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Hamunaptra: Aventures dans la Grande Pyramide thumbnail

Hamunaptra: Aventures dans la Grande Pyramide

Hamunaptra: Aventures dans la Grande Pyramide Rulebook

Table of Contents

Table of Contents

  • Objective of the Game
  • Components
  • Using the Four-Sided Dice (D4)
  • Setup
  • Starting Boards
  • Minimum Play Area
  • Turn Sequence
  • Characteristics of Characters and Encounters (Monsters, Traps and Equipment)
  • General Tile Placement Rules
    • Tunnel Tile Placement Rules
    • Placement of Monsters and Traps
    • Types of Stairways
    • Connecting Tunnel Tiles of Different Players
  • Movement
    • Passageways: Special Movement Through Stairways
    • Lost: Movement at the Edges of the Play Area
    • Blocking Situations
  • Combat and Encounters
    • Combat Round Sequence
    • Combat Resolution Rules
  • Using Equipment Tiles
  • Special Characteristics of the Scrolls
  • Exchanging Tiles Between Players
  • End of the Game
  • End-of-Game Rules and Counting Victory Points
  • Optional Rules
  • Playing Tips
  • Victory Points

Objective of the Game

The objective of the game is to escape from the depths of Hamunaptra: the Great Pyramid before your competitors do, by collecting the greatest number of proofs and testimonies. To achieve this you must use and combine, in the best way possible, the characteristics of your characters and your resources, in the form of Equipment Tiles.

Components

  • 1 Rulebook
  • 4 four-sided dice (D4), pyramid-shaped
  • 16 Character Sheets
  • 16 Character Tokens with their bases
  • 144 Tiles, divided into:
    • 29 Starting Board tunnel tiles
    • 84 tunnel and chamber tiles
    • 31 Encounter tiles, divided into:
      • 9 Monster tiles
      • 7 Trap tiles
      • 15 Equipment tiles
  • 140 Victory Point markers

Using the Four-Sided Dice (D4)

Four-sided dice, hereafter D4, are small pyramids. When a D4 is rolled onto a flat surface, one of its faces comes to rest on the surface, forming the base of the die. The number that appears on that base, across the three faces of the die, is the result obtained.

Example 1: How to roll a four-sided die (D4). As shown in the example, the die on the left has landed showing a three.

Throughout the game, players will be asked to roll several D4. If a roll requires, for example, three dice, it will be written as 3D4, and the number before "D4" indicates how many dice to roll.

Setup

  1. Choose the play area. A table at least one metre in diameter is recommended. Ideally it is a symmetrical table, so that the board sits well centred. Otherwise, the limits must be clearly defined.

  2. Determine the Starting Player. All players roll 4D4. The player who obtains the greatest number of fours becomes the Starting Player.

  3. Place the Starting Board. The Starting Player places the Starting Tunnel Tiles according to the number of players (see Example 4, Starting Boards, below). The Starting Tunnel Tiles should be placed as centrally as possible on the play area. Any Starting Tunnel Tiles left over are removed from the game. These are kept as spares or for designing new Starting Board configurations.

  4. Choose Characters. Following clockwise order and starting with the Starting Player, the players take turns choosing one Character each, until every player has the number of Characters indicated for their player count (see Example 2, Characters per Player).

  5. Assign Starting Tunnels to your Characters. Moving counterclockwise and starting with the player to the right of the Starting Player, the players choose from which Starting Tunnel their Characters will begin the game. Once chosen, each player places their Characters on the Starting Tunnel they selected.

  6. Create the Game Deck. Shuffle the remaining Tunnel tiles, Monster tiles, Trap tiles and Equipment tiles face down and place them in one or more piles within reach of all players. It is important to remember that any leftover Starting Tunnel tiles are removed from the game and must not be included in this deck.

  7. Start the game! The Starting Player begins the game, and play proceeds clockwise.

Example 2: Characters per Player.

Number of PlayersNumber of Characters
24
34
44
53
62
72
82

Starting Boards

The board is laid out according to the number of players, as centrally as possible on the play area. Tunnel tiles and Starting Tunnel tiles are distinguished by the colour of their back: the back of a Tunnel tile is lighter, and the back of a Starting Tunnel tile is darker. Players should feel free to experiment with new Starting Board configurations.

