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By Reiner Knizia
Game Components
66 Gold Cards (18 x 1, 12 x 2, 12 x 5, 9 x 10, 10 x 20, 5 x -3
39 Power Cards
n.b. backs of Gold and Power Cards are identical.
15 Province Cards
15 Single Pyramids
15 Double Pyramids
15 Building Blocks for Pyramids
10 Player Blocks in the 5 Player colours (1 Bidding Block and one Scoring Block in
each)
1 Amun-Re Temple
1 Pharaoh for the Starting Player
15 Province Markers in the 5 Player colours (3 each)
45 Farmers
5 Summary Cards
1 Board
1 Rules
Note – throughout these rules I have used ‘he’ to represent he, she or it. No offence is
meant!
Setting Up
Before the first game, all the cardboard pieces must be popped out of the frames. The
Amun-Re Temple and the Pharaoh must be assembled as they consist of two pieces each.
Each player takes one ‘Master Builder’ card from the Power Card deck into his hand –
the rest of the Power Cards are shuffled and placed face down next to the board.
The 15 Province Cards are shuffled and placed face down next to the board.
All the Pyramids, Building Blocks and Farmers are placed near the board.
Each player chooses a colour and takes the 2 Player Blocks and 3 Province Markers of
that colour, as well as an Summary Card, and Gold Cards to the value of 20, plus one -3
Card. Each player places one of their Player Blocks on the ‘0’ space of the scoring track
as a Scoring Block.
The oldest player sorts the Gold Cards into their respective values and acts as banker for
the rest of the game. With less than 5 players, the remaining -3 cards are placed back in
the box, as they are not required.
The Amun-Re Temple is placed on the space to the left of the Temple Track.
The oldest player takes the Pharaoh, and becomes the Starting Player for the first Round.
The Details of the Playing Board and when they are needed.
Phase 1 and 2
Symbol and Name of Province
Free Power Card
Free Building Block
Free Power Card and Free Gold
Phase 3
Power Card (to buy)
Cultivation Area (for farmers)
Flat Land (for pyramids)
Price Table
Phase 4
Temple Track
Start Space for Amun-Re Temple
Phase 5
2 farmers (BAHARYA)
Income (guaranteed)
Income (not guaranteed)
Phase 6
Temple in the Province
Dividing Line between Lower and Upper Egypt
Scoring Track
After 3 Rounds, the Old Kingdom ends, and the Provinces are scored. In the New
Kingdom a further 3 Rounds are played, after which the Provinces are scored once again,
to end the game.
The starting player draws the same number of cards from the face-down deck of Province
Cards as there are players, and places these on their respective Provinces on the board.
In some Provinces, additional Free Power Cards (BUTO, DAKHLA, EDFU, THEBES –
2 cards each), Free Building Blocks (ABYDOS, MEMPHIS – 2 stones each) or Free
Gold (DAKHLA – 12 Gold) are placed. The free materials are only placed in the
provinces indicated by symbol(s) in a box. The Free Power Cards are drawn face down
from the deck and placed, still face down, underneath the Province Card. The Free
Building Blocks and Free Gold are taken from the general supply and placed in the
Provinces.
Example:
The following 4 Province Cards are revealed, and placed in the appropriately named
Provinces. (4-player game)
In BAHARYA Province there are already 2 Farmers printed on the board. There are no
Free Materials (no box showing Free Materials).
In DAKHLA Province, 12 Free Gold and 1 face down Free Power Card are placed.
In ABYDOS Province 1 Free Building Stone is placed.
In SAWU Province, as in BAHARYA, no Free Material is placed.
Each Player acquires exactly one Province. How does this work?
The Starting Player takes his Offering Stone and places it on one of the value spaces on
any one of the face up Province Cards. Thus he has placed a bid. The other players
follow in a clockwise direction.
Each one in turn places his Bidding Block on any vacant number space on one of
the Province Cards.
If a Bidding Block is placed on a Province Card on which Bidding Blocks have
already been placed by other players, then it must be placed on a higher value
space than the existing Blocks.
