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Aimane Meriga - The Trans-Saharan Trade Game

The document outlines a game set in the Trans-Saharan Trade system where players must navigate challenges to accumulate wealth and secure their family's freedom from slavery. Players start with limited resources and must manage food, water, and inventory while encountering events that can impact their journey. The goal is to end the game with 3000 credits, utilizing strategic purchases and trades in various cities along the route.

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0% found this document useful (0 votes)
30 views5 pages

Aimane Meriga - The Trans-Saharan Trade Game

The document outlines a game set in the Trans-Saharan Trade system where players must navigate challenges to accumulate wealth and secure their family's freedom from slavery. Players start with limited resources and must manage food, water, and inventory while encountering events that can impact their journey. The goal is to end the game with 3000 credits, utilizing strategic purchases and trades in various cities along the route.

Uploaded by

714758
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Names:

The Trans-Saharan Date:


Trade Game Period:

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).

Spinner & Event Rules


●​ If the spinner lands on 1 – 5, the team may move that far.
○​ Remember to subtract 1 food and 1 water per space
●​ If the spinner lands on 6, the team must resolve an event determined by the role of the die.
○​ Your fate is determined by the number you roll below: makes changes to your
INVENTORY
1= Spoiled Food – 5 Food
2= One camel dies lose 10 items
3= Oasis +3 food and +3 water
4= Argument – 1 guard or guide
5= Raiders – 1 item
6= Wasted Water – 3 water

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.

The Team Roles


Choose a group of 3 (no more than 4) and choose roles, then set up for role (i.e. open gameboard,
dice/spinner)

Caravan Jobs Student Names

Board Game Operator (must be in presentation mode at all


times)

Spinner/Dice Operator
●​ This person is also responsible for completing the trade
log

Inventory & Account specialist(s)- keeps track of all


equipment, supplies, and credits (the adding/subtracting)
●​ If a group of four, one person tracks the inventory,
the other person tracks the accounts

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

Balance Income/Expenditures +/-

500

Trans-Saharan Trade Log


Dicer roller/spinner - Use this log to keep track of city information.

NOTE: you may need to add rows to the table

Location Events Sales/Purchases Opinion


Where are you or Did anything Did you buy or sell Was this a good or bad decision?
where are you special happen or anything? How
headed? did you see much money do
anything cool or you have?
interesting?

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.

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