |
10 (5+5) |
6 (3+3) |
8 |
Chieftain |
5 C |
8 (4+4) |
6 (3+3) |
4 |
Shaman |
10 C |
4 (2+2) |
2 (1+1) |
8 |
Red Indian with Lasso |
1 C |
6 (3+3) |
6 (3+3) |
8 |
Red Indian with Bow and Arrow |
1 C |
6 (3+3) |
6 (3+3) |
4 |
Crazy Axe |
0 C |
4 (2+2) |
- |
2 |
Totem Pole |
- |
2 |
2 |
12 |
Furs |
B |
12 |
6 |
2 |
Fire Water |
B |
2 |
1 |
2 |
Gunpowder |
B |
2 |
1 |
2 |
Tobacco |
B |
2 |
1 |
2 |
Tent |
B |
2 |
1 |
2 |
Eagle |
B |
2 |
1 |
2 |
Rifles |
B |
2 |
1 |
3 x 1 |
Gun (2) + Soldier |
B |
3 |
3 |
3 x 1 |
Bear (2) + bear hunter |
B |
3 |
3 |
3 x 1 |
Buffalo (2) + buffalo hunter |
B |
3 |
3 |
3 x 1 |
Wood (2) + lumberjack |
B |
3 |
3 |
3 x 1 |
Gold (2) + gold digger |
B |
3 |
3 |
3 x 1 |
Horse (2) + cowboy |
B |
3 |
3 |
3 x 4 |
Info Cards for Ogallala I |
|
16 |
- |
166 |
Cards Needed: |
|
134 |
98 |
Information Card Texts
Unfortunately, the texts on those cards contradict the rules in some points.
I would recommend to use the rules as a reference and forget about the
information cards. Ed.
-
Red Indian Cards
All Read Indian Cards are marked with a number. This number is the combat
value of that card. The colour is only significant in one game variant.
Red Indian with Bow and Arrow: takes out one card of your choice
from an incomplete boat. That card is discarded.
(This is in contradiction to the rules which state that the card taken
must be a Red Indian Card. Ed.)
Red Indian with Lasso: catches one card of your choice from an
incomplete boat. That card is placed in one of your boats.
-
Overview Booty Cards
All Booty Cards are marked with a text designation. They can be conquered.
There are
12 Furs cards
2 each of Fire Water, Gunpowder, Tobacco, Tent, Eagle, Rifles
1 each of the suites Gun (2) + Soldier, Bear (2) + Bear Hunter, Buffalo (2)
+ Buffalo Hunter, Gold (2) + Gold Digger, Wood (2) + Lumberjack, Horse (2)
+ Cowboy.
-
Tally Scores
-
All completed boats score, incomplete boats do not.
Boat with 2-7 cards: 1 point per card
Boat with 8 or more cards: 2 points per card
(This is in contradiction to the rules which give the limits as "2-8"
and "more than 8". Ed.)
-
Each solitary Booty Card in a boat scores one additional point.
This is true for Furs, Fire Water, Gunpowder, Tobacco, Tent, Eagle, Rifles
as well as for solitary cards out of a suite.
(Clarification: Instead of this, multiple Booty Cards score 2, 3 or 4
additional points. Ed.)
Ogallala II
This variant is very much the same as the first rule version published by
Pelikan, 1975.
We will keep those rules relatively short because we think that you will
play "Ogallala I" first anyway. The flow of the game is not so very different
from our version, but there are some differences nevertheless.
You need only 98 cards for this version as detailed in the
overview of cards section, and the tally is done very
much differently.
Preparation of the Game
-
Each player gets a river display. All players must use the same display (14
or 16 spaces)
-
The 98 cards (see the overview of cards section) are
shuffled and placed in one stack face down.
The player to the left of the dealer is the start player.
-
The Game:
The active player takes one card from the stack and places it on his river
display. He repeats this until he draws a card that is already on his display.
He places this card, too, but then it's the next player's turn.
-
How the cards are placed on the river display:
-
The cards are placed on the display so that boats can be build in all three
rows of the display.
-
A boat may have any length, from 2 to the length of the display rows.
-
The cards may be placed adjacent to each other, or with empty spaces in between.
-
The same card may never be placed twice in the same row. A second or third
card of that type must be placed in another row.
-
Cards once placed on the river display may not be moved afterwards.
-
When a newly-drawn card can not be placed it is discarded face down, and
the next player takes his turn. This discard stack will be shuffled and used
once the original stack is empty.
