Kemet Rise of The Gods Rule Book
Kemet Rise of The Gods Rule Book
1
A Game by Jacques Bariot and Guillaume Montiage,
illustrated by Pierre Santamaria, Pascal Quidault, Emile Denis and Mehdi Boukhezzer,
for 2 to 6 players, ages 14+. Game duration: 90 minutes
In the mythical age of ancient Egypt, powerful gods deploy their forces into battles for dominance of the land! Deep in the vast desert, and in the shadows
of enormous temples, they use their many powers to build their armies, summon mythological creatures, and obtain victory. The goal of these battles is to
crush all rival gods, and through the resulting fame, win the eternal devotion of the people of Egypt!
OVERVIEW
Kemet may be played in three modes: Classic, Teams, or Solo. In all cases, each player takes control of an Egyptian god: Anubis, Bastet,
Horus, Ouadjet, Sobek, or Seth, as they struggle for power using armies from their faction.
The following rules apply to the Classic Mode, which may be played up to 6 players. The other modes follow most of these rules.
The Team Mode allows players to fight in 2 or 3-player teams. The Solo mode is played against a virtual opponent called Amon.
The module Gods of Egypt gives you the opportunity to play your God on the board.
1 - COMPONENTS
Common components: Components for each player (in 6 colors):
• 1 Kemet board • 12 Unit miniatures
• 96 Power tiles in 6 colors • 5 Action tokens in their color and 1 gold Action token
(16 Ruby, 16 Sapphire, 16 Diamond, 16 Onyx, 16 Amethyst, • 1 Player board
1- Amber) • 1 Statue token
• 13 Creature miniatures • 1 Prayer marker
• 6 Mercenary miniatures • 1 Order marker
• 38 Divine Intervention cards • 8 Battle cards
• 3 Special Battle cards • 3 Pyramids in 3 parts each
• 1 Score board (Score track and Turn order track) • 5 Pyramid tops in 5 colors
• 80 Fame point tokens (20 round, 60 square) (Ruby, Sapphire, Diamond, Onyx, Amethyst)
• 20 Veteran tokens (scarab icon) • 5 Acquire tokens in 5 colors
• 2 Storm tiles • 1 Divine Intervention card “Assemble” (Team Mode)
• 5 silver Action tokens • 1 Player aid for Divine Intervention cards and Power tiles
2
Deserts:
Any zones that do not contain a City, nor a building 1.3 Power tiles
(The Sanctuary, or a Temple).
Strength value
Prayer track
Damage value
Divine
Power Pray Unblockable Damage value
Recruit
Floor 3 Shield value
Move
Floor 2
Floor 1
Build
1.6 Pyramid Levels
Acquire
space
Level 1 Level 2 Level 3 Level 4
Sapphire Onyx Amethyst
Acquire tokens
3
2 - SETUP D
Setup example for a 4-player game
Order
2.1 Common Setup marker
13
1. Place the Kemet board in the center of the play area and use 21
the configuration that corresponds to the player count, some
require to place Storm tiles. 1 8
2. Place the Score board on top of the Kemet board. 2
5 2
3. Randomly select the colors of the Power tiles to use, based on
the player count (see the table below). 3
4. Place all of the Power tiles in the selected colors face up next
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to the Kemet board sorted by color in ascending order by
Level. 4
5. Place the Special Battle cards at the top of the Kemet board. 5
1
6. Place each Creature miniature on its corresponding Power
tile. 6
7. Place 1 Temple FP token (beige and blue, round) on every
Temple used in the game based on the player count. Return
the remaining ones to the box. 7
8. Place the remaining FP tokens, the Silver Action tokens, and
1
7
the Veteran tokens in the Bank. 8
9. Shuffle and place face down the Divine Intervention cards
next to the board to create the DI deck. 9
GAME UP: Renewal - During the Common Setup step (2.1), set
aside the Level 3 Power tiles “Domination” from each of the
selected Pyramid colors for that game. For each Pyramid color,
take the Power tile “Domination” you previously set aside and 16
shuffle if with the Renewal Power tiles from the corresponding
Statue
color, and draw 1 of these tiles at random you place in the
token
empty space dedicated to the Power tile “Domination”. 15
10 11
20
Note : If you own the Game Up: Obelisks, you may place
the Obelisk miniatures on every zone containing an Obelisk.
These are only cosmetic but they help you identify where 12
you may teleport your Troops. Acquire token not placed, 12
the player has placed only 24
2 Pyramids
14
3
4
Note: FP won by a player are placed on the Score board in
Veteran Silver
Divine FP Battle FP Pyramid FP token Action the row of their God at the end of their turn.
token Any lost Pyramid FP is taken by the opponent who takes
control of the District containing the corresponding Pyramid.
