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Kemet PlayerAid

The document describes various power tiles and divine intervention cards that provide special abilities in a board game. It includes tiles that provide bonuses to movement, strength, recruitment, and other effects. It then summarizes the round order which involves a night phase where players receive cards and use power tile abilities, followed by a day phase where players take turns placing action tokens to pray, build pyramids, buy power tiles, recruit units, move and attack other players. The round ends with scoring points for controlling temples and other areas. The game ends when a player reaches the victory point threshold.

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Filip Borovac
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0% found this document useful (0 votes)
2K views2 pages

Kemet PlayerAid

The document describes various power tiles and divine intervention cards that provide special abilities in a board game. It includes tiles that provide bonuses to movement, strength, recruitment, and other effects. It then summarizes the round order which involves a night phase where players receive cards and use power tile abilities, followed by a day phase where players take turns placing action tokens to pray, build pyramids, buy power tiles, recruit units, move and attack other players. The round ends with scoring points for controlling temples and other areas. The game ends when a player reaches the victory point threshold.

Uploaded by

Filip Borovac
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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RED POWER TILES

BLUE POWER TILES

WHITE POWER TILES

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

DIVINE INTERVENTION (DI) CARDS

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

- Each player receives 2

(plus any additional

based on his Power Tiles).

- Each player receives a random DI card. There is no hand limit.


- In turn order, each player applies the effect his Power Tiles containing the night symbol.
- The player with the fewest VP determines the turn order for the Day Phase. In case of a tie, the
player who played earlier in the previous Day Phase determines the turn order.

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.

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