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Kemet: Rise of the Gods

Expansion for Kemet: Blood and Sand

Kemet: Rise of the Gods Rulebook

Table of Contents

Table of Contents

  • 1 — Components
    • 1.1 The Kemet Board
    • 1.2 Player Boards
    • 1.3 Mightiness Tiles
    • 1.4 Divine Intervention (DI) Cards
    • 1.5 Battle Cards
    • 1.6 Pyramid Levels
  • 2 — Setup
    • 2.1 General Setup
    • 2.2 Individual Setup
    • 2.3 Before the Game Begins
  • 3 — Game Flow
    • 3.1 Introduction
    • 3.2 End of the Game
    • 3.3 Day Phase
    • 3.4 Actions
      • 3.4.1 Construction
      • 3.4.2 Recruitment
      • 3.4.3 Acquisition
      • 3.4.4 Prayer
      • 3.4.5 Movement
    • 3.5 Battle
      • 3.5.1 War Council
      • 3.5.2 Confrontation
  • 4 — Team Mode
    • Concepts of Team Mode
    • Mixed Troops
    • Active Ally and Mightiness Tiles
    • Setup in Team Mode
    • Day Phase in Team Mode
      • Recruitment (team)
      • Acquisition (team)
      • Movement (team)
      • Battle (team)
      • Night Phase in Team Mode
      • End of the Game in Team Mode
  • 5 — Solo Mode
    • Concepts of Solo Mode
    • Setup (Solo)
    • Day Phase (Solo)
    • Resolving an Event Card
    • Resolving an Action Card
    • Applying the Effect of a Plunder Card
    • Clarifications on Objective Cards
    • Battle (Solo)
    • Night Phase (Solo)
  • 6 — Module: Gods of Egypt
    • Concepts of the Module
    • Setup (Gods of Egypt)
    • Gods
    • Day Phase (Gods of Egypt)
    • Battle (Gods of Egypt)
  • 7 — Glossary
  • Appendix — Icon and Term Key (English Player Aid)

1 — Components

Note: pictures of the components are on pages 3–5 of the original rulebook.

General components:

  • 1 Kemet board
  • 96 Mightiness tiles in 6 colours (16 ruby, 16 sapphire, 16 diamond, 16 onyx, 16 amethyst, 1 amber)
  • 13 Creature figures
  • 6 Mercenary figures
  • 38 Divine Intervention cards
  • 3 special Battle cards
  • 1 scoring board (Score track and Turn-order track)
  • 80 Glory (OS) tokens (20 round, 60 square)
  • 20 Veteran tokens (scarab icon)
  • 2 Storm tiles
  • 5 silver Action tokens

Components of each player (6 colours):

  • 12 Unit figures (Warriors)
  • 5 Action tokens of the player's colour, 1 gold Action token and 1 silver Action token
  • 1 player board
  • 1 Statue token
  • 1 Prayer marker
  • 1 Turn-order marker
  • 8 Battle cards
  • 3 Pyramids of 3 parts each
  • 5 Pyramid tops in 5 colours (ruby, sapphire, diamond, onyx, amethyst)
  • 5 Acquisition tokens in 5 colours
  • 1 Divine Intervention card "Gather" («Сбор») (team mode)
  • 1 reference card for DI cards and Mightiness tiles

1.1 The Kemet Board

Use the configuration that matches the number of players. Some configurations require Storm tiles.

(The board is shown in five configurations, for 2, 3, 4, 5 and 6 players.)

Note: in all of these configurations, the grey parts of the board that depend on the number of players, and the parts covered by Storm tiles, are not used in the game.

The Kemet board is made of zones of the following types:

Temples: zones containing one of the three buildings shown below.

  • Delta Temple
  • Temple
  • Temple

Sanctuary: the zone containing this building.

Quarters: 3 zones inside each City.

Deserts: any zones that contain neither a City nor a building (Sanctuary or Temple).

Each zone is outlined by a white line, by the Nile, or by the edge of the Kemet board, except Quarters, each of which is outlined by a Wall.

The Nile is the blue border that crosses the Kemet board. Any zones separated by the Nile are considered to border the Nile, and are not adjacent to each other.

Any zones covered by a Storm tile are considered out of the game, and cannot be crossed.

Some zones may contain a Port or an Obelisk, which affect movement.

  • Obelisks: the Obelisk zone.
  • Ports: the Military Port (red) and the Trade Port (blue).

The three zones in the upper central part of the Kemet board are called the Delta. These are the Delta Temple zone, the Delta Desert zone and the Sanctuary.

1.2 Player Boards

The player board shows:

  • Prayer track (with the Prayer marker)
  • Divine Power
  • Recruitment
  • Movement
  • Construction
  • Prayer
  • Floor 1, Floor 2 and Floor 3
  • Acquisition slot

Note: when you build a Pyramid of a new colour in your City, place the Acquisition token of the corresponding colour on an empty Acquisition slot (see section 3.4.2, p. 6).

1.3 Mightiness Tiles

Each Mightiness tile shows:

  • Level: the Level of the tile, its colour and its cost (from 1 to 4 Prayer Points).
  • Effect of the tile (see the player aid).
  • Type of Mightiness tile.

1.4 Divine Intervention (DI) Cards

Each DI card shows:

  • Cost in Prayer Points, if there is one, needed to play the DI card. Some DI cards are free; for others you must spend Prayer Points to trigger their effect.
  • An icon showing when you may play the DI card.
  • The effect of the card (see the player aid).

1.5 Battle Cards

Each Battle card shows:

  • Player colour.
  • Strength value.
  • Damage value.
  • Unblockable Damage value.
  • Shield value.

1.6 Pyramid Levels

(Pictures of Pyramid Level 1, Level 2, Level 3 and Level 4.)

Note: a Pyramid in your supply counts as Level 0.

2 — Setup

2.1 General Setup

  1. Place the Kemet board in the centre of the play area, using the configuration that matches the number of players. Some configurations require placing Storm tiles.
  2. Place the scoring track on top of the Kemet board.
  3. Randomly choose the colours of Mightiness tiles, depending on the number of players (see the table below).
  4. Place all Mightiness tiles of the chosen colours face up next to the Kemet board, sorted by colour and by ascending Level.
  5. Place the special Battle cards above the Kemet board.
  6. Place each Creature figure on its corresponding Mightiness tile.
  7. Place 1 Glory token on each Temple (beige and blue, round), according to the number of players. Return the rest to the box.
  8. Place the remaining Glory tokens, silver Action tokens and Veteran tokens in the Bank.
  9. Shuffle the Divine Intervention cards and place them face down next to the board, as the DI deck.

(Picture: an example of setup for a four-player game.)

Note (Game Up: Update): during General Setup (2.1), set aside the Level 3 "Dominion" Mightiness tiles of the colours chosen for this game. For each colour of Pyramid tops, take the previously set-aside "Dominion" tile of that colour, shuffle it together with the "Update" Mightiness tiles of the same colour, and draw 1 of them blindly. Place it in the empty slot set aside for the "Dominion" Mightiness tile.

Note (Game Up: Obelisks): if you have Game Up: Obelisks, you may place an Obelisk figure in each zone with an Obelisk. They are purely decorative, but they help to show where Troops can teleport.

