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Old January 24th, 2014, 08:56 AM
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Kemet Supplementary Rules By Chas

KEMET SUPPLEMENTARY RULES

BY CHAS


These Kemet Supplementary Rules have been edited and reformatted from FAQ on www.boardgamegeek.com. Almost all rulings here have been made directly by Publisher Arnaud Metagot, Designer Jacques Bariot or Guillaume Montiage, or their Associate Fabien Conus. This is a fan made product; all rights remain with Metagot.


1. INTRODUCTION

The mythological gods of Ancient Egypt portrayed on the player boards and their associated figures (units) are:

ANUBIS: (Jackal/Wolf God): Units: Shield and Sword
BAST: (Cat Goddess) Units: Women with claws.
HORUS: (Hawk God): Units: Shield and Lance
SEBEK: (Crocodile God): Units: Lance (two handed spear)
WADJET: (Snake Goddess) Units: Pair of knives/Snake Heads

2. GAME COMPONENTS AND SET UP

The twelve figures/units provided to each player is a limit on how many he can have in the game. Victory Points counters however are not fixed by the counter mix; although certain sources provide only one VP each.

After the initial game set up, perform the first complete turn: after the first Night Phase, each player will have 7 Prayer Points and two Divine Intervention Cards.

3. THE BOARD

The two sided board has a two row of turn order boxes at the top, depending on how may players are in the game: 2 and 4 or 3 and 5. The square Order Marker of each color is used to keep track of the turn order of players, which may change each turn.

The top area shows the Nile Delta. The Delta Temple and the Sanctuary Of All Gods (3-5 player side only) are on islands; they can only be reached by teleporting. Each side has one green space outside one of these structures on the island.

On the 3/5 side, the temple on the board edge on the west side of the Nile is two spaces away from all the cities on that side.

4. TURN SEQUENCE

During a single player turn, you may take two or three actions “at once” by using a silver and/or a gold token given by owning their corresponding power tiles. For the purposes of taking these actions “simultaneously,” treat them as separate actions being taken in any sequence you choose before another player takes an action.

5. NIGHT PHASE ACTIONS

(No content at present.)

6. DAY PHASE ACTIONS

(No content at present.)

7. MOVEMENT

Only one group (in one single space) of a single troop may continue moving more than one space. Any units dropped off from it can no longer move in that action. While teleport can be combined with movement, only one troop can take part in either in the same action. The same troop can move each time a Movement action is available during the same player turn.

A creature cannot move unless it is accompanying at least one unit of its troop.

Retreat is not considered movement, and the Wall Rule does not apply.

The Walls of a city may be ignored by the original owner of that city. You cannot ignore the Wall Rule with extra movement points added to one Movement action. However, if you have a second Movement action you can take, you can then pass through the walls after moving adjacent to them. The Wall Rule only applies to the external walls around the perimeter of the city; internal walls between spaces of the same city do NOT count as walls for movement purposes.

Teleporting: Normally, you can only teleport from a pyramid-yours or one you occupy solely in an enemy city—to an obelisk. However, you cannot teleport from a “zero level” pyramid (since it is not on the board and has no power). Since teleporting does not cost movement spaces, you can teleport as many times in the same turn as you can pay for at two prayer points per teleport.

8. BATTLE

One Side Eliminated: If the attacker wins but has no units left, the defender may not retreat, but may recall. If the attacker loses but the defender has no units left, the attacker must retreat or recall. If the defender wins but has no units left, the attacker may not retreat, but may recall.

Recall Troop: First the loser, then the winner, makes the decision about recalling their troop from the battle space.


9. TEMPLES AND THE SANCTUARY OF ALL GODS

If you hold two temples at the end of a Day Phase, you receive both Temporary VPs (one for each temple, immediately upon sole occupation) and a Permanent VP.

The Delta Temple: If you sacrifice a unit to get the five prayer points, you must have another unit remaining to keep the its Temporary VP and get the Permanent VP at the end of the Day Phase for controlling two or more temples if the DT is to count for this.

10. CREATURES

The initial placement of a creature on to the board is to any troop you have in your own original city. Once placed with a troop, the creature is “linked” to it, and may never move or teleport independently or be abandoned by the troop. If the troop is eliminated or recalled, the creature may be placed either with another troop in the owner’s city or back in reserve on its tile. It may reenter the game at its owner’s discretion during a Recruitment action. Only one friendly creature may occupy a single space at any time.

