IJC Games: Der Weg nach Timbuktu Rules

[ Indiana Jones: Der Weg nach Timbuktu Rules translated by Sascha Krasny ]

Indiana Jones - Der Weg nach Timbuktu
Indiana Jones starts a journey to Timbuktu to obtain the Golden Mask of an Egyptian pharaoh, which has been stolen 3000 years ago and was recently discovered by a friend. Indy's friend has hidden the mask by the 100 year old Tuareg, before he was carried of by greedy foreigners.
Indy's friend was also able to wire a message about the location of the mask before he vanished. But it seems the secret was given away by someone because there are other men searching for the treasure and claiming to be Indiana Jones! But only the true Indiana Jones will stand the trials and adventures and get the Golden Mask from the wise Tuareg.
A. Contents
    1 board
2 dices
6 game piece
24 Camel Cards (1)
20 Camel Cards (5)
20 Camel Cards (10)
20 Camel Cards (20)
30 Timbuktu Cards (equipment)
6 Rating Cards
1 set of rule
B. Game Preparations
  1. Game Board
    The board shows the camel path to Timbuktu. The players start in the circle next to the Timbuktu sign.
  2. Camel Cards
    The Camel cards are sorted (values: 1, 5, 10 and 20) and placed face up on the appropriate fields on the game board.
  3. Timbuktu Cards
    Each player gets five cards, one of each type: Tent, Helmet, Machete, Jeep and Canoe. The players put the cards face up in front of them on the table.
If there are less than six players shuffle the remaining cards and put them face down on the appropriate field on the game board (Timbuktu field)).
  4. Game tokens
    Each player chooses a token and puts it on the Start Field.
  5. Rating Cards
    Each player gets one of those cards.
C. Game Play
  Determine the starting player with the dice, the other players follow clockwise.
  1. Buy Camels
    Each player rolls three time both dices and adds up the results and takes one Camel Card for each point rolled.
Example: 1st roll: 11 eyes, 2nd roll: 7 eyes, 3rd roll: 6 eyes. The player gets 24 Camel Cards.
  2. Movement Phase
    The player can choose between 4 possible moves.
a) Move forward using up Camel Cards but
no dice roll.
b) Move forward using up Camel Cards and
dice rolling.
No moving but drawing a Timbuktu Card.
d) Move backwards and drawing Camel Cards.
Moving will be explained later in this rules (C5. Game Goal & Game Moves).
  3. Game Board and Value Cards
    The game board features 64 fields with different subjects. The one with the golden mask is the goal.
The two field types are Brown Fields and Adventure Fields.
    a) Brown Fields
      On the Brown Fields players can be kicked back by the active player who is landing his token on this field. The kicked token goes backwards to the next Adventure Field.
    b) Adventure Fields
      The three different types of Adventure Fields are Snake Fields, Sun Fields, and Oasis Fields.
On Adventure Fields players cannot be kicked - several tokens can stand on one Adventure Field. To leave an Adventure Field the player has to play out the correct Timbuktu Card before his next Movement Phase.

Adventure Field

Correct Timbuktu Card







A player is landing his token on a Snake Field. Before his next Movement Phase he must place a Timbuktu Card with a machete face down on the appropriate pile on the game board. If the player has no Timbuktu Card with a machete, he is not allowed to move (2.a, 2.b or 2.d) his token. He must draw a Timbuktu Card (2.c). Drawing Timbuktu Cards must be repeated each turn until the player draws the correct Timbuktu Card. The correct card can be played out in the beginning of players next turn, allowing the player to leave the field and move on.
Same rules work for the Sun Fields and Oasis Fields.
    c) Change Fields
      The Change Field are the fields marked with a "U" (from German "Umsteigefelder"). If a token lands on a Change Field the player may play out a Timbuktu Card with a Jeep (for the overland route) or a Canoe (for the waterway). The card is put face down on the Timbuktu Card staple. The player moves on instantly to the next Change Field on his chosen route (overland or water) in forward or backward direction.
  4. Rating Cards
    This card cannot be played out. It is for information only. 
    a) Move Forward
      The Rating Cards tell the players how much camels they need to do a certain move.
Without rolling a dice a player can move 10 field forward at a maximum. This move will cost him 30 of his camels.
    b) Move backward
      The get camels players have to move backward. Again there is a 10 field maximum moving range.
  5. Game Goal and Game Moves
    Players who have read the rules till now closely know the game board, the different types of fields and the meaning of the cards.
Winner of the game is the player who reaches the field with the golden mask first with an exact move.
To reach this goal, players have to think careful which game move to use in their turn.
Earlier in the rules the possible moves are listed (C2. Moving):
    a) Move forward using up Camel Cards but no dice roll.
      Players choose this move to reach a certain field. This is good if the player wants to get to the next "save" Adventure Field (this is a sure thing if he owns the correct Timbuktu Card to leave again) or if he wants to reach the next Change Field.
Players can move a maximum of 10 fields forward using an appropriate number of Camel Cards (30 Camel Cards for 10 fields).
    b) Move forward using up Camel Cards and dice rolling.
      This move works similar to a) except that the player rolls both dices to determine how far to go. The positive side of this move is a bonus of 10 Camel Cards the player get for free because of the risks.
Before moving the determined number of fields the player must pay with his Camel Cards as before in a) with one exception: If the player rolls 11 or 12 eyes he moves his figure 11 or 12 fields but pays only 30 camels.
If a player has not enough camels to perform the determined move he must give back the 10 bonus camels and his figure is not allowed to move.
    c) No moving but drawing a Timbuktu Card.
      A player must choose this move if he is standing on a Adventure Field without a correct Timbuktu Card to leave the field.
A player can also draw Timbuktu Cards for strategic reasons. It is very helpful to keep in mind the order in which Timbuktu Cards have been put on the Timbuktu Card pile.
    d) Move backwards and drawing Camel Cards.
      This is the move a player has to choose to get back some camel cards. It is not allowed to roll the dice when moving backwards.
  6. Kicking back other players
    As mentioned before players can only be kicked back on Brown Fields - no matter if the active player is moving forward or backward.
The kicked player is moved backwards to the next Adventure Field.
Please drop me a mail if you have questions. I know that the rules do not cover all possible game situations but I have not written the rules - I only translated them. I will answer all your questions in the FAQ below.
Game FAQ
  No questions so far.

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IJC.at ¤ created by: Sascha Krasny ¤ game material by: Jason Cormier ¤ last update: 06/05/04