ThE PYRAmid OF HORUS - Fantasy Flight Games

2y ago
5.63 MB
20 Pages
Last View : 12d ago
Last Download : 4m ago
Upload by : Mariam Herr

The pyramid of HorusRULES OF PLAY

ObjectiveDeep in the Egyptian desert, an ancient pyramidhas just been discovered. Hieroglyphics nearthe entrance indicate it was built to honor thefalcon-headed god Horus, but they also speak ofa cult worshiping the evil god Seth. Eight braveadventurers are preparing to explore the pyramid’ssecrets and its dangers!In The Adventurers: The Pyramid of Horus, each playertakes control of one of eight adventurers representedin the game by a figure and a card. These skilledAdventurers are ready to take any risk to overcome thedangers waiting inside the Pyramid of Horus and grab asmany archaeological relics as they can carry. The playerwhose Adventurer escapes alive with the most treasureis the winner!Contents 1 Game Board 8 Adventurer Figures 3 Mummy Figures 6 Colored Bases 36 Stone BlocksUse these bases to helpidentify which figurebelongs to which player. 3 Black BasesUse these bases for theMummy figures. 36 Numbered Stickers 5 Colored DiceBefore playing, apply the 36 stickers to the under sideof the 36 Stone Blocks. Apply one sticker per block.2

8 Adventurer Cards with a Game Aid on the back 5 Idol Cards 4 Horus Cardsplus 4 double-sided Game Aid cards.1 Hededet Idol 5 Anubis Cards 18 Rubble Search Cards10 Equipment Cards2 AntidoteVials2 Medi-kits2 Crowbars2 Udjats1 Sobek Idol2 Bags 5 Thoth Cards1 Thoth Idol 18 Mummy Cards3 Snake Cards5 Necklace Cards1 Anubis Idol 18 Hededet Search Cards1 Horus Idol10 Treasures2 Chests6 Scorpions 18 Sobek Search Cards10 Treasures2 Chests 8 Stone Block Cards 1 Ankh Card6 Crocodiles3

The adventurersEach Adventurer’s special ability is explained on page 17.David Gore: Hailing from Canada,this trigger-happy adventurer haswandered the world for more than20 years searching for ancientrelics and has become a leadingexpert in modern archaeology.Special ability: ShootChantal Sarti: As a cheeky, yetresourceful young French girl,Chantal Sarti hopes to achieveinternational fame. Shecounts on her naturalagility to avoid dangersand reach her goal.Special ability: DodgeDelroy Chartier: Born in theCaribbean, Delroy is a truemountain of muscle. Oncea mercenary, he turnedto archaeological treasurehunting to satisfy his loveof risk and adventure!Special ability: StaminaAbdel Wahab: This erudite Egyptianis unrivaled when it comes toreading hieroglyphics and regularlyaccompanies expeditions that seekhis expertise.Special ability: Linguistics4Rasputin: This strange and bewitchedmystic from Siberia boasts supernatural talents that allow him toforesee the future.Special ability: ClairvoyanceMaki Watanabe: This youngJapanese girl fears no one.With her amazing reflexes, sheis a modern day ninja-geisha.Special ability: ReflexesJosé Ardila: This Spanish adventurer ishighly skilled with his hands and amaster at picking locks.He’s never seen a safethat he couldn’t crack.Special ability:LockpickingEdgar Rice: This South African militaryofficer was once presumed dead. Buthe mysteriously returned whenthe discovery of the Pyramid ofHorus was announced. He is thefather of Lea Rice and an experton crocodiles.Special ability: Swimming