Colours and number of Mightiness tiles, by number of players:

  • 2 players: 2 colours, 26 Mightiness tiles*
  • 3 players: 3 colours, 48 Mightiness tiles
  • 4 players: 3 colours, 48 Mightiness tiles
  • 5 players: 4 colours, 64 Mightiness tiles
  • 6 players: 5 colours, 80 Mightiness tiles

* In a two-player game, remove the following from each colour of Mightiness tiles:

  • the Mightiness tiles named «Кара богов» ("Punishment of the Gods");
  • 1 copy of each duplicated Mightiness tile, so that only 1 copy of each tile remains.

Return all unused Mightiness tiles to the box.

Note (Glory): the Glory (OS) you gain is placed on the scoring track, in the row of your god, at the end of your turn. Any lost Pyramid Glory is taken by the opponent who controls the Quarter with the corresponding Pyramid. Any lost Temple Glory is taken either by the opponent who controls the zone with the corresponding Temple, or, if nobody controls that zone, it returns to that zone.

2.2 Individual Setup

  1. Each player chooses a colour and a City on the Kemet board. They place their Statue token in front of this City. This City and its Quarters will belong to their faction for the whole game.
  2. Each player takes the following components in their colour:
    • 1 player board with the picture of their God and their Pyramid;
    • Acquisition tokens corresponding to the colours of the Mightiness tiles chosen (section 2.1);
    • 1 Turn-order marker;
    • 1 Prayer marker, which they place on the "7" space of the Prayer track on their player board;
    • 5 Action tokens of their colour and 1 gold Action token;
    • 12 Unit figures (each figure is 1 Warrior);
    • 8 Battle cards;
    • 1 Divine Intervention card "Distraction" («Отвлечение»).
  3. Each player takes 2 DI cards.
  4. Each player takes 3 copies (2 each in a two-player game) of the parts of the first 3 Levels of Pyramids, and the tops corresponding to the colours of the Mightiness tiles in the game.

2.3 Before the Game Begins

  1. Initial turn order. One of the players takes the Turn-order markers of all players and, at random, places them on the Turn-order track from left to right. The player whose Turn-order marker is furthest to the left is the 1st player.
  2. Placing Troops. Each player chooses 2 Quarters in their City and places 5 Warriors in each of them. The remaining 2 Warriors are placed in their supply.
  3. Preparing Pyramids. In turn order, each player performs the following steps:
    • 3.1. They place Pyramids from their supply into the Quarters of their City, for a total of 3 Levels. A Quarter may not receive more than 2 Levels (that is, 1/1/1 or 2/1/0). They choose the colour of their Pyramids by fitting the corresponding Pyramid tops onto them, point into the hole.
    • 3.2. They place 1 Acquisition token of each colour corresponding to these Pyramids on an empty Acquisition slot of their player board. Any Level 0 Pyramid remains in their supply; it is not considered introduced into the game and has no colour.
  4. Acquiring a Level 1 Mightiness tile. In reverse turn order, each player chooses a Level 1 Mightiness tile of the colour of one of their Pyramids and places it in front of themselves.

3 — Game Flow

3.1 Introduction

A game of Kemet: Blood and Sand consists of a series of Rounds. Each Round includes one Day Phase, followed by one Night Phase.

Note: the glossary of all key words and icons used in Kemet: Blood and Sand is on page 19 of the original rulebook (reproduced as section 7 below).

Day Phase (player actions). In turn order, each player becomes the active player, places 1 Action token of their colour and resolves its effect. Turns continue until each player has placed all 5 Action tokens of their colour; after that the Day Phase ends.

Night Phase (summary). The Night Phase is divided into 9 steps, which are performed in order and completed in full before moving on to the next. During these steps the powers of the Night Phase are activated, Divine Intervention cards are distributed, and Glory (OS) and Prayer Points (PP) are awarded.

Permanent and temporary Glory. Throughout the game players gain Glory (OS):

  • Permanent Glory consists of square tokens, which cannot be lost. They are gained in Battles, when acquiring certain Mightiness tiles, or in the Night Phase for controlling at least 2 Temples or a Sanctuary.
  • Temporary Glory consists of round tokens, which can be lost. A player gains temporary Glory when taking control of a Temple (blue) or a Level 4 Pyramid (beige). When gaining temporary Glory, the player takes it from the Kemet board, from the Bank, or from an opponent who previously owned it. Lost temporary Glory returns to the Kemet board or to the Bank, or passes to the opponent who takes control of that Temple or Pyramid.

(Icons: Permanent Glory: Divine Glory and Battle Glory. Temporary Glory: Temple Glory and Pyramid Glory.)

Effects. The game is a series of effects resolved during Rounds. Effects generate your actions. Also, Battle cards you have played and Mightiness tiles you activate produce effects.

  • An effect is the execution of an action, a Battle step, a step of the Night Phase, a Battle card or Mightiness tile, or an effect triggered by another effect.
  • An effect of the form "+ [number] PP" is not an effect in itself. It is only a modifier, whose value is added to the effect that triggered it.
  • An effect named a "single effect" is the sum of several effects in one, counted as one execution.
  • An effect is mandatory unless its description explicitly says that it is an option.

Rule priority. If two effects contradict each other, the effect with the highest priority (the highest number) applies: 5. Battle card 4. Mightiness tile 3. Expansion rules 2. Module rules

  1. Base game rules

3.2 End of the Game

If at the start of your turn, before resolving ANY Action token, you have at least 9 Glory (the sum of your temporary and permanent Glory), and no opponent has more Glory than you, you win immediately.

Note: this means that this player already needed the Glory after their previous action, and each opponent (in most cases) managed to play 1 action in response.

3.3 Day Phase

At the start of the Day Phase, the active player is the 1st player. The active player performs the following steps in order:

  1. They check the victory condition: whether they have won.
  2. They place 1 Action token of their colour on an empty Action space of their player board, observing the Equilibrium rule (described below). In addition to their own colour Action token, they may play 1 silver Action token and/or 1 gold Action token (described below), if they have them. They then perform these Actions in any order.
    • During their turn, a player may play DI cards bearing the DAY icon, before or after an action, but not during a Battle. A DI card played in this way is resolved, and then discarded.
  3. They place the Glory earned in this turn on their Score track.
  4. The next player in turn order becomes the active player and plays their turn from step 1. If no player has any Action tokens of their colour left, the Night Phase begins.

Equilibrium rule. At the end of the Day Phase, each player must have at least 1 Action token (of any colour) on each of the 3 floors of the pyramid on their player board (see "Player boards", p. 3).

Playing the silver and gold Action tokens. Play these Action tokens simultaneously with your own colour Action token, to gain 1 or 2 additional actions. You choose the order of your actions yourself, but each action must be completed in full before moving on to the next. An action may be chosen even if it cannot be carried out at the moment the Action token is placed on it. If the action cannot be carried out in the end, it is lost.

  • Silver Action token: play this Action token on any empty Action space of your player board.
  • Gold Action token: play this Action token on the Divine Power space at the top of the pyramid: perform 1 Gold action with the Mightiness tile you own.

3.4 Actions

All actions available on the player boards are described in this section.

