Welcome to Tahiti!

Tahiti was published in 1994, and reviewed in Berg's Review of Games Vol.II No. 17, Spring, 1995, and Zone Of Control magazine issue #4 (Autumn 1995). The first of the following alternate rules was included with the Zone Of Control review; it is highly recommended. Advanced rules 15.6, 7, and 8 (below) are interesting, but a bit tangental to the simulation.

Rules 15.10 and 11 are for use with an expansion kit originally planned for Tahiti, called Mo'orea. It adds a smaller island that lies to the north-west of the main island. It is not included in this web page. If enough of you out there express interst, it can be added. (You can e-mail me from my family web page, accessible at the bottom of the Wargames page.)

Rules 15.9, 12, 13, and 14 were originally developed for use in Tahiti's successor game, Maori (the Tahiti system set in pre-European New Zealand). They are highly recommended! Bring your copy of Tahiti to your next club meeting, and play it with these rules; you will all be pleasantly suprised.

By the way, if anyone knows anybody interested in publishing Maori, let me know by e-mail (see our home page). It adds the following to the Tahiti system: fortifications (called pa), canabalism (present in New Zealand, but not in Tahiti), moa (flightless birds that you, too, can drive to extinction), and more.

The graphics found here depict two snippets from the board, and several examples of the game pieces, from Tahiti. They were lifted from the Grognards wargaming web page, where Tahiti was the answer to Grognard Chalenge number 66. You can see them at http://www.grognard.com. or specifically at http://www.grognard.com/past4.html#66

15.5 NEUTRAL AREA SPECIAL EVENTS

Make two of each of the counters "A" through "K" (skipping "I"). These counters are placed in an opaque container before beginning a game of Tahiti. Randomly draw one counter from the container each time a player meets the requirements to take control of an area. Remove used counters from play, except for the following two cases:

• The Navigator chit is held by the player for use on an Expedition. (He travels with the Head Chieftain.)

• The letter counter "E" and "F" will stay on the board if the player fails to gain control. Subsequent attempts to win control can be made by any player, but only if all the requirements for gaining control of a neutral area are met.

High population density: place 4 Population units in the area.

Enthusiastic followers: receive a Clan Elder on a roll of 2, 4, 5, or 6.

Superior navigator in clan: keep this counter. When used on an expedition, every die roll of "1" on the First Die Roll Table is treated as a 'roll again'. This counter may be traded.

Ocean-going clan: place one War Canoe on any coastal hex in the area.

Militaristic clan: roll as for "F" below. If control is gained, place 1 fighter, 1 militia, and 1 population in the area (instead of normal 3 population). Clan elder roll is normal.

Highly independent clan: area remains neutral unless you roll an "11" or greater on a special die roll. Add one to roll for each combat factor you have in area. Roll for Clan Elder as in "G".

Very independent clan: you receive a Clan Elder on a roll of '4' or '6' only.

Low population density: place only two Population units in this area.

Military infrastructure already begun in clan. Place a part-built Village on any eligible hex in the area.

Clan practices poor forestry techniques. Place a Stump marker on one randomly-selected jungle hex in the area. If there is no jungle in the area, now you know why.

 

Bring on the dancing girls!

Many players have observed that for a game with a name like Tahiti, there is not enough emphasis on scantily clad dancing girls. My response has always been that this is, after all, a war game. I have encouraged them to imagine whatever they like occurring among the Population Units on the board. Perhaps, however, it is now time to add a little something along these lines to Tahiti.

The Arioi cult active on Tahiti at European contact was dedicated to the worship of the Polynesian god of war, 'Oro. Every high god spirit had several different personalities, and the aspect specifically worshipped by the Arioi was 'Oro-of-the-laid-down-spear. That is, the war ending, peace making aspect of 'Oro was celebrated by the Arioi.