Setup“Physical strength is nothing without cold blood.”– Delroy Chartier5. Shuffle the 18 Sobek Search cards and place themfacedown on the matching space of the game boardto create the “Water” deck.1. Place the game board in the center of the tableand arrange the following elements (see the “TheComplete Game Board” below):6. Shuffle the 5 Thoth cards and randomly place themfacedown on the 5 matching spaces of the game board.2. Place the three Mummy figures on their startingsquares facing the direction indicated below.7. Shuffle the 5 Anubis cards and randomly place themfacedown on the 5 matching spaces of the game board.3. Place the 5 Idol cards, “Idol” side up, next to theirmatching alcoves.8. Shuffle the 4 Horus cards and randomly place themfacedown near the game board (see “The CompleteGame Board” below).4. Shuffle the 18 Hededet Search cards and place themfacedown on the matching space of the game boardto create the “Sand” deck.9. Shuffle the 18 Rubble Search cards and placefacedown on the matching space of the game board.The complete game boardSanakht figureHorus cardsHorus IdolHorus cardsThoth IdolAnubis IdolInitkaesfigureImhotepfigureAnubis cardsThoth cardsHededet IdolSobek IdolSobek cardsHededet cardsBlock cardsRubble cards(Equipment,Necklaces,& Snakes)MummycardsPyramid Entranceand Exit spaces5

10. Place the 8 Block cards on the matching space ofthe game board.The pyramidof Horus11. Place the 18 Mummy cards on the table, near thegame board.12. Leave the 36 numbered Stone Blocks in the box lid,but within reach.13. Give the Ankh card and the five dice to the youngestplayer. This player is the “Dice Keeper.” These itemsrepresent his “first player” status and he will givethem to the player to his left at the end of the round.14. Starting with the Dice Keeper, each player choosesan adventurer and places the character card faceupin front of him. He then takes the correspondingfigure and places it on one of the “Pyramid Entrance”spaces.15. Now each player takes another character card (ordouble-sided Game Aid card) and places it, withthe Game Aid side up, under his Adventurer card(see “Position of Adventurer Cards After Phase 1”on page 7).Now it’s time to begin exploring the pyramid!6After lying buried under the sand forcenturies, a pyramid has just beendiscovered during an archaeologicaldig on the limestone plateau ofAbu Rawash, overlooking theNile delta. According to thehieroglyphic inscriptions at theentrance, pharaoh Sanakht builtthe pyramid during the thirddynasty (around 2600 BC) tohonor the falcon-headed god Horus.Other major Egyptian gods – Thoth,Anubis, Sobek, and Hededet – werealso worshipped in the pyramid. Asurprising inscription mentionsthe cult of the god Seth aswell. Besides being a placeof worship, the inscriptionsseem to say that thispyramid is also thetomb of the pharaohSanakht, his brideInitkaes, and his architectImhotep, who – accordingto these inscriptions – “livetogether here for eternity!”