3.4.1 Construction

Add 1 or several Levels to 1 of your Pyramids. Pay the PP equal to the value of each Level added, in sequence.

If you add the 1st Level of a Pyramid from your supply, choose a colour you do not yet have, place the Pyramid in your Quarter without a Pyramid, and place the Acquisition token of that colour on an empty Acquisition slot of your player board.

Adding more than one Level requires adding the costs together; this is a single effect.

Examples:

  • To add Level 3 to a Level 2 Pyramid, pay 3 PP.
  • To add Level 3 to a Level 1 Pyramid, pay 5 PP (2 PP for adding Level 2, and 3 PP for Level 3).

Effects of Pyramids. A player who controls a Quarter with a Pyramid receives the following effects:

  • they may acquire Mightiness tiles of the Pyramid's colour, of the same Level or lower;
  • if it is a Level 4 Pyramid, they take the Pyramid Glory corresponding to that Pyramid;
  • during their Movement actions, they may pay 2 PP to teleport their Troop from this Quarter to any zone with an Obelisk.

Note: if one of your Quarters is controlled by an opponent, that opponent receives all these effects, not you.

3.4.2 Recruitment

Pay X PP to add X Warriors: take these Warriors from your supply and place them in 1, 2 or 3 Quarters of your City, even if those Quarters are controlled by opponents.

If you add Warriors to one of your Quarters that is controlled by an opponent, a Battle begins at the end of your Recruitment action, in which you are the attacker. If you add Warriors to several Quarters controlled by opponents, you choose the order in which these Battles are resolved.

3.4.3 Acquisition

To acquire an available Mightiness tile, you must meet all 5 of the following conditions:

  • you do not yet have a tile with the same picture (regardless of its colour);
  • you have not acquired a tile of this colour in this Round;
  • you control a Pyramid of the colour of this tile, whose Level equals or exceeds the Level of the tile;
  • you have an empty Acquisition slot of the colour of the required tile*;
  • you can pay as many PP as the tile's Level (some effects change this cost).

Place your Action token on the Acquisition slot of the colour of the required tile*, pay the PP, and place the Mightiness tile in front of you, so that everyone can see it. This Mightiness tile belongs to you until the end of the game, and cannot be lost.

* If you want to acquire a Mightiness tile using a Pyramid of an opponent that you control, and you do not have an Acquisition token of that Pyramid's colour on your player board, place the Action token on any of your 3 free Acquisition slots.

(Example: the tile costs 3 PP; a Pyramid of Level 3 or Level 4 is needed.)

Effects of Mightiness tiles. The effects of Mightiness tiles begin to act on completion of an Acquisition action, and act until the end of the game, even if you no longer control a Pyramid of their colour. However, some of them trigger only in a specific Phase indicated on the tile itself (for example, Battle Strength or Night Phase Strength).

If a player owns several Mightiness tiles whose effects trigger simultaneously, that player chooses the order in which they are resolved.

Companions: Creatures and Servants. Creatures and Servants are Companions. When you acquire a Mightiness tile with a Creature or a Servant, you may place this Companion in one of your Quarters where you have a Troop. Otherwise the Companion remains in your supply, on its tile.

Furthermore:

  • before resolving an Action token, you may freely swap the places of Companions of one type between your supply and/or those in your Quarters, and place Companions from your supply into Troops in your Quarters;
  • when you add Warriors to one of your Quarters, you may place with them 1 Companion of each type from your supply.

A Companion is not a Warrior and must be attached to a Troop:

  • A Creature does not count toward the Troop limit, but counts toward the Creature limit: 1 Creature per Troop.
  • A Servant does not count toward the Troop limit, but counts toward the Servant limit: 1 Servant per Troop.
  • In a Battle, the attached Troop receives only the bonuses of its Companions (a Companion does not give +1 Strength, since it is not a Warrior).
  • If a Companion is no longer attached to a Troop, it returns to its owner's supply.
  • In a Battle, the effects of Companions act until the end of the Battle, even if the last Warrior of the attached Troop is removed.

3.4.4 Prayer

Gain 2 Prayer Points (PP).

3.4.5 Movement

Move 1 of your Troops. This action combines 1 land movement and 1 Teleportation:

  • the number of land movements is determined at the start of the action, and may be changed by effects only at that moment;
  • only 1 Teleportation is possible per Movement action, but its cost may be reduced by effects.

During your Movement actions:

  • you may use land movement and Teleportation in any order, alternating them;
  • you may move only part of your Troop, leaving some Warriors in the zones it passes through;
  • you may pick up your Warriors and Companions from the zones through which your moving Troop passes;
  • you may temporarily exceed the Troop limit, the Creature limit and the Servant limit, but these limits are checked in each zone at the end of the action;
  • you may play only DI cards with the Movement icon;
  • as soon as your Troop enters a zone with an opponent's Troop, its Movement action ends and a Battle begins immediately.

Note: a Movement action must be carried out so that the limits are respected at its end, which may restrict your options. You may not remove Warriors or Companions from the Kemet board in order to move.

Teleportation. Pay 2 PP to teleport your whole Troop, or part of it, from a Quarter with a Pyramid of at least Level 1 to any zone with an Obelisk.

Note: Teleportation of a Troop does not spend land movement.

Land movement. Spend 1 land movement to move your Troop into 1 directly adjacent zone, or from a zone with a Port to another zone with a Port, observing all of the following restrictions:

  • your Troop may leave its zone through a Port of any type (Military or Trade), but may enter a zone only through a Trade Port, or through a Military Port of the Desert zone surrounding your City;
  • in a single Movement action, your Troop may enter only 1 Quarter of an opponent's City, and only if it starts this action in a zone adjacent to the crossed Wall (this adjacency requirement may be cancelled by an effect).

Note: even if a Companion that grants land movements does not move together with part of the Troop, its bonus is still counted, since the number of land movements is determined at the start of the Movement action.

Gaining temporary Glory by control. At the end of a Movement action, if you still have a Troop in a zone that you did not control at the start of this action, you take control of it. If there is a Temple or a Level 4 Pyramid in this zone, you take the corresponding temporary Glory, wherever it is. You add this Glory to your Score track at the end of your turn.

Reminder: to control a Temple or an opponent's Pyramid, you need a Troop in that zone. If your Troop leaves an opponent's Quarter with a Level 4 Pyramid, leaving it empty after you controlled it, return the Pyramid Glory to that player. If you lose control of a zone with a Temple (by leaving it or by losing a Battle), return the Temple Glory to that zone.

Example: Claire wants to move her Troop from her City to a Temple on the east bank of the Nile, at a distance of 3 zones.

  • A. She may teleport her Troop, paying 2 PP, and place it immediately in the Temple zone.
  • B. Without Teleportation, she can do this with land movements only if her Troop is able to make 3 land movements. One way to do this is to own the Mightiness tile "Priest of Mafdet" («Жрец Мафдет») and the Creature "Deep Desert Snake" («Змея глубокой пустыни») attached to this Troop, which allows it to make 3 land movements.

3.5 Battle

The attacker is the player whose turn called the Battle; the second player is the defender.

Only these two players take part in the Battle, so no one else may play Battle cards during it.

A Mightiness tile with the DAY icon does not act during a Battle.

If effects must be resolved simultaneously, first resolve the effects of the attacker, then those of the defender.