Membership in the cult was divided into local chapters distributed throughout the island. Members were limited to only the most well-formed and unblemished men and women, although males outnumbered female members by about five to one. Physical perfection was a hallmark of Arioi-hood, along with other aspects of youthfulness, such as skill and ardor in dancing, singing, and sex, and freedom from the burdens of parenthood. Full participation in the cult's activities was dependent upon a person's having no living offspring. Constraints were not, as mentioned, placed on copulation; in fact, active Arioi were notoriously avid and promiscuous. The rule was against allowing a member's progeny to survive, which was achieved by means of primitive abortion attempts and infanticide.

A troop of Arioi would travel from place to place performing ceremonies and entertainment in exchange for lavish hospitality. Dressed in distinctive costumes, the Arioi would approach their destination in canoes with great clamor, proceed to the temple dedicated to 'Oro, pay their respects, and then settle down to a week of dancing, theater performing, feasting, and sampling the sexual services of their hostesses and hosts. All fighting would cease at any place where Arioi performances were taking place; the members themselves were immune to attack. A week-long visit by a crowd of Arioi drained the host community's food supplies and, undoubtedly, was a strain on many marital relationships. The visits were, however, regarded by most as a pleasurable break in the ordinary day-to-day routine.

15.6 ARIOI ADVANCED RULE

Take one of the War Canoes provided in Tahiti, and mark it "Arioi". This represents a troop of cult members making their way around the island. In the first Initiative Determination Phase, the player who wins the initiative places the Arioi marker on a coastal hex in any area that does not contain a Home Village. In subsequent turns, the player who wins the initiative can move the Arioi canoe up to 4 points by sea movement, ignoring all Zones of Influence. The player must move the Arioi out of the area they currently occupy. All Areas on the map are considered "controlled" by the Arioi for purposes of reef movement.

In the first Season (the first six game turns) the Arioi may not be moved into any area that contains a Home Village. In the first turn of every new Season, the player with the initiative may choose to remove the Arioi counter and place it in any other area. This represents the existing Arioi troop disbanding, and a new troop beginning their tour. After the first Season, the Arioi may be placed in or moved to areas with a Home Village.

No combat can occur in the area containing the Arioi marker. Units may not enter a hex containing enemy combat units in the area. Combat units do, however, retain their Zones of Influence. Units may otherwise move normally through the area with the Arioi counter.

No Construction and Training can occur in the area containing the Arioi. Villages remain dormant and Big Logs will not be gathered in the area: all efforts are directed to the Arioi celebrations. Conversion of neutral areas is not affected by the Arioi counter.

 

15.7 PAPEARI CANOE PORTAGE

Sea movement with War Canoes is possible across the isthmus in Papeari area. It costs 2 movement points for War Canoes to cross the land hex-side, plus the usual cost to enter the coastal hex on the other side. Portaging is not allowed if either portage hex is in an enemy land or sea Zone of Influence. It is not necessary for the moving player to control Papeari area.

15.8 MARAES

The religious temples of the Tahitians were called Maraes. Constructed entirely of stone, they consisted of a rectangular courtyard with three (or sometimes more) upright slabs facing a raised platform at one end. The slabs were the backrests for the gods! The entire complex was encompassed by a low stone wall. A Marae would confer a certain degree of prestige to its owner.

Maraes can be constructed during the course of the game. Only one Marae can be constructed in each region (that is, only 3 on Tahiti) plus one on Mo'orea if the expansion kit is in play. They can be built on any hex in an area controlled by the player containing a friendly Village. Place a part-built Marae at the start of any Construction and Training Phase when 3 Population Units are at the Marae site, and the Village in the area does no other construction or training. Upgrade the part-built Marae to a full Marae when these conditions are met for another turn. The 3 Population Units are not consumed by the construction. The Village is busy making and repairing tools, finishing carvings, and otherwise supporting construction.

A fully-built Marae is an immovable marker which can not be destroyed or disassembled. There is no limit to the number of partly-built Maraes in a region. A Marae is controlled by the player who controls the area it is in. However, if there are enemy combat units in the hex with the Marae (or in the Marae compound) it is not controlled by any player. Control of a (fully built) Marae counts as control of an additional area for victory conditions. It is now possible to control up to 20 areas on Tahiti: 17 geographic areas plus 3 Maraes.