The Game round“The Egyptian desert hides treasures that sometimesare better left buried in the sand.”– Abdel WahabA game round is composed of 6 phases:1. Adjust Wound and Load LevelEach player counts the number of wounds, treasures,Idols, and/or equipment he has and adjusts hisWound and Load Level accordingly.2. Determine the number of actionsThe Dice Keeper rolls five dice. Each player’s numberof actions is equal to the number of dice whoseresult is equal to or higher than his current Woundand Load Level.3. Perform actionsPlayers take turns performing actions to move theiradventurers, search for treasure, or open sarcophagior locks to take the treasurers within.4. Move the MummiesThe Dice Keeper rolls five dice and moves eachMummy one space in its corridor for each die resultthat is higher than or equal to .5. Place a Stone BlockThe Dice Keeper selects one random Stone Blockfrom the box and places it on the correspondingspace of the game board.6. Pass the Ankh and DiceThe Dice Keeper passes the Ankh card and the diceto the player on the left. This player becomes thenew first player for the next round.After the Ankh card is passed, a new round begins.POSITION OF Adventurercards after phase 1Game Aid1. Adjust Wound andLoad LevelThe more items that an adventurer carries (treasures,idols, and equipment) and the more wounds he suffers,the harder it becomes for him to perform actions. TheWound and Load Level (hereafter "WLL") on the GameAid cards represent these difficulties.In The Pyramid of Horus, an Adventurer can suffer fivetypes of wounds: snake bites, scorpion stings, crocodilebites, a Mummy’s touch, or a blow from a rock fallingfrom the ceiling. Each wound is represented by a cardthat shows the corresponding danger (snake, scorpion,symbol incrocodile, Mummy, or Stone Block) with aeach corner.During this phase, each player determines his WLL bycounting the number of Treasure, Idol, Equipment, andWound cards in front of him.A player’s WLL cannot exceed 12. Starting with the DiceKeeper and going clockwise, each player may choose todiscard any number of Treasure, Idol, and/or Equipmentcards before determining his WLL. Place these cards intoa common discard pile beside the game board. This freeaction allows each player to manage his personal Woundand Load Level.Note: If, at any time, an action would cause a playerto exceed a WLL of 12, that player must immediatelydiscard a single Treasure, Idol, or Equipment card or theaction cannot be performed.Important: Wound cards cannot be discarded for freeduring this phase. To discard a wound card, a player mustuse an Equipment card or ability (see "Equipment" onpage 16 or "The Adventurer’s Special Abilities" on page 17).GAME AID CARDCurrent WLLNumber ofTreasure, Idol,Equipmentand WoundcardsAdventurercardWound andLoad LevelNumber ofactions7

WOUND AND LOAD AdjustmentExample: After many rounds, David Gore has 6 cards (4 treasures and 2 wounds, for a total WLLof 3), Chantal Sarti has 8 (5 treasures, 2 equipment, and 1 wound, for a WLL of 4) and DelroyChartier has only 3 (1 treasure, 1 idol, and 1 wound, for a WLL of 2). The Adventurer cards are in thefollowing positions:Each player then slips his Adventurer card downwardalong the Game Aid on the card below to revealhis current Wound and Load Level (see “Position ofAdventurer Cards After Phase 1” on page 7).2. Determine theNumber of ActionsEach round, the number of actions a player can performdepends on his current WLL. In order to determineeveryone’s number of actions, the Dice Keeper rolls allfive dice and each player compares his own WLL to theresult on the dice.The number of actions each player is allowed for theround is equal to the number of dice whose result is equalto or higher than his current Wound and Load Level.POSITION OF THE ADVENTURERCARDS AFTER PHASE 2AdventurerCardImportant: If an Adventurer carries one or more Idols,he does not receive an action from the die matching thecolored die shown on the Idol card, regardless of thenumber rolled (see “The Curse” on page 13).Each player then slides his Adventurer card upwards overthe Game Aid on the card below to reveal the numberof actions he is allowed (see “Position of the AdventurerCards After Phase 2” below).8Numberof ActionsGame Aid

NUMBER OF ACTIONSExample: The results on the five dice are, , , , and . Using the previous example on page 8,David Gore (WLL 3) can perform four actions (thanks to , , , and ), Chantal Sarti (WLL 4) isand ). Delroy (WLL 2) would normally be able to perform fiveonly allowed two (thanks to theactions (thanks to the , , , , and ), but since he carries the Sobek Idol, which shows the green die,he is cursed by Sobek and he cannot count the result of the green die, which was a . For this reason, hecan only perform four actions this turn. The Adventurer cards are in the following positions:Note: In this example a player with a WLL of 5 would have no actions this turn because the dice resultsshowing on each of the dice are less than his WLL.3. Perform ActionsBeginning with the Dice Keeper and proceedingclockwise, each player performs all of the actionsavailable to him. Actions can be performed in any orderand as many times per turn as allowed by the numberof actions available. Players should track their actions bysliding their Adventurer card down as the actions areperformed to show how many actions are left. Playersare not required to use all of their actions each turn – butit is almost always a good idea!There are two basic actions a player can perform:MovePlayers can move their Adventurer from one space toan adjacent space by passing over a dotted line. Solidlines cannot be crossed. Diagonal movements are notallowed. Adventurers can stop on, and move through,spaces that are already occupied by other Adventurersand/or Mummies (see “The Mummy’s Touch” on page 15).SearchThe player draws the top card from the following decksdepending on where his Adventurer is: If the Adventurer is in the Cobra Nest, draw from theRubble deck. If the Adventurer is in the Scorpion Pit, draw fromthe Sand deck. If the Adventurer is in the Crocodile Pond, draw fromthe Water deck.He then briefly reveals the card to the other playersbefore placing the card in front of him in the followingpositions, depending on the type of card: If it is a Treasure or Chest card, place it facedown. If it is an Equipment card or a Snake, Scorpion, orCrocodile card, place it faceup.The Search action may not be performed in the Mummies’Corridor. For actions available in the Mummies’ Corridorsee page 14.9