Any lost Temple FP is either taken by the opponent who
takes control of the zone containing the corresponding
8 Temple, or placed back in that zone if nobody controls it.
Temple FP
2.2 Individual Setup
1. Each player chooses a color and a City from the Kemet board.
22
They place their Statue token in front of that City. That City and
22
its Districts will be the one for their faction for the whole game. 10
2. Each player takes the following components in their color:
• 1 Player board depicting their God and their pyramid, 11
• The Acquire tokens corresponding to the colors of Power tiles
selected (section 2.1), 12
• 1 Order marker, 13
• 1 Prayer marker they place on the ‘7’ space of the Prayer track
on their Player board, 14
1 • 5 Action tokens in their color and 1 gold Action token, 15
• 12 Unit miniatures (each miniature constitutes 1 Unit), 16
• 8 Battle cards, 17
• 1 Divine Intervention “Diversion” card. 18
3. Each player draws 2 DI cards. 19
4. Each player takes in 3 copies (2 copies in a 2-player game) the
parts from the first 3 Pyramid Levels and the tops corresponding
to the Power tile colors in game. 20
23
19 Diversion
card
2.3 Before starting to play
18
17
1. Start of game turn order 21
+2
+2
One player takes the Order marker of each player and randomly
12 places them on the Turn Order track from left to right.
The player whose Order marker is on the left will be the 1st player.
Prayer
14
marker
2. Troop placement 22
Each player chooses 2 Districts in their City and places 5 Units in
both of them, and then places their remaining 2 Units in their Supply.
3. Pyramid Setup 23
6
In turn order, each player resolves the following steps:
3.1. They place a total of 3 Levels of Pyramids from their supply
into Districts in their City. No more than 2 Levels can be
added to a single District at this time (either 1/1/1, or 2/1/0).
They choose the color of their Pyramids by placing the
corresponding pyramid tops with their tip in the hole.
3.2. They place an Acquire token in each color corresponding to
these Pyramids on an empty Acquire space on their Player
board. Any Level 0 Pyramid stays in their Supply, it is not
considered to be in play and has no color.
4. Acquiring a Level 1 Power Tile 24
23 In reverse turn order, each player chooses a Level 1 Power tile
corresponding to the color of 1 of their Pyramids and places it in
front of them.
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3 - GAMEPLAY
Effects
3.1 Introduction
The game is a series of effects played along the Rounds: your
actions generate effects, as well as played DI cards, and Power tiles
you activate.
A game of Kemet: Blood and Sand is played over a series of Rounds.
Each Round consists of one Day Phase, followed by one Night An effect is the resolution of an action, a Battle step, a Night Phase
Phase. step, a DI card, a Power tile, or an effect triggered by another effect.
A triggered effect showing ‘+ <number of PP>’ is not considered as
Note: A glossary can be found on p.11 with all of the keywords an effect on its own, it is just a modifier: its value is added to the
and icons used in Kemet: Blood and Sand. triggering effect.
An effect termed single effect is the sum of multiple effects in one
Day Phase (player actions) effect and counting as one resolution.
An effect is mandatory unless the effect description clearly
In turn order, each player becomes the active player and plays
indicates that this is a possibility.
1 Action token of their color and resolves its effect. Continue turn
after turn until each player has placed all 5 of the Action tokens of
their color, at which point the Day Phase is over.
Order of Rules Precedence
Night Phase (resolution) If two effects contradict each other, the effect with the highest
The Night Phase is divided into 9 steps which are resolved in order priority (highest number) takes precedence:
and completely before moving to the next one. 5) DI card > 4) Power tile > 3) Expansion rules
During these steps, Night Phase Powers activate, Divine > 2) module rules > 1) base game rules.
Intervention (DI) cards are allocated, and Fame Points (FP) and
Prayer Points (PP) are awarded.
Permanent FP and Temporary FP 3.2 Game End
Throughout the game, players gain FP:
• Permanent FP are square tokens and cannot be lost. They
are gained in Battles, when acquiring specific Power tiles, or If a player has at least 9 FP (sum of their Temporary FP and
during the Night Phase by controlling at least 2 Temples or The Permanent FP) at the start their turn, before playing ANY
Sanctuary. Action token, and no other player has more FP than them, they
immediately win the game.
• Temporary FP are round tokens and may be lost. A Temporary FP is
gained by a player when they take control of a Temple (beige and blue),
or a Level 4 Pyramid (beige),that FP is taken from the Kemet board,the Note: This means this player already had the required
Bank,or from the opponent who was owning that FP. amount of FP to win the game after having played their
previous action, each opponent being able to play 1
action to respond (in most cases).