Maraes were a place of refuge for warriors defeated in battle. A player who controls a Marae may choose to retreat toward his Marae instead of his Home Village, with all Combat Units and Leaders defeated in a battle. (This option is not available if combat occurred in the same hex as the Marae, or if the player has no Home Village.) Place the units under the Marae counter (if they reach the hex) to indicate that they are within the temple compound. Units in a Marae can not be attacked, but they have no Zone of Influence, and can not defend with other units in the hex. They may move out from the Marae in their movement phase (only), though they may remain in the Marae indefinitely. All Units who move into a hex with a Marae can enter the compound (if there are no enemy Combat Units in the hex) by placing the Marae counter on them. Units in a Marae compound are not counted for area control purposes.

 

15.9 CLAN ELDER PANIC

Any Clan Elders involved on the losing side of a combat must now roll for Panic in each hex they retreat to, as other units do. The first time an odd number is rolled, flip the Clan Elder over. If he Panics again in the same retreat, he is captured by his opponent (follow the capture rule in 12.1 Clan Elders). If he does not panic a second time, flip him back right-side-up. (Although a bit rattled, he continues the game uneffected.) There is no need to roll for Clan Elder Panic if his stack is retreating only one hex, since he can not suffer any ill effects.

Head Chieftains never panic. Additionally, if a Clan Elder is retreating in the same stack as his Head Chieftain, he will only Panic on a roll of 1 or 3 (not 5).

 

More Advanced Rules

15.12 RANDOM EVENTS

Random Events occur during the Initiative Determination Phase. After choosing the player turn order, the player with the initiative rolls on the Random Events Table. Each event is identified by a two-digit number; the first digit is the first number rolled on one 6-sided die, the second digit is the second number rolled on a die. Read the indicated event on the Random Events Table. A third die is (usually) then rolled.

Example: The player with the initiative first rolls a 5, and then a 3. Event number 53 is consulted, which indicates excessive rain for this turn. A third die is then rolled to see how bad the rain will be.

Events directed to occur immediately are resolved in this Phase, before any other action takes place. All references to the "rolling" player indicates the player rolling the dice; that is, the player with the initiative this turn. Consult the Random Area Selection Table when an event occurs in a "randomly selected area". "Adjacent areas" include all areas sharing a land boundary, regardless of who controls the area. When a Village, Clan Elder, Big Log or other counter is to be randomly selected, simply assign a number to each eligible counter, and roll one die until a result is obtained.

15.13 VARIABLE MOVEMENT

A range of outcomes are possible each time Units engage in combat. Many gamers believe the same should be true of movement.

With this rule, each Movement Phase is divided into two steps. In the first step, a player moves all of his independently moving Population units up to (the usual) 3 movement points. He also moves all of his Clan Elders and his Head Chieftain up to 2 movement points. Note that all of the usual restrictions to movement apply, including completing the movement of one piece before beginning another's.

In the second step of the Movement Phase, the player rolls one die on the Variable Movement Table for each Leader that moved more than one movement point in the first step of this Movement Phase. (Any Leader which did not move, or moved only 1 movement point, does not roll on the Table.) The result is the number of additional movement points available to this Leader for this turn. Complete the movement of one Leader before rolling on the Variable Movement Table for the next.

On a result of "-1", the Leader (and all Units moving with him) must move back one hex, to the hex he had moved from. If the Leader had been moving in a War canoe(s), move it (them) back one full movement point (usually three hexes) tracing his movement backwards.

If a Leader wishes to enter a Jungle hex on his second movement point in the first step of the Movement Phase, place his stack half-way into the hex. This indicates that only one additional movement point is required to complete the movement into the hex. If the player does not attain at least one movement point on the Variable Movement Table, then place the Leader's stack back on the hex adjacent to the Jungle.

15.14 FORCED MARCH

With this rule, Leaders may attempt to inspire their troops to perform exceptional feats of marching (or paddling) stamina. This attempt will meet varying degrees of success. Sometimes it won't work at all; and sometimes the attempt will be so disruptive, it will reduce the effectiveness of the fighting force.