A creature may teleport along with at least one unit from its linked troop, and join other friendly units up to the usual five maximum in the destination space.

If a player recruits units into more than one city space and places his creature in one of them, the battles are considered simultaneous. Therefore if the creature’s linked troop is destroyed in its battle, the creature must be placed back on its tile in reserve; it cannot be placed on one of the other city spaces where a “simultaneous” battle is being fought.

11. DIVINE INTERVENTION CARDS

Enlistment: You may play it at any time on your turn during the day, except during a Battle; it does not require a Recruitment action.

Escape: You can move into a space with friendly units, up to the usual maximum of five. You can move into the space your opponent’s troop came from, if it is empty. If the person playing the card has the movement points, he may catch up and enter your space again! This card cancels the Initiative Red Power Tile, as it considered to take place before any battle, while the Initiative tile is considered to occur during, (but “immediately before”) the battle.

Teleportation: You may teleport from any space to an obelisk. (This is different from the Red Power Tile “Teleport”).

Veto: This card must be played before your opponent starts a Movement Action. A Veto may itself be Vetoed, but only by a “third party” player—as it is played during another player’s turn.

12. RED POWER TILES

Divine Wound: Divine Intervention cards discarded to add strength cannot include any you have already played with your Battle Card.

Initiative: It is considered to take place before the battle, so no Protection works against it, as that occurs during the battle. However, it can be cancelled by the Escape Divine Intervention Card, which is considered to take place before it does.

Teleport: You may teleport from an obelisk to any other obelisk. (This is different from the Divine Intervention Card “Teleportation”).

13. BLUE POWER TILES

Deep Desert Snake: he cancels only the battle powers of another creature in his space, not any others.

Defensive Victory: You must have a unit remaining to claim the VP.

Prescience: Your opponent must show you the Battle Card he is playing (not any Divine Intervention Cards he is also playing), before you choose your own.

Recruiting Scribe: He gives you two free units, whether you pay for more during the Recruit action or not.

Reinforcements: If the units appear on any enemy occupied city space(s), they do provoke immediate battle(s) at night.

14. WHITE POWER TILES

Mummy: The Night Phase symbol applies only to the Divine Intervention card gained in that phase.

Priest of Ra: He gives you a total discount of one Prayer Point per action and no more. For example, you only get one if you are leveling a pyramid up more than one level at a time. Actions that cost only one PP, such as gaining a Level One Power tile, now cost you nothing.

Vision: Return the cards you do not choose to the DI draw deck and reshuffle it. This only works once per action; you cannot combine it with anything else (such as Mummy); all other DI cards gained at this time are drawn separately.

15. THE END OF THE GAME

(No content at present.)

16. MISCELLANEOUS

Bonuses of the same kind are always cumulative.

During your Player Turn, you must place a token on an empty action space on your player board, but you do not have to perform the action, in effect passing but using up the token.

A Player’s Turn ends only when he declares that he will take no further action. This is important when deciding when another player may use a Divine Intervention card.

Prayer Points are gained during Night Phase, Day Phase Prayer Actions, at the end of Day Phase during Point Attribution, and by the play of Divine Intervention Cards. No player can ever hold more than the 11 PP allowed on the PP track on his player board.

Pyramids: A zero level pyramid means no pyramid is present. You control any pyramid in your city that is unoccupied. You control any pyramid in an enemy city where you are in sole occupation, and may upgrade it (getting its temporary VP) and/or use it to buy tiles of that color and teleport from it.

All Tile Powers are mandatory, and always in effect for their owning player.

Last edited by chas; January 25th, 2014 at 09:52 AM.
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  #2  
Old December 15th, 2015, 07:03 AM
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chas chas is offline
 
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Re: Kemet Supplementary Rules By Chas

The first expansion Kemet Ta-Seti is due out any day now, with several new modules, including a fourth set of tiles (Black), a new board for the new Priest pieces, and other goodies. Tom Vassel has just put out a video review highly recommending it.
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Old February 29th, 2016, 10:37 AM
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chas chas is offline
 
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Re: Kemet Supplementary Rules By Chas

Ta-Seti is great, everyone who has played it here loves it, and we of course use all five of the new modules. I actually managed to win one game, which I haven't done since i taught it to those sharpies Sherman Davies and Tablewalker (who won the other game--SD hasn't tried it yet).
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