After each player has placed their Bidding Blocks, players check to see if any player has
been out-bid. If this is not the case, then the Bidding Phase ends and each player takes
possession of their province. However, if at least one player was outbid, then the
Bidding Phase continues. Going in a clockwise direction, each player that was outbid
places their Bidding Stone on another Province Card, as before. The stone may not be
placed on the Province it was just outbid on, and when placed on a new Province card,
must be placed in the highest position (if available). Thus it continues in a clockwise
direction, omitting those players who were not overbid. When there is only one Bidding
Block on each Province Card, then each player takes possession of their own Province.
Example:
In the first Bidding Round, Red began and placed his Bidding Block on the ‘3’ space in
ABYDOS. Black chose to place his on the ‘1’ space in SAWU. Blue outbid Red in
ABYDOS and placed his Bidding Block on the ‘6’ space. White outbid Blue in his turn,
and placed his Bidding Block on the ‘10’ space in ABYDOS.
In the second Bidding Round it is now Red’s turn, and he must choose another Province
Card. He places his Bidding Block on the ‘0’ space in DAKHLA. Now it is Blue’s turn.
He places his Bidding Block on the ‘6’ space in SAWU and thereby outbids Black.
In the third Bidding Round, Black must find a new Province. He decides on BAHARYA
and therefore places his Bidding Block on the ‘0’ space. Now there is one Bidding Block
on each of the Province Cards and the Bidding Phase is over. Each player now pays the
appropriate amount and takes their Province.
White pays 10 Gold, Blue pays 6 Gold, Red and Black pay nothing.
Players pay the required Gold to the bank, and take back their Bidding Blocks. The
Province Cards are placed face up in a discard pile next to the face-down deck of
Province Cards. Each player then puts one of his Province Markers on the Symbol Space
of the Province he has just bought. If there is a Free Power Card or Free Gold symbol
in the Province, the player takes these into his hand, as indicated. If there are Free
Building Block symbols, the blocks are placed in the Province. The player can use them
in Phase 3 to build a Pyramid.
Players must not bid higher than they can afford to pay. If this occurs, the offending
player must give up all his Gold, and the Bidding Round starts again.
Note: In Phase 2, the Power Cards ‘Bid Blockade’ and ‘Outbid in the Same Province’ can
be played. See ‘Description of the Power Cards’.
Phase 3: Player Actions (Purchase and use of Power Cards, Farmers and Building
Blocks)
Beginning with the Starting Player, each player can now carry out the following 3 actions
in the indicated order: Buy and Use Power Cards, Farmers and Building Blocks. Each
player carries out all of his desired actions. Then the next player takes their turn in a
clockwise direction. A player can carry out less than 3 actions or forego carrying out any
action if they wish.
The prices for items are always the same – 1 piece of any type (Card, Farmer or Block)
costs 1 Gold, 2 pieces cost 3 Gold, 3 pieces cost 6 Gold etc. (see Price Table on the
board.) More than 7 pieces can also be bought (8 pieces cost 36 Gold, 9 pieces cost 45
Gold, 10 pieces cost 55 Gold etc.)
Example:
2 Power Cards cost 3 Gold - 4 Farmers cost 10 Gold - 3 Blocks cost 6 Gold
The player pays a total of 19 Gold.
How many Power Cards can a player buy? The highest number (card limit) that is shown
in the top margin of the Provinces controlled by a player is the highest number of cards
that player can hold.
Example:
In Round 3, Red owns MEMPHIS, AMARNA and AVARIS Provinces. He can buy up to
3 Power Cards, because MEMPHIS’ card limit is 3, which is the highest.
In Round 2, Blue owns BUTO and MENDES Provinces and therefore cannot buy any
Power Cards, because no Power Cards are shown in the top margin of either Province
(card limit = 0)
A player may hold as many Power Cards in his hand as he wishes. When played, a
Power Card is put on a discard pile, face up near the face down Power Card draw pile.
Players may discard Power Cards at any time during the game. For each Power Card
discarded to the discard pile, the player receives 1 Gold from the Bank.