Permanent FP Temporary FP
Divine FP Battle FP Temple FP Pyramid FP
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3.3 Day Phase
At the beginning of the Day Phase, the 1st player is the active player.
The active player resolves the following steps in order:
1. They place 1 Action token of their color on an empty Action
space of their Player board observing the Equilibrium rule
(described below), and they immediately resolve the selected
action’s effect. In addition to the Action token in their color,
they may also play 1 silver Action token and/or 1 gold Action
token (described below) if they have any.
They may play DI cards with a DAY icon during their turn
before or after an action, and not during a Battle. A DI card
played that way is resolved, then discarded.
2. The player places the FP they won during this turn on their
Score track.
3. The next player in turn order becomes the active player and
plays their turn starting from step 1. If no player has any Action
tokens in their color to place, resolve the Night Phase.
Equilibrium rule
At the end of Day Phase, each player must have at least 1 Action
token (no matter their color) on each of the 3 floors of the pyramid
on their Player board (see Player boards, p.3).
Playing Silver and Gold Action tokens
Play these Action tokens at the same time you play an Action
token in your color to receive 1 or 2 bonus actions. You choose
in which order to resolve your actions, but each action must be
completely resolved before moving onto the next one. An action
may be chosen even if it cannot be resolved at the time you place
an Action token on it. If an action may eventually not be resolved,
it is lost.
Silver Action token:
Play this Action token on any empty Action spaces on your Player
board.
Gold Action token:
Play this Action token on the Divine Power space at the top of
the pyramid : resolve 1 Golden Action from a Power tile you own.
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3.4 Actions 3.4.3 Acquire
All of the actions available on the Player boards are covered in the To acquire an available Power tile, you must fulfill each of the
following section. 5 following conditions:
• you do not already own one with the same artwork (no matter
its color),
• you control a Pyramid in that color and of at least the same
3.4.1 Build Level than the targeted tile,
• you have an empty Acquire space, in that color if possible, else
Add 1 or more Levels to 1 of your Pyramids: spend as many PP as in another color or without any Acquire token,
the value of each consecutive Level you want to add. • you are able to spend as many PP as its Level (some effects may
If you add the Level 1 of the Pyramid in your Supply, choose a color modify that cost).
you do not already own, place it in your District without a Pyramid
and place the Acquire token of that color in the empty Acquire Place your Action token on the selected Acquire space, spend the
space on your Player board. PP and place the Power tile in front of you so everyone can see
Adding more than one Level asks you to sum up the costs, it is a it. You own that Power tile for the remainder of the game, and it
single effect. cannot be lost.
Examples:
To add the Level 3 to a Level 2 Pyramid, spend 3 PP.
To add the Level 3 to a Level 1 Pyramid, spend 5 PP
(2 PP to add the Level 2, and 3 PP more to add the Level 3).
= 3 if or
+4
+1
+1
+4
Level 3 Level 4
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Gaining temporary FP when controlling
3.4.4 Pray At the end of a Move action, if you still own a Troop in a zone you
did not control at the beginning of that action, you take control of
Gain 2 Prayer Points (PP). it. If that zone contains a Temple or a Level 4 Pyramid, you take the
corresponding temporary FP wherever it is. You will add this FP on
the Score track at the end of your turn.
3.4.5 Move
Reminder: To control a Temple or an opponent’s Pyramid,
Move 1 of your Troops. This action is a combination of 1 Land you must have a Troop in the same zone.
move and 1 Teleportation: If your Troop ever moves out of an opponent’s District
• the number of Land moves is calculated at the beginning of with a Level 4 Pyramid, leaving it empty after controlling
the action and may be modified by effects at that moment it, return the Pyramid FP to that player. If your Troop
only, ever moves out of a Temple zone, leaving it empty after
controlling it, return the Temple FP into that zone.
• there may be only 1 Teleportation per Move action, but its
cost may be reduced by effects.
Example:
During your Move actions:
Claire wants to move her Troop from her City to the Temple on
• you may use Land move and Teleportation in any order and
the Nile east bank from a distance of 3 zones.
you may alternate them,
• you may move only a part of your Troop and leave some
Units in the zones your Troop passes through,
• you may take Units and Companion you own that are in
zones your moving Troop passes through,
• you may temporarily exceed the Troop limit, the Creature
limit, and the Servant limit but these Limits are assessed at
the end of the action in every zone,
• you may only play DI cards with a Move icon,
• any time your Troop enters a zone containing an opponent’s
Troop it ends its Move action, and a Battle is immediately
triggered.
