Aimane Meriga - The Trans-Saharan Trade Game
Aimane Meriga - The Trans-Saharan Trade Game
Background Information
Once your family was the most powerful in your African tribe. Your father was powerful and respected.
Then an enemy of his killed him and sold the rest of your family into slavery. You alone survived free. You
must find a way to make enough wealth to purchase your family’s freedom. You have decided your only
hope is the wealth found in the Trans-Saharan Trade system. Will you succeed in saving your family or die
trying?
Rules
● You start with 10 units of gold and 500 credits in the city of Jenne with 20 food and 20 water.
a. In the city of Jenne you must purchase a camel for each person in the group to carry
your equipment and supplies (cannot travel the Sahara Desert without camels--cannot go
on foot)
b. NOTE: you will need a camel for additional 10 items you add (i.e. food, water, gold, tent,
salt, etc.)
● To win you must end the game with 3000 credits.
● To travel you have to click on the spinner landing on 1 - 5. If the spinner lands on 6 (event), you
must resolve the resulting event by rolling the die. Resolve each event by making the correlating
changes to your inventory.
● You have many supplies to help you through the game. As you travel you use one water and one
food for each space (meaning you have to subtract this each turn).
● In cities you must stop unless you have a tent. Here you may buy more food and water and other
supplies, equipment, or employees.
● In cities you may purchase additional goods (lose credits, but add resources) or sell goods (add
credits, but lose resources).
● If you ever run out of goods and money you lose (start over in Jenne).
● If you ever run out of food or water you lose (start over in Jenne).
Equipment Guide
● Food - allows you to survive and travel. One space (including cities) costs one food. If you run out of
food, you die.
● Water - allows you to survive and travel. One space (including cities) costs one water. If you run out of
water, you die.
● Guards - protect you from raiders. Guards also allow you to move one extra space.
● Medicine - protects you from getting sick. When sick, take it to heal yourself.
● Guide - Helps guide you to a destination. Allows you to re-spin your movement. Also you may pay him
50 extra to find food and water in the desert. Only lasts between cities.
● Tent - Protects you from sandstorms and heatstroke. Also lets you travel through a city without
stopping.
● Learn Arabic - No translator needed, -5 to purchase costs and +5 to sell value.
● Convert to Islam - Avoid Islamic taxes.
● Camel - carry an extra 10 items.
● Islamic Achievements - YOU’VE WITNESSED HISTORY gain 100 at the end of the game.
Spinner/Dice Operator
● This person is also responsible for completing the trade
log
Inventory
Inventory Specialist - Use this table to keep track of equipment, supplies, and employees. Add and
subtract for each turn and decision (should be constantly adding and subtracting from total for each
turn/decision).
Food 20
Water 20
Guards
Medicine
Guides
Tents
Camels
Copper
Gold 10
Salt
Slaves
Fruit
Camels
Silk
Ivory
Accountant
Accountant - Keep track of how much money (credits) you have and the costs and value of your goods in
cities. To win you must end the game with 3000 credits.
NOTE: you may need to add rows to the table
500
Jenne Bought 3 of 35 x 3 =105 Yes because you cannot travel across the
camels credits Sahara desert without them, nor carry
everything on people’s backs.