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Tekhenu: Obelisk of the Sun

Tekhenu: Obelisk of the Sun Rulebook

Table of Contents

Table of Contents

  • Components
  • The Six Gods
  • Setup
  • Key Concept I: Pure, Tainted, and Forbidden Dice
  • Structure of Play
    • One Round of Play
    • Rotation
    • Maat Phase
    • Scoring
  • Actions
    • Key Concept II: Using Scribes
    • Key Concept III: Spending Resources
    • Key Concept IV: Component Limits
    • Horus — God Action
    • Ra — God Action
    • Hathor — God Action
    • Bastet — God Action
    • Thoth — God Action
    • Osiris — God Action
    • Produce Resources
  • Botankhamun — Solo Mode
    • Botankhamun's Turn
    • Botankhamun Actions
    • Solo Maat Phase
    • Solo Scoring
  • Appendix: Pillar Tiles
  • Appendix: Starting Cards
  • Appendix: Destiny Cards
  • Appendix: Decree Cards
  • Appendix: Blessing Cards
  • Appendix: Technology Cards
  • Empty Sections in the Card Market
  • Credits

Components

Game Board and Obelisk

  • 1 main game board with the Obelisk Wheel and the Obelisk

Markers and Tiles

  • 2 Scoring markers
  • 6 Horus Bonus tiles
  • 27 Pillar tiles

Tokens — Resources

  • 28x Papyrus (yellow)
  • 28x Limestone (white)
  • 28x Bread (brown)
  • 28x Granite (black)
  • 25x Gold
  • 21 Scribes
  • 16 Faith

Dice

  • 26 Dice (5 black, 5 white, 5 brown, 5 yellow, 6 gray)
  • 1 Draw bag

Cards (88 Cards)

  • 24 Blessing cards
  • 24 Technology cards
  • 24 Decree cards
  • 12 Starting cards
  • 4 Destiny cards

Solo Mode Components

  • 10 Botankhamun Action tiles
  • 1 Deben token
  • 1 Progress marker

Player Components (in each of four player colors)

  • 1 Player board per player
  • 1 Player aid per player
  • 10 Buildings per player
  • 8 Pillars per player
  • 4 Production markers per player
  • 6 Statues per player
  • 1 Maat marker per player
  • 1 Victory Point marker per player
  • 1 Population marker per player
  • 1 Happiness marker per player

The Six Gods

The game board consists of six sections, each associated with an Egyptian god and its God Action. The Obelisk Wheel numbers them 1–6:

  1. Horus
  2. Ra
  3. Hathor
  4. Bastet
  5. Thoth
  6. Osiris

Setup

  1. Lay out the main game board in the middle of the table, place the Obelisk Wheel on its designated location on the game board, and then position the Obelisk through the holes in the Obelisk Wheel and game board. Set the Obelisk Wheel to a random position (while ensuring that its sections line up with the action areas).
  2. Locate the arrow on the Obelisk Wheel. Place the first Scoring marker four sections clockwise from the arrow and the second Scoring marker another four sections clockwise from that marker (i.e. two sections away from the arrow).
  3. Shuffle the Pillar tiles, and place them in a face-down stack next to the board, near the Ra action area. Draw 3 of the tiles and display them face up on the three spaces associated with the Ra action.
  4. Shuffle the Horus Bonus tiles, and place them in random order onto the 6 spaces in the Horus action area.
    • Note: For your first few games of Tekhenu, you may use the preprinted Bonuses instead, returning the Horus Bonus tiles to the game box.
  5. Place all Resources, Scribes, and Faith tokens to the side of the game board, forming an accessible general supply.
  6. Place 1 Gold resource onto the following spaces:
    • the two Statue spaces by the Temple Complex,
    • the two Statue spaces above the workshops and quarries in the Osiris action area, and
    • to the side of the second row of the Osiris action area.
  7. Prepare the draw bag:
    • For a 4-player game, place all dice into the draw bag.
    • For a 3-player game, return 2 gray dice to the game box, and add the remaining dice to the draw bag.
    • For a 2-player game, return 1 each of yellow, brown, white, and black (but not gray), adding the remaining dice to the draw bag.
  8. For each section around the Obelisk Wheel, draw and roll 3 random dice from the draw bag, adding them to that section. Within each section, place each die in the correct row based on whether the die is Pure, Tainted, or Forbidden. (See Key Concept I: Pure, Tainted, and Forbidden dice.)
  9. Give each player a player board and all components of their chosen color. Each player should now do the following:
    • A. Place the 10 Buildings on the Building spaces at the top of their player board.
    • B. Place the 6 Statues on the Statue spaces at the bottom of their player board.
    • C. Place 1 Production marker on the "2" position of each of the four Production Tracks on their player board.
    • D. Leave the 8 Pillars next to their player board.
    • E. For now, also leave the Maat marker next to their player board.
    • F. Place the Victory Point marker on space "10" of the Victory Point track.
    • G. Place the Happiness marker on space "2" of the Populace track and the Population marker on space "5" of the Populace track. (The starting spaces are marked with icons; both Happiness and Population are tracked in the same location.)
    • H. Take 1 Gold and 1 Scribe.
  10. (In a solo or 2-player game, leave Technology T16 and Decree D20 in the game box.) Shuffle the different decks of cards (Blessings, Technologies, and Decrees) separately, placing each deck to the side of the game board. Create the Card Market as follows:
    • A. The first section should have 2 Blessings and 1 Technology. Place these cards face up.
    • B. The following (second) section should have 2 Blessings and 2 Technologies. Place these cards face up.
    • Note: Leave the third and fourth sections empty.
  11. Deal 2 Decrees to each player. Each player chooses one to keep, discarding the other to the bottom of the Decree deck. (Decrees should be kept secret from the other players, although you may examine your own Decrees at any time.)
  12. Shuffle and randomly select 5/7/9 Starting cards for 2/3/4 players, displaying them face up on the table within easy view of all players. Also lay out all 4 Destiny cards near the Starting cards.
    • A. Draft Starting cards: Using a method of your choosing, randomly select a starting player. Beginning with the starting player and proceeding clockwise, each player takes 1 Starting card of their choosing. Once each player has 1 Starting card, beginning with the last player and proceeding counter-clockwise, each player takes a second Starting card. (At this point, the starting player is no longer significant.)
    • B. Determine the initial Turn Order: Each player sums the initiative values shown on their 2 chosen Starting cards. Place all players' Maat markers on the Turn Order track in descending order based on their total initiative value (highest total initiative value is placed first on the Turn Order track, and so on). In the case of a tie, the tied player with the highest printed initiative value places their Maat marker first.
    • C. Receive starting resources: In the newly established Turn Order, each player chooses one of the available Destiny cards. Every player receives all rewards shown on their Destiny card and Starting cards. Keep the chosen Destiny card face up next to your player board — its depicted Ankh value will be important later in the game (see Maat Phase). Return all Starting cards to the game box, as they are no longer needed.
  13. You are now ready to play!