There are two types of Starting Tunnel tile. Exit tiles are shown as a crossing with one of its sides collapsed. The remaining Starting Tunnel tiles are shown with a general cave-in and no other mark. Looking at the different Starting Board configurations (Example 4), you can see that at the start of the game, the players' Characters will be isolated from the Characters of the other players. To place the Characters on the Exit tiles, you can follow the example below.

Example 3: Placing Characters on Starting Tunnels. The Character on the left is on a starting tile; the Character on the right is not.

Example 4: Starting Boards (2 to 8 players). The diagrams show the Starting Board layout for each player count. The legend distinguishes Starting Tunnel tiles without a mark from marked Starting Tunnel tiles.

Minimum Play Area

This area is an imaginary zone built from the Exit tile of each player, and it represents the minimum area the Characters must traverse before they can find a possible exit from Hamunaptra. Roughly speaking, it represents the size of the Pyramid.

To determine this area, proceed as follows. Starting from each player's Exit tile, establish a radius of 8 squares, forming an imaginary grid. (The term "square" is used so as not to confuse it with a Tunnel tile.) In this way, each player has a minimum play area centred on their own Exit tile, whose limits lie 8 squares away in the four directions, corresponding to each side of that Exit tile.

This rule is directly related to the Exit Stairways and to the main objective of the game, which is to escape from Hamunaptra. For more about Exit Stairways, see the section "Types of Stairways" on page 6. As you can see in point 4 of the Optional Rules on page 10 of this rulebook, this limit of 8 squares may be modified to suit your needs, depending on how long you want to play and how much space you have available to build the game board.

Example 5: Minimum Play Area. In the diagram, player A has their Exit tile at the centre of the grid. From that Exit tile the minimum play area is built for that player, whose limit lies 8 squares away. Player A can therefore find and/or play an exit from Hamunaptra in the zone marked in green, or beyond it.

Turn Sequence

Starting with the Starting Player and proceeding clockwise, the game unfolds as follows:

  1. Draw Tiles from the Game Deck. The player draws from the deck until they have four tiles in hand, hidden from the other players.
  2. Move the Characters. The player may move their Characters a number of Tunnel tiles equal to the value of their Movement characteristic. A player may choose not to move one or more of their Characters, and is not obliged to spend their full Movement value. Unused Movement points are lost.
  3. Add Tunnel Tiles. The player may add Tunnel, Monster or Trap tiles to the Starting Board. (See the Tunnel Tile Placement Rules on page 6.)
  4. Combat resolution. The player resolves the encounters in which they are involved. (See Combat and Encounters on page 8.)
  5. Place Equipment tiles. The player may play an Equipment tile, placing it face down on the table until it is used in an encounter or a specific situation. (See Using Equipment Tiles on page 9.)
  6. The next player takes their turn. The next player returns to step 1.
  7. End of Turn. When all players have completed their actions, the turn ends and a new turn begins.

Example 6: Characters and their Characteristics. The example card shows the Occult Investigator Alexander Naumov, with the following characteristics: Strength 2, Wisdom 2, Resistance 2, Movement 3.

Strength: Number of D4 rolled in a combat roll. Wisdom: Number of D4 rolled in a combat roll. Resistance: Number of Successes the monster or trap must obtain to defeat us. Movement: Number of Tunnel tiles that a Character may move in its turn.

Characteristics of Characters and Encounters (Monsters, Traps and Equipment)

Hamunaptra: Escape de la Gran Pirámide uses four characteristics: Strength (F), Wisdom (S), Resistance (R) and Movement (M).

  • Strength determines physical power, as well as the number of D4 rolled in a combat roll that uses this characteristic.
  • Wisdom determines mental capacity and intelligence, as well as the number of D4 rolled in a combat roll that uses this characteristic.
  • Resistance determines physical endurance, as well as the number of Successes that must be matched or exceeded to defeat or be defeated in a combat roll. Our Resistance determines how many successes the monster or trap must match or exceed to defeat us, and conversely, the Resistance of the Monster or Trap determines how many successes we must match or exceed to defeat the Monster or Trap.
  • Movement determines speed and quickness, and applies only to Characters. It indicates the number of Tunnel tiles that a Character may move in one turn.