Perform all of the following steps in order, even if a player no longer has a Troop in the Battle.

3.5.1 War Council

The attacker and the defender each choose 2 Battle cards from their hand:

  • the first Battle card is discarded face down, and is never revealed;
  • the second Battle card will be played in the Battle, and remains in hand (until it is revealed).

The attacker and the defender may add DI cards with the BATTLE icon. Each player decides whether to hide these DI cards under their Battle card in hand, or to declare how many DI cards they play. A player may not play DI cards whose cost they cannot pay (if this happens, the card is discarded without effect).

This is the only moment of a Battle when DI cards may be played. A player may tell the opponent that they have played DI cards, but is not obliged to tell the truth. Players are also not obliged to admit to playing DI cards, even if asked.

Note: each player has the DI card "Distraction" («Отвлечение»). It has no effect, but it may be played on its own or together with other DI cards, in order to bluff.

3.5.2 Confrontation

The attacker and the defender simultaneously reveal their Battle card and their DI cards, and spend the required PP.

3.5.3 Resolution

Add up the Strength of each player:

  • the number of Warriors in their Troop: each Warrior gives 1 Strength;
  • the Strength value of the Battle card they played;
  • the Strength bonus from their Mightiness tiles;
  • the Strength bonus from the attached Companion;
  • the Strength bonus from the DI cards they played;
  • a +1 Strength bonus if the Battle takes place in a Quarter of their City.

The player with the highest Strength wins. In case of a tie, the defender wins.

3.5.4 Losses

Each Battle card has a Damage value (Damage and/or Unblockable Damage) and/or a Shield value (Shield and/or Impenetrable Shield). These values may be changed by DI cards, by Companions in this Battle, and by Mightiness tiles.

Any damage dealt by a Troop is received by the opponent's Troop. However, a damage value with a "-" sign in front of it is applied to the player's own Troop (even if it has too few Warriors).

  1. Starting with the attacker, each Battle participant who played at least 1 Impenetrable Shield chooses the same number of Warriors of their Troop, which will be removed by neither Damage nor Unblockable Damage.
  2. Starting with the attacker, each Battle participant loses from their Troop as many Warriors as the total Unblockable Damage value received by their Troop.
  3. Then, starting with the attacker, each Battle participant loses from their Troop as many Warriors as the total Damage value received by their Troop, minus their own Shield value.

If the winner loses their Troop, they are still considered the winner, even if the loser still has a Troop in the zone where the Battle took place.

3.5.5 Rewards

  1. If the attacker won and still has a Troop in the zone where the Battle took place, they receive 1 Battle Glory (Боевое ОС).
  2. If the defender won, they receive 1 Veteran token.
  3. Each participant who did not receive Glory in this Rewards step receives 1 Veteran token. (That is, if the defender won, they receive 1 more Veteran token.)

3.5.6 Consequences for the Loser

The loser chooses to retreat or to recall their Troop, even if the winner no longer has a Troop in the zone where the Battle took place.

Retreat. The winner chooses an empty adjacent zone to which the losing Troop moves. This is not a Movement action, and Ports may not be used. The winner may not choose a Quarter that does not belong to the City of the loser. If there are no suitable zones, the loser cannot retreat and must recall their Troop.

Recall. The loser returns all their remaining Warriors in the zone to their supply, and gets X-1 PP, where X is the number of Warriors returned to the supply in this way.

3.5.7 Consequences for the Winner

The winner decides whether to recall their Troop, or to leave it in the zone where the Battle took place.

Recall. The winner returns all their remaining Warriors in the zone to their supply, and gets X-1 PP, where X is the number of Warriors returned to the supply in this way.

3.5.8 End of the Battle

Each player discards the Battle card they played and resolved, face up. Battle cards discarded during the War Council remain face down and are not revealed. If a player has discarded all of their Battle cards, they immediately take all of them back into their hand.

DI cards played in the Battle are placed face up next to the DI deck.

Any Warrior above the Troop limit of a Troop is removed.

If the defender still has a Troop in the attacked zone, they keep control of it. If not, the attacker takes control of this zone (see p. 6).

Example: Jack moves his Troop into a Temple zone controlled by Guillaume's Troop.

  • Jack is the attacker, with a Troop of 5 Warriors and the following Strength bonuses: "In Attack!" (+1 Strength when attacking) and "Blades of Neith" (+1 Strength in a Battle). He has 7 Strength (5+1+1).
  • Guillaume is the defender, with a Troop of 4 Warriors and an attached Creature: "Ancient Elephant" (+1 Strength to the attached Troop). He has 5 Strength (4+1).
  • Both players secretly choose 2 Battle cards: the first is discarded face down, and the second stays in hand to be played in the Battle.
  • Jack keeps his Battle card: 3 Strength and 2 Damage. He declares that he plays 1 DI card, and places it on the table face down.
  • Guillaume keeps his Battle card: 2 Strength and 2 Shield. He adds 2 DI cards, which he hides under his Battle card: "Bronze Wall" and "Fury of War".
  • Both players simultaneously reveal their cards and announce their total Strength:
    • Jack's Strength is 10 (7 + 3 from his Battle card). His DI card was "Distraction", which has no effect, so he takes it back.
    • Guillaume's Strength is 9 (5 + 2 from his Battle card + 2 from his DI card, for which he must pay 1 PP).
  • Jack wins.
  • Losses:
    • Jack deals 2 Damage to Guillaume's Troop, which has 4 Shield (his Battle card + "Ancient Elephant" + the DI card "Bronze Wall"). Guillaume loses no Warriors and deals no Damage.
    • Since Jack won and still has a Troop in the zone where the Battle took place, as the attacker he receives 1 Battle Glory.
    • As the loser, Guillaume receives 1 Veteran token.
    • Guillaume decides to recall his Troop: he returns 4 Warriors to his supply, gets 3 PP, and returns his Creature to its supply.
    • Jack could also recall his Troop, but prefers to leave it in the zone where the Battle took place, in order to control the Temple, and takes the corresponding Temple Glory (which he places on his Score track at the end of his turn).

3.6 Night Phase

Perform the following steps in order:

  1. Devotion. The player who controls the Sanctuary may remove 2 Warriors from this Troop to gain 1 Divine Glory.
  2. Control of the Delta Temple. The player who controls the Delta Temple may remove 1 Warrior from this Troop to gain 5 PP.
  3. Control of Temples. Each player who controls at least 2 Temples gains 1 Divine Glory.
  4. Worship. Each player gains as many PP as are indicated on the Temples they control (except the Delta Temple).
    • This gain of PP is a single effect for each player.
  5. Prayers. Each player gains 2 PP, and may discard X Veteran tokens to gain X PP.
    • This gain of PP is a single effect for each player.
  6. Divine Intervention. In turn order, each player takes 1 DI card, and may discard Veteran tokens to take 1 more DI card for every 2 tokens discarded in this way.
  7. Summoning. In turn order, each player may discard X Veteran tokens to add X Warriors to Quarters of their City that are not controlled by opponents' Troops.
  8. Awakening. Each player discards all of their remaining Veteran tokens, and takes their Action tokens back into their supply. All Warriors above the Troop limit of Troops on the Kemet board are removed.
  9. Destiny.
    • 9.1. Move the Turn-order markers under their current spaces on the Turn-order track.

