Ankh: Gods of Egypt

Setup

  • tbd

How to Teach

Game board

  • Regions: split by water, rivers & camels
  • Tile types: Fertile, desert, water
  • Tiles cannot be occupied by more than 1 figure/monument
  • Adjacency: No adjacency through region boundaries

Figures

  • Gods, warriors, guardians: All have strength of 1 in battles
    • Pharaoh: Priests, no strength, palace only
  • Gods cannot be killed
  • Monuments: obelisk, pyramid, temple
  • Monuments can be controlled or neutral

Devotion Track

  • Reach the top first means instant win
  • Merge gods: After third battle, last 2 gods will merge (see section below)
  • After fourth battle, any people in the red section are out of the game (see forgotten gods below)
    • If only one person is in the green, they win
    • If all are in the red, everyone loses
  • Stacked devotion: top has most devotion, bottom has least.

Central Dashboard

  • 4 actions: move, summon figures, gain followers, unlock ankh power (details below)
  • On every action the marker is moved forward until it reaches the far right space, triggering an event.
    • Marker resets to starting position and the event token moves one space. The action happens first and then the event.
  • Events: control monument (take control), camel caravan (split region), conflict (explain later)
  • 1 or 2 actions on your turn. If you trigger an event on your first action, no second action. Second action must be a lower on the board than the first action.

Actions

Move

  • Move EACH of your figures 0, 1, 2, 3 spaces.
  • Can move across rivers, camels, over water, through monuments or any figure, friendly or enemy.
  • Must end on an unoccupied non-water space.
  • Pharaoh: You can also move each of your priests to an adjacent room.

Summon Figure

  • Choose one figure from your pool, warrior or guardian, and place it in an empty, non-water, space adjacent to one of your own figures or controlled monuments.
  • Pharaoh: Also summon a priest to enter a palace room. You must have a figure on the board next to the associated monument to enter the room.

Gain Followers

  • Gain followers equal to the number of monuments (neutral or controlled by you) that you have figures adjacent too.

Unlock Ankh Powers

  • Take left-most ankh token and choose one power in that column (level).
  • Pay number of followers for that level, either 1, 2 or 3.
  • If you uncovered a guardian symbol you can select 1 available guardian of that level from the supply.

Events

Control Monument

  • Gain control of one neutral monument that you are adjacent too.
  • If there are no neutral monuments, you can gain control of a monument controlled by another player.
  • Pharaoh: At the end of this event, check each room in the Palace, in order.
    • If a player has majority in a room, return all of their priests from that room to their pool and take the effect listed on the room.
      • 1. War Room: Move pharaoh on the board up to 3 spaces.
        • Pharaoh moves but is immune to other affects. When a battle takes place in his region, he will grant an extra devotion to whoever wins.
      • 2. Chamber of Law: Take face-up political card from the last slot on the right and gain 1 follower.
      • 3. High Office of Decrees: If you have figures in at least 3 different regions, gain 1 devotion.
      • 4. Court of Civil Affairs: Take any of the face-up political cards.
      • Cards: Only play one per turn. Stays on the table when played, recovered with Cycle of Ma'at.

Camel Caravan

  • Place a line of up to 6 camels, not on rivers or water spaces, and must connect two: rivers, water spaces, other camels, or external borders.
  • New regions must be at least 6 spaces in size.
  • The player chooses which region keeps the conflict order token.
  • Take a conflict order token from the supply with the lowest number and put it in the other region.
  • The player may then swap the conflict order token with any other conflict order token on the board.

Conflict

  • Person who triggers conflict event gets the Battle Tiebreaker token.
    • It let's you win 1 tied battle during the conflict.
  • Each region in order from lowest to highest resolves a battle.
  • Domination: if a region has 1 figure that player automatically gets 1 devotion. Also, if they control the most of each type of monument they get 1 devotion for each monument.

Battle

  • Card selection: each player secretly selects 1 card face down. Then everyone flips face up.
  • Resolve Plague of Locusts (once) if that card is revealed.
  • Resolve other cards (ascending order on devotion track)
  • Monument Majority: Each player that has the most monuments of each type gains 1 devotion for each type.
  • Resolution: Each figure is 1 strength. Apply guardian, god power, ankh powers. Apply battle card bonus strength. Player with highest wins. They gain 1 devotion and all enemy figures are killed (except gods).
  • Tie: Use battle tiebreaker, otherwise all players lose the battle.
  • Cards played are not retrieved until Cycle of Ma'at is played.

Merging gods

Forgotten gods

Game End