Example 7: Monsters, Traps and their characteristics. For monsters and traps:

  • Strength: Number of D4 rolled in a combat roll.
  • Wisdom: Number of D4 rolled in a combat roll.
  • Resistance: Number of Successes to be obtained to defeat the Monster or Trap.

Example 8: Equipment and its characteristics. Equipment pieces can give bonuses to any of the four characteristics.

  • Strength: Number of additional D4 rolled in a combat roll.
  • Wisdom: Number of additional D4 rolled in a combat roll.
  • Resistance: Number of additional Successes that the monster or trap must obtain to defeat us.
  • Movement: Number of additional Tunnel tiles that a Character may move in its turn.

General Tile Placement Rules

There are four types of tile: Tunnel tiles, Monster tiles, Trap tiles and Equipment tiles. The last of these have special rules, explained later. On each player's turn:

  • The player is obliged to place at least one tile, whether a Monster, Trap or Tunnel tile. It may be placed on Tunnel tiles that have already been explored, or on those of another player.
  • If a player cannot place any Tunnel tile, the player to their left draws one tile at random and discards it, placing it into the remaining Tunnel tile deck and shuffling that deck.
  • To place a Tunnel tile in the tunnels our Characters are exploring (those connected to our Starting Tunnels), we must have at least one of our Characters on a Tunnel tile adjacent to the new tile, with a correct access point (through a tunnel or chamber) to the new tile we wish to place. When placing a new Tunnel tile in tunnels explored by another player, there is no restriction requiring an adjacent Character.
  • If the tunnels or chambers of another player become connected to ours, all the restrictions affecting tile placement in tunnels connected to our Starting Tunnel apply (except for connection by stairway; see below).
  • Each player may place as many tiles as they wish on their turn, subject to the following restrictions:
    • Only one Monster or Trap tile may be placed per turn.
    • Only a Tunnel tile may be placed in the tunnels explored by another player (provided they are not directly connected to ours, or interconnected by a stairway, in which case we would be allowed to continue placing tiles).
    • Until the Monster or Trap is defeated, no Tunnel tiles may be placed on the table in that direction.
    • If, following a Tunnel tile with an open side, there are further Tunnel tiles already placed, the prohibition on placing new tiles affects only the Tunnel tile in contact with the Monster or Trap.
    • A player may choose to place a Monster or Trap tile connected to their own Exit tile.

Example 9: Placing Tunnel tiles. The upper image shows the initial situation before the corresponding player places tiles. In the lower image, the player has placed three Tunnel tiles. They were able to do so because their Character had three free sides adjacent to them where the tiles could be placed correctly.

Example 10: Illegal Tunnel tile placement. The upper image shows the initial situation before placement; the lower image shows a placement that is not permitted, because the angled Tunnel tile was placed without one of its open sides matching.

Tunnel Tile Placement Rules

  • The sides of new Tunnel tiles in contact with already-explored Tunnel tiles must fit perfectly: closed side with closed side, open side with open side, and so on.
  • At least one of their sides with access must be connected to a tunnel or chamber already placed on the board.
  • It is not possible to place tiles so that they are connected to the board only by a closed side.

Placement of Monsters and Traps

  • Monster or Trap tiles must be placed next to open Tunnel tiles.
  • While the Monster or Trap remains active, only one Tunnel tile may be placed in that position in order to face the Monster or Trap. In that case, the Tunnel tile is placed underneath the Monster or Trap. Once this is done, the Characters may move onto the tile on their turn to confront that adversity.

Example 11: Placing Monster and Trap tiles. The upper image shows the initial situation before tile placement; the lower image shows the placement of a Monster tile. In this case the Monster tile has been placed adjacent to an open tunnel and to a Character. Monsters and Traps do not have to be placed adjacent to any Character; the only restriction is that they must be placed adjacent to an open tunnel.

Types of Stairways

Stairways are an indispensable element, since they allow escape from the Pyramid, which is the basic objective of Hamunaptra: Escape de la Gran Pirámide. Stairways may be of different natures depending on where they are placed on the game board. Each Stairway also has a symbol marked on it. Stairways marked with the same symbol connect to each other in the same way as if they were adjacent.