After all regular Movement is complete, each Leader may attempt a Forced March. Roll one die on the "Forced March" column on the Variable Movement Table. The Leader and the Units moving with him now move up to this number of movement points.

After a stack completes its Forced March, and even if the result on the Variable Movement Table was zero, roll one die. If the result is even, then there is no effect. If the result is odd, then each Unit (but not Clan Elders) in the stack must roll once each for Panic. Apply the results as described under Land Combat (9.2).

 

Tahiti Random Events Table

11

If one or more seasons have passed, then the game ends immediately. Consult the victory point chart to determine the winner, based on areas now controlled.

If the game does not end, then skip straight to the "Advance Game Turn" step, and then begin the next turn.

 

12

If two or more seasons have passed, then the game ends immediately. Consult the victory point chart to determine the winner, based on areas now controlled.

If the game does not end, then skip to the next turn, as above.

 

13

If three or more seasons have passed, then the game ends immediately. Consult the victory point chart to determine the winner, based on areas now controlled.

If the game does not end, then skip to the next turn, as above.

 

14-15

Somebody didn't appease the storm gods with a virgin, and boy, are they ever cheesed!

1-2 No sea movement this turn except in coastal hexes.

3-5 Major storm. No sea movement this turn.

6 Hurricane. No sea movement this turn and one randomly selected War canoe is wrecked. (Replace it with a Part-built Canoe.)

 

16

Hey, No'aho'o! Why are you building that big boat? And what's your kid doing, getting all those animals together?

1-4 One randomly selected coastal area suffers flooding. Any Coastal Village in the area is replaced by a Part-built Village and a Population unit. All other Counters are unaffected.

5-6 Same as above, plus all adjacent areas are also affected.

 

21

Hey, who's supposed to heal the witch doctor when he gets sick?

1-3 The rolling player's Shaman dies and is replaced (in two turns) per the normal rules.

4-6 Any opposing player's Shaman (chosen by the rolling player) dies and is replaced per normal rules.

 

22-23

Oh noooo! Some horrible beast is devouring the sun! This does not appear to be an auspicious omen for our big fight tomorrow.

1-2 The rolling player's Shaman has no combat value this turn.

3-4 Any opposing player's Shaman (chosen by the rolling player) has no combat value this turn.

5-6 All Shamans have no combat value this turn.

 

24-25

The Shaman has managed to cure O'o'o'pea'a from the dreaded disease ho'ka'la'le'a'a. What a guy!

1-6 The rolling player's Shaman goes to 2-0-0 for the rest of this turn. If his Shaman is already at 2-0-0, ignore this. (After all, 2-0-0 Shamans are expected to heal guys with horrible diseases.)

 

26

It's time for the purification rituals.

1-3 The rolling player's Shaman must return to his Home Village by the shortest possible route.

4-6 Any opposing player's Shaman (chosen by the rolling player) must return to his Home Village by the shortest possible route.

 

31

When the Head Chieftain is away, everybody will play.

1-3 The rolling player's Head Chieftain must return to his Home Village by the shortest possible route.

4-6 Any opposing player's Head Chieftain (chosen by the rolling player) must return to his Home Village by the shortest possible route.

 

32

So, you say you just spread the pig manure around on the field, and your yields went up how much?

1-4 The rolling player's Home Village receives one free build this turn.

5-6 Same as above, plus all adjacent areas with a Village are also affected.

 

33

I name this child Benedict'o Arnold'a.

1-6 Randomly select one Clan Elder not currently stacked with either his Head Chieftain or Shaman. This Clan Elder then defects, with his troops, to the enemy player with the fewest Clan Elders on the map. (The rolling player picks when there is a tie.) He is replaced by a randomly selected enemy Clan Elder and all Units in his stack are exchanged on a one-for-one basis with enemy Units.

 

34

Hey, did you notice the Chief don't look so good? He's got all kind of spots on his face, and he keeps fainting.