4 — Team Mode

Team mode allows play:

  • with 4 players, 2 vs 2;
  • with 6 players, 2 vs 2 vs 2;
  • with 6 players, 3 vs 3.

Team mode follows all the rules of the classic mode; the exceptions are described in the following sections. The rules do not change depending on the number of players or teams.

Concepts of Team Mode

Members of one team are called allies.

Allies' Troops never fight each other. Opponents' Troops are considered only those of another team.

Allies may discuss strategy and plans openly or secretly. Allies may secretly show each other their Battle cards and DI cards.

The Glory (OS) of each team is summed on the scoring track board.

PP and Veteran tokens gained may be distributed between allies as the team sees fit, regardless of which ally gained them and when.

Each player remains the sole owner of their own City, so an ally of that player may not use this City as their own.

Mixed Troops

Allies may mix their Warriors, forming mixed Troops. A Troop is considered mixed if it contains Warriors of at least 2 allies.

Special rules for mixed Troops apply in the actions of Recruitment, Movement and Battle (see the sections of those actions).

A mixed Troop may contain no more than 5 Warriors. This is the limit of a mixed Troop. Unlike ordinary Troops, no effect (Mightiness tiles, Battle cards) allows exceeding 5 Warriors.

Active Ally and Mightiness Tiles

In the Day Phase or in a Battle, only those Mightiness tiles acquired by the active ally apply.

  • In the Day Phase and in a Battle, the active ally is the player who is currently playing their turn.
  • When defending, the active ally is the one whose Troop is attacked. In the case of an active ally's mixed Troop, the defending team may choose the defender from among those who have at least 1 Warrior in the attacked mixed Troop.

Exception: the tile of a Companion attached to a Troop acts at all times, regardless of who owns that tile.

Setup in Team Mode

Setup is the same as in the classic mode, except for steps 1 and 2 of section 2.3, which change as follows:

  1. Initial turn order. Players form teams at random, or choose their allies themselves. Each team chooses 1 of its Turn-order markers. The chosen markers are placed on the Turn-order track from left to right, in random order. Then take the remaining Turn-order markers and place them after the first ones, keeping the same team order. In this way the order of teams is the same for all allies, and two allies from one team never play one after another.

    Example: 3 teams of 2 players play. Team 1: yellow and blue allies. Team 2: red and green allies. Team 3: purple and black allies. The first Turn-order markers chosen by the teams are yellow, green and black. They are placed on the Turn-order track at random in this order: black, green, then yellow. The remaining 3 Turn-order markers (blue, red and purple) are placed after the first ones, in this order: purple, red, then blue. The turn order is therefore: black, green, yellow, purple, red, blue. By team, the order is: team 3, team 2, team 1, team 3, team 2, team 1.

  2. Placing Troops. Each player chooses 2 Quarters of their City and places in each of them 4 of their own Warriors and 1 Warrior of an ally. They then place their remaining 2 Warriors in their supply. If the team has 3 allies, each player places 4 of their own Warriors and 1 Warrior of one ally in one Quarter, and 4 of their own Warriors and 1 Warrior of another ally in another Quarter.

    Note: allies may consult each other at any moment of the setup.

Each player receives 1 DI card "Gather!" («Сбор!»).

Day Phase in Team Mode

Only the following actions differ from the classic mode.

Recruitment (team)

Pay X PP to add X Warriors: take these Warriors from your supply and place them in 1, 2 or 3 Quarters of your City. You may add them to a Troop that contains Warriors of an ally, observing the Troop limit of 5 Warriors.

If you add Warriors to one of your Quarters controlled by an opponent, a Battle begins at the end of your Recruitment action, in which you are the attacker. If you add Warriors to several Quarters controlled by opponents, you choose the order in which these Battles are resolved.

Note: you may add Warriors only to your own City. Even if you control a Quarter of an opposing team or a Quarter of an ally, you may not add Warriors there.

Acquisition (team)

This action works the same way as Acquisition in the classic mode.

One clarification: a player who has at least 1 Warrior in a Troop occupying a Quarter with a Pyramid of an opponent or of an ally is considered to control that Pyramid.

Movement (team)

This action works the same way as Movement in the classic mode, with the following differences:

  • during their Movement action, an ally may pass through a zone containing Warriors of an ally, even if by doing so it temporarily exceeds the Troop limit, the Creature limit and the Servant limit in that zone; these limits are checked at the end of the action;
  • Ports and Walls of allies' Cities are considered to belong to each ally;
  • a mixed Troop may be moved by any ally who has at least 1 Warrior in it, provided that this Warrior remains in the Troop at the start and at the end of the action;
  • during this action, an ally may pick up and/or leave Warriors of allies or of their own in the zones through which the Troop passes;
  • in the Day Phase, a mixed Troop uses only the Mightiness tiles of the active player (exception: the tiles of Companions);
  • if a mixed Troop occupies a Quarter with a Pyramid, that Quarter is considered controlled by each ally who has at least 1 Warrior in this mixed Troop. In any case, a Level 4 Pyramid gives its controlling team only 1 Glory.

Example: a red-blue mixed Troop contains a Mummy. The Mummy belongs to the blue player. Its Movement and Battle bonuses will apply even if this Troop is moved by the red player. However, the DI card received in the Night Phase goes only to the blue player.

Battle (team)

An ally may never attack the Troops of their allies.

  • The attacker is the active player whose turn called the Battle.
  • The defender is the active ally whose Troop is attacked. In the case of an active ally's mixed Troop, the defending team may choose the defender from among those who have at least 1 Warrior in the attacked mixed Troop.
  • Only active players may play Battle cards during a Battle, and only the Mightiness tiles and Battle cards that belong to them affect the Battle. (Exception: the tiles of Companions act whenever that Companion takes part in the Battle.)
  • A Mightiness tile with the DAY icon does not act during a Battle.
  • If effects must be resolved simultaneously, the effects of the attacker are resolved first, then those of the defender. The steps of the classic mode are performed in order, even if a player no longer has a Troop in the Battle.

Clarifications: allies themselves choose which Warriors to remove from their Troop taking part in the Battle. Veteran tokens may be freely distributed among allies at the moment they are gained, so an ally may receive a Veteran token even if they did not take part in the Battle.

Night Phase in Team Mode

The Night Phase proceeds as in the classic mode, except that step 9 becomes the following:

  1. Destiny.
    • 9.1. Move the Turn-order markers under their current spaces on the Turn-order track.
    • 9.2. The team with the least Glory chooses 1 of its Turn-order markers and places it on the 1st, 2nd or 3rd position of the Turn-order track (in games with 3 teams), or on the 1st or 2nd position (in games with 2 teams). Then, in ascending order of Glory, each following team does the same, choosing one of the empty spaces on the Turn-order track. In case of a tie, the first choice belongs to the team whose player was further to the left on the track in the previous Round, and so on.
    • 9.3. In the same order, each team places its second Turn-order marker. In a game with 3-player teams this is repeated, until all Turn-order markers have been placed.
    • 9.4. Begin a new Round with its Day Phase.