  • Exit Stairway. A Stairway is considered an Exit Stairway when it meets the following requirement:

    • It is 8 squares away from the Exit tile of the player who placed it on the board, as shown in Example 5, Minimum Play Area.

    The number of squares is determined at the start of the game, according to the available space or the desired playing time. The smaller the number of squares, the shorter and more compact the games will be.

  • Stairway. A Stairway is considered to be one that meets the following requirement:

    • It is less than the distance set for Exit Stairways, that is, fewer than 8 squares, or the number established at the start of the game.

Example 12: Stairways according to their placement. Stairways are numbered 1 to 4 on the diagram, with their distances marked (number 1: 9 squares; number 2: 8 squares; number 3: 2 squares; number 4: 3 squares). Player A (red) scores an Exit Stairway (4 points), number 1 on the diagram, since it meets the requirement of being 8 squares away, as can be checked against the grid superimposed on the graphic.

Players B (blue) and C (green) have their tunnels connected. Player B links with three stairways. Stairway number 2 counts as an Exit Stairway and scores 4 points, since it was placed by player B and is 8 squares from their Exit tile. Because the other stairways meet none of the requirements to be considered either an Exit Stairway or an Exit Stairway of another player (see page 11, Victory Points), each of them scores only 1 point.

Player C links with the Exit Stairway placed on the board by player B, number 2 on the diagram, so player C benefits from only 2 points (see page 11, Exit Stairway of Another Player). The other two stairways placed by player C score the same as they did for player B, that is, 1 point each.

Connecting Tunnel Tiles of Different Players

During the game, the Tunnel tiles of two players may come to be joined by connecting their tunnels. Each player places their Tunnel tiles normally and legally, following the rules for tile placement. If a player wishes to place a Tunnel tile adjacent to a Tunnel tile of another player, they must comply with those rules as seen above.

Example 13: Connecting the Tunnel tiles of two players. The upper image shows a correct connection of two players' Tunnel tiles. The lower image shows a placement that is not permitted, because the angled Tunnel tile was placed without one of its open sides matching.

Movement

  • A Character's Movement shows the number of Tunnel tiles it may move in one turn.
  • To face a Monster or Trap, Characters must move onto the tile in question. For this, a Tunnel tile must have been placed earlier on the same spot occupied by that Monster or Trap.
  • Characters of different players may not occupy the same Tunnel tile.

Passageways: Special Movement Through Stairways

Some Stairways have a printed symbol. Each symbol is shared by two Stairways, and this pair of Stairways with the same symbol allows a special movement for Characters called a Passageway. Movement through a passageway treats the Stairways with the same symbol as adjacent Tunnel tiles. In this way Characters can move from one Stairway tile to another, even if they are in distant positions on the board, as long as they share that symbol.

There are five symbols found on the pairs of Stairways.

Lost: Movement at the Edges of the Play Area

In Hamunaptra the board is built up as turns pass, and it is likely that Tunnel tiles will reach the edge of the play area, in the most common case, the table. This is one of the main reasons why the initial placement of the Starting Board must be as central as possible on the play area. If a player places a Tunnel tile at the edge of the play area and no further tile can fit, the Character may move, if one exists, to another Tunnel tile located on the edge. If there is no other Tunnel tile available, the Character must retrace its path and continue advancing in another direction.

Blocking Situations

A blocking situation is one in which one or more Characters prevent Characters of another player from moving through them. To cross a Tunnel tile occupied by Characters of other players, there are two ways to do so:

  • With at least one more Character than there are on the tile we wish to cross, and having enough Movement points to cross that tile and end the Movement on a later tile.
  • By spending more Movement points than the number of Characters on the tile we wish to cross, and having enough Movement points to do so.

Once the Tunnel tile with the other player's Characters has been crossed, your Characters must end their Movement on that same Tunnel tile, although they may begin their Movement from different starting tiles.

Combat and Encounters

Combat and encounters with Monsters and Traps may arise. To resolve any combat situation, we must overcome the Strength or Wisdom of the attacking tile with the Strength or Wisdom of one or more of our Characters (aided by Equipment cards where applicable).