Key Concept I: Pure, Tainted, and Forbidden Dice

The Obelisk Wheel is divided into 6 sections: 2 Sunny (white), 2 Shaded (gray), and 2 Dark (black), representing how the Obelisk casts its shadow at that particular moment. As the game progresses, the shadow will rotate, altering which sections are Sunny, Shaded, or Dark.

Dice come in five colors: white, black, yellow, brown, and gray. Depending on the color of the die and the position of the Obelisk's shadow, each die is considered Pure, Tainted, or Forbidden.

Mnemonic: Dice are Pure where they match in brightness.

  • White dice are Pure in a Sunny section, Tainted in a Shaded section, and Forbidden in a Dark section.
  • Black dice are Pure in a Dark section, Tainted in a Shaded section, and Forbidden in a Sunny section.
  • Yellow and brown dice are both Pure in a Shaded section.
  • Yellow dice are Tainted in a Sunny section and Forbidden in a Dark section.
  • Brown dice are Tainted in a Dark section and Forbidden in a Sunny section.
  • Gray dice are always Tainted (and thus never Forbidden, nor Pure).

Note: No dice are forbidden in Shaded sections.

SectionWhiteYellowBlackBrownGray
SunnyPureTaintedForbiddenForbiddenTainted
ShadedTaintedPureTaintedPureTainted
DarkForbiddenForbiddenPureTaintedTainted

Structure of Play

A game of Tekhenu takes place over multiple rounds, following this pattern:

  • 2 Rounds = 1 Rotation
  • 2 Rotations = 1 Maat phase
  • 2 Maat phases = 1 Scoring
  • 2 Scorings = 1 Game

Every Round, players take one turn each, in the order indicated on the Turn Order track. Every two Rounds, the shadow of the Obelisk will rotate. Every two Rotations, a Maat phase occurs where the deeds of the people are evaluated against the Feather of Justice and players are rewarded or punished accordingly. Every two Maat phases, a Scoring takes place. After the second Scoring, the game is over, and individual Decrees are scored.

1 Game = 2 Scorings = 4 Maat phases = 8 Rotations = 16 Rounds

One Round of Play

Every Round, players take one turn each in the order indicated on the Turn Order track.

On your turn, you must take exactly one die from anywhere around the Obelisk Wheel. However, you may only choose a Pure or Tainted die, not a Forbidden die.

Take the chosen die (without changing its value), and place it onto the scales on your player board; Pure dice go on the left side while Tainted dice go on the right side.

Next, you must perform an action, the effect of which depends on the value of the die you selected. There are two types of actions:

  1. God Action (Horus, Ra, Hathor, Bastet, Thoth, and Osiris). Perform the action corresponding to the section from which you took the die.
  2. Produce Resources. Produce Resources based on the color of the die you chose.
    • Note: Gray dice cannot be used to Produce Resources.

After performing your action:

  • If you are last in Turn Order: If you have exactly 2 or exactly 4 dice on your player board, immediately perform a Rotation. Otherwise, begin a new Round.
  • Otherwise (if you are not last in Turn Order): The turn passes to the next player.

Rotation

Every two Rounds, the shadow of the Obelisk rotates. A Rotation is performed every two Rounds. This happens when every player has exactly 2 or exactly 4 dice on their player board. To perform a Rotation, do the following:

  1. Rotate the Obelisk Wheel one section clockwise, signifying how the movement of the sun alters the shadow around the Obelisk.
  2. If the players have 4 dice on their player boards, immediately perform a Maat phase.
  3. For each of the two Shaded sections around the Obelisk Wheel (in its new position), draw a number of dice equal to the number of players. Roll and add them to that section.
  4. Ensure that every die around the Obelisk Wheel is placed in the correct row based on whether the die is Pure, Tainted, or Forbidden, making adjustments as necessary.
  5. Begin a new Round.

Maat Phase

Every two Rotations, a Maat phase will occur where the deeds of the people are evaluated against the Feather of Justice and players are rewarded or punished accordingly. A Maat phase is performed when every player has exactly 4 dice on their player board. To perform a Maat phase, do the following:

  1. Each player determines the balance of their scales. Everything on the left side (Pure) counts positive, while everything on the right side (Tainted) counts negative.

    • a. Each die is worth positive or negative equal to its value.
    • b. Each Resource (due to excess production) is worth negative 1.
  2. To offset any imbalance between the Pure and Tainted sides of their scales, players may place any number of their Faith tokens onto either the right or left side of the scales. Each Faith token is worth positive or negative 1 (depending on which side of the scales it is placed on).

  3. Move all player Maat markers from the Turn Order track, and place them on the Maat track according to the final balance of their scales.

  4. Any player with a negative balance loses a number of Victory Points as follows:

    BalanceVictory Points
    -1 to -20
    -3 to -5-1
    -6 to -8-2
    -9 or more-3

    Players with 0 or a positive balance never lose Victory Points. (No player can go below 0 on the Victory Point track. Any excess negative Victory Points are simply ignored.)