End of the Game in Team Mode

As soon as a team has at least 12 Glory (the sum of the temporary and permanent Glory of the team) at the start of one of its allies' turns, before resolving ANY Action token, and no other team has more Glory, the game immediately ends and that team wins.

5 — Solo Mode

Additional components:

  • 1 Amon player board (virtual player)
  • 5 Objective cards
  • 10 Event cards
  • 5 Calamity cards
  • 9 Action cards
  • 8 Plunder cards

Concepts of Solo Mode

The goal of solo mode is to fight Amon, your virtual opponent, in order to complete the Objective chosen at the start of the game within the set number of Rounds.

ATTENTION! If at any moment a player has no Warriors left on the Kemet board, they immediately lose.

Solo mode cannot be played with the Gods of Egypt module.

Setup (Solo)

Perform the setup for 2 players, with the following changes:

  1. Place the 2 Pyramids selected for this game one above the other, and do not move them during the game (see the effects of Plunder cards). Shuffle the Mightiness tiles of each Level among themselves, so that they are laid out randomly in their Level row.
  2. Choose a colour for Amon.

Step 2.2 changes as follows. Amon's setup is performed before the player's setup, and consists of the following steps:

  1. Choose (or draw at random) 1 Objective card, and place it next to the Amon player board.
  2. Place Amon's Prayer marker on the number corresponding to the number of Rounds indicated on the Objective card.
  3. Place Amon's Turn-order marker next to the Amon player board.
  4. Place 1 Action token under "0" of each column of the War table on the Amon player board.
  5. Assemble the Event deck: without looking, take 2 Calamity cards (Event cards with a red background), and add as many Event cards as indicated on the chosen Objective card. Shuffle all these cards and place them face down in the designated place on the Amon player board.
    • Example: for an Objective with 8 Rounds, the deck consists of 2 Calamity cards and 6 Event cards.
  6. Assemble the Action deck: take 9 Action cards, shuffle them, and place them face down in the designated place on the Amon player board.
  7. Assemble the Plunder deck: take 8 Plunder cards, shuffle them, and place them face down next to the Amon player board.
  8. Amon takes the City in the north: place 2 Level 4 Pyramids corresponding to the 2 colours chosen in step 2.1.
  9. Place 5 Warriors in each of Amon's Quarters that contain a Pyramid.
  10. Perform the effects of Plunder cards until Amon has received 1 Mightiness tile with a Creature for each of his Troops. Place the first Mightiness tile with a Creature received on the Troop A slot of the Amon player board, and then place the figure of this Creature with one of the Troops in the game. Do the same with the Troop B slot and Amon's second Troop.
    • Mightiness tiles specified by Plunder cards that are not Creatures are not removed from the game at this step.
  11. Shuffle Amon's Battle cards and place them face down next to the Amon player board.

Note: Amon has 2 Troops, A and B, with 5 Warriors in each, to which Creatures A and B are attached respectively.

Note: in step 2.3.3, the player places their 2 Pyramids in the southern City, in the Quarters shown on the map (so that east and west are clearly distinguished).

Note: in step 2.3.4, Amon does not acquire a Level 1 Mightiness tile.

Day Phase (Solo)

In each Round, the Day Phase is replaced by the following sequence, shown on the Amon player board:

  • the player's Action tokens 1, 2 and 3;
  • draw 1 card from the Event deck;
  • the player's Action tokens 4 and 5;
  • draw 1 card from the Action deck.

As in the base game, the player may use the gold and silver Action tokens acquired during the game, and must observe the Equilibrium rule.

Amon's Troop limit. Amon's Troops may contain up to 6 Warriors at any moment of the game.

War table. The War table gives Amon's characteristics. The values shown are the smallest and the largest possible results, applicable to any of Amon's Troops, not counting bonuses from an attached Creature or Servant.

Note: if a card changes a characteristic above 5 or below 2, such a change is ignored.

Resolving an Event Card

Each Round, after resolving your 3rd Action token, the player draws a card from the Event deck.

  • If it is an Event, apply its effects.
    • Effects written in black are executed immediately.
    • Effects written in red act until another Event card covers the card.
    • Example: the card "Thirst for Revenge" gives Amon +2 Strength and +2 Damage. These Battle bonuses act until another Event card covers this card. However, the effect "Player discards 2 DI cards" applies only once, when the card is revealed.
  • If it is a Calamity, place this card next to the Amon player board. Its effect is added to the effect of the Event already resolved, and to the effects of all other Calamities drawn earlier. By default its effects act until the end of the game. A Calamity card does not replace the Event card already resolved: that card remains active in this Round.

Tip: do not forget to update the columns of the War table when a card enters the game and/or is discarded.

Resolving an Action Card

Each Round, after resolving your 5th Action token, the player draws a card from the Action deck, executes it, and then discards it.

Clarifications on the effects of Action cards:

  • Amon's Movement action. Moving one of Amon's Troops means a land movement toward its target, always by the shortest path. Ports are not used during this movement, except the Military Port for leaving a Desert zone into the Delta.

    • The target sets the direction of movement of Amon's Troops (the highest Pyramid, the Troop with the fewest Warriors, and so on), and is indicated on the Action cards.
    • Amon's Troops do not take the player's City Walls into account.
    • Amon's Troops receive movement bonuses from the attached Creature, and from the effects of active Event and Calamity cards.
    • If the target of Amon's Troop requires moving into the Delta, it may teleport through a Pyramid without paying the cost.
    • If the target of Amon's Troop requires paying the cost to enter its zone, Amon enters the zone, ignoring the cost.
    • If Amon's Troop enters a zone occupied by its target or by another opponent's Troop, immediately resolve this Battle (see below).
    • If Amon's Troop passes through a zone occupied by another of Amon's Troops, and it has enough Movement points to move into the next zone toward its target, it continues moving; otherwise it stops in the last empty zone it passed through.
    • To determine the target of Amon's Troop, check whether the first condition on the Action card is fulfilled. If it is not, check the following condition.
    • Note: when a card indicates a cardinal direction (east or west), north is the top of the field, meaning the edge of the board nearest to the Delta zone.

    Example: the Action card "Assault" (Натиск) states: Amon's Troop A moves toward the following targets, in order of priority: the Pyramid of highest Level; an occupied Pyramid; the westernmost Pyramid. First check whether the player has a Pyramid of higher Level. If so, Troop A moves to it. If both Pyramids are of the same Level, check the next condition, "occupied Pyramid", and so on.

  • Amon's Recruitment action. When Amon adds Warriors, he adds to his Troops from his supply as many Warriors as possible, observing his Troop limit. If there are not enough Warriors, he distributes them between both Troops as evenly as possible; in case of equality, the extra Warrior goes to Troop A.

Applying the Effect of a Plunder Card

When an Event card or an Action card requires applying the effect of a Plunder card, take the top card from the Plunder deck, and place it face up beneath the Amon player board tiles.

  • For the colour in the upper part of the card, look at the Level of the Pyramid indicated below the upper Pyramid, and remove from the game the Mightiness tile corresponding to the crossed-out one. If this Mightiness tile is not on the tile board, remove the tile of lower Level in the same column. If necessary, continue this way until a Mightiness tile has been removed from the game.
  • Do the same with the colour of the Pyramid in the lower part of the card.
  • If removing a tile is impossible, take a new Plunder card and perform the part that could not be performed.
  • When the Plunder deck runs out, shuffle the discard pile to create a new one.