If the face down draw pile is exhausted, the discarded Power Cards are shuffled and
turned over to form a new draw pile.
Example:
Red owns BAHARYA and BERENIKE Provinces. So far, no Farmers have been placed
in these provinces, however there are two already printed in BAHARYA, which Red does
not have to buy. He buys 2 Farmers, therefore pays 3 Gold to the Bank and places the 2
Farmers on BAHARYA. No Farmers can be placed in BERENIKE, as there are no
Cultivation Spaces in this Province. Exception – if Red plays the ‘Free Farmer’ Power
Card, he can put one on BERENIKE, placing it on the flat land.
Note: the ‘Free Farmer’ Power Card can be used here (see ‘Description of the Power
Cards) .
Example:
In MEMPHIS there are two Building Blocks and in MENDES there is one Pyramid and
one Building Block. Red buys 3 Building Blocks (paying 6 Gold). He places one
Building Block in MEMPHIS. There are now 3 Blocks there, so he exchanges them for a
Pyramid. He places the other two Blocks in MENDES so he has a total of 3 Building
Blocks there. He exchanges them also for a Pyramid (and can exchange his two Single
Pyramids for a Double Pyramid.)
Note:The ‘Master Builder’ Power Card can be used here (see ‘Description of the Power
Cards’ .)
Now an offering must be made to Amun-Re. The success or failure of the Harvest
depends on the level of the Offering. How does this take place?
Each player must choose one or more of their Gold cards or the ‘ -3’ card and place them
face down in front of themselves. The ‘ -3’ card must be played on its own! (Exception:
‘Change the Offering). In order to keep the number of cards offered secret, players may
cover them with their hand. Any errors made are considered to be an Offering of -3.
Now all players reveal their Gold cards. The total of all the Gold cards (including ‘-3’
cards) is the value of the Offering. The Amun-Re Temple is moved to the space on the
Temple Track corresponding to the Offering total.
Example:
Offering Bids
Red: 9 Gold
Blue: 4 Gold
Black: -3 Gold
White: -3 Gold
The Amun-Re Temple is moved to the second space on the Temple Track, because the
Offering is in the 3 – 12 range.
Amun-Re now rewards the players who have brought him the largest offerings with
Power Cards, Farmers and Building Blocks. The player with the highest bid may take 3
items of his choice in any combination; (e.g he can take 2 Farmers and 1 Building Block,
or 3 Power Cards.) Next, the player with the second highest bid may take 2 items of his
choice, then all other players who have not offered their -3 card may take one item each.
In the case of two or more players offering the same amount, the Starting player always
has the advantage, or the next player following him in a clockwise direction.
A player who lays a ‘-3’ does not take an item (he has stolen 3 Gold from Amun-Re’s
Offering). He draws 3 Gold from the Bank.
The player who bid the most gold will be the new Starting Player, and becomes Pharaoh.
If all players bid ‘ -3’, the Starting Player does not change. The offered Gold is put in the
Bank.
Note: The Power Card ‘Change the Offering’ can be played during Phase 4. Following is
a brief explanation, but see also ‘Description of the Power Cards’.
What is it, and what does it do?
A player lays the ‘Change the Offering’ card together with his chosen Gold cards or the’-
3’ card, face down in front of him (this is the only exception to the rule that the ‘-3’ card
must be played on its own). After the calculation of the value of the Offering, any player
who has played a ‘Change the Offering’ card, beginning with the Starting Player, says if
he wants to increase or decrease the total value of the Offering by 3 Gold. The total is
then amended accordingly.
Attention: the ‘Change the Offering’ card always changes the total value of the offering,
and does not affect the individual bid of the player playing the card.
Beginning with the Starting Player each player now draws Gold from the Bank. There
are two types of income – Harvest Payments and Other Income. Harvest Payments are
made wherever there is a Farmer. Other Income comes from Provinces where there is a
picture of a coin, with or without a camel. Some Provinces deliver both types of Income
(e.g ABU).
Harvest Payments:
For each Farmer in his Province, a player is entitled to the number of Gold indicated by
Amun-Re’s Temple.