  5. All players place their Maat markers on the Turn Order track in ascending order based on their balance. A player with a perfect balance (a value of 0) will be first in Turn Order, followed by ±1, ±2, and so on. In case of a tie, the tied player who has the highest Ankh value (printed on their Destiny card) places their Maat marker first. (A player with balance of +1 and another with balance of -1 are considered tied, and their Ankh value decides.)

  6. If the arrow on the Obelisk Wheel is pointing at the lowest-numbered, still-in-play Scoring marker (the numbers are expressed with hourglasses), immediately perform a Scoring.

  7. Return all dice from the player boards to the draw bag. Return all excess Resources and Faith tokens from the scales on each player board to the general supply. All unused Faith tokens are likewise returned. Players may not save their Faith tokens for later use.

  8. Return all Destiny cards to the middle of the table. In the newly established Turn Order, each player takes one of the available Destiny cards, receiving the reward shown. (This also determines their Ankh value for the next Maat phase.)

  9. Continue with Step 3 of the current Rotation process.

Scoring

Every two Maat phases, a Scoring takes place. After the second Scoring, the game is over, and individual Decrees are scored. Scoring markers are conveniently placed around the Obelisk Wheel to remind you of when a Scoring takes place. To perform a Scoring, do the following:

  1. For each of the 4 Resource districts in the Osiris action area (Papyrus, Bread, Limestone, and Granite), count how many game pieces (Buildings and Statues) each player has. The player with the most in that district scores 3 Victory Points. In the case of a tie, the tied player with the topmost game piece (Building or Statue) wins the tie. (Statues count towards two districts.)
  2. For each player, score the Temple Complex as follows:
    • a. Each Building and Statue around the Temple Complex scores 1 Victory Point.
    • b. Each Pillar within the Temple Complex scores 1 Victory Point per Building and Statue (belonging to the player) in the same row and column.
  3. Each player scores 1/3/6/10/15/21 Victory Points for having built 1/2/3/4/5/6 Statues.
  4. Each player scores 3 Victory Points per Happiness threshold their Happiness marker has reached. (These symbols are not cumulative. Only count the highest number reached — a player scores 3/6/9/12/15 Victory Points for reaching or exceeding Happiness 9/13/16/19/21.)
  5. Each player scores 2 Victory Points per Production marker on the topmost ("6") position of its Production Track.
  6. Each player scores the sum of any Victory Points visible on the Building row of their player board.
  7. Finally, each player must pay the sum of all Bread amounts visible on the Building row of their player board. For each Bread they are unable or unwilling to pay, they lose 3 Victory Points. (No player can go below 0 on the Victory Point track. Any excess negative Victory Points are simply ignored.)

After Scoring: Remove the Scoring marker from the game board.

If this was the second and final Scoring:

  1. Each player now reveals any Decrees they have (including the Decree chosen at the start of the game). A player can score up to 3 Decrees total, but no more than one Decree per type, indicated by a printed symbol on the card.
  2. The player whose Maat marker is first on the Turn Order track scores 3 Victory Points. In a 3-player or a 4-player game, the player whose Maat marker is second on the Turn Order track scores 2 Victory Points.

The game is now over! The player with the most Victory Points wins! In the case of a tie, the tied player with the highest total number of Scribes is the winner. In the case of a further tie, the tied player whose Maat marker is first on the Turn Order track is the winner.

Otherwise: Continue with Step 7 of the current Maat phase process.

Actions

Key Concept II: Using Scribes

On your turn, when taking a die from around the Obelisk Wheel, you may use one or more Scribes to alter the effect associated with your chosen die. You may use Scribes in the following two ways:

  • Spend one or more Scribes to change the value of the die you selected. Each Scribe spent this way allows you to adjust the value of the die up or down by 1 or 2.
    • Note: The value of a die can never go below 1 or above 6, nor does the value "wrap around". You cannot increase a 6 to become a 1 or vice versa.
  • Spend exactly 2 Scribes to perform an Anubis Action. When performing an Anubis Action, you may take any die from around the Obelisk Wheel (yes, any die, from anywhere, including a Forbidden die) and use this die to perform any action (yes, any action, including any God Action or any action to Produce Resources), regardless from which section you took the die or its color. Only the value of the die is relevant for the effect of the action. Additionally, after performing the Anubis Action, place the die below the scales on your player board. This die does not count towards the balance of your scales during the Maat phase.

If you have enough Scribes, you can even combine both options! For example, you might spend 3 Scribes to take an Anubis Action and adjust the value of the die up or down.

Key Concept III: Spending Resources

  • Scribes and Faith tokens are not Resources.
  • Gold is a "wild" Resource and can be used in place of any other Resource (Papyrus, Bread, Limestone, or Granite).
  • You cannot perform an action that requires the spending of Resources you do not have. In such a case, you must choose to perform a different action, potentially choosing a different die altogether.

Key Concept IV: Component Limits

  • You are limited to the number of Buildings, Pillars, and Statues you have. Once you have built all available pieces of a given type, no more can be built of that type.
  • Once built, a piece cannot be moved to a different location.

Horus — God Action

The Horus God Action allows you to build one Statue. Each Statue has its corresponding Granite cost printed at the bottom of the Statue track on your player board. (Note: Statues must be built from left to right.)

Choose whether to build a Statue in honor of a god or to build the Statue for the people.

Building a Statue in Honor of a God

By building a Statue in honor of a god, you will be rewarded when the corresponding God Action is taken by other players.

There are 18 Statue spaces surrounding the Obelisk Wheel — 3 spaces for each of the 6 Egyptian gods. (Note: Some of the Statue spaces are unavailable in games with fewer than 4 players. In a 3-player game, only 12 Statues may be built, whereas in a 2-player game, only 6 Statues may be built.)