Example: this Plunder card requires removing from the game the 1st Level 4 Mightiness tile for the Pyramid on the left. If this is impossible, remove the 1st Level 3 tile, and so on.

Clarifications on Objective Cards

  • If an Objective card contradicts the standard rules, the Objective card takes priority.
  • Unless stated otherwise, the victory condition may be fulfilled before the number of Rounds expires (Objective 4 is the exception).
  • For victory, all conditions must be fulfilled simultaneously. Any condition requiring a certain number of something is considered a minimum; for example, "Control 2 Temples" is also fulfilled when you control 3 Temples.
  • If at the end of the last Round you have not fulfilled the victory condition, you lose.

Example: the Objective is "at the Night Phase, you control 2 Temples". After Amon's action you have lost 1 Glory. To win, in the following Rounds you will need to gain at least 1 more Glory and keep control of 2 Temples.

Battle (Solo)

Amon does not perform step 3.5.1.

At step 3.5.2, the player reveals the Battle card they played and their DI cards. Then the player takes all of Amon's Battle cards (including those played earlier), shuffles them face down, and reveals 1 at random.

Step 3.5.3 is performed as usual.

Step 3.5.6 changes as follows: if Amon's Troop has 3 Warriors or fewer, he recalls these remaining Warriors and immediately places a Troop of 5 Warriors (received during setup) in one of his empty Quarters with a Pyramid.

  • If both Quarters are occupied by the player's Troops, Amon's Troop is placed in the Quarter with the weakest player's Troop. If these Troops have equal numbers of Warriors, choose a Quarter at random and immediately resolve this Battle.
  • If Amon has at least 4 Warriors, he retreats, and the player chooses the zone.

All other steps of the Battle are performed as usual.

Values of Amon's Troop:

  • Strength of Amon's Troop: the sum of the Strength value from the War table, the number of Warriors in the Troop, the Strength of the attached Creature (if any), and the Strength of the revealed Battle card.
  • Shield of Amon's Troop: the sum of the Shield value from the War table and the Shield given by the attached Creature.
  • Damage of Amon's Troop: the sum of the Strength value from the War table and the Damage given by the attached Creature.
    • Editorial note: the printed Russian text for the Damage line reads "значения Силы" (Strength value), while the parallel Shield line refers to the War table's Shield value. This is transcribed as printed; the War table's Damage column is presumably what is intended. Verify against the printed War table before relying on this line.
  • Effects of Creatures: Amon ignores effects of Creatures that require a decision, and those that allow taking DI cards.
  • Veteran tokens: Amon does not receive Veteran tokens.

Night Phase (Solo)

Amon has no Night Phase (unless an Event card says otherwise). The player performs the Night Phase as usual.

The turn order is not determined in the Night Phase. Instead, move Amon's Prayer marker 1 space to the left on the Round track. If Amon's Prayer marker leaves space 1, you lose; otherwise, begin a new Round.

Example (solo mode): Jack begins Round 2 with 9 PP. The available Pyramid colours are onyx and sapphire. During setup Amon received "Ancient Elephant" (Troop A) and "Soul Devourer" (Troop B). Troop A of Amon is in the zone of the westernmost Temple, and Troop B is in the Desert zone next to that Temple.

  • Jack moves his sequence token to the "Action 1" space of the Amon board, to take his 1st action. He chooses Construction, to raise his onyx Pyramid to Level 4, and places his Action token on the Construction space of his player board.
  • He moves the sequence token to the "Action 2" space and acquires the Mightiness tile "Animal Fury" («Звериная ярость»), paying 4 PP.
  • He moves the sequence token to the "Action 4" space and decides to place his Action token on the Movement action of his player board. He moves his Troop of 5 Warriors, with the "Sphinx-Griffin", into the Temple zone where Amon's Troop A stands.
    • Jack's Troop has Strength 8 (5 Warriors + 2 Strength from the Sphinx-Griffin + 1 Strength from "Animal Fury"), and deals +1 Damage (thanks to "Animal Fury").
    • Amon's Troop has Strength 7 (5 Warriors + 1 Strength from "Ancient Elephant" + 1 Strength from the Event "Bloody Skirmish"). It also receives +1 Shield ("Ancient Elephant") and +1 Damage ("Bloody Skirmish").
  • Before the Battle, Jack moves the sequence token to the "Event card" space of the Amon board, draws the top card of the Event deck and applies its effects.
    • The Event is "Bloody Skirmish": both of Amon's Troops gain +1 Strength, +1 Damage and +1 land movement. Jack updates the columns of the Amon board.
  • Jack chooses his card "4 Strength / 1 Damage" (and discards the card "2 Strength / 2 Damage / 1 Shield"), and adds 1 DI card giving him +1 Shield.
  • He then takes Amon's Battle cards, shuffles them, reveals the card "1 Strength / 3 Damage", and resolves the Battle.
  • Jack has 12 Strength in total, deals 2 Damage, and has 1 Shield. Amon has 8 Strength, deals 4 Damage, and has 1 Shield.
  • After all Damage is dealt, 1 Warrior remains in Jack's Troop, and he wins the Battle.
  • He forces Troop A to retreat, and gets 1 Glory (he takes it, since he is playing Scenario 1), but recalls his own Troop, a light prey for Amon's Troops.
  • Jack moves the sequence token to the "Action 5" space and places his Action token on the Prayer action of his player board, to gain 2 PP.

(The example ends here in the printed rulebook.)

6 — Module: Gods of Egypt

Additional components:

  • 6 God tiles
  • 6 God figures
  • 6 Life Point markers (LP)
  • 1 Ascension marker
  • 1 special Battle card for Sebek

Concepts of the Module

The "Gods of Egypt" module adds strong asymmetry to the game. Each player chooses a God to embody, and receives a unique figure and a tile describing its special abilities. Each God gives its own advantages (see the following page) as soon as its God tile is acquired.

Follow the rules of the chosen game mode, with the special exceptions described in the following sections.

This module works with both the classic and the team mode.

Setup (Gods of Egypt)

Set up the game in the chosen game mode, but replace point 1 of step 2.2 with the following:

  1. Each player chooses a God and a City on the Kemet board. They place their Statue token of their God's colour in the City on the Kemet board. This City will belong to their faction for the whole game. They take the corresponding God tile, place it face up in front of themselves, place the God figure on it, and take the Life Point marker.

Place the Ascension marker on the scoring track, under the 4th column (under the 7th column in team mode).

Gods

  • Life Points: each God has a number of Life Points (LP), indicated on its God tile and marked with the icon.
  • Troop status: a God acts as a Troop; its Strength is shown on its God tile.
  • Restrictions on Warriors: a God counts neither as a Warrior nor as a Companion.
  • One per battlefield: Warriors and/or Companions may not be attached to Gods.

Life Points of Gods:

  • Losing LP: any effect that would remove 1 Warrior from a Troop instead removes 1 LP from the God targeted. This includes the Delta Temple, losses in Battle, DI cards, and so on.
  • Counting LP loss: for each LP lost, move the LP marker 1 space to the left on the God tile.
  • Consequences of LP loss: each LP lost by a God counts as 1 lost Warrior for triggered effects.
  • Defeat: if a God has 0 LP left, it returns to its God tile and is again available for recruitment.