1-6 The rolling player picks any Head Chieftain, who then keels over dead. Fortunately, his heir takes over immediately back home. Place the Head Chieftain counter in his Home Village immediately; he may function normally this turn.

 

35

Yes sir, you heard right, Crazy Al is having his yearly blow-out canoe sale. Thirty footers priced to go and we'll throw in the paddles!

1-4 One randomly selected (and very shoddily built) War canoe sinks. Remove the counter; however, any passengers and crew are assumed to survive since it sinks in very shallow water.

5-6 Same as above, except if Combat Units are in the hex, one randomly selected Unit is also is removed. However, if a Heavy Troops Unit is in the hex, remove it. (Don't trust Crazy Al's canoes in deep water.)

 

36

The Great Tahiti Sweet Potato Famine ravished the land, leaving devastation and despair in its wake.

1-3 One randomly selected area is affected by a blight. No builds are allowed this turn in this area, due to famine.

4-5 Same as above, plus all adjacent areas are also affected.

6 Same as above, plus all areas on the island (Tahiti or Mo'orea) on which the area is, are also affected.

 

41-42

Should I stay or should I go? I think I'll stay.

1-3 One randomly selected Clan Elder suffers from indecision, sullenness, indigestion, etc., and refuses to act. He may neither move nor attack. If attacked, he can add his combat value to the defense.

4-5 Same as above, with two randomly selected Clan Elders affected.

6 Same as above, with all Clan Elders on the map affected.

 

43

Damn fleas! They're biting the heck out of me. I think I've scratched all my skin off, plus this fever is making me... Aaaggghhh!

1-3 One randomly selected area is afflicted by the Mauve Death (black was taken). Roll one die for each Unit, Leader and Village. A roll of 1 removes it. Villages revert to Part-built, with the inherent Population unit destroyed. If the Head Chieftain dies, a replacement Head Chieftain (his heir) is placed in his Home Village. If the Home Village is in an affected area, roll for him as well. If he also rolls a 1 - you just lost.

4-5 Same as above, plus all adjacent areas are also affected.

6 Same as above, plus all areas on the island (Tahiti or Mo'orea) on which the area is, are affected.

 

44-45

I shall fight no more forever- well, for a while anyway.

1-5 Truce is called; combat and movement into enemy controlled territory is prohibited for this turn.

6 Truce and demobilization is called: same as above, plus each player selects any three Combat Units. All other Combat Units are replaced with Population units.

 

46

Man, things are going to happen now, I can feel it!

1-3 Roll two random events this turn. These can be accumulated (unless events 11, 12, or 13 are rolled- which end the events immediately).

4-5 Roll three random events this turn, as above.

6 Roll four random events this turn, as above.

 

51

Rumble.

1-4 One randomly selected area suffers a minor earthquake. Any Village in the area is reduced to a Part-built Village and one Population unit. Any other counters in the Village are unaffected.

5-6 Same as above, plus all adjacent areas are also affected.

 

52-53

The rain in Tahiti falls... everywhere.

1-4 All movement is reduced to 2 points, no movement is allowed in all hexes containing a stream, and combat is prohibited.

5-6 Same as above, with movement reduced to 1 point.

 

54-55

I just love those fertility rituals.

1-2 One randomly selected area receives one Population unit. If the area is neutral, ignore.

3-4 Two randomly selected areas receive one Population unit each. If a selected area is neutral, ignore.

5-6 Three randomly selected areas receive one Population unit each. If a selected area is neutral, ignore.

 

56

Wanted: enthusiastic young man to lead expeditionary force; good pay and benefits. Must have noble lineage, blessing of gods, and skill with weapons. Experience in canoe handling a plus.

1-3 Each player rolls one die; subtract 2 from the result for each Clan Elder the player has. High roller receives a Clan Elder in his Home Village. (Tie results are resolved by the player who rolled this event.)

4-5 Two Clan Elders are placed in the above manner.