Example: David Gore is in the Cobra Nest and canperform four actions this turn. The player decides to usehis first action to search in the space where he is and drawsthe first card from the Rubble deck. He briefly reveals it tothe other players and, because it is a Treasure, places itfacedown in front of him. Happy with this discovery, theplayer decides to use his second action to search again inthe same space. He draws another Rubble card and thistime it is a crowbar – an Equipment card. Again, he brieflyreveals it to the other players and places it facedown infront of him. The player decides to search a third timeusing his third action. This time he finds a cobra! Heplaces the card faceup in front ofhim to show that the cobra hasjust bitten David Gore. Thisbite will penalize the playeruntil the end of the game, unlesshe can find an antidote vial. Heprefers not to risk searchingagain this turn, so he useshis fourth and final action tomove to another space, closerto the pond.The Cobra Nest“This pyramid is my ticket to fame!”– Chantal SartiOnce sumptuous, this ancient antechamberturned to ruins when the pyramid was buried bythe Egyptian desert. Even though the floor is nowcovered with stones and rubble, it is still possibleto find some treasures of lesser value(such as a priest’s necklace) and,above all, the equipment thatwas abandoned by membersof previous archaeologicalexpeditions. Unfortunately,venomous cobras havemade this place theirhome. They wait amongthe rocks, and it wouldnot be wise to disturb them.The Crocodile Pond“Always look a crocodile in the eye and everythingwill be fine.”– Edgar RiceThis central pond is a sacred place for the Egyptiancrocodile-headed god, Sobek. Many offeringswere thrown into the pond, and fishing them outwill not be easy because this pond is protected bydangerous crocodiles!10

The Mummies’Corridor“Give me the contents of the sarcophagi; give methe sacred Idols!”– José ArdilaBeyond the sand and the pond, there is a longcorridor made of three sections. Each sectionis dedicated to a specific Egyptian god – Anubis,the jackal-headed god, Thoth, the ibis-headedgod, and Horus, the falcon-headed god. Manysarcophagi lie buried in the walls of this corridor,hiding incredible archaeological treasures.Some alcoves hold precious idols in the shapeof the five gods that were worshipped in thispyramid (the three mentioned above plusSobek and Hededet). But for thousands ofyears, three Mummies – Initkaes, Sanakht,and Imhotep – have roamed tirelessly upand down this corridor. You would dowell to avoid the Mummies. They maymake you wander forever, just like them.The Scorpion Pit“I’m faster than a scorpion sting.”– Maki WatanabeThe worshippers of the scorpion goddess Hededetused this long strip of sand surroundingthe central pond as a place ofworship. As a result, thispile of sand hides preciousjewels – and dangerous redscorpions!11