The value of the die you choose matches the value of a corresponding Horus Bonus tile. This indicates which god you may honor with your Statue. Locate the action area associated with that god. After paying the required Granite cost, take the leftmost Statue from your player board, and place it onto an empty Statue space in that area.

From now on, every time another player performs this God Action you will receive the bonus depicted next to the corresponding Horus Bonus tile.

  • In a 3-player game, also receive the Statue bonus immediately after building it.
  • In a 2-player game, also receive the Statue bonus when you perform the God Action yourself (but not immediately after building it).
  • Note: Building a second Statue to the same god does not provide any additional reward.

Building a Statue for the People

By building a Statue for the people, you will receive Scoring benefits in place of action bonuses.

There are 2 Statue spaces by the Temple Complex and 2 Statue spaces above the workshops and quarries in the Osiris action area. You can build a Statue onto any of these spaces. In this case, the value of the die you use to perform the Horus God Action does not matter.

After paying the required Granite cost, take the leftmost Statue from your player board, and place it onto an empty Statue space, gaining the Gold that was placed here during setup. Additionally, if building a Statue at the Temple Complex, score 3 Victory Points for each of your Pillars in the same row or column. These Statues provide Scoring benefits in place of action bonuses.

Ra — God Action

The Ra God Action allows you to raise one Pillar within the Temple Complex. The cost of this Pillar is displayed on the Pillar tile used as its foundation.

The value of the die you choose matches the value of a corresponding Pillar tile space. This indicates which tile you may use as a foundation when raising your Pillar (5 or 6 for the leftmost tile, 3 or 4 for the middle tile, and 1 or 2 for the rightmost tile).

After paying the required cost (as depicted on the Pillar tile), place the tile onto any empty space within the Temple Complex. You may freely rotate the tile before placing it. Then, do the following:

  1. Score 1 Victory Point per Building (not Statue), regardless of ownership, in the same row and column.
  2. Score 1 Victory Point for every edge (on the Pillar tile) that matches the adjacent edge color of a Pillar tile or the Temple Complex itself. (Note: If you place the Pillar tile in one of the corners of the Temple Complex, instead score 2 Victory Points per matching edge color.)
  3. Receive the reward shown on the space covered by the Pillar tile.
  4. Score 1, 2, or 3 Victory Points based on the space from which you took the Pillar tile.
  5. If the Pillar tile has a Sunny, Shaded, or Dark ability that matches the section of the Obelisk Wheel currently aligned with the Ra action area (e.g. both are Sunny), immediately activate the ability.
  6. Place a Pillar from your personal supply onto the Pillar tile to indicate that it belongs to you. (This is relevant when performing the Hathor God Action and during Scoring.)
  7. Slide the remaining Pillar tiles (in the Ra action area) to the right, filling any empty spaces, before drawing a new tile from the face-down Pillar tile stack to refill the leftmost space.

Hathor — God Action

The Hathor God Action allows you to construct one Building around the Temple Complex. The cost of this Building is 2–4 Bread, depending on the space you choose. The value of the die you use to perform the Hathor God Action does not restrict where you may construct your Building (although it affects another aspect of the Hathor God Action).

After paying the required Bread cost (as depicted on the construction space), take the leftmost Building from your player board, and place it on the selected space. (Note: Any Bread or Victory Points visible along the Building row on your player board should be ignored at this moment. These symbols matter during Scoring only and do not affect the Hathor God Action. Some of the Building spaces are unavailable in games with 2 or 3 players.)

For each space within the Temple Complex in the same row or column as your constructed Building, do the following:

  1. If the space contains one of your Pillars, score 3 Victory Points.
  2. If the space is empty, receive exactly 1 of any depicted Resource or Faith. (If the space depicts 1 Limestone, receive 1 Limestone. If the space depicts 2 Granite, receive 1 Granite. If the space depicts 3 Faith, receive 1 Faith.)
  3. Advance your Population marker a number of spaces equal to the value of the die used to perform the Hathor God Action.

Bastet — God Action

The Bastet God Action allows you to hold a festival to increase the Happiness of your populace.

Pay 2 Papyrus, and advance your Happiness marker a number of spaces equal to the value of your chosen die. (Note: Your Happiness marker may never advance beyond your Population marker. Any excess Happiness gained is simply ignored.)

  • If you perform the Bastet God Action using a die value of 1 or 2, receive 2 Scribes.
  • If you perform the Bastet God Action using a die value of 3 or 4, receive 1 Scribe.
  • The first time your Happiness marker reaches space "16" on the Populace track, receive 1 Gold.
  • The first time your Happiness marker reaches space "19" on the Populace track, receive 1 Scribe.
  • The first time your Happiness marker reaches space "21" on the Populace track, as an extra action, immediately perform any one action as if it had any die value without taking a die.

Thoth — God Action

The Thoth God Action allows you to receive one or more cards (Blessings, Technologies, and Decrees) from the Card Market. There are three types of cards:

  • Blessing cards: Blessings are one-time-use cards that provide an immediate bonus when used. When you receive a Blessing, place it face up near your player board. Each card indicates when it can be used. You may use more than one Blessing at a time. Discard the Blessing after use.
  • Technology cards: Technologies provide ongoing effects. When you receive a Technology, place it face up near your player board. Technologies are not discarded when used.
  • Decree cards: Decrees provide additional ways for you to score Victory Points at the end of the game. Decrees should be kept secret from the other players, although you may examine your own Decrees at any time.

The value of the die you choose determines how many cards you may take, while the position of your Happiness marker dictates from which segment(s) of the Market you may select cards.

Position of Happiness markerAvailable Card Market Segment(s)
0You cannot take any cards.
1-4First section only.
5-8First or second section.
9-12First, second, or third section.
13+Any one section.
  • If you perform the Thoth God Action using a die value of 1 or 2: take 1 card for free.
  • If you perform the Thoth God Action using a die value of 3 or 4: pay 2 Papyrus and take 2 cards.
  • If you perform the Thoth God Action using a die value of 5 or 6: pay 3 Papyrus and take 3 cards.

