The cards represent four different forms of transport: foot, canoe, mule
and jeep. Each has a number from one to seven, with the colour and picture
identifying the transport type. The rules are simple, so I shall try to
summarise them.
Each player is dealt three cards, face-up, and three into their hand.
The face-up cards are used to calculate movement. On their turn, a player
lays one card. This may either be on themselves, or another player who
is ahead of them. The playing piece is then moved a number of spaces along
the track calculated as:
If a player lays a card on an opponent's layout, they still move, retaining
their previous score. The effect of this is that players generally attempt
to maintain three high value, similarly coloured face-up cards. Of course,
this is not easy. If other players are behind you, they may play onto
your transport. In a four player game, if you are leading, your whole
layout may have changed by the time your turn arrives.
That is basically it, except for a set of markers. These are distributed
secretly. After examination, the tokens are laid, face-down, onto spaces
on the board. This brings an aspect of chance, and memory, to the game.
There are three different types of token, which take effect when landed on:
An optional, recommended, rule for gamers is that this latter counts to move an opponent back to a village, instead of switching places.
And that's about it. Graphically the game looks very nice. It is lightweight,
and quite fun. I cannot write this piece objectively, as I was quite involved
in the play-testing. The developers have chosen to focus the game on a
younger age group. This has been quite successful. I have played Kilimanjaro
with children as young as six, and they thoroughly enjoyed it. I don't
think though, that it is really suited for most Sumo readers.
If you already have the game, you might like to try playing with numbered
tokens. These can then be used to move the piece which lands on it. This
played quite successfully in testing, and brought more depth to the game.
It was a little like Hare and Tortoise, with some players racing ahead,
while others would carefully try to plan movement to maximise use of the
tokens. Not an easy matter.
Dave Farquhar