Combat Round Sequence

  1. Enter the same Tunnel tile. The Characters must move onto the same Tunnel tile that holds the Monster or Trap and confront it.
  2. Choose a characteristic. Once on the same Tunnel tile, the player involved must choose which characteristic of the Character will be used against the Monster or Trap. These characteristics may be Strength or Wisdom, provided the Monster or Trap has a value in those characteristics.
  3. Character's attack: Roll the dice. The confrontation is resolved by rolling as many D4 as the value of the chosen characteristic. Once the roll is made, we count the number of Successes obtained. (See Examples 14 and 15 on the following page.)
  4. Remove defeated Monsters or Traps. The encounters defeated in the confrontation are removed.
  5. Monster or Trap's attack: Roll the dice. The Characters receive the attack of the Monster or Trap.
  6. Remove defeated Characters. Defeated Characters are removed from the game.
  7. Retreat. Characters may withdraw from combat by moving to an adjacent Tunnel tile, whether or not it is the tile they came from. Characters that retreat must fall back together onto the same Tunnel tile. For this movement it is not necessary for them to have Movement points left unused.
  8. New combat round: Monsters or Traps not removed. A new combat round is carried out, beginning again at point two of the combat round sequence.

Combat Resolution Rules

  • Our Strength is pitted against the Strength of the encounter, or our Wisdom against its Wisdom, provided the Monster or Trap has that characteristic. For example, a Monster with no value in its Wisdom characteristic cannot be confronted using that characteristic.
  • Our Strength or Wisdom sets the number of dice we roll.
  • The Strength or Wisdom of the Monster or Trap sets the score each D4 must reach (equal or higher) to count as a success.
  • Dice showing a value equal to or higher than the Strength or Wisdom of the Monster or Trap give the number of successes obtained.
  • The Resistance of the Monster or Trap sets the number of successes we must obtain to defeat it.
  • The Resistance of our Characters sets the number of successes the Monster or Trap must obtain to defeat us.
  • If the Monster or Trap survives our attack, it responds to that attack. Monsters and Traps attack in the same way as Characters. Their Strength or Wisdom gives the number of D4 they roll; the Strength or Wisdom of our Characters sets the score that must be obtained to score a success, and the Resistance of our Characters sets the number of successes that must be obtained to defeat us.
  • When attacking, Monsters or Traps may use either their Strength or their Wisdom. For the first combat of the turn, the Starting Player chooses this characteristic, provided they are not involved in the combat. For subsequent combats, moving clockwise, the players not involved in the combat decide which characteristic the Monsters or Traps attack with.

Example 14: Monster attack. For example, if a Spirit attacked us with Strength 4 against a Character, an Archaeologist with Strength 2, the Spirit would need to obtain 2 or more when rolling 4 dice in order to harm us. The Resistance of our Character, in the example of the Archaeologist, is 2, which reflects the number of Successes the Spirit must obtain to defeat us.

Example 15: Combat and obtaining Successes. We face a Mummy with Strength 3 and Resistance 2. Our Character has Strength 4 and Resistance 2 (Bodyguard). Since we have Strength 4, we roll 4D4 and must obtain 3 (the Mummy's Strength) or more to cause damage. As the Mummy has Resistance 2, we must obtain at least 2 successes of value 3 or more in order to destroy it.

If several Characters attack the same Monster, their characteristics are added together. For example, a Character "Child" helping a Character "Bodyguard" adds the 1 Strength of the "Child" to the 4 Strength of the "Bodyguard", to roll a total of 5D4 (to these 5 dice we could add any Equipment tiles found).

  • When a Monster or Trap attacks two or more Characters, it defends only one; the Resistance values of the Characters, or any other characteristic such as Strength or Wisdom, are not added together. This means that all the successes obtained by a Monster or Trap in one combat round will harm a single Character.