4. Move the Mummies5. Place a Stone Block“I hope nobody here is afraid of mummies!”– David Gore“I know when danger is coming, so I do not fear it.”– RasputinIn this phase, the current Dice Keeper is in charge ofmoving the three Mummies. Roll all five dice and moveeach Mummy forward one space along its own partof the corridor for each die that showsor higher.It is possible for each Mummy to move from zero to fivespaces each round.In this phase, the Dice Keeper is responsible for placinga Stone Block. Randomly take one of the 36 Stone Blocksfrom the box and read the number on it. Place the StoneBlock on the numbered square of the game board thatmatches the number on the block.A Mummy always moves forward based on thedirection that the Mummy figure is facing and rotatesto move in the opposite direction if it hits a wall.In this way, each Mummy will remain in its ownsection of the corridor. But a Mummy can be on thesame corner square as one of the other two Mummies.Rotating to move in the opposite direction does notcount as a movement and the Mummy must move onespace per die that shows a result ofor higher (see“Mummy Movement” below).Mummy movementExample: The Dice Keeper rolls all five dice to movethe Mummies. The results of the dice are , , ,, and . There are three dice that show four orhigher so each Mummy moves three squares inits section of the corridor.If an Adventurer is in a space where a Stone Block falls,that Adventurer must immediately jump to an adjacentsquare of the player’s choice to avoid being crushed bythe block. The Adventurer cannot move diagonally. Thisis a free move that does not use any actions. The playerthen takes one Block card and places it in front of him toshow that the Adventurer was wounded by the StoneBlock. This wound can be treated (see “Equipment” onpage 16).If, when a Stone Block falls, an Adventurer cannot moveto an adjacent space because he is blocked by a wall ormore Stone Blocks (remember that diagonal movementis forbidden), that Adventurer is crushed by the rock. Hisadventure ends here!When a Stone Block falls from the ceiling, it remainson that space for the rest of the game (see "Sealing thePyramid" on page 16). Adventurers cannot enter anyspace that contains a Stone Block.6. Pass the Ankh and DiceThe Dice Keeper passes the Ankh card and the dice tothe player on his left. This player becomes the new DiceKeeper and is now the “first player” for the next round.Like the other two Mummies, Imhotep must movethree squares, but it hits a wall after its secondmovement. Imhotep must turn around and movein the opposite direction, stepping one spaceaway from the wall with its third movement.12

VictoryThe game ends when all of the Adventurers have left thepyramid or have been sealed inside by the Stone Blocks(see "Sealing the Pyramid" on page 16). At the end of thegame, each player who managed to get his Adventurerout alive adds up the value of his Treasure cards, whichcan be found in the corners of the Treasure cards.The player may also receive a bonus (see “VarietyBonus” below).The player whose Adventurer escaped alive with thehighest total archaeological value wins the game. In thecase of a tie, the victory goes to the player who holds theHorus Idol. If none of the players have the Horus Idol,the player with the highest total value of Idol cards wins.If the players are still tied, they share the victory!It is possible that noAdventurer will manageto leave the pyramidin time. In this case,there is no winnerand the Mummieswin the game!Variety BonusIf an Adventurer escapes with Treasures and/or Idols thatare associated with any of the five gods of the pyramid(Horus, Thoth, Anubis, Sobek, or Hededet), the playerearns a Variety Bonus. The value of the Variety Bonusdepends on the number of gods associated with theTreasures and/or idols that a player holds: 1 for Treasures and/or Idols of only one god 3 for Treasures and/or Idols of two different gods 6 for Treasures and/or Idols of three different gods 10 for Treasures and/or Idols of four different gods 15 for Treasures and/or Idols of five different godsIf an Adventurer escapes without any Treasures or Idolsassociated with these gods, he does not get a VarietyBonus. Necklaces and Chests are not associated with anygods and do not count toward a Variety Bonus.ChestsTo determine the value of thetreasure inside a Chest, rollone die after the Adventurercarrying the Chest escapesfrom the pyramid. The value ofthe treasure is equal to the resulton the die.13

