continued from here
It is dusk and still no sign of the daily finds lorry. With the pyramidion packed and under guard, Diana Jones checks in with the armed guards. Most of the diggers are just about to go home - a couple will stay to help guard the site.
The agents of the 'rule of 6', approach the dig site ...The antiquities robbers move up behind the temple ...
The 'rule of 6' agents move fast and take out the sentries by the dig building.. a couple of them open fire on the diggers...
The diggers react, opening fire - hitting one of the interlopers...
Meanwhile the antiquities robbers are quietly moving round and up into the temple ...
The 'rule of 6' agents move fast and come up behind the diggers guns blazing ......
the antiquities robbers make their move, over the low ruined wall and up to the crate holding the pyramidion; Diana Jones comes to help the guard.. shots are fired ...
Diana Jones and Reg Butler find themselves in a crossfire, the rest of diggers and guards are all down
Diana and Reg make a hasty retreat to the top of a low sand dune as a gun battle starts between the antiquities robbers and the 'Rule of 6' agents..
the antiquities robbers get ready to load the crate onto the their lorry ...
Dian and Reg, take pot shots from the top of the dune taking out a couple of the opposition...
The gun battle peters out, the antiquities robbers have won and have got the crate on the truck; Diana and Reg fire on them as they slowly move away ...
the antiquities robbers move away at speed ...
and are soon off down the road ....
Diana and Reg now open fire on the remaining 'Rule of Six' agents who are now beating a hasty retreat into the desert...
Diana and Reg make their way to the dig site to check how everybody is, most are badly wounded - a couple just knocked out; they go up to Sid al Bunzi to get help. The pyramidion is gone, at least they have the photographs of it and rubbings of the inscriptions to study.....
---oXo---
Game mechanics ...
with 3+ parties involved, used playing cards for initiative/action
Spades - the archaeologists and their guards
Diamonds - Rule of Six agents
Hearts - Antiquities stealers
Clubs - diggers and civilians
on card activation party moves fire and start combat; other parties can turn/defend themselves and return fire but not move. A run of cards gives advantage to one side, but can act against them if another run of a different suit comes up. In the game the Antiquities stealers got the better cards..