6 A number of Clan Elders equal to the number of players in the game, are placed in the above manner.

 

61

The Roman Empire lies in ruins, and Charlemagne has not yet appeared to pick up the pieces; the Byzantine empire has suffered disastrous defeats at the hands of the upstart Arabs; barbaric nomads are riding out of the steppes, slaughtering all before them. In a nutshell, things look bad. However, our game is about Tahiti, and so we really don't care about such depressing fare.

1-6 Nothing happens.

 

62

Fire. Heh, heh, heh.

1-4 One randomly selected Village catches fire. Replace it with a Part-built Village (no Population). Any Big Logs or Canoes (Part- or full-built) in the Village are removed. All Units and Clan Elders roll for Panic. Any other counters are unaffected.

5 Two randomly selected Villages catch fire, as above.

6 Severe dry season. Three randomly selected Villages catch fire, as above.

 

63-64

You're no lumberjack, and you're not okay.

1-2 One randomly selected Big Log is found to be rotten, and must be discarded.

3-4 Three randomly selected rotten Big Logs must be discarded.

5-6 The dreaded borer beetle infestation strikes! All Big Logs on the map must be discarded.

 

65

I fart in your general direction! Your mother was a hamster and your father smelled of elderberries!

1-3 The rolling player may place a curse on the strongest Combat Unit in any one stack of enemy Units. This Unit, trembling in fear, has a combat value of zero for this turn.

4-5 The rolling player may place a curse on all of the Combat Units in one enemy stack, as above.

6 The rolling player may place a curse on all of the Combat Units of any other player, as above.

 

66

So Kevin said to me, "Hey, can you throw in a few more random events?"

1 The rolling player may re-roll any one die roll this turn.

2 Same as 1, except the event may be saved until desired.

3 The rolling player may re-draw any Clan Elder pick from his pool of Clan Elders, or re-roll any attempt to receive a Clan Elder. This event may be saved until desired.

4 All players still on Tahiti gather their most powerful legal stacks for one decisive battle. The winner of the battle gains a Total Victory; others suffer a Total Defeat.

5 Divine Intervention. The player with the fewest number of areas controlled sees all of his opponents wiped from the face of the earth by a vengeful deity, and gains a Total Victory.

6 Armageddon. Everybody dies, everybody loses. Life sucks. (Hey, you're the one who rolled 666!)

 

Tahiti Random Area Selection Table

First Die Roll of 1 or 2:

Second Die Roll of 1: Faaa

Second Die Roll of 2: Punaauia

Second Die Roll of 3: Paea

Second Die Roll of 4: Pare

Second Die Roll of 5: Arue

Second Die Roll of 6: Mahina

First Die Roll of 3 or 4:

Second Die Roll of 1: Papenoo

Second Die Roll of 2: Tiarei

Second Die Roll of 3: Mahaena

Second Die Roll of 4: Hitiaa

Second Die Roll of 5: Papara

Second Die Roll of 6: Mataiea

First Die Roll of 5 or 6:

Second Die Roll of 1: Papeari

Second Die Roll of 2: Vairao

Second Die Roll of 3: Teahupoo

Second Die Roll of 4: Tautira

Second Die Roll of 5: Pueu

Second Die Roll of 6: Roll Again

 

Tahiti Variable Movement Table

Leader's Movement Allowance of 2:

Die Roll of 1: -1

Die Roll of 2: -1

Die Roll of 3: 0

Die Roll of 4: 0

Die Roll of 5: 1

Die Roll of 6: 2

Leader's Movement Allowance of 3:

Die Roll of 1: 0

Die Roll of 2: 0

Die Roll of 3: 1

Die Roll of 4: 1

Die Roll of 5: 2

Die Roll of 6: 2

Leader's Movement Allowance of 4:

Die Roll of 1: 0

Die Roll of 2: 1

Die Roll of 3: 2

Die Roll of 4: 2

Die Roll of 5: 3

Die Roll of 6: 3

Tahiti Forced March Table

Die Roll of 1: 0

Die Roll of 2: 1

Die Roll of 3: 1

Die Roll of 4: 2

Die Roll of 5: 2

Die Roll of 6: 3