-
The "Red Indian with Bow and Arrow" card lets you take one Red Indian Card
out of another player's boat. The card taken is placed face down on the discard
stack. The player may do this even if he cannot place the Red Indian with
Bow and Arrow on his own dispaly, but in this case of course his turn ends
after taking and discarding the cards, according to 3.
-
The "Red Indian with Lasso" card lets you take a card of your choice from
another player's boat and place it on your own display. See 7. for the way
rule 3. is applied.
-
Once a boat is completed, it can attack one incomplete boat of another player.
The attacked boat must have a combat strength less than that of the boat
just completed.
-
All Red Indian Cards of the conquered boat are placed face down on the discard
stack.
-
Of the remaining cards, the attacker may take those he does not have himself
and which he can place on his own display. He must leave all other cards.
Then, it's the next player's turn.
-
If the attacker cannot use any of the cards he may begin to draw cards from
the stack as described in 3. (in essence, getting a free turn. Ed.)
Special Rule: If a Shaman (combat value10) is present in
the attacking boat the player may attack two different boats which may also
belong to different players. The attacker may divide his combat strength
between the attacks as he desires.
-
A boat with the Totem Pole is immune to all attacks, even if incomplete.
There is one exception to this: The lasso thrower may take the Totem Pole
itself from an incomplete boat.
-
The following 6 cards (left of the colon), whether drawn form the stack and
placed, or placed after an attack or lasso throw, allow a special action
to the player: he may now immediately take the corresponding cards (right
of the colon) from other players' boats and place them in his own boats.
Bear Hunter : 2 Bear Cards
Buffalo Hunter : 2 Buffalo Cards
Cowboy : 2 Horse Cards
Gold Digger : 2 Gold Cards
Lumberjack : 2 Wood Cards
Soldier : 2 Cannon Cards
You are not allowed to move cards. Booty Cards that cannot be placed on the
own display may not be taken.
-
There are two ways to end the game:
-
All cards have been placed
-
A player has completed 3 boats.
Points are scored and noted for all complete and incomplete
boats. For details, see below. Whoever scores highest wins the
game.
Scoring Points:
Each card on the river display: 10 pts.
Each Booty Card: 20 pts.
Each 2-card-suite of booty: 50 pts.
The Totem Pole: 50 pts.
Each 3-card-suite of booty: 150 pts.
Additional Bonuses:
First player to complete 3 boats: 300 pts.
Every complete boat with 5 to 7 cards: 50 pts.
Every complete boat with 8 to 10 cards: 100 pts.
Every complete boat with 11 to 13 cards: 150 pts.
Every complete boat with more than 13 cards: 200 pts.
With these surplus cards you can change the game.
-
You may step up the action by adding more lasso throwers and archers.
-
Empty canoe sections can be conquered, the Red Indians die. (Meaning probably
that when you conquer a boat you must discard the Red Indian Cards but may
add equivalent empty boat sections to your boat. Ed.)
You may now use more cards of one or the other type.
-
Exchanging empty canoe sections by sections with Red Indians adds combat
power to the game.
-
If Crazy Axe seems a bit radical you may remove two or even all four of those
cards.
-
You may also remove the Totem Pole Cards. This way, attacks are made easier.
Examples
In the rulebook these examples are graphics. I give the examples as text,
with "-" indicating an empty river space and "RI" a Red Indian Card. Ed.
-
That is a kind of opening you should avoid:
1. row: empty bow, -, empty stern, 11-
2. row: -, stern 1, -, empty bow, 10-
3. row: empty bow, -, empty section, -, empty stern, 9-
-
This looks better:
1. row: -, empty bow, 3 RI, wood, wood, 6-, 1 RI, empty stern, -
2. row: 14-
3. row: 4-, bow 1, 1 RI, furs, -, furs, 1 RI, 2-, empty stern, -
-
Such is the river display of a winner:
1. row: -, empty bow, 1 RI, furs, furs, empty stern, -, bow 1, furs, 5-
2. row: 3-, furs, stern 1, -, bow 1, 2 RI, chieftain, furs, 1 RI, 3 RI, empty
stern, -
3. row: empty bow, 1 RI, 1 RI, tobacco, tobacco, 2 RI, horse, horse, cowboy,
2 RI, 1 RI, chieftain, empty stern, -
The Game Cabinet
- editor@gamecabinet.com
- Ken Tidwell