Additional RulesThe Mummies’ CorridorIn this corridor, in addition to a movement action,players may perform three other actions specific tothis room: open a sarcophagus, take a treasure froman open sarcophagus, or try to open an alcove andtake an Idol.Open a sarcophagusIn order to open a sarcophagus, the Adventurer must bein the corridor space next to one of the Anubis, Thoth,or Horus cards. The player flips the adjacent card faceupto reveal the value of the treasure hidden inside. Thiscosts one action. The Treasure card is now visible toeveryone, and any player can pick it up (see “Takea Treasure” below).Take a treasureIf an Adventurer is in a space adjacent to a card with theTreasure faceup, the player can spend one action to takethe treasure card and place it facedown in front of him.This is a separate action from opening the sarcophagus.Example: Chantal Sarti is currently in the Mummies’Corridor, next to the Anubis sarcophagi. The playerhas two actions to take this turn and she decides to useher first action to open the sarcophagus in front of her.She flips the Anubis card faceup to show the Treasureside – a magnificent sculpture of a cat! She then spendsher second action to take the Treasure card.Open an alcoveIn order to pick the lock that protects one of thefive idols hidden in the alcoves of the pyramid, anAdventurer must be on the space adjacent to the alcove.To obtain the Horus Idol, an Adventurer must be on oneof the two spaces in front of the Horus alcove. The playerrolls all five dice and matches the results of the dice tothe dice symbols directly represented on the Idol card.To retrieve the Sobek or Hededet idols, the player needsto roll at least one , one , one with the five dice.To retrieve the Thoth or Anubis idols, the player needsto roll at least one , one , one , onewith thefive dice.To retrieve the Horus idol, the player needs to roll atleast one , one , one , one and one with thefive dice.14If the dice roll does not succeed and the player has oneor more actions left this turn, he may choose to spendanother action to reroll some or all of the dice his choice.After this reroll, the player may continue to spendactions and roll, as long as he has actions remaining. Ifthe required combination of dice is obtained, the playertakes the Idol card from its alcove without spending anadditional action. Place the card faceup in front of theplayer so that the “cursed die” side is showing (see “TheCurse” on page 15). Dice results do not carry over fromround to round or from player to player.Example: Delroy is next to the Sobek alcove, so the playercan try to pick the lock that protects the Idol. He has threeactions this turn and uses his first action topick the lock. To do so, he rolls the five diceand gets , , , , and . He needs aso he decides to use his second actionto reroll the , , andand gets ,, and . He now has the , , andrequired to open the alcove and takethe Idol. Delroy successfully opensthe alcove, but is also cursed bySobek (see "The Curse" on page15). The player uses his thirdand final action to move tothe next corridor spaceand prepare to openthe sarcophagusin the followinground.

The Mummy’s touchA Mummy wounds an Adventurer if, at any time during around, an Adventurer is in the same space as a Mummy.This can happen in one of four ways: A player willingly moves his Adventurer into a spaceoccupied by a Mummy; A Mummy moves into a space occupied by anAdventurer;If a Mummy wounds an Adventurer who already has 12cards in front of him (Treasure, Idol, Equipment, and/orWound cards), the player must immediately discard oneof his Treasure, Idol, or Equipment cards to make roomfor the Mummy card. The player may not discard anotherWound card to make room for the Mummy wound. Ifan Adventurer already has 12 wounds, the touch of aMummy turns that Adventurer into a Mummy as welland that Adventurer’s figure now moves and acts like aMummy. That’s the end of his adventurous life! An Adventurer and a Mummy remain in the samespace from one round to the next; or An Adventurer moves to the same space as aMummy in reaction to a falling Stone Block.The player who controls the Adventurer must take aMummy card and place it in front of him. This card is aWound card like the scorpion sting, crocodile bite, etc.However, nothing is able to counteract the supernaturaleffect of a Mummy wound. A Mummy wound ispermanent and cannot be discarded or removed in anyway for the rest of the game.Important: If multiple Adventurers are in the samespace as a Mummy, they all suffer a wound and get aMummy card. In addition, if twoor more Mummies occupy thesame space as an Adventurer,that Adventurer suffers a woundfor each Mummy in the space.The curseWhen a player obtains an Idol, he must take the matchingIdol card and place it in front of him showing the “curseddie” side. This shows that the Adventurer has beencursed by the god that is represented on the idol. Whenthe dice are rolled to determine the number of actionsduring the second phase of the round, the player mustignore the die that is the color shown crossed out onthe Idol card. The curse does not affect the number ofactions available to the other players.Important: If a player holds multiple Idols, the Adventureris cursed by all the respective gods at the same time. Theplayer must ignore the results of all the “cursed dice” thatare visible on all of the Idol cards he carries.Note: An Idol card can be discarded just like a Treasureor Equipment card when the player adjusts his WLL toget rid of a “cumbersome” card and the terrible curseit carries!Important: When a player obtains the Horus Idol, inaddition to being cursed, the player must also randomlytake one Stone Block out of the box, check it’s numberand place it on the matching space on the board. Theusual effects of falling blocks apply (see “Place a StoneBlock” on page 12)15

