Overview
There is a monument very unique to everyone : a pyramid mysteriously empty, an exception in all what archéologues have discovered before. However, all 30 October, during the festival of Sokar, god’s power reactive and the pyramid lives again, with all her treasures for a single day. It’s time to discover what this pyramid hides…
Details about the project
This is a prototype still in creation, the game can be changed in the future. Also, there can be errors because we are French. If you see errors, please tell us :3
The game has been imagined by hugandhug and Meruem-Sama. More exactly, the game design is by hugandhug with the help of Meruem-Sama. The draws (not present in totality) are in creation by Meruem-Sama.
Royalty free images (CC 0) have also been used from that website[pixabay.com] and also a font with a Open Font licence : https://fonts.google.com/specimen/Gloria+Hallelujah
There will be redirection to some part of the rules. You can consult them directly, or you can wait and follow the rules’ order. I advise you to follow the rules in the way it has been written. The parts in bold are the big points of the game, the rest is precisions and details.
Game’s goal
For the adventurers, to win, you have to take an amount of money superior to what the God could have kept. Each chest on the board contain more or less money, placed randomly at the beginning of the game, you have to obtain them. If adventurers loose, then the God is the winner.
Features of the game
First of all, you decide who will be the God. All the others will be adventurers.
A game is composed of 12 turns. Before the first one, the God will isolate himself. Adventurers will make a strategy to try to gain as much money as possible. Each player will choose an adventurer (cf Adventurers) and take the following Adventurers’s Card. They will also keep 6 of their 9 action’s cards in their hand (cf Action’s Card). The rest of the card is then placed next to the adventurers. That will be his discard. When all the players feel ready, the God will come back and the game start.
After that, the game start. Caution : communicate to influence God or Adventurers’ action is forbidden, whatever your role is.
During the game, you can ask questions about the game, but the response has to be as neutral as possible. It is forbidden to ask for advice or to confuse someone. It is forbidden for adventurers to show their action’s cards. Only himself can look at their action’s cards.
Turn’s organisation
During a turn, firstly adventurers plays depending of an order they have decided in the first turn and they will respect for all the game. When an adventurer plays, he can in the order he wants:
• Move 2 spaces or 1 space. All the moves in the game are horizontal or vertical, but never in diagonal. You move always each space a time. You can’t play on the same space than a wall, a mummy, a demigod or a player.
Example of a move: all green spaces can be reached with one or two moves. The black space is a wall.
AND/OR
• Play an Action Card from their hand and then place it in his draw (cf Action Cards) OR take an Action Card of their choice in his draw to put it on his hand OR use his special ability if she’s ready and if the adventurer have one (cf Adventurers)
A player can decide to do nothing during a turn. If the player plays an action’s card, he can’t take one from his draw or use his special ability. The adventurer can do only one of these 3 actions during a turn.
When all the adventurers have played, the God can realise one time each of these actions in the order he wants to:
• Place a wall in an empty space, it means a space without wall, character, chest… He can’t also place well in space where appears demigod, mummy (it means space with letters or coloured spaces).
• Invoke a mummy in place of a wall and remove the wall (if the wall isn’t the one that you have placed during that turn) OR invoke a demigod who has been eliminated before or one already on the board in the space with the same letter as the demigod. During a turn, you can invoke only one of them.
• Move two henchmen (Mummy and/or demigod) who hasn’t been invoked right before. Mummy move 2 spaces, demigod 3 spaces.
During all the game if an adventurer and a henchman are side to side horizontally or vertically, a fight is launched. The fight is obligatory and is done directly. It stops the turn. The turn will resume when there won’t be a situation of fight (cf Fights).
When a player go to a coloured space near a chest and without fight situation, the money in the chest is given to the adventurers.
Fights
During a fight, the adventurer takes 5 dice and roll them. For the adventurer to win, he has to make at least a certain number depending of his level and of the henchmen. The winner gain 2 XP, the loser one.
If the adventurer win, the henchman is removed from the board. If a demigod is eliminated, his level is maintained. So, when he will be invoked, he will keep the same level than before. If the winner is the God, the henchmen and the adventurer are pushed in opposite directions depending on the axis where they were, as well as all the others that can be behind them. If there is a wall behind a pushed character, this character takes the place of the wall and the wall is removed from the board. A adventurer may be sent to another henchman. In that case, another fight is made. As long as there is a situation of fight, you have to fight.
The XP can be used during his turn to gain one level. You have to use 6 XP to do so.
Action Cards
Each adventurer has 9 action cards allowing them to do one action when it’s played. There is :
• 4 cards “Move 1 space” : Adventurer move 1 space. With the basic move, you can move up to 3 spaces.
Example of a move: all the green cases can be reached with this card. You can reach the blues space by using this card with the basic deplacement.
• 1 card «Move 2 spaces» : Adventurer move 2 space. With the basic move, you can move up to 4 space.
• 2 cards «Put a dynamite» : Adventurer can remove a wall next to him horizontally or vertically from the board.
• 2 cards «Attack an enemy» : Adventurer can attack a henchman if he’s 2 space far from him. The adventurer use 7 dices instead of 5. If an adventurer loose, neither the henchman or the adventurer move.
Example: If the henchman is in a blue space, the fight can be made with this card.
Adventurers
Each player (beside the God) play as an adventurer. The same adventurer can’t be played by several players. Each one of them has something unique. This can be:
• A modification applied during all the game or at certain moments defined. This is a passive.
• Yasim : Thanks to his passive, during a fight engaged without the card “Attack an enemy”, the number he has to reach is reduced by one.
• Tanek : He has a passive, allowing him to use only 5XP to gain a level instead of 6 XP.
• Lucas : His passive allows him to move up to 3 spaces instead of 2 if he wants to. Warning, this passive concern only the basic move.
• Shayane : She has a passive, allowing here to use the card “Attack an enemy” against any enemy at his horizontal or his vertical, whatever the amount of space between them.
OR
• A special ability usable as a card action. This cannot be used all the time. Adventurers have to wait a certain number of turns to use them.
• Dalia : She can jump through a wall all 6 turns. If in front of her there is horizontally or vertically a wall, she can go to the other side. If there is another wall behind the wall Dalia wants to jump through, you cannot use this special ability. Furthermore, if she does this action in a turn, she can just only to 1 space instead of 2.
• Hemakshi : She can look at the card of a mate all the 5 turns.
• Danica : She can destroy a wall which is situated horizontally or vertically to her all 3 days, whatever the amount of space between them. The wall is removed of the board.
• Malik : He can place a wall (the blue one) on an empty space. This space has to be reachable by Malik in 5 spaces. This wall is removed 2 turns after it has been placed, at Malik’s turn. This special ability reloads every 2 turns. The god can’t use this wall to invoke a mummy.
FAQ / Precision
During a turn, can we move 1 space, use an action card and then re-move 1 space?
Yes, the move of 2 spaces can be done in several times.
An adventurer is in a space of demigod’s invokation and i want to invoke him, how do I do?
In that case, the adventurer is moved to a juxtaposed space.
There are several fight’s situations, which one do we begin with?
It’s the player who is playing who chose which one to begin with.
How can i see if i’ll surely win a fight?
Check that link[anydice.com] to see your probability to win, click on “at least” to see.