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KemetBloodandSand v1

The document provides a comprehensive overview of the tabletop game 'Kemet: Blood and Sand,' including rules summaries, setup instructions, and gameplay mechanics. It emphasizes the importance of community support for ongoing content creation and offers resources such as videos and tutorials for players. Additionally, it includes guidelines for personal use of the game materials and clarifies copyright information regarding the game's artwork.

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durael
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© © All Rights Reserved
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0% found this document useful (0 votes)
11 views5 pages

KemetBloodandSand v1

The document provides a comprehensive overview of the tabletop game 'Kemet: Blood and Sand,' including rules summaries, setup instructions, and gameplay mechanics. It emphasizes the importance of community support for ongoing content creation and offers resources such as videos and tutorials for players. Additionally, it includes guidelines for personal use of the game materials and clarifies copyright information regarding the game's artwork.

Uploaded by

durael
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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v1
Aug 2021

Game: KEMET: BLOOD AND SAND


Publisher: Matagot (2021)

Page 1: Rules summary front


Page 2: Rules summary back

These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal
Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially
from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This
PDF may not be re-posted online, sold or used in any way except for personal use.

If you need exceptional quality graphic design Peter ‘Universal Head’ Gifford
for your next project, visit universalhead.com The Esoteric Order of Gamers
In reverse turn order, each player chooses a level 1 power tile 6. Divine intervention: In turn order, each player draws 1 DI card
corresponding to the color of one of their pyramids and places it and may discard veteran tokens to draw 1 DI card per 2 veteran
in front of them. tokens spent this way.
You control a zone other than a district in your city as long as you 7. Conscription: In turn order, each player may discard X veteran
have a troop in it. You control a district of your city as long as there is tokens to add X units in districts in their own city which they control.
S ETU P no opposing troop in it.
8. Awakening: Each player discards any remaining veteran tokens
Place the board on the table, then use the board configuration given Hand size is unlimited. Revealed battle card discard piles and the DI they have and takes back their action tokens. Remove any units
in the rulebook that corresponds to the number of players. Gray cards discard pile are public to all players. Whenever the DI deck is exceeding the troop limit for troops on the board.
portions of the board, and those covered by storm tiles, are not used empty, shuffle the DI discard pile to create a new DI deck. To play a
and cannot be crossed. DI card, pay its PP cost during the phase corresponding to its icon, 9. Destiny: Move the order markers below their current space on
resolve its effect, then discard it faceup in the DI cards discard pile. the turn order track. Starting with the player with the fewest FP, then
Place the score board at the top of the board. in ascending FP order, each player chooses their position on the
Randomly select the colors of the power tiles to use: GAM E ROU N D turn order track by placing their order marker on an empty space.
2 players: 2 colors, 26 power tiles; On a tie for FP, the tied player whose order marker was leftmost on
DAY P HAS E (P LAYE R ACTION S)
3 players: 3 colors, 48 power tiles; the order track during the previous round chooses first, and so on.
If a player has at least 9 FP (temporary + permanent FP) at the start
4 players: 3 colors, 48 power tiles;
their turn in the Day phase, before playing any action token, and no ACTION S
5 players: 4 colors, 64 power tiles. other player has more FP, they immediately win the game.
In 2 player games, remove the Act Of God tiles, and one copy of each BUILD
Starting with the first player, each player does the following:
power tile with a duplicate (so there is only 1 of each power tile). Add one or more levels to one of your pyramids by spending as
Place 1 action token of your color on an empty action space of your many PP as the value of each consecutive level you want to add.
Place all of the power tiles in the selected colors faceup next to player board, then immediately resolve that action.
the board, separated by color in ascending level order. Place each If you add the level 1 of a pyramid in your supply, choose a color
In addition to the action token in your color, you may also play 1 you do not already own, place it in the district of your city without
creature miniature on its corresponding tile. Return all unused tiles
silver action token and/or 1 gold action token if you have any. a pyramid, and place the acquire token of that color in the empty
to the box.
You may play a DI cards with a DAY icon during your turn (before or acquire space on your player board.
Place the 2 special battle cards next to the board, if they are being
after an action, but not during a battle). Discard the card after it is Adding more than 1 level is a single effect (total the costs).
used.
resolved.
Place 1 white, round temple FP token on every temple used in the Pyramid effects
The next player in turn order becomes the active player and plays
game based on the player count. Place the remaining FP tokens, the If you control a district containing a pyramid, you receive these
their turn. If no player has any action tokens in their color to place,
gold and silver action tokens, and the veteran tokens in a supply. benefits:
resolve the night phase.
Each player takes 1 copy of the Diversion divine intervention (DI) • You may acquire power tiles that match its color and are of the
At the end of the day phase, each player must have at least 1 action
card. Return all unused copies of this card to the box. Shuffle the DI same or lower level;
token (no matter their color) on each of the 3 floors of the pyramid
cards and place them facedown next to the board as the DI deck.