She has two solutions:
A. She may teleport her Troop by spending 2 PP to place her
Note: The Move action has to be resolved in a manner to Troop directly in the Temple zone.
follow the Limits when the action ends, which may reduce the
move options. No Unit nor Companion may be removed from
the Kemet board to accommodate a move.
Teleportation
Spend 2 PP to teleport all or part of your Troop from a District
with a Pyramid of at least Level 1 to a zone containing an Obelisk.
=
(2 )
Note: When a player teleports a Troop, it does not cost any
Land move.
Land move B. Without a Teleportation, she may only do so using Land moves
Spend 1 Land move to move your Troop to 1 directly adjacent if her Troop is able to make 3 Land moves.
zone or from its zone containing a Harbor, to a zone containing a A way to do this is to have the Power tile “Priest of Mafdet”
Harbor, by complying with all the following restrictions: and the Creature “Deep Desert Snake” tied to this Troop, which
• Your Troop may leave its zone through any kind of Harbor would allow it to make 3 Land moves.
(Military or Trading), but it may then enter a zone only
through a Trading Harbor, or through the Military Harbor of
the Desert zone surrounding your City.
• During a single Move action, your Troop may only enter
into 1 District of an opponent’s City, and only if it starts this
action in a zone adjacent to the Wall to cross (that adjacency + 1
=
requirement may be canceled by an effect). 1
9
3.5 Battle 3.5.4 Casualties
The Attacker is the player whose move triggers the Battle, the Each Battle card has a damage value (Damage and/or Unblockable
other player is the Defender. Damage), and/or a Shield value (Shield and/or Impenetrable
The Battle only involves these two players, therefore no other Shield). These values can be modified by DI cards, Companions in
player will be able to play DI cards during this Battle. this Battle, and Power tiles.
A Power tile with a DAY icon has no effect during a Battle. Any damage produced by a Troop is inflicted to the opposing
Troop. However, a damage value with a ‘-’ before it is inflicted to
When effects would resolve at the same time, the Attacker’s effects
their own Troop (even if is has not enough Units).
are resolved first, followed by those of the Defender.
1. Starting with the Attacker, each player in the Battle who played
Resolve all the following steps in order, even if a player no longer
at least 1 Impenetrable Shield chooses as many Units from
has a Troop in the Battle.
their Troop that will not be removed by any Damage nor any
Unblockable Damage.
2. Starting with the Attacker, each player in the Battle loses as many
3.5.1 War Council Units from their Troop equal to the total Unblockable Damage
value their Troop suffers.
The Attacker and the Defender each choose 2 Battle cards from 3. Starting with the Attacker, each player in the Battle then loses as
their hand: many Units from their Troop equal to the total Damage value
• the first Battle card is discarded face down and will never be their Troop suffers, minus their own Shield value.
revealed,
• the second Battle card will be played during the Battle and is If the winner loses their Troop, they are still considered to be the
kept in hand (it is not revealed for now). winner, even if the loser still has a Troop in the zone where the
Battle occurred.
The Attacker and the Defender may add DI cards with a BATTLE
icon: each player chooses if they hide these DI cards under their
in-hand Battle card, or if they tell how many DI cards they play. A
3.5.5 Rewards
player may not play DI cards with a cost they cannot pay (if that
happens, the card is discarded without effect).
1. If the Attacker is the winner and they still have a Troop in the
This is the only time they may play DI cards during the Battle. A zone where the Battle occurred, they gain 1 Battle FP.
player may tell their opponent they have played DI cards, but
2. If the Defender is the winner, they gain 1 Veteran token.
need not be truthful. Players also do not need to admit to playing
DI cards, even if asked. Each player has the DI card “Diversion”: it 3. Each player involved who did not gain any FP during this
has no effect, but may be played alone or among other DI cards Rewards step gains 1 Veteran token (this means if the Defender
to bluff the opponent. is the winner, they gain an additional Veteran token).
+2
1
3.5.2 Confrontation 3.5.6 Loser’s Aftermath
10
+2
1
3.5.8 Battle Ending 3.6 Night Phase
Each player discards the Battle card they played and resolved Resolve the following steps in order:
face up. The Battle cards discarded during the War Council step
are left face down and not revealed. If a player has discarded all 1. Offering
their Battle cards, they immediately take all of their Battle cards
back to their hand. The player that controls The Sanctuary may remove 2 Units from
that Troop to gain 1 Divine FP.
DI cards played in the Battle are discarded face up near the DI deck.
Any Unit exceeding the Troop limit is removed. 2. Delta Temple control
If the Defender still owns a Troop in the attacked zone, they keep The player that controls the Delta Temple may remove 1 Unit
control of it. If this is the Attacker, they take control of that zone from that Troop to gain 5 PP.
(see p.6)..