Additional Income
The owners of ABU and BERENIKE Provinces always receive 4 or 8 Gold.
The owners of KHARGA, SAWU, and AVARIS Provinces receive 5, 7 or 8 Gold if
Amun-Re’s Temple is on the first or second space of the Temple Track. A camel is
pictured on these spaces as well as on the Province to indicate this. (The ancient
Egyptians would sell camels during a bad harvest.)
Attention: Players receive this additional income regardless of whether they have
Farmers in their Provinces or not.
Example:
The Amun-Re Temple is on the second space of the Temple Track and Red owns
MEMPHIS, ABU and SAWU.
The position of the Amun-Re Temple means that each Farmer earns 2 Gold as Harvest
Payment. SAWU also earns 7 Gold in Additional Income (because of the camel!)
Red earns:
In MEMPHIS
1 Farmer 2 Gold
In ABU
2 Farmers 4 Gold
Additional Income 4 Gold
In SAWU
Additional Income 7 Gold
Note: The Power Cards ‘8 Gold’ and ‘Harvest Increase’ can be played in Phase 5 (see
‘Description of the Power Cards’).
When all players have received their Income, the next round begins at Phase 1. Phase 6
only takes place at the end of the first and second halves of the game.
Phase 6: Scoring (only at the end of the first and second game halves).
During scoring, players earn points, which are marked on the scoring track.
Points are earned for the following:
1. For Pyramids
Each Pyramid is worth 1 Point. (4 Pyramids = 4 Points)
3. For the Province with the most Pyramids, both west of the Nile and east of
the Nile.
The owner of the Province earns 5 Points. If there is more than one Province with the
highest number of Pyramids, the number of Building Blocks in the Province is counted.
If there is still a tie, then all tied players receive 5 Points each.
West of the Nile Blue owns the Province with the most Pyramids (EDFU).
East of the Nile both Blue and White own Provinces with the most Pyramids and
Building Blocks (ABU and BERENIKE).
Blue gets 10 Points
White gets 5 Points
6. For Gold (Gold is only counted at the end of the second half of the game – on
other words, at the end.
The player with the most Gold gets 6 Points. The player with the second highest amount
of Gold gets 4 Points, and the player with the third highest amount gets 2 Points. The
other players receive nothing. In the case of a tie, all tied players get the full amount –
the next position is then void.
For example: 2 players have the most Gold. Both receive 6 Points. The player with the
second highest amount only receives 2 Points.
After the Scoring Phase of the first half of the game, all players remove their Province
Markers from the board. All farmers are removed from the board and returned to the
general pile. The Pyramids and Building Blocks are left where they are. They are
acquired when the Province is purchased under the New Kingdom.
All the revealed Province Cards from the Old Kingdom are shuffled and placed face
down to form a new Province deck fro the New Kingdom. Attention: Any unplayed
Province Cards from the Old Kingdom (only in a 3 or 4 player game) are not used in the
New Kingdom and should be returned to the box.
The game ends at the end of the second half, therefore after 6 rounds.
The player whose Scoring Block is furthest along the Scoring Track is the winner. If
there is a tie, then the player with the most Pyramids is the winner. If there is still a tie,
then Building Blocks are counted. In the event of there still being a tie, then several
winners are announced …
Generally, and additionally to those already described, the following conditions apply to
Power Cards:
They may only be used in the indicated Phases
They can be exchanged for Gold with the Bank at any time (1 card is worth 1
Gold)
A player can never play 2 identical Power Cards at the same time.
Example:
In Phase 3 (Player Actions) a player plays a ‘Master Builder’ card and converts 2
Building Blocks into a Pyramid. He has another ‘Master Builder’ card, but he cannot
now play it here, nor in another Province.
Example:
In Phase 6 (Scoring) a player plays a ‘Farmer Bonus’ card. He has another ‘Farmer
Bonus’ card in his hand. He cannot now play this, although he can play other Bonus
Power Cards.
8 Gold (x3)
The player lays this card in one of his Provinces and receives 8 Gold. However, the
Harvest Payment and Additional Income do NOT now take place in this Province.
Use in Phase 5