Sealing the pyramidEquipmentThe architect, Imhotep, consecrated the ceiling of thepyramid to Seth, the god of chaos and thunder – swornenemy of Horus. Seth does not appreciate theAdventurers’ intrusion and is attempting to seal thetrespassers inside.Equipment can only be found in the Cobra Nest.Except for the Bag, each piece of Equipment canbe used only once, and the card must be discardedwhen used.If part of the pyramid has been closed off by StoneBlocks but an Adventurer still has a chance to leavethe pyramid, he continues playing. However, if StoneBlocks make it impossible for an Adventurer to leave thepyramid, he is trapped inside forever! How much timedo the Adventurers have to explore the pyramid? Noone knows!Sealing the pyramidAntidote Vial: A player may discardthis card to discard one Scorpion orSnake card.Bag: The owner of a Bag can place up to twoTreasures inside the bag by placing the Treasurecards on top of the Bag card. A bag cannot holdIdols. Regardless of the amount of Treasure inside,the Bag always counts as one card fordetermining the Adventurer’s WLL.The Bag card is not discardedwhen used, but it may bediscarded before determining WLL.Crowbar: A player may discard thiscard to replace one missing die resulton a lockpick attempt to complete therequired combination. A crowbar onlyworks for one die result, so the other numbersmust be obtained normally!Medi-kit: A player may discard thiscard to discard one Crocodile orBlock card.The next Stone Block that falls from the ceilingis number 15, which, together with the blocksthat have already fallen, seals off the CobraNest. Only David Gore can still hope to escapefrom the pyramid while the others are sealedinside forever!16Udjat: This sacred medallion represents the eye ofHorus and grants its owner the ability to sensewhich Stone Block will fall this turn, and evenexchange it for another one. A player may discardthis card to select one random Stone Block andsecretly check its number. He then decides eitherto place it next to the game board, or put it backinto the box, select another block, and place thatblock next to the game board without checkingits number. During phase 5 of the current round,instead of selecting a random block from the box,the Dice Keeper must place the selected blockon its corresponding space on the game board.If during this round any player has alreadydiscarded an Udjat card or used theClairvoyance Adventurer ability, anUdjat card cannot be discarded until afuture round.

The Adventurer’s special abilitiesTo use an Adventurer’s special ability, a player must announce it to the other players and rotate his Adventurercard upside down to show that it has been used. Each Adventurer’s special ability may be used onlyonce per game.Dodge: The Adventurer can dodge a Stone Block that is falling. If an Adventurer is on the spacewhere the Stone Block is falling, he does not take a Block card. However, the Adventurer muststill jump to an adjacent space if he doesn’t want to be crushed!Clairvoyance: The Adventurer can sense which Stone Block will fall at the end of the turn andeven exchange it for another one. The player who uses this ability selects one random StoneBlock and secretly checks its number. He then decides either to place it next to the game board,or put it back into the box, select another block, and place that block next to the game boardwithout checking its number. During phase 5 of the current turn, instead of selecting a randomblock from the box, the Dice Keeper must place the chosen block on its corresponding spaceon the game board. If during this round a player has already discarded an Udjat card, this abilitycannot be used until a future round.Linguistics: Before opening a sarcophagus, the Adventurer can decode its hieroglyphics todetermine what it contains. The player who uses this ability looks at the Sarcophagus card that isnext to the square where the Adventurer is standing without showing it to the oth