on their player board. • If a level 4 pyramid, you take the corresponding pyramid FP;
Each player chooses a city (and player color). Place your statue • During your move actions, you may spend 2 PP to teleport your
You may play silver and gold action tokens at the same time you
tokens in front of your city. Then takes the following components in troop from this district to any zone containing an obelisk.
play an action token in your color to receive 1 or 2 bonus actions.
a matching color: 1 player board, the acquire tokens corresponding
You choose in which order to resolve your actions, but each must be If an opponent controls one of your districts, they receive these
to the colors of the power tiles selected, 1 order marker, 1 prayer
completely resolved before the next. benefits, not you.
marker (place this on space 7 of the prayer track on your prayer
board), 5 action tokens, 12 unit miniatures, and 8 battle cards. Silver action token: Play this in any of your empty action spaces.
Each player also draws 2 DI cards. RECRUIT
Gold action token: Play this in the divine power space at the top of
Spend X PP to add X units: take them from your supply and place
The prayer point (PP) icon is an ankh, and is tracked by moving your the pyramid. You may acquire multiple power tiles that grant a gold
them in 1, 2, or 3 districts in your city, even if those districts are
prayer token on your prayer track. You may never have more than 11 action token, but each player may only own 1 gold token.
controlled by an opponent.
PP, or less than 0 PP.
An action may be chosen even if it cannot be resolved when placing
If you add units into one of your districts controlled by an opponent,
Each player takes 9 pyramid parts, 3 of each level, and the tops an token on it. If it cannot be resolved, that action is lost.
it triggers a battle at the end of your recruit action (you are
corresponding to the colors of power tiles selected (ruby, sapphire,
the attacker). If you recruit into multiple districts controlled by
diamond, or onyx). N IG HT P HAS E (R E SOLUTION) opponents, you choose in which order to resolve these battles.
In 2 player games, both players take 6 pyramid parts, consisting of Resolve these steps in order: You cannot add units to a district in an opponent’s city, even if you
2 of each level.
1. Offering: The player that controls The Sanctuary of All Gods may control it.
One player takes each player’s order marker and randomly places remove 2 units from that troop to gain 1 divine FP.
them on the turn order track from left to right. Turn order starts on ACQUIRE
the left and proceeds from left to right. 2. Delta temple control: The player that controls the Delta Temple To acquire a power tile, you must fulfill these 5 conditions:
may remove 1 unit from that troop to gain 5 PP.
Each player chooses 2 districts in their city and places 5 units in • You do not already own a power tile with the same artwork or
both of them, and then places their remaining 2 units in their supply. 3. Temple control: Each player that controls at least 2 temples icons (no matter its color);
In turn order, each player places a total of 3 levels of pyramids from gains 1 divine FP. • You did not already acquire one in that color this day phase;
their supply into districts in their city. No more than 2 levels can be 4. Adoration: Each player gains the number of PP shown on the • You control a pyramid in that color of at least the same level;
added to a single district at this time. They then place an acquire temples they control (other than the Delta temple). • You have an empty acquire space, in that color if possible, else in
token in each color corresponding to their pyramid of at least 1
5. Prayers: Each player gains 2 PP and may discard X veteran another color or without any acquire token;
level on an empty acquire space on their player board. Any level 0
pyramid stays in your supply and is not considered to be in play. tokens to gain X PP. • You are able to spend as many PP as its level.
Place your action token in the selected acquire space, spend the During a single move action, your troop may only enter into 1 district 3. Resolution
PP, and place the power tile in front of you. You own that power tile of an opponent’s city, and only if it starts that action in a zone Sum up your strength:
for the remainder of the game; it cannot be lost. adjacent to the wall it crosses (this requirement may be canceled
• The number of units you have in the battle (1 unit = 1 strength);
by some effects).
Power tile effects become active once the acquire action ends, and • The value of your played battle card;
stay active for the remainder of the game; even if you do not control Even if a creature that adds land moves is not moved with a part of
the troop, its bonus is still applied as the number of land moves is • The bonus provided by your power tiles;
a pyramid of their color anymore.
calculated at the beginning of the move action. • The bonus provided by a creature tied to your troop in battle;
Some power tiles only trigger during a specific phase, as described
on each tile. If you own multiple power tiles whose effects trigger at At the end of a move action, and any battle that may have • The bonus provided by the DI cards you played;
the same time, you choose in which order they resolve. occurred, if you control a new temple or a level 4 pyramid, take the • +1 if the battle occurs in a district of your city.
corresponding temporary FP from wherever it is.
Creatures The player with the most strength is the winner. On a tie, the
When you acquire a creature power tile, you may place that creature If your troop ever moves out of an opponent’s district with a level 4 defender is the winner.
in a district of your city containing one of your troops. Otherwise, the pyramid, leaving it empty after controlling it, return the pyramid FP
4. Casualties
creature stays in your supply on its tile. to that player. If your troop ever moves out of a temple zone, leaving
it empty after controlling it, return the temple FP to the board. Each battle card has a damage value (damage and/or unblockable
Before playing an action token, you may exchange creatures from damage), and/or a defense value. These can be modified by game
your supply and/or troops in districts of your city in any way, or place effects.
FAM E POI NTS (F P)
creatures from your supply in troops that are in districts of your