Using Equipment Tiles

  • Defeated Characters or Monsters are removed from the play area. Their tiles are discarded from the game.
  • Damage does not accumulate for subsequent turns, but it does accumulate within the rounds that a combat lasts. During a player's turn, all damage received accumulates until it is the next player's turn. This applies both to Characters and to Monsters and Traps.
  • If two or more Characters of the same player share the same Tunnel tile, they may add their Strength or Wisdom to confront a Monster or Trap. So if a player has a Character with Strength 3 and another Character with Strength 2, they will roll 5 dice to attack the Monster or Trap.
  • Equipment tiles (found objects) give a positive bonus to one or more characteristics of a Character. These bonuses are added to the values of a given Character at a given moment. For example, if our Character has Strength 2 and an object with +2 Strength, when we are attacked our opponent must still obtain 2 or more to harm us; but when we attack, we roll 4D4 (2 from our Strength plus 2 from the object). For Resistance, the bonus counts as extra damage we can take. For example, if our Character has Resistance 2 and an object with +1 Resistance, when we are attacked our opponent must obtain 3 successes to defeat us.
  • Each player may play and activate one Equipment tile for each Character they have alive in the tunnels of Hamunaptra, but only one per Character. This means that if we have two living Characters, we may have two equipment pieces activated; and if both Characters attack the same Monster or Trap, we may use both equipment pieces. But if only one of our two living Characters attacks a Monster or Trap, we may use only one of the equipment pieces, even if we have two activated.
  • To play an Equipment tile, it is placed face down on the table until the player decides to use it.
  • To activate an Equipment tile, players may only use the tiles that are already on the table.
  • Equipment tiles that remain on the table unactivated need not be associated with any Character during the game. They are assigned to a single Character only when they are activated in a specific situation, such as a combat. If we have three different equipment pieces activated, and one of our Characters confronts a Monster or Trap, we may freely decide which of the three equipment pieces to use.
  • An Equipment tile activated by a player remains active until it is that player's turn again; so it may be used several times in the same turn, either because it takes more than one combat round to defeat a Monster, or because the optional rules for Monster movement and combat against other Characters are being used.

Example 16: Equipment in combat. In the previous example (Example 15), if we had, for example, an Equipment tile "Arco de Neit" (Neit's Bow, +2 Strength), we would roll the 4 dice of our Strength score plus the 2 dice that the Bow gives to that characteristic. We would therefore have to roll 6D4, and we would still need to obtain 2 successes (the Mummy's Resistance) of value 3 or more (the Mummy's Strength).

Special Characteristics of the Scrolls

All Scrolls (three in total in the game) have the special power, at any time, of discarding a Tunnel tile already placed on the board. To discard a tile, we must have a Character on a Tunnel tile adjacent to the tile we wish to discard. Scrolls must be discarded immediately after being used in this way. Scrolls must be used for one purpose only: either their special characteristic is used, or their bonuses are used.

No Tunnel tiles may be discarded if doing so creates an illegal Tunnel tile placement (for example, tiles or sections of tunnel with no connection to the play area). If a Tunnel tile on which there is a Monster or Trap is discarded, the Monster or Trap is not affected and remains in place, although without the Tunnel tile beneath it. Tunnel tiles on which there are Characters may not be discarded.

Shown here are the three Scrolls found in Hamunaptra: Escape de la Gran Pirámide.

Exchanging Tiles Between Players

  • A player may only exchange tiles with another player whose tunnels are in some way connected with their own (including by stairways).
  • Tile exchange between players is permitted at any time during the game.
  • The Characters of the players do not need to be on adjacent Tunnel tiles.
  • Players may exchange any tile except Equipment tiles that are already activated (on the table).
  • If, as a result of an exchange, a player ends up with more than four tiles in hand, they must discard, of their choice, all the surplus tiles until they have four.

End of the Game

When a player manages to place a Stairway tile 8 squares away from their Exit tile, it becomes an Exit Stairway. When any player manages to move at least one of their Characters onto an Exit Stairway, and all players have taken the same number of turns, the game ends.

The game also ends when there are no more tiles left to draw from the Game Deck. The remaining players must complete all the actions of the turn if they have not yet done so (all players must play the same number of turns), and then the Victory Points are counted.

The player who has obtained the most Victory Points wins the game.

End-of-Game Rules and Counting Victory Points

  • For counting Victory Points, all players must have played the same number of turns.
  • The player who has obtained the most Victory Points wins. To count points, use Example 17 on the following page.

Optional Rules

The use of these rules must be agreed upon by all players before the game begins. You may play with one or with as many of the optional rules as you consider appropriate.

