---From the back cover--- Marauding Nomads, voracious wolves and cruel forces of nature attempt to stop you. But the packages must go through! Guiding strings of camels from one town to the next, you tempt fate, skirting mighty pyramids, braving the desert storms, knowing your goods are needed! If only the camels smelled better ... ---end back cover blurb--- Abdul's Adventures comes in a ziplock bag. The cover of the game unfolds to become the map, four times the size of the cover. The illustrated rulebook is 16 pages long (half size paper), and the game includes six sheets of cardstock counters to cut out (and possibly mount). LOTS of camels, for those who like camels, including one name Fritz. Other counters include nomads, wolves, commodities, water, Arabs galore, and informational markers. In town you can take two actions per turn, including stocking up on water, hiring guards, buying commodities, selling commodities or artifacts, buying camels, etc. On the trail it's roll a d6 and move, and hope you land on a space you've planned ahead for. Possible spaces include wolves, nomads, oases, open desert, pyramids (find artifacts), and sandstorms. The game ends when one person has delivered 100 shekels worth of goods - regardless of how much you spent during the game to buy more camels and goods! Thus it's possible to win while almost broke. There are also advanced rules for commodities speculation.