3 8 Stone Block Cards 18 Mummy Cards 18 Hededet Search Cards 10 Treasures 2 Chests 6 Scorpions 18 Sobek Search Cards 10 Treasures 2 Chests 6 Crocodiles 8 Adventurer Cards with a Game Aid on the back plus 4 double-sided Game Aid cards. 1 Ankh Card 4 Horus Cards 5 Thoth Cards 5 Anubis Cards 18 Rubble Search Cards 10 Equipment Cards

Related Documents:

HORUS RISING The first Horus Heresy novel By Dan Abnett It is the 31st millennium. Under the benevolent leadership of the Immortal Emperor the Imperium of Man has stretched out across the galaxy. It is a golden age of discovery and conquest. But now, File Size: 524KBPage Count: 29Explore furtherLegiones Astartes Age of Darkness Army List.pdf DocDroidwww.docdroid.netTHE HORUS HERESY AGE OF DARKNESS: ZONE MORTALISwww.warhammer-community.comThe Horus Heresy. Galaxy In Flames - fireden.netimg.fireden.netHorus Rising (Horus Heresy #1) by Dan Abnett Goodreadswww.goodreads.comThe Horus Heresy - Archivearchive.orgRecommended to you based on what's popular Feedback

May 02, 2018 · D. Program Evaluation ͟The organization has provided a description of the framework for how each program will be evaluated. The framework should include all the elements below: ͟The evaluation methods are cost-effective for the organization ͟Quantitative and qualitative data is being collected (at Basics tier, data collection must have begun)

Silat is a combative art of self-defense and survival rooted from Matay archipelago. It was traced at thé early of Langkasuka Kingdom (2nd century CE) till thé reign of Melaka (Malaysia) Sultanate era (13th century). Silat has now evolved to become part of social culture and tradition with thé appearance of a fine physical and spiritual .

Nanki-Poo and horus - A wand'ring minstrel I horus with Ko-Ko - ehold the Lord High Executioner Ko-Ko with horus of Men - As some day it may happen (I've got a little list) horus of Girls - omes a train of little ladies horus - Three Little Maids Yum-Yum - The sun whose rays are all

What is HORUS? HORUS camera delivers near-ultraviolet (UV) / visible (200- 1100nm) wide-field (14' square) diffraction-limited imaging HORUS spectrograph delivers high-sensitivity, high-resolution (R 40,000) FUV (100-170nm) spectroscopy (with an option to extend to 320nm) HORUS baseline is L2 orbit to provide a stable environment for thermal and pointing control, and long-

On an exceptional basis, Member States may request UNESCO to provide thé candidates with access to thé platform so they can complète thé form by themselves. Thèse requests must be addressed to esd rize unesco. or by 15 A ril 2021 UNESCO will provide thé nomineewith accessto thé platform via their émail address.

̶The leading indicator of employee engagement is based on the quality of the relationship between employee and supervisor Empower your managers! ̶Help them understand the impact on the organization ̶Share important changes, plan options, tasks, and deadlines ̶Provide key messages and talking points ̶Prepare them to answer employee questions

Dr. Sunita Bharatwal** Dr. Pawan Garga*** Abstract Customer satisfaction is derived from thè functionalities and values, a product or Service can provide. The current study aims to segregate thè dimensions of ordine Service quality and gather insights on its impact on web shopping. The trends of purchases have