Published by Franjos.
Designed by Ronald Corn. This rendition of the rules supplied by the author.
A game for 2-6 players
Unroll the game board and place 5 of the smaller white stones on the center space of the teepee on the board, one stone in each of the five segments of the circle. Place the 6 Indians tokens on the START space on the outside track on the board. The remainder of the white stones should be placed in a convenient location off the board. Use all 6 moccasin cards with Indian names and sufficient POW WOW cards so that two cards can be dealt to each player. Shuffle the moccasin and POW WOW cards and deal 2 face down to each player. Players should conceal their hands. The POW WOW cards have no value in the game but can be traded among players as the game progresses.
The winner of the game is the holder of the moccasin card with the Indian that matches the color of the Indian token that leaves the last space on the track at the outside of the board (indicated by the two poles side by side).
The game is played in a series of rounds. A round consists of:
When each player has completed one move of the Indian tokens, the round ends. A new round is then started by the player to the left of the person who began the previous round.
The first player in the round rolls all the dice (use one die for each player in the game). The first player selects one of the dice and places it face up in front of him without changing the color rolled. This represents the color of the Indian token that may be moved in the next part of the round. He passes all remaining dice to the player on his left without changing the colors rolled. This player then selects one die and passes the rest to her left. This procedure continues until each player has one die in front of him/her. The last player in the round will have no choice of dice.
After all the dice are passed, the player who started the round moves the Indian token that matches the die in front of her. Each player, in turn, does the same to complete the round.
Before moving a pawn, move any white stone at the center of the board straight out to the next space along any of the numbered sections of the teepee. The number you move the stone to is the number of spaces you then move the Indian token along the outside path on the game board. The color of the number space is important:
WHITE SPACE (with dark number) - Move colored Indian token forward (counterclockwise) that number of spaces.
DARK SPACE (with white number) - Move colored Indian token forward or backward that number of spaces. Backward moves may not be taken if the Indian token would end up behind the START space.
When a player moves an Indian token to a space with a STONE or MOCASSINS she immediately does the following:
STONE - Take a white stone from the supply that is off the board. On any future turn you may attempt to change the color of the die you have selected. Immediately before you move an Indian token re-roll the die by turning in one stone. You may re-roll the die as often as you wish on any one turn as long as you pay one stone each time you roll. All surrendered stones go to the game supply.
MOCCASINS - Select one card from any opponent and exchange it with any card in your hand. You may not look at the opponent's card until after you he takes the card you give him in exchange. This is a good opportunity to get rid of POW WOW cards and replace them with moccasin cards.
Each of the five stones is moved from the center of the teepee toward the outside edge one space at a time within its own segment of the circle. The circle in the teepee is divided into five segments. A stone must always move one space at a time outward from the center and can never move into a different segment of the circle. When a stone reaches the last space in the outer circle it can no longer be moved. When all 5 stones in the teepee reach the outer circle, they are immediately returned to the center of the teepee and are then used as they are at the start of the game.
When one Indian token crosses the finish line the player holding the Indian card that matches the color of the winning token wins the game.
Use six moccasin cards. Deal two cards to each player and two cards face down to act as a dummy third player. Players may exchange cards with the dummy when landing on a MOCCASIN space.
The Game Cabinet - email@example.com - Ken Tidwell