Day Phase (Gods of Egypt)

Recruitment. Add the following option to the Recruitment action:

  • Deploying a God: you may place your God figure for free, from your supply, into one of your Quarters. This Quarter must not contain Warriors of yours or of your allies. Place the LP marker on the highest LP value on the God tile.
  • Possible Battle: if you place the God figure in a Quarter controlled by an opponent, a Battle begins in which you are the attacker. This Battle is resolved at the end of your Recruitment action.

Acquisition. Add the following option to the Acquisition action.

To acquire your God's tile, all 4 of the following conditions must be met:

  • at least 1 player has earned a minimum of 4 Glory during the game (or 7 Glory in team mode); this condition remains fulfilled even if players later lose Glory;
  • your City contains at least 1 Level 4 Pyramid (regardless of who controls it);
  • the Acquisition slot of the colour of at least 1 of the Level 4 Pyramids of your City is empty;
  • you have at least 4 PP.

How to acquire:

  • Place the Action token: place your Action token on the empty Acquisition slot corresponding to 1 of the Level 4 Pyramids of your City.
  • Pay the cost: pay 4 PP. This cost cannot be changed.
  • Activate your God: flip the God tile face up. Immediately place the God figure in one of your Quarters that contains no Warriors of yours or of your allies.
  • Place the LP marker: place the LP marker on the highest LP value on the God tile.
  • Possible Battle: if you place the God figure in a Quarter controlled by an opponent, a Battle begins in which you are the attacker. This Battle is resolved at the end of your Acquisition action.

Battle (Gods of Egypt)

Battles are resolved by the rules of the chosen game mode, except that a God cannot be recalled:

  • at the step Consequences for the loser, the loser must retreat if possible. Otherwise the God returns to its owner's supply. This is not considered a Recall;
  • at the step Consequences for the winner, the winner may only remain in the zone of the Battle. The winner may not use Recall.

Note: deities from the expansion "Book of the Dead" are not Gods.

7 — Glossary

Actions. There are 5 different actions: Construction, Recruitment, Acquisition, Prayer and Movement.

Mightiness tiles. Mightiness tiles are divided into families corresponding to the colours of the Pyramids. Each family is split into 4 Levels of 4 tiles each, that is, 16 Mightiness tiles per family.

Prayer Points (PP) and the Prayer track. The Prayer Point symbol is an ankh. It is the main resource of the game, which you spend to trigger various effects.

  • For each PP gained, move your Prayer token 1 space to the right on the Prayer track.
  • For each PP spent, move your Prayer token 1 space to the left on the Prayer track.
  • You can never have more than 11 PP or fewer than 0 PP.

Zone control. A player controls a zone that is not a Quarter of their City while they have a Troop in it. A player controls a Quarter of their City for as long as there is no opponent's Troop in it. As soon as a player has no Troop left in a Temple or in an opponent's Quarter with a Level 4 Pyramid, they return the corresponding temporary Glory according to the situation.

Control of an opponent's Pyramid. A player whose Troop occupies an opponent's Quarter with a Pyramid controls that Pyramid. In team mode:

  • if a mixed Troop occupies a Quarter with a Pyramid, that Quarter is considered controlled by each ally who has at least 1 Warrior in this mixed Troop; in any case, a Level 4 Pyramid gives its controlling team only 1 Glory;
  • a player who has at least 1 Warrior in a Troop occupying a Quarter with a Pyramid of an opponent or of an ally is considered to control that Pyramid.

Empty zone. A zone is empty if it contains no Troop. Such a zone may receive a Troop without a Battle being started.

Warriors and Troops. All of a player's Warriors in one zone form a Troop. A Troop may contain no more than 5 Warriors; this is the Troop limit. A Companion attached to a Troop does not count toward this limit.

  • When a player adds 1 Warrior, they take 1 Warrior from their supply and place it on the Kemet board. Restrictions are specified in the effect itself.
  • When Warriors are removed from the Kemet board for any reason, they return to their owner's supply.

Important! During an action, a Troop may temporarily exceed the Troop limit, the Creature limit and the Servant limit, provided these limits are observed in each zone at the end of the action.

Companion. Any Creature or Servant attached to a Troop.

Cards. The size of a hand is not limited. The number of cards of each type in a player's hand is open information, but the cards themselves are kept secret. The discard piles of revealed Battle cards and the discard pile of DI cards are open to all players.

  • As soon as the DI deck runs out, shuffle the DI discard pile to create a new DI deck.
  • To play a DI card, pay its cost in PP in the Phase matching its icon (see the player aid), perform its effect, and then discard it face up on the DI discard pile.

Appendix — Icon and Term Key (English Player Aid)

The following is the icon key of the English player aid for Rise of the Gods (Tesera 2508538, "Памятка игрока"), reproduced for reference. Entries for the Book of the Dead expansion are omitted. The aid's "FP" entries correspond to Glory (OS) in the rulebook.

Icons:

  • Wall; Temple; Pyramid; Pyramid Level; Pyramid Level 2; Empty zone; Desert zone; Obelisk zone; Zone bordering the Nile; Zone of the Delta; Military port; City/District; Recall the Troop; Do not recall the Troop
  • Divine FP; Battle FP; Pyramid FP; Temple FP; Gold token; Silver token; Veteran token; DI card; Battle card (face down); Battle card (face up)
  • Day Phase; Night Phase; Acquire action; Move action; Ongoing effect; Recruit action; Prayer action (printed "Action Prier"); Build action; Battle Phase; Resolve the shown action
  • Prayer Point (PP); Allied Unit; Opposing Unit; Land move; Teleportation; Creature; Servant; Mercenaries; Cost in PP; Cost in PP (cannot be modified); In Attack; In Defense; Enter, Move to/from
  • Strength; Shield; Impenetrable Shield; Damage; Unblockable Damage; Winner; Ignore, cancel, remove; Draw/take; Discard/place; Take back in hand; Player; Life point

Solo mode: Draw/resolve 1 Action card; Draw/resolve 1 Plunder card; Draw/resolve 1 Event card; Objective card.

  • 3.5.3 Resolution
  • 3.5.4 Losses
  • 3.5.5 Rewards
  • 3.5.6 Consequences for the Loser
  • 3.5.7 Consequences for the Winner
  • 3.5.8 End of the Battle
  • 3.6 Night Phase
  • Played cards are placed on their respective discard piles.
  • 9.2. Starting with the player with the least Glory, and proceeding in ascending order of Glory, each player chooses their position on the Turn-order track, placing their Turn-order marker on an empty space. In case of a tie, the first choice belongs to the player whose Turn-order marker was further to the left on the track in the previous Round, and so on.
  • 9.3. Begin a new Round with its Day Phase.
  • Finally, he moves the sequence token to the "Action Card" space of the Amon board. Jack takes the top card of the Action deck and performs it. It is the card "Light Reinforcement" («Лёгкое подкрепление»): 1 Warrior is added to each of Amon's Troops (their Troop limit is 6), and Jack loses 1 Warrior from his last Troop. The next Round will be difficult...