Note: You must pay all of the required Papyrus and take all required cards, and all cards must come from the same section!

Before selecting cards you take, you may pay 1 Papyrus to discard all cards in one section and immediately refill them. You may do this once per section per Thoth God Action.

At the end of your turn, refill any empty spaces in the Card Market with the same types of cards as those taken. Should one of the decks run out, reshuffle its discard pile to form a new deck. (There is no limit to the number of cards you can hold in your hand at any time.)

Osiris — God Action

The Osiris God Action allows you to construct one Building in the role of workshop or a quarry. Workshops and quarries do not require Resources to construct. Instead, their construction and function depends on the hard work of your populace, requiring you to decrease your Happiness by exactly 1.

The value of the die you choose determines onto which row you must place the Building. However, you may place the Building onto any empty space in one of the four districts. (Note: You cannot perform an Osiris God Action if your Happiness marker is already at "0" or if all eligible spaces are occupied.)

After reducing your Happiness by 1, take the leftmost Building from your player board, and place it onto an empty space in the corresponding row of the Osiris action area. (Note: Any Bread or Victory Points visible along the Building row on your player board should be ignored at this moment.)

Then, depending on the row where you constructed the Building, do the following:

  • Row 1: Advance the Production marker on your player board by 1 for the indicated Resource. Also receive 1 of that Resource.
  • Row 2: Advance the Production marker on your player board by 1 for the indicated Resource. Also receive 1 of that Resource. Additionally, if you are the first player to construct any Building in the second row, receive the Gold that was placed here during setup.
  • Row 3: Advance the Production marker on your player board by 1 for each of the indicated Resources. Also receive 1 of the depicted Resource.
  • Row 4: Advance the Production marker on your player board by 1 for each of the indicated Resources. Also receive 1 of the depicted Resource and 1 Gold.
  • Row 5: Advance the Production marker on your player board by 2 for the indicated Resource. Also receive 2 of that Resource.
  • Row 6: Advance the Production marker on your player board by 2 for the indicated Resource and by 1 for any Resource (which may be the same or different). Also receive 2 of the depicted Resource.

Constructing a workshop or a quarry on a higher numbered row results in greater immediate rewards, while construction on a lower numbered row results in an advantage during Scoring.

Produce Resources

Instead of performing a God Action, you may choose to Produce Resources regardless of which section around the Obelisk Wheel you took the die from. (Note: Gray dice cannot be used to Produce Resources.)

When performing the Produce Resources action:

  • The color of the die determines the type of Resource you produce.
  • The value of the die determines the quantity of that Resource you produce.
  • Beware of greed!
ColorResource
yellowPapyrus
brownBread
whiteLimestone
blackGranite

Take a number of Resources equal to the value of the die you use to perform the action. Then compare this number to the position of the Production marker for that Resource on your player board.

Any Resources produced in excess of the position of the Production marker for that Resource "Taint" your soul with greed! Place excess Resources onto the right side of the scales on your player board. These count negative when determining the balance of your scales during the next Maat phase. (Note: You may never spend any Resources from the scales on your player board.)

Botankhamun — Solo Mode

Tekhenu solo mode by Dávid Turczi with Nick Shaw.

Components: 10 Botankhamun Action tiles, 1 Progress marker, 1 Deben token.

Setup: Set up the game as you would for 2 players — Botankhamun and you, each using their own player pieces — with the following changes:

  • (Step 9) Botankhamun does not use a player board. Return its Production markers to the game box, as they will not be needed. Keep its Buildings, Statues, and Pillars nearby. Botankhamun begins the game with 4 Happiness and 7 Population.
  • (Step 11) Botankhamun does not get a Decree.
  • (Step 12) Shuffle and randomly select 3 Starting cards. From these, choose 2 Starting cards for yourself. Botankhamun does not use Starting cards or receive any starting Resources. Botankhamun always starts the game first in Turn Order. Botankhamun randomly chooses either the Gold or Scribe Destiny card (without receiving the reward).

Additional Setup: Place one of Botankhamun's Statues, as if built in honor of a god, in the section matching a Horus action. Shuffle all 10 Botankhamun Action tiles and place them face up in a pyramid pattern (4 tiles along the base) with the Progress marker to the left of the base of the pyramid. Place the Deben token next to Botankhamun's Action tiles.

Adjusting the Difficulty: The steps above represent the setup for an easy challenge.

  • For medium difficulty, Botankhamun begins the game with all of the following: a Building on the Bread workshop space, a Building on the Granite quarry space, and a Pillar on the central space of the Temple Complex (draw a random Pillar tile as its foundation).
  • For hard difficulty, in addition to the medium benefits, Botankhamun begins the game with a Statue built in honor of a god in the section matching a Horus action.
  • Note: As an additional challenge, regardless of difficulty, try starting the game with 2 randomly drawn Starting cards instead of picking 2 from 3.

Botankhamun's Turn

  • If the Progress marker is positioned to the left of the base of the pyramid: Move the Progress marker onto the bottom-leftmost tile and resolve its effect.
  • Otherwise, flip the Deben token (like a coin): On one result, move the Progress marker to the top-right-adjacent tile (in the row above) and resolve its effect. On the other result, move the Progress marker to the right-side-adjacent tile (in the same row) and resolve its effect.

Resolving the Effect of an Action Tile: Regardless of the action tile, the end result is always the same: Botankhamun takes exactly one die and performs a God Action corresponding to the section where that die was taken from. Keep Botankhamun's die next to the Action tiles; it will be returned as usual during the Maat phase.

  • Botankhamun never pays any costs associated with the actions performed.
  • Botankhamun never performs the Produce Resources action.
  • Botankhamun never gains any Resources or Faith tokens, only Scribes.
  • If Botankhamun performs an action that would normally result in the gaining of Gold that was placed during Setup, discard the Gold instead.

