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Matagot SARL | Kemet - Blood and Sand | Board Game | Ages 12+ | 2 to 5 Players | 90 to 120 Minutes Playing Time

£13.495£26.99Clearance
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A God will need their player board and matching-coloured pieces. The actions tokens and prayer markers are placed on their board. Find an empty city and place your statue token at the entrance. Defend your city with 10 troops and keep your 8 battle cards close to you, they will be needed soon. A foul creature is beside you, increasing the odds of victory. You can see the enemy in the distance. Will your God leave you here to guard the city's pyramids? Maybe teleport you across the land to one of the distant temples? Make you march to the nearest city and take control? The Battle Starts… Finally, the Sandstorm boards. They cover cities not available based on player count. Preparation Begins During the night, the temples are a safe haven and could gain you fame. The price to pay is sacrificing your troops. Gain prayer points, divine cards and resurrecting troops to aid you the next day but there is always a cost. Spend your veteran tokens wisely or you will lose them.

Partial build pyramids are placed in 2 districts of your city. The pyramid tops must match the power tiles used in the game. Any pyramid on the board must have a coloured top, the tip pointing down. So, choose wisely. Each God’s troops are represented by a different warrior character and colour. The colour coding of the miniatures to your God player board is a good idea. It is easier to locate the troops on the mainboard. This is better than using the same colour/style pieces with different coloured bases. There Is More… One thing I find slightly annoying, however, is the resolutely multilingual nature of the game. While I realise Matagot is saving considerable money by creating one game in six languages and without a word of text on any of the cards or tiles, it can also be a bit frustrating when there is such a variety of powers and special effects on offer. Also the English rules translation could be better. Hopefully this rules summary (which includes information from the FAQ) and reference fixes those small problems and makes the game faster and easier to play.Each God’s troops are represented by a different warrior character and colour. The colour coding of the miniatures to your God player board is a good idea. It is easier to locate the troops on the mainboard. This is better than using the same colour/style pieces with different coloured bases. There Is More... The Move action is one of the most important, because that is the action that can trigger battles with your opponents. Troops belonging to separate players cannot exist in the same Zone; if they ever do, a Battle takes place. Kemet: Blood and Sand doesn’t have any combat dice. Instead, players will play Battle a Battle Card and augment it with Divine Intervention Cards. If a player has at least 9 Fame Points at the beginning of their Day Phase, and no other player has more Fame Points than them, they immediately win the game!

The scarab beetle, temple and battle fame tokens are nicely designed. A tray is included to store these tokens. The cards are either smaller or bigger than standard and the icons are simply designed. And What About The Boards? A few provisos if this is your first Big Game Rodeo, born out of my experiences with my play group: In Kemet: Blood and Sand, players assume the role of an Egyptian God, as they attempt to exert their influence over Ancient Egypt through worship and warfare! And since there are gods involved, know that there the likelihood of divine intervention is high.Combat is triggered by moving troops into a region that contains opponent pieces. Fighting is mandatory and tense. Strength is determined by the number of soldiers each player has in the region, any applicable power tiles, any applicable Divine Intervention cards—little bonus cards that for the most part can be played during your turn or during combat—and each player’s chosen battle card. Maybe that’s forgivable if the gameplay is premium. Kemet: Blood and Sand is a very tightly designed game, and definitely one that promotes interaction and combat. I love how winning a battle is distinct from winning or losing troops, and the bluffing of the card-battle system always led to deliciously difficult decisions. For new players, revealing the 48 power tiles right from the start is overwhelming, but most are not immediately accessible, and several are repeated. By the end of the first game, we had those down without a problem. It always felt like you had several things you wanted to do and not enough time to be doing them, in a good way – decisions need to have tension to be interesting.

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