Part two: The code disc.
The villans secured the map indicating the location of the Lost Aquila, but discover that the map is useless without a special metal code disc. Indy had entrusted Sallah with the disc, but when he was overwhelmed by Don Lardo's henchmen in Part One, they took it from him and sold it to a local trader.
Now both Don Lardo and Indy have to find the trader holding the disc. He is walking somewhere in a nearby coastal town. The streets are almost deserted because a sandstorm is coming (jokers in the deck).
Don Lardo and the Italian marines start in the upper right corner and can leave by boat when they find the code disc. Indy and friends start in the upper left corner and can leave the table via any table edge when they have the code disc. Four civilians are randomly (activated by jokers in the deck) walking the streets. One of them has the disc.
The marines move out.
But the British agents accompanying Indy are faster and contact the first civilian.
No luck. The civilian doesn't have the disc. On to the next one. The sandstorm joker is dealt from the deck reducing visibility to 12" (and halves shooting ranges). The marines make use of the storm to fan out to intercept the other civilians.
Marino Punto almost reaches a civilian, but the civilian movement joker is dealt and he moves away.
Indy's group has better luck. The civilian moves towards Ginger, keen on selling him some beautiful pottery, but unfortunately no disc.
I say, good man, do you sell a metal disc by any chance? |
While Ginger is talking to the salesman, Indy intercepts marino Monza and uses his whip to take him down.
The civilans keep moving. Don Lardo and tenente Strapazo are closing in on one of the remaining potential disc holders.
The sandstorm has passed, allowing both sides to start firing at each other in the town square. Marino Corsa goes down with a wound.
Ginger tries to stop Don Lardo but is put out of action by tenente Strapazo's SMG.
Marino Punto finally catches up with civilian number three. Again no disc.
No disc! No disc! |
Civilian number four is now certain to hold the disc. Don Lardo reaches him first and takes possession of the disc. Indy and Smyth rush forward. Indy charges tenente Strapazo and knocks him senseless.
Don Lardo fires his revolver at Indy but misses. Indy charges the Don, striking him down. Smyth goes through Don Lardo's pockets and retrieves both the map and the code disc.
Meanwhile Rupert and Bertie are trying to clear the marines from the town square. This seems to go well at first as Corsa is wounded by Bertie's BAR fire.
Corsa recovers from his wound (queen of hearts card) however and, assisted by Punto, drops Bertie with a well aimed shot.
Corsa then moves on to beat Rupert in close combat.
Indy tells Smyth to take the map and disc to a safe place. While the marines carry Don Lardo, Strapazo and Monza to the ship, Indy recovers Rupert and Bertie.
Now in posession of both the map and the disc, Indy will travel to the deep desert to excavate the Aquila in the next game.
Although he was outmaneuvered by Indy this time, Don Lardo has enough resources to bribe officials and locals. It doesn't take him long to find out where Indy is going and prepare an ambush.
Will Don Lardo succeed in taking the Aquila from Indy? All will be revealed in part 3 of Indiana Jones & the lost Aquila.
Sounds like a fun, topsy-turvy game! Go Indy -- he's my hero!!
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