God Action Tile: Botankhamun takes the highest-value Pure or Tainted die from the indicated God Action section. If tied for highest value, Botankhamun takes a Pure die, if possible. If still tied, pick randomly among them. (If no dice exist in the corresponding section, or if all dice in that section are Forbidden, move to the next section, counter-clockwise, until a possible choice can be made.) After taking a die, Botankhamun performs the God Action corresponding to the section where the die was taken from.

Resource Tile: Botankhamun takes the highest-value Pure or Tainted die corresponding (in color) to the first Resource depicted on the tile. If tied for highest value, Botankhamun takes a die from a section where it has a Statue, if possible. If still tied, Botankhamun takes the one providing the higher-numbered Horus Bonus.

Botankhamun Actions

Remember that Botankhamun never has to pay any costs associated with the actions performed.

Horus — God Action: Botankhamun's first choice is to build a Statue in honor of a god (corresponding to the value of the die, as normal). Otherwise, if the corresponding Statue space is already occupied, Botankhamun instead builds a Statue for the people, choosing whichever space has the biggest impact on the control of the four districts (breaking ties randomly). If both workshop and quarry Statue spaces are occupied or neither space would affect control of the districts, Botankhamun builds a Statue at the Temple Complex, choosing whichever space lines up with more of its Pillars, then scores 3 Victory Points for each of its Pillars in the same row or column. If both Temple Complex Statue spaces are occupied, Botankhamun scores 3 Victory Points. Botankhamun receives Horus Bonuses based on the position of the Horus Bonus tile: die value 1 or 2 → 1 Scribe; 3 or 4 → 1 Victory Point; 5 or 6 → 1 Scribe and 1 Victory Point.

Ra — God Action: Botankhamun raises one Pillar within the Temple Complex, choosing the Pillar tile that corresponds to its die value. Without changing the tile's orientation, Botankhamun places the tile on an empty space within the Temple Complex where it scores the most points: 1 Victory Point per building in the same row or column, 1 Victory Point per adjacent edge (regardless of color), and 1, 2, or 3 Victory Points based on the space from which it took the Pillar Tile. It ignores any reward covered by the Pillar Tile and any ability printed on the Pillar Tile. Break ties in favor of a row/column with one of its houses, then in favor of a space not adjacent to the Temple Complex's edge, then randomly.

Hathor — God Action: Botankhamun constructs a Building around the Temple Complex, scoring Victory Points and advancing its Population marker as normal (it does not gain any Resources or Faith tokens). Botankhamun chooses the space where it scores the most immediate Victory Points from its Pillars, breaking ties randomly.

Bastet — God Action: Botankhamun advances its Happiness marker as normal. If performing this action with a die value of 1–4, it also receives Scribes as normal. Botankhamun advances the Happiness marker one step at a time. If at any point the Happiness marker would advance beyond the Population marker, Botankhamun advances the Population marker instead. (Botankhamun ignores all rewards printed on the Populace track.)

Thoth — God Action: Botankhamun takes 1, 2, or 3 cards, according to the value of the die taken. Botankhamun takes cards in the following priority: Decrees > Technologies > Blessings. It selects cards from the highest segment possible. If multiple cards exist of the same type, Botankhamun takes the leftmost card (within the segment) first. (Botankhamun ignores the effects of all cards and keeps them all in a pile in its player area.)

Osiris — God Action: Botankhamun constructs one Building but does not suffer any decrease in Happiness for doing so. The value of the die determines the row, as normal, while the color of the die determines the role of the Building: Yellow = Papyrus workshop, Brown = Bread workshop, White = Limestone quarry, Black = Granite quarry, Gray = Botankhamun chooses the district that contains the fewest Buildings (breaking ties by leftmost district). If the space is already occupied, Botankhamun places the Building in the next space to the right, looping around if necessary. If all spaces along that whole row are already occupied, Botankhamun places the Building in the row above, looping around if necessary. (Botankhamun ignores all Resources and Production increases.)

Solo Maat Phase

During the Maat phase, Botankhamun has a fixed-value balance that you must beat in order to become first in Turn Order:

  • First Maat phase: +3
  • Second Maat phase: +2
  • Third and Fourth Maat phase: +1

Botankhamun's Ankh value is always 4. If Botankhamun becomes first in Turn Order, it randomly chooses either the Gold or Scribe Destiny card (without receiving the reward). Otherwise, you may freely choose any of the four Destiny cards. Unless this was the fourth and final Maat phase of the game, shuffle all 10 Botankhamun Action tiles and create a new pyramid, resetting the Progress marker to the left of the base of the pyramid.

Solo Scoring

Botankhamun scores in the following areas according to the normal rules: the 4 Resource districts in the Osiris action area; Buildings, Statues, and Pillars associated with the Temple Complex; number of Statues built; and position of the Happiness marker. It scores cards as follows: each Blessing counts as 2 Victory Points and is then discarded; each Technology counts as 2 Victory Points and is then kept. Botankhamun does not score any Victory Points based on Production Tracks or the number of Buildings constructed. It also does not pay any Bread during Scoring.

If this was the second and final Scoring: Botankhamun scores as normal based on the position of its Maat marker on the Turn Order track. Special scoring for Botankhamun only: each Decree is worth 4 Victory Points (Botankhamun ignores any symbol restrictions on Decrees); every two Scribes are worth 1 Victory Point. For an increased challenge, Botankhamun scores 8 Victory Points per Decree instead.

Appendix: Pillar Tiles

Several Pillar tiles have no special ability. These Pillar tiles do not provide any additional effect when placed, regardless of the position of the Obelisk Wheel.

