Kemet PlayerAid
Kemet PlayerAid
Kemet PlayerAid
CHARGE!
You gain +1 str
in battle when
you're attacking
CHARGE!
You gain +1 str
in battle when
you're attacking
STARGATE
When you use a
movement action,
you can teleport
for -1
GOD SPEED
Movement
action: all of your
troops gain +1
movement
RECRUITING
SCRIBE
The Recruit action
gives you 2
more units
RECRUITING
SCRIBE
The Recruit action
gives you 2
more units
DEFENSE!
You gain +1
str in battle
when you're
defending
DEFENSE!
You gain +1
str in battle
when you're
defending
PRIEST
When you use
the pray action,
you gain +1
PRIEST
When you use
the pray action,
you gain +1
PRIESTESS
When you buy
a power tile, its
cost is -1
PRIESTESS
When you buy
a power tile, its
cost is -1
CARNAGE
In battle, all
your troops
gain +1 dmg
OFFENSIVE
STRATEGY
Take back your
discarded battle
cards . Replace 1
with the special
+3 str /+3 dmg card
OPEN GATES
All of your
troops ignore
the walls
effects
TELEPORT
Movement
action: you can
teleport your troops
from an obelisk
LEGION
Your troops can
now contain
a maximum of
7 units instead
of 5
ANCESTRAL
ELEPHANT
+1 move,
+1 str and
+1 prot for
the linked troop
DEFENSIVE
STRATEGY
Take back your
discarded battle
cards . Replace 1
with the special
+3 str /+3 prot card
DEEP DESERT
SNAKE
+1 move for
the linked troop.
Cancel any other
creature effect in
battle
SLAVES
When using the
raising pyramid
action, each level
costs -1
HIGH PRIEST
During the night
phase you gain
2 additional
CRUSADE
Gain 2 for each
unit that you
destroy in battle
DIVINE BOON
During the night
phase take an
additional DI card
ROYAL SCARAB
+2 move
and +2 str
for the linked
troop
BLADES OF NEITH
In all battles,
all of your troops
have +1 str
DIVINE WOUND
In battle, after
cards are revealed,
add +1 str for
each DI card
that you discard
VICTORY POINT
Gain 1
permanent
victory point
SHIELD OF NEITH
DEFENSIVE
PRESCIENCE
In battle, all of
VICTORY
In battle, your
your troops
If you win a battle
opponent must
gain +1 prot
as the defender, you show you his battle
also gain a victory
card before you
point
play yours.
VICTORY POINT
Gain 1
permanent
victory point
HOLY WAR
Gain 4 for each
battle you win
(attack of defense)
VICTORY POINT
Gain 1
permanent
victory point
GIANT SCORPION
+1 move,
+2 str and
+2 dmg for
the linked troop
INITIATIVE
When you're
attacking, destroy
2 enemy units
before the battle
begins
PHOENIX
+1 move and
+2 str for
the linked troop.
The troop ignores
walls
ACT OF GOD
Take an
additional silver
action token, to be
used at the same
time as a regular
token
REINFORCEMENT
During the night
phase, you can add
4 units to a troop
and/or your city
ACT OF GOD
Take an
additional silver
action token, to be
used at the same
time as a regular
token
THE MUMMY
+1 move and
+2 str for the
linked troop.
And gain 1
additional DI card
in the night phase
ACT OF GOD
Take an
additional silver
action token, to be
used at the same
time as a regular
token
SPHINX
+2 str for
the linked troop.
And gain 1
permanent
victory point
DIVINE WILL
Take the golden
action token, to be
used at the same
time as a regular
token
HAND OF GOD
VISION
During the night
During the night
phase, you can raise phase, when you
a pyramid
pick a DI card,
by one level
draw 5 and choose
for free
and keep 1
PRIEST OF RA
When you spend
each cost is
reduced by 1
PRIEST OF AMON
During the night
phase, you gain
5 additional
ROUND ORDER
A. Night Phase
WAR RAGE
Cost: 0
Effect: you gain
+1 str for this
battle
WAR FURY
Cost: 1
Effect: you gain
+2 str for this
battle
BLOODY BATTLE
Cost: 0
Effect: you gain
+1 dmg for this
battle
B. Day Phase
BLOODBATH
Cost: 1
Effect: you gain
+2 dmg for this
battle
BRONZE WALL
Cost: 0
Effect: you gain
+1 protection for
this battle
IRON WALL
Cost: 1
Effect: you gain
+2 protection for
this battle
RAINING FIRE
Cost: 1
Effect: destroy one
enemy unit
PRAYER
Cost: 0
Effect: you gain
2
ENLISTMENT
Cost: 0
Effect: you can add
2 units to your
city or to an
existing troop
MANA THEFT
Cost: 0
Effect: each
opponent loses
1 , you gain
1
TELEPORTATION
Cost: 1
Effect: teleport a
troop onto an
obelisk.
Played as part of a
movement action
OPEN GATES
Cost: 1
Effect: ignore the
walls effect.
Played as part of a
movement action
VETO
Cost: 0
Effect: cancel the
effect of a DI card
just played.
Played during an
opponent's turn,
but not during
battle.
ESCAPE
Cost: 0
Effect: No battle
takes place, you
give up your
territory, and move
your troops to a free
adjacent space.
Played when an
opponent attacks
you.
- In turn order, each player puts down 1 Action Token on one of the action spaces of his player board, and
immediately applies its effect. This procedure is repeated until all players used all their Action Tokens.
Important: It is not possible to put down two Action Tokens on the same space of your player board
and at the end of 5 turns you must have placed at least one token in each of the 3 levels of the action
pyramid on your player board.
Available actions:
* Pray: Gain two immediately.
* Raise the level of one pyramid: The cost is equal to the level the pyramid is being raised to. You may
raise your pyramid by multiple levels in one action, in that case accumulate the costs.
* Buy a Power Tile: This action allows the purchase of one Power Tile of the specified color. To purchase a
Power Tile, you must control a pyramid (your own or one of your opponents) of the same color and a level
equal or greater than the desired Power Tiles' level.
* Recruit: Spend X to recruit X units. These units are taken from your reserve and must be placed in your city.
* Move/attack: The move action allows one troop to move. By default the move capacity is 1 space, this can
be increased by certain Power Tiles, creature abilities or DI cards.
When you enter a space with an opponent's troop, the movement stops and a battle takes place immediately.
While moving, you can teleport a troop from a Pyramid to an Obelisk for 2 . Teleporting does not consume
a movement point but can only be used while performing a move action.
- Receive and permanent Victory Points of the board:
* The player controlling the Delta Temple may sacrifice one of his units on the temple and put it back in his
reserve: he then receives 5
* Players controlling the other temples receives 2 or 3 (as indicated on the board). They also gain the
corresponding temporary Victory Point (you lose these Victory Points when you lose control of the temple).
* The player controlling the Sanctuary of All Gods (not available in 2 or 4 player games) may sacrifice
two of his units on the Sanctuary and put them back in his reserve: he then receives one permanent Victory Point.
* Any player who controls at least two temples (note: the Sanctuary of all Gods is not a temple) receives a
permanent Victory Point.
GAME END
When a player has at least 8 or 10 Victory Points (as determined at the start of the game) at the end of a Day Phase, he is
declared the winner. In case of a tie, the winner is (in this order):
- The player with the most Victory Points;
- The player with the most Battle Victory Points;
- The player who played earlier in the previous Day Phase.