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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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On each turn—early game rounds include five turns for each player, though that can change—you choose and execute one (1) of several actions on your player board. These include moving, praying, recruiting, purchasing power up tiles, and constructing a stage of your pyramid. That’s it. Like I said, it’s much more approachable than it looks. A player board. Let the battles begin. Planning is essential. Ensure your chances of winning increases with divine cards, power tiles and creatures. Selecting a battle card is not easy but giving up a second card is a downer giving less choice in the next battle. Even worse you could win but lose all your troops and the area you want to control. At Night Your Troops Can Rest… Once you internalize a few small pieces of rule grit, though, it’s pretty straightforward. I’d even say it’s dumb. Gloriously dumb. A tribute to the possibilities of Dumb.

If you want to play a larger board game, but you’re worried about being overwhelmed, Kemet: Blood & Sand is a pretty good entry point. This is especially true if you play with someone who can teach the game. The manual is good, but it makes Kemet seem less approachable than it is. Like most of the heavier games I love, the real weight here is not in playing, but rather in trying to play well. A few provisos if this is your first Big Game Rodeo, born out of my experiences with my play group:The cities available on the mainboard are determined by the number of players. For 2 to 3 players, only use the area on the east side of the Nile. Sandstorms cover the uninhabitable cities. So brush up on your hieroglyphics because it’s time to dive into Kemet: Blood and Sand! Kemet: Blood and Sand Gameplay 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. I am running out of prayer points.” Move your token to the prayer symbols and gain 2 prayer points. Divine intervention cards and power tiles with a day symbol are benefits for that phase in the game. Kemet is a game about Egyptian gods battling each other using human troops and mythical monsters, so players who are averse to other religions should stay away. There is one Power Tile with an underdressed female, and several pieces of art show shirtless men. Of course, the game is also depicting violence on a grand scale. Review

Finally, the Sandstorm boards. They cover cities not available based on player count. Preparation Begins The God player boards are dual layered with beautiful artwork. The icons are simple and easily recognisable for the action you can perform. The board pieces are nicely designed and solid. Overall, the aesthetics of the Kemet: Blood and Sand board game work really well and evoke that ancient Egyptian feeling that you’d expect. The Battle cards have a very clean and clear look with their iconography. The Divine Intervention cards are the same way, although those almost feel a little too basic for my tastes. This is kind of game the EOG loves: great production, relatively easy rules but lots of options for strategy, and a fantastic theme just dripping with atmosphere. Victory points were scored by winning battles, claiming pyramids and temples, performing sacrifices, and gaining access to certain magical powers. Once a player gathered between eight to ten victory points - depending on the total number of people playing - they were declared the winner.

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. Will your God’s power tiles save the day or the creature help claim victory? Each victory gives your God a fame point. At night, the temple is a safe haven, or is it? To control the land, your God needs the most fame points. Being sacrificed is an honour and will help your God win. Death is not the end; you may rise and fight another day.

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? But my pyramid is not big enough.” The pyramid icon will help, allowing to increase a pyramid level(s) but more Prayer points are spent.In the mystic land of Egypt, weapons will give you victory! Raise your armies, unleash your divine powers, summon creatures, take control of temples and join the battle!

One of my favorite parts of developing strategy for the game comes from the theory-crafting with the Power tiles, which I interchangeably call upgrade tiles.. There are TONS of Power tiles to choose from, allowing you to go wide with cheaper upgrades, or choosing to go tall with the more expensive, more powerful ones. Both are viable strategies, meaning that you always feel like you can sculpt your gameplan and adapt to the changing conditions on the board. I won’t go through the entire combat resolution process, but it boils down to comparing the Strength of cards played (with any bonuses), and inflicting casualties accordingly. Winners get the option of staying and the loser must recall or retreat their Troop. 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… Troops don’t automatically get removed from the board in Kemet combat. It may just be that they retreat. One of the strategic nuances in Kemet, as both aggressor and defender, is figuring out your goal. Do you want to prioritize winning the fight and taking/holding the territory, or are you more interested in keeping your troops around to fight for the same scrap of land again? Are you trying to win or are you trying to thin out the opponent’s ranks, regardless of outcome? Do you want to have the space when the dust settles, or do you just want the other player not to? Different cards serve different goals. The publisher of Kemet and Kemet: Blood and Sand is Matagot, which has previously released titles such as co-op board game Captain Sonar, as well as the spiritual prequel and sequel to Kemet, Cyclades and Inis. Together, the three individual games form an unofficial ‘legendary’ trilogy.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. 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... 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… Making sure you have the right power tiles and gaining the good divine cards will give you an advantage. Your opponents may be better at preparation. more thought is needed to work out the best places to control. Maybe reducing your opponent’s troops or taking over one of their pyramids.

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