Damage produced by a troop is inflicted on the opposing troop.
city. When you add units in a district of your city, you may place a FP won by players are placed on the score board in the row of the A damage value with a ‘-’ before it is inflicted on your own troop
creature from your supply with these units. corresponding divinity. (even if you don’t have enough units).
A creature is not a unit, but it must be tied to a troop. It does not Permanent FP are square tokens and cannot be lost. They are
First, starting with the attacker, each player in the battle loses as
count against the 5 unit troop limit, but you cannot have more than gained in battles, when acquiring specific power tiles, or during the
many units from their troop equal to the total unblockable damage
1 creature in each troop. Night phase by controlling at least 2 temples or The Sanctuary of
value their troop suffers.
All Gods.
In battle, only the creature’s bonuses are added to the tied troop (it
Then, starting with the attacker, each player in the battle loses as
does not add an additional +1 strength as it is not a troop unit). Temporary FP are round tokens and may be lost. A temporary FP
many units from their troop equal to the total damage value their
is gained by a player when they take control of a temple (beige
If a creature is no longer tied to a troop, it returns to its owner’s troop suffers, minus their own defense value.
and blue), or a level 4 pyramid (beige). FP is taken from the board
supply.
or from the opponent who owned that FP (or placed back in the If the winner loses their troop, they are still the winner, even if the
appropriate zone if nobody controls the temple). loser still has a troop in the zone where the battle occurred.
PRAY
5. Rewards
Gain 2 prayer points (PP). BATTLE If the attacker is the winner and they still have a troop in the zone
All units belonging to a player in a zone form a troop. A troop can where the battle occurred, they gain 1 battle FP. If the defender is
MOVE the winner, they gain 1 veteran token.
contain a maximum of 5 units (the troop limit). A creature tied
Move 1 of your troops. The move action is a combination of 1 land
to a troop does not count towards that limit. During an action, a Each player involved who did not gain any FP this step gains 1 veteran
move and 1 teleportation, used in any order and alternately.
troop may temporarily exceed the troop limit and the creature limit token (if the defender won, they gain a second veteran token).
The number of land moves is calculated at the beginning of the provided these limits are obeyed at the end of that action.
action and may be modified by effects at that moment only. 6. Loser’s aftermath
The attacker is the player whose action triggers the battle, and their
The loser must choose to recall their troop or retreat, even if the
There may be only 1 teleportation per move action, but its cost may opponent is the defender. No other player can play DI cards during
winner no longer has a troop remaining in the zone.
be reduced by effects. the battle. A power tile with a DAY icon has no effect during a battle.
Recall: The loser returns all of their remaining units in the zone to
You may move only a part of your troop and leave some units in When effects would resolve at the same time, resolve attacker’s
their supply and gains PP equal to the number of units returned
the zones your troop passes through, and you may take units and effects first, followed by defender’s.
minus 1.
creatures you own that are in zones your moving troop passes
Resolve these steps in order, even if a player no longer has a troop
through. Retreat: The winner chooses an adjacent empty zone where they
in the battle:
move the losing troop. This is not a move action and harbors cannot
No unit nor creature may be removed to accommodate a move.
1. War council be used. They cannot choose a district that is not from the loser’s
You may temporarily exceed the troop limit and the creature limit, The attacker and defender each choose 2 battle cards from their city. If no zone is available, the loser cannot retreat and must recall
but these must be obeyed at the end of the move action. hand. Choose 1 card to be discarded facedown on the table and their troop.
You may only play DI cards with a MOVE icon. never revealed, and 1 card play during the battle. 7. Winner’s aftermath
The attacker and defender may add DI cards that have a BATTLE The winner chooses if they wish to recall their troop or have it stay
Any time your troop enters a zone containing an opponent’s troop it
icon. Choose to these under your in-hand battle card, or reveal to in the zone.
ends its move action, and a battle is immediately triggered.
your opponent how many DI cards you are playing. You may not play
Recall: The winner returns all of their remaining units in the zone
Teleportation DI cards with a cost you cannot pay (if that happens, discard the
to their supply and gains PP equal to the number of units returned
Spend 2 PP to teleport your troop from a district with a pyramid of card without effect).
minus 1.
at least level 1 to a zone containing an obelisk.
This is the only time you may play DI cards during the battle. You
may tell your opponent you have played DI cards, but do not be 8. End of battle
Land move
truthful. You do not have to admit to playing DI cards, even if asked. Each player discards the battle card they played faceup. Battle
Spend 1 land move to move your troop to 1 directly adjacent zone
Each player also has the DI card Diversion: this has no effect, but cards discarded during the war council step are left facedown and
or from its zone containing a harbor, to 1 zone containing a harbor.
may be played alone or among other DI cards as a bluff. not revealed. If a player has discarded all their battle cards, they
Your troop may leave its zone through any kind of harbor (military or immediately take all of their battle cards back to their hand.
trading), but it may then enter a zone only through a trading harbor, 2. Confrontation
The attacker and defender simultaneously reveal their battle card DI cards played in the battle are discarded faceup near the DI deck.
or through the military harbor of the desert zone surrounding your
city. and DI cards, and spend the required PP. Any units exceeding the troop limit are removed.

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