Tile IDSunny/Shaded/DarkAbility
P01SunnyGain 3 Population.
P02DarkGain 1 Scribe.
P03ShadedGain 2 Happiness.
P04SunnyScore one additional Victory Point for every edge (on the Pillar tile) that matches the edge color of an adjacent Pillar tile or the outer edge of the Temple Complex itself.
P05DarkScore one additional Victory Point for every edge (on the Pillar tile) that matches the edge color of an adjacent Pillar tile or the outer edge of the Temple Complex itself.
P06ShadedScore one additional Victory Point per Building (not Statue), belonging to any player, in the same row and column.
P07SunnyScore 1 Victory Point.
P08ShadedScore 1 Victory Point.
P09DarkScore 1 Victory Point.
P10DarkPerform a Thoth God Action to draw one card as if you had taken a die with value 1.
P11SunnyPerform a Thoth God Action to draw one card as if you had taken a die with value 1.
P12ShadedPerform a Horus God Action to build one Statue as if you had taken a die with value 1, 2, or 3. (You must still pay the cost of the action as normal.)
P13SunnyDraw and keep 1 Decree card from the top of the deck.
P14DarkDraw and keep 1 Decree card from the top of the deck.
P15ShadedPerform an Osiris God Action to construct one Building as if you had taken a die with value 3. (You must still lose 1 Happiness as normal.)
P16ShadedGain 2 Gold.
P17SunnyGain 2 Gold.
P18DarkGain 2 Gold.
P19SunnyReceive double the reward shown on the space covered by the Pillar tile (Resources and Faith only).
P20ShadedReceive double the reward shown on the space covered by the Pillar tile (Resources and Faith only).
P21DarkReceive double the reward shown on the space covered by the Pillar tile (Resources and Faith only).
P22-27-No effect.

Appendix: Starting Cards

Card IDEffect
S01Initiative Value: 1. Perform an Osiris God Action to construct one Building as if you had taken a die with value 5. You do not suffer any loss of Happiness.
S02Initiative Value: 2. Perform an Osiris God Action to construct one Building (Limestone or Granite quarry only) as if you had taken a die with value 3. You do not suffer any loss of Happiness.
S03Initiative Value: 3. Perform an Osiris God Action to construct one Building (Papyrus or Bread workshop only) as if you had taken a die with value 3. You do not suffer any loss of Happiness.
S04Initiative Value: 4. Gain any 5 Resources (excluding Gold).
S05Initiative Value: 5. Draw 2 Technology cards from the top of the deck. Select one to keep, and shuffle the other card back into the deck.
S06Initiative Value: 6. Draw 2 Blessing cards from the top of the deck. Select one to keep, and shuffle the other card back into the deck.
S07Initiative Value: 7. Gain 2 Scribes and 1 Gold.
S08Initiative Value: 8. Gain 1 Papyrus, 1 Bread, 1 Limestone, and 1 Granite.
S09Initiative Value: 9. Gain a total of 3 Limestone and Granite, in any combination.
S10Initiative Value: 10. Gain a total of 3 Bread and Papyrus, in any combination.
S11Initiative Value: 11. Gain 3 Population and 2 Happiness.
S12Initiative Value: 12. Gain 2 Gold.

Appendix: Destiny Cards

Card IDEffect
A01Ankh Value: 0. Gain 1 Scribe.
A02Ankh Value: 1. Gain 1 Gold.
A03Ankh Value: 2. Gain 1 Population or 1 Happiness.
A04Ankh Value: 3. Gain 1 Faith.

Appendix: Decree Cards

Decrees will allow you to score Victory Points for your possessions at the end of the game.

Card IDEffect
D01Score 3 Victory Points per Technology card you have in play.
D02Score 4 Victory Points per unique Decree symbol you have, including this one.
D03Pay 2 Gold to score one of your other Decrees a second time.
D04Score 4 Victory Points per Happiness threshold your Population marker has reached. (Not cumulative; count only the highest reached.) Special: You must pay 1 Resource for each threshold you wish to score this way. If you cannot or choose not to pay, you may not score points for that threshold. If you also have Decree D08, score D04 first!
D05Score 4 Victory Points per Happiness threshold your Happiness marker has reached. (Not cumulative; count only the highest reached.)
D06Score a number of Victory Points equal to the difference between the position of your Happiness marker and the Happiness marker that is positioned the lowest on the Populace track.
D07Score 3 Victory Points per leftover Scribe you have.
D08Score 2 Victory Points per leftover Gold you have. Score 1 Victory Point per leftover Papyrus, Bread, Limestone, and Granite you have. Special: You can score a maximum of 20 Victory Points from this Decree. If you also have Decree D04, score D04 first!
D09Score 3 Victory Points per quarry (Limestone and Granite) you have constructed within the Osiris action area.
D10Score 3 Victory Points per workshop (Papyrus and Bread) you have constructed within the Osiris action area.
D11Score 2 Victory Points per Building you have constructed within the Osiris action area, whether in the role of a workshop (Papyrus and Bread) or a quarry (Limestone and Granite).
D12Score 3 Victory Points per Building you have constructed around the Temple Complex.
D13Score 3 Victory Points per Pillar you have raised within the Temple Complex.
D14Score 2 Victory Points per Statue you have built (whether in honor of a god or for the people). Score 2 Victory Points per Building you have constructed around the Temple Complex.
D15Score 2 Victory Points per Pillar you have raised within the Temple Complex. Score 2 Victory Points per Building you have constructed around the Temple Complex.
D16Score 4 Victory Points per Statue you built in honor of a god.
D17Score 2 Victory Points per Statue you have built (whether in honor of a god or for the people). Score 2 Victory Points per Pillar you have raised within the Temple Complex.
D18Score 3 Victory Points per Statue you have built (whether in honor of a god or for the people).
D19Score 5 Victory Points per Statue you have built for the people.
D20Score 10 Victory Points if your Maat marker is first in Turn Order. Score 5 Victory Points if your Maat marker is second in Turn Order. Special: Use only in games with 3 or more players.
D21Score 1 Victory Point per Building you have constructed (whether in the Osiris Action Area or around the Temple Complex), and thus is no longer on your player board.
D22Score a number of Victory Points equal to ½ the total value of your Pure dice (rounded up).
D23Before final Scoring, perform any one action as if it had any die value and without paying any Resources associated with the action. (This action does not use a die and does not affect the balance of your scales.)
D24Score the Temple Complex one more time (your own Buildings and Pillars only).

Appendix: Blessing Cards

Blessings provide powerful one-time-use effects. You may activate multiple Blessings at once. Their effects stack with each other as well as with any applicable Technology benefits.

Card IDEffect
B01Play when performing a Produce Resources action: Gain 4 Limestone.
B02Play when performing a Produce Resources action: Gain 4 Granite.
B03Play when performing a Produce Resources action: Gain 4 Bread.
B04Play when performing a Produce Resources action: Gain 4 Papyrus.
B05Play when performing a Produce Resources action: Gain 3 Gold.
B06Play when performing a Produce Resources action: Gain 2 Scribes.
B07, B08Play at any time during your turn: Gain 3 Population or 3 Happiness.
B09, B10Play when taking a die: Rotate the die to any value of your choice.
B11, B12Play when taking a die: Treat the die as if it were of a different color. (This would allow you to treat a Forbidden die as if it were Pure or Tainted, or cause a different Resource to be produced, to give just a few examples.) Additionally, you may adjust the value of the die up or down by 1.
B13, B14Play when performing a Ra or Horus God Action: You do not have to pay any Limestone or Granite costs associated with this action.
B15, B16Play when performing a Bastet or Hathor God Action: You do not have to pay any Papyrus or Bread costs associated with this action.
B17, B18Play when taking a die: As an extra action, spend 1 Scribe to perform the God Action associated with a section adjacent to the section from which you took the die. (The adjacent action uses the same die and value as the normal action and does not affect the balance of your scales. You can perform the normal action and the extra action in any order. Your normal action can be either a God Action or an action to Produce Resources. The extra action, however, must be a God Action.)
B19, B20Play when taking a die: As an extra action, decrease your Happiness and Population by 1 to take the God Action associated with the section opposite from the section from which you took the die. The opposite sections are: Horus and Bastet; Ra and Thoth; Hathor and Osiris. (The opposite action uses the same die and value and does not affect the balance of your scales. Normal and extra actions may be taken in any order; the extra action must be a God Action.)
B21, B22Play when performing a Produce Resources action: Take the Produce Resources action twice, each time gaining both the Resources and, if applicable, any excess as Taint.
B23, B24Play at the start of your turn: Instead of spending 2 Scribes, play this card to perform an Anubis Action as if you had spent two Scribes. (You still need to take a die, and this does not count as an extra action.)

Appendix: Technology Cards

Technologies provide ongoing effects. Their effects stack with each other as well as with any Blessings you activate.

Card IDEffect
T01Whenever you perform an Osiris God Action: Score 2 Victory Points.
T02Whenever you perform a Ra God Action: Score 2 Victory Points.
T03Whenever you perform a Thoth God Action: Score 2 Victory Points.
T04Whenever you perform a Horus God Action: Score 2 Victory Points and gain 1 Granite. (You may gain the Granite before performing the action.)
T05Whenever you perform a Hathor God Action: Score 2 additional Victory Points (for a total of 5) for spaces that contain your own Pillars.
T06Whenever you perform a Bastet God Action: Score 2 Victory Points and gain 1 Population and 1 Happiness.
T07Whenever you receive a Horus Bonus from a Statue built in honor of a god: Gain 1 Granite.
T08Whenever you take a die: You may treat Forbidden dice as if they were Pure or Tainted.
T09Whenever you raise a Pillar onto a Pillar tile that has an ability: You always activate the ability, regardless of the position of the Obelisk Wheel.
T10You may use Gold in place of Scribes, and vice versa. If you do this at least once during your turn, score 1 Victory Point.
T11Whenever you perform any action using a die of value 1: Score 2 Victory Points.
T12Whenever you perform a Produce Resources action: Score 1 Victory Point for every excess Resource produced.
T13Whenever you perform a Produce Resources action: You may adjust the value of the die up or down by 1 or 2. Additionally, receive 1 Resource of the same type as the one being produced. (This extra Resource is not subject to excess production penalties.)
T14Whenever you perform a God Action: You may adjust the value of the die up or down by 1 or 2.
T15During each Maat phase: Gain 2 additional Faith. You have a permanent Ankh value of 5.
T16After each Maat phase: If your Maat marker is first in Turn Order, score 2 Victory Points. If your Maat marker is last in Turn Order, gain 1 Gold. Special: Use only in games with 3 or more players.
T17Whenever you perform a Produce Resources action to produce Bread: Score 2 Victory Points. During Scoring: You no longer have to pay any Bread.
T18Whenever you take a Pure die: Score 1 Victory Point.
T19Whenever you take a Tainted die to perform a God Action: You may spend 1 Scribe to also Produce Resources, corresponding to the color and value of the die, before performing your normal action.
T20Whenever you perform a Thoth God Action: Gain 1 Papyrus. (You may gain the Papyrus before performing the action.)
T21Whenever you perform a Hathor God Action: Gain 1 Bread. (You may gain the Bread before performing the action.)
T22You may use Limestone in place of Granite, and vice versa. If you do this at least once during your turn, score 1 Victory Point.
T23Whenever you perform an Anubis Action: Score 3 Victory Points.
T24Whenever you play a Blessing: Gain 1 Gold.

Empty Sections in the Card Market

Two of the sections in the Card Market are left empty during setup.

  • The first time any Population marker reaches "9" (by any means), add the following cards to the third section of the Card Market: 1 Blessing card, 2 Technology cards, and 1 Decree card. Place these cards face up.
  • The first time any Population marker reaches "13" (by any means), add the following cards to the fourth section of the Card Market: 1 Blessing card, 1 Technology card, and 2 Decree cards.

Credits

Game Design: Daniele Tascini and Dávid Turczi. Solo Mode: Dávid Turczi with Nick Shaw. Published by Board & Dice. © 2020 Board & Dice. All rights reserved.