  1. Your Characters may fight the Characters of other players. The rules are the same as for combat against Monsters and Traps, except that the opposing players always return the attack (it is considered to have happened simultaneously).
  2. All Monsters have a Movement value of 2. Once all players have taken their turn, the Starting Player begins by moving a Monster of their choice. Traps cannot move. Then, clockwise, each player moves one Monster until no Monster remains to be moved. No Monster may be moved by more than one player in the same turn. A player may choose not to move a Monster, although another player may do so later, since the Monster has not yet been moved that turn.
  3. The game only concludes when all the tiles in the Game Deck have run out (whether because they are on the board or because they have been discarded). When this happens, the current turn is completed for all players and the Victory Points are counted.
  4. If the table is small or you wish to shorten the game, you may set a number of squares fewer than 8 between the Exit tile and the Exit Stairway.
  5. The Exit tiles of the different players begin the game isolated from one another, since they face in opposite directions. As an optional rule, the tunnels may be left clear so that there is greater interaction between the different groups of Characters; this is very advisable if the rules for combat between Characters are used.
  6. For games of 2 or 3 players, each player may be allowed to take more than four Characters, especially if optional rules 1 and 5 are used.

Playing Tips

  1. Choose your Characters according to the strategy you want to follow: speed and evasion, direct confrontation, a balanced group, and so on.
  2. When there are more than two Characters, the starting position can give an advantage; keep this in mind.
  3. When placing your tiles on the board (Tunnel tiles, Monsters, Traps, and so on), consider the possibility of blocking the strategies of the other players. Place Monsters or Traps that will hold them up at the key point, Tunnel tiles that change the direction they were following, and so on.
  4. When you think the game may end soon, count carefully the points each player has; the result can change enormously in a single turn of play!
  5. Try to roll the dice inside the game box, to avoid accidentally moving the board.

Victory Points

Example 17: Victory Points.

  • Exit Stairway: 4 points for each Exit Stairway found. These Exit Stairways must be at least 8 squares away from the Exit tile of the player who placed it on the board. The player who places an Exit Stairway on the board and meets the above requirements receives 4 Victory Points for each Exit Stairway.
  • Exit Stairway of Another Player: 2 points for each Exit Stairway of another player found. When the Tunnel tiles of two or more players legally join by connecting their tunnels or chambers, both score for all the Exit Stairways found. These joins may be achieved both through tunnels and through Stairways connected by the same symbol. Each Exit Stairway of another player that we link to our Starting Tunnels grants 2 Victory Points.
  • Stairway: 1 point for each Stairway found. When a Stairway is connected less than 8 squares from our Exit tile (or the distance set at the start of the game), it grants 1 Victory Point.
  • Escaped Character: 3 points for each Character that completes its Movement on the last turn on an Exit Stairway, whether one of its own or an Exit Stairway of another player, thereby escaping from Hamunaptra. In this case, and only in this case, Characters of different players may end together on the same Tunnel tile. A surviving Character that ends its last turn on an Exit Stairway scores 3 Victory Points.
  • Surviving Character: 2 points for each surviving Character. Characters still alive within Hamunaptra receive 2 Victory Points.
  • Equipment tile: 1 point for each Equipment tile rescued. The Equipment tiles rescued are both those you have on the table unused and those you keep in your hand. Under no circumstances may they have been used. Each one is worth 1 Victory Point.

Victory Point markers. Your copy of Hamunaptra includes 140 Victory Point markers, with values from 1 to 4, so you can keep the count up to date during the game. To do so, each player takes the Victory Points they have at the start of the game, based on the points described in this box above; that is, a player only starts with the Victory Points associated with living Characters. During the course of the game, you need only add or remove markers according to the Victory Points gained or lost.

  • Regardless of the number of Characters involved in the confrontation, it is not possible to use different Equipment tiles that modify the value of the same characteristic, such as Strength and Strength, or Wisdom and Wisdom. However, it is possible to use Equipment tiles that give modifiers to different characteristics simultaneously, such as Strength and Resistance.
  • Used Equipment tiles are discarded and do not count toward the calculation of Victory Points at the end of the game.
  • A Character may not discard an unactivated Equipment tile; it must first be assigned to a Character in order to discard it.