Example: 3. Temple control
Jacques moves his Troop to the zone of a Temple controlled by Each player that controls at least 2 Temples gains 1 Divine FP.
Guillaume’s Troop.
• Jacques is the Attacker with a Troop of 5 Units and has the 4. Adoration
following Powers: Each player gains the number of PP shown on the Temples they
» Charge! (+1 Strength when attacking), control (other than the Delta Temple).
» Blades of Neith (+1 Strength in Battle). This gain of PP is a single effect for each player.
He has 7 Strength (5+1+1).
• Guillaume is the Defender with a Troop of 4 Units and a tied 5. Prayers
Creature: Each player gains 2 PP and may discard X Veteran tokens to gain
» Ancestral Elephant (+1 Strength to its tied Troop). X PP.
This gain of PP is a single effect for each player.
He has 5 Strength (4+1).
Both players secretly choose 2 Battle cards: the first Battle card 6. Divine Intervention
is discarded face down and the other is kept in hand to be played In turn order, each player draws 1 DI card and may discard Veteran
in the Battle. tokens to draw 1 DI card per 2 Veteran tokens discarded this way.
• Jacques keeps his Battle card: 3 Strength, and 2 Damage. He
tells he plays 1 DI card he chooses to place face down on the 7. Conscription
table. In turn order, each player may discard X Veteran tokens to add
• Guillaume keeps his Battle card: 2 Strength, and 2 Shield. He X Units in Districts in their own City and which are not controlled
adds 2 DI cards which he chooses to hide under his Battle card: by opposing Troops.
Bronze Wall, and War Fury.
Both players simultaneously show their cards and declare their 8. Awakening
total Strength value: Each player discards any remaining Veteran tokens they have and
• Jacques’ Strength: 10 (7+3 from his Battle card), his DI card takes back their Action tokens, placing them into their Supply.
was a Diversion card with no effect so he takes it back, Any Units exceeding the Troop limit for the Troops on the Kemet
board are removed.
• Guillaume’s Strength: 9 (5+2 from his Battle card +2 from his
DI card, for which he has to spend 1 PP).
9. Destiny
Jacques is the winner.
9.1. Move the Order markers below their current space on the
Casualties: Turn Order track.
• Jacques inflicts 2 Damage to Guillaume’s Troop, which has 9.2. Starting with the player who has the fewest FP, then in
4 Shield (his Combat card + Ancestral Elephant + Bronze Wall ascending FP order, each player chooses their position on
DI card). the Turn Order track by placing their Order marker on an
• Guillaume does not lose any Units nor does he inflict any empty space.
Damage. In case of a tie, the tied player whose Order marker was
leftmost on the Order track during the previous Round
• As Jacques is the winner and still has a Troop in the zone being
chooses first and so on.
the attacker, he gains 1 Battle FP.
9.3. Start a new Round with its Day Phase.
• Guillaume gains 1 Veteran token as he is the loser.
• Guillaume chooses to recall his Troop: he recalls 4 Units, gains
3 PP and puts his Creature back in his supply.
• Jacques could also recall his Troop, but he prefers to keep it in
the zone where the Battle occurred to control the Temple and
takes the corresponding Temple FP (and would place it on his
Score track at the end of his trun).
• Played cards are put in their respective discard piles.
11
4 - TEAM MODE
The Team Mode allows to play:
Setup
• a 4-player game, 2 vs 2,
• a 6-player game, 2 vs 2 vs 2,
• a 6-player game, 3 vs 3. Setup is the same as Classic Mode, except step 2.3 where points 1
The Teams mode follows all of the rules of the Classic Mode; the and 2 are modified this way:
only exceptions are noted in the following sections. The rules do 1. Start of game Turn order
not change based on the player/team count. Players create random teams or choose their Teammates.
Each team chooses 1 of their Order markers. The chosen markers
are randomly placed from left to right on the Order track. Then,
Team Mode concepts take the remaining Order markers and place them following the
first markers keeping the same team order.
This way, the order of the teams will remain the same from one
Members of a same team are called Teammates.
Teammate to another and there will never be two Teammates
The Troops of Teammates never battle against each other. Only from the same team who would play consecutively.
Troops belonging to another team are considered to be opposing
Troops. Example:
Teammates are allowed to discuss about strategy and plan, both 3 teams of 2 players confront:
openly and in secret. Teammates may secretly show each other DI • team 1: yellow and blue Teammates
cards and Battle cards. • team 2: red and green Teammates
The FP of each team are summed up on the Score board.
• team 3: violet and black Teammates
The PP and Veteran tokens gained may be distributed among
Teammates how the team sees fit, regardless as to which Teammate The first Order markers chosen by each team are yellow, green,
gained them and when. and black. They are randomly placed on the Order track in the
Each player remains the only owner of their City; as such,
following order: black, green, then yellow. The 3 remaining
Teammates of a player may not use that City as if it was theirs. Order markers (blue, red, and violet) are placed following the
first ones 3 on the Order track in the following order: violet,
Mixed Troops red, then blue.
The Teammates may mix their Units to create Mixed Troops. A
Troop is mixed if it contains Units belonging at least to 2 different Turn order will be: black, green, yellow, violet, red, then blue.
Teammates. Looking at the teams, the order will be: team 3, team 2, team 1,
Mixed Troops follow specific rules for Recruit action, Move action, team 3, team 2, then team 1.
and Battle (see sections about corresponding actions).
A Mixed Troop may contain 5 Units at most, this is the Mixed
2. Troop placement
Troop Limit. Unlike normal Troops, no effect (Power tiles, DI
Each player chooses 2 Districts from their City and distributes
cards) may make it exceed 5 Units.
4 of their Units and 1 Unit from their Teammate in each, they
Active Teammate and Power tiles then place their 2 remaining Units in their Supply. If the team is
The Power tiles applied during a Phase or a Battle are only those made of 3 Teammates, each player distributes 4 of their Units and
acquired by the active Teammate. 1 Unit from one of their Teammate in a District, 4 of their Units
and 1 Unit from one of their other Teammate in another District.
• During both the Day Phase and Battle Phase, the active
Teammate is the player currently playing their turn.
• While defending, the active Teammate is the one whose Troop Note: Teammates may consult anytime during setup.
is attacked, in case of a Mixed Troop, the active Teammate may
be chosen by the defending team who has at least 1 Unit in the
Each player gets 1 DI card ”Assemble!”.
Mixed Troop being attacked.
Exception: The Companion tile tied to a Troop is always applied,
whoever owns that tile.
Game End
As soon as a team has at least 12 FP (temporary FP and permanent
FP of the team summed up) at the start of the turn of one of the
Teammates, before playing an Action token, and no other team
owns more FP than them, the game immediately ends and this
team is the winner of the game.
12
Day Phase Battle
Only the following actions are different from Classic Mode. A Teammate may never attack Troops belonging to their
Teammates.
Recruit • The Attacker is the active player whose move triggers the Battle.
• The Defender is the active Teammate whose Troop is attacked,
Spend X PP to add X Units: take these Units from your Supply or in case of a Mixed Troop, the active Teammate can be chosen
and place them in 1, 2, or 3 Districts in your City, even if they are by the defending team for any Teammate who has at least
controlled by opponents. You may complete a Troop containing 1 Unit in the Mixed Troop being attacked.
Units from a Teammate, still observing the Troop Limit of 5 Units Only active players can play DI cards during the Battle, and only
per Troop. the Power tiles these players own will affect the Battle (Exception:
If you add Unis into one of your Districts controlled by an Companion Power tiles are always active when the Companion is
opponent, it triggers a Battle in which you are the attacker at the in Battle).
end of your Recruit action. A Power tile with a DAY icon has no effect during a Battle.
If you add Units into multiple Districts controlled by opponents, When effects would resolve at the same time, the Attacker’s effects
you choose in which order to resolve these Battles. are resolved first, followed by those of the Defender. Resolve the
Classic Mode steps in order, even if a player no longer has a Troop
Note: You can only add Units to you own City. Even if you in the Battle.
control an opposing team’s District or a Teammate’s District,
you cannot add Units to it. Clarifications
Teammates choose which Units are removed from their Troop
involved in the Battle.
Acquire Veteran tokens may be freely distributed among Teammates
when they are received. This way, a Teammate may get a Veteran
This action functions identically to Acquire in Classic Mode. token even if they did not participated to the Battle.
One clarification: A player that has at least 1 Unit in the Troop
that occupies a District containing an opposing Pyramid or one
belonging to a Teammate is considered to be controlling that
Pyramid.
Night Phase
Move The Night Phase is the same as Classic Mode, except step 9
that becomes:
This action functions identically to Move in Classic Mode, with the
9. Destiny
following exceptions:
• During their Move action, a Teammate may pass through a zone 9.1. Move the Order markers below their current space on the
containing Units belonging to a Teammate even if this causes Turn Order track.
them to temporarily exceed Troop Limit, Creature Limit and 9.2. The team that has the least FP chooses 1 of their Order
Servant Limit per zone; these Limits are assessed at the end of markers and place it in 1st, 2nd or 3rd position on the Order
the action. track (3-team games) / in 1st or 2nd position on the Order track
• Walls of Teammates’ Cities are ignored when moving (2-team games). In order of ascending FP, each other team
Teammates’ Troops. does the same by choosing 1 of the empty spaces on the
• A Mixed Troop may be moved by any Teammate that has at Order track.
least 1 Unit in it and as long as that Unit stays in the Troop from In case of a tie, the tied team whose player was leftmost on
the beginning to the end of the action. the Order track during the previous Round chooses first, and
• A Teammate may take and/or leave Teammates’ Units or their so on.
own Units in zones they pass through during that action. 9.3. Following the same order, each team places their second
• During the Day Phase, a Mixed Troop only benefits from Power Order marker. In the case of a game with 3 player teams,
tiles owned by the active player (exception: Companion Power this will be done one last time, until all Order markers have
tiles). been placed.
• If a Mixed Troop occupies a District containing a Pyramid, this 9.4. Start a new Round with its Day Phase.
one is considered to be controlled by each of the Teammates
that have at least 1 Unit in their Mixed Troop. In any case, a
Level 4 Pyramid gives only 1 FP to the team that controls it.
Example:
A red/blue Mixed Troop contains the Mummy. The Mummy
belong to the Blue player. The Move and Battle bonuses will
apply even if the Red player moves that Troop. However, the
DI card gained during Night Phase only applies to the Blue
player.
13
5 - SOLO MODE
8. Amon takes the City in the north, place 2 Level 4 Pyramids
Additional components: corresponding to the 2 selected colors during step 2.1. 9
• 1 Amon board (virtual player) 9. Place 5 Units in each of Amon’s District that contain a Pyramid.
• 5 Objective cards 10. Resolve the effects of Plunder cards until Amon gets 1 Creature
• 10 Event cards for each of his Troops. Place the first Creature on the Troop A
• 5 Disaster cards space on the Amon board, and the second one on the Troop B
• 9 Action cards space. 10
• 8 Plunder cards The Power tiles specified by the Plunder cards that are not
Creatures are not removed from the game during this step.
Solo Mode concepts
The goal of the Solo Mode is to fight against Amon, your virtual
opponent, to complete the objective you choose at the start of the 1
game in a number of Rounds.
BEWARE! If, at any moment, the player has no more Units on the
Kemet board, they immediately lose the game.
The Solo Mode cannot be played with the Gods of Egypt module.
Setup
Place the two pyramids that are chosen for this game, one above
the other and to not move them during the game (see the Plunder
cards effect). Shuffle the Power tiles from each Level with each
other to have them placed at random in their level line. 1
6. Create the Actions deck: Pick the 9 Action cards, shuffle them
and place them face down on the dedicated space on the
Amon board. 7
7. Create the Plunder deck: Pick the 8 Plunder cards, shuffle them,
and place them face down near the Amon board. 8
Events
discard pile
14
Note: Amon has 2 Troops, A and B, containing 5 Units, each
tied to Creature A and B respectively.
Day Phase
11. Shuffle Amon’s Battle cards and place them face down near During each Round, Day Phase is replaced by the following
the Amon board. 11 sequence, shown on the Amon board:
• Player Action tokens 1, 2, and 3.
At step 2.3.3 the player places their 2 Pyramids in the southern
• Draw 1 card from the Events deck.
City in the Districts shown below (to have east and west clearly • Player Action tokens 4 and 5.
differentiated). 12 • Draw 1 card from the Actions deck.
At step 2.3.4, Amon does not acquire a Level 1 Power tile.
As in the base game, the player will be able to use gold or silver
Action tokens acquired during the game and will have to follow
the Equilibrium rule.
Each Round, after playing their 3rd Action token, the player will
draw a card from the Events deck.
12 12 • If this is an Event, they apply its effects.
Effects written in black are immediately resolved. Effects written
in red are ongoing until the card is covered by another Event card.
3 Example:
Amon Round Amon Objective card for The card “Thirsty for revenge” tells Amon gains +2 Strength and
Troop A track Troop B the game +2 Damage. These Battle bonuses are ongoing until another
Event card covers it. However, THIRST FOR REVENGE
OBJECTIVE
1 2 3 4 5 6 7 8
the effect «The player discards 2 DI cards»
10 10 2 is applied only once when the card is revealed.
Number of Rounds: 7
Amon Troops gain:
Number of Event cards: 5
+2
Victory conditions: +2
• You own 5 Permanents FP
• In Night Phase, you control 2 Temples. Choose and discard 2 DI cards from your
hand.
Special rules:
• None.
EV01
OB01
6 7
• If this is a Disaster, place that card next to the Amon board,
its effect cumulates with any Event already in play and any
other Disasters already drawn. By default, its effects apply
until the end of game. A Disaster card does not replace an
Event card already in play, this card stays active during this
5
Round.
War Actions
Table discard pile
Hint: Remember to update the columns in the War table,
when a card enter into play and/or a card is discarded.
15
Resolving an Action card Applying the Plunder effect
Each Round, after playing their son 5 Action, the player will draw th
When an Event card or an Action card asks you to apply the effect
a card from the Actions deck, resolve it, and then discard it. of a Plunder card, draw the cards from the top of the Plunders deck
and place it below the Tile boards.
Clarifications about Action cards effects: For the color on top of the card, look at the Pyramid Level shown
• Amon’s Move Action: below the top pyramid, then remove from the game the Power
Moving one of Amon’s Troop refers to a Land move towards its tile corresponding to the crossed one. If that Power tile is not on
target, always taking the shortest path. This move will never use the Tile board, remove the tile from the lower Level in the same
Ports, except the Military Port to leave the Delta Desert zone. column. Continue doing so if necessary until a Power tile has been
removed from the game.
The target determines the direction of the movement
undertaken by Amon’s troops (highest pyramid, troop with Proceed the same way for the pyramid color on the lower part.
fewest units...), which is indicated by some Action cards. If no tile may be removed, draw a new Plunder card and resolve
Amon’s Troops do not take into account Walls of the Player’s the part you weren’t able to resolve.
City. When the Plunders deck is empty, shuffle the discard pile to create
Amon’s Troops benefit from movement bonuses given by the a new one.
tied Creature, effects from active Event cards, and active Disaster Example: PLUNDER
cards.
This Plunder card asks to remove from
If the target of Amon’s Troop needs it to move into the Delta, it the game the 1st Level 4 Power tile for
will be able to teleport through a Pyramid, without paying the the left side pyramid. If it is not possible,
cost. the 1st Level 3 tile, and so on.
If the target of Amon’s Troop needs it to spend a cost to enter in
P08
its zone, Amon enters that zone and ignores that cost.
If Amon’s Troop enters a zone occupied by its target or another
opposing Troop, immediately resolve that Battle (see below).
To select Amon’s Troop target, check if the 1st condition on the Objective cards clarifications
Action card is fulfilled. If this is not the case, check the next
condition. If any Objective card contradicts the regular rules, the Objective
card takes precedence.
SURGE
AC01
16
Battle Then, he moves the Sequence token on the “Event card” space on
the Amon board. He draws the top card from the Events deck and
applies its effects.
Amon does not resolve step 3.5.1.
During step 3.5.2, the player reveals their played Battle card and BLOODY SKIRMISH
DI cards. Then, they pick all Amon’s Battle cards (even those It is the event “Bloody skirmish” (Both Amon’s
previously played), shuffle them face down and reveal 1 at random. Amon Troops gain: Troops gain +1 Strength,+1 Damage,+1 Land
+1
Night Phase Jacques has a total of 12 Strength, inflicts 1 Damage and has
1 Shield. Amon has 8 Strength, inflicts 4 Damage and has 1 Shield
Amon has no Night Phase (unless an Event card says otherwise). OBJECTIVE
track on the Amon board to resolve his 1st action. He decides to Jacques draws the card from the top of the
spend 4 PP to Build a Level and upgrade his Onyx Pyramid to Actions deck and resolves it. It is the card
Level 4 by placing his Action token on the Build space on his Add up to 2 Units
in each Amon Troop (up to his Troop Limit).
“Reinforcements 1” : 1 Unit is added to each
Player board. Destroy 1 Unit in each of your Troops.
Amon’s Troop (his Troop Limit is 6) and Jacques
He moves the Sequence token on the “Action 2” space and loses 2 Units in the last Troop he has. The next
acquires the Power tile “Bestial Fury” by spending 4 PP. AC05
Round will be difficult…
He resolves his 3rd action which will be Pray. He gains 2 PP.
17
6 - MODULE: GODS OF EGYPT
Additional components: Day Phase
• 6 God tiles
• 6 God miniatures
• 6 Life Point markers (LP)
• 1 Rise marker Recruit
• 1 Special Battle card for Sobek
Add the following option to the Recruit action
• Deploy your God: You may place your God from your Supply
Module’s concepts for free onto one of your Districts. This District cannot Units
from you or your Teammates. Place its LP marker on the highest
LP value on its God tile.
The Gods of Egypt module introduces powerful asymmetry to the • Potential Battle: If you place your God miniature in an
game. Each player chooses a God to embody, receiving a unique opponent-controlled District, this triggers a Battle where you
miniature and a tile detailing their special abilities. Each God are the attacker. This Battle resolves at the end of your Recruit
offers distinct advantages (see next page) once their God tile has action.
been acquired.
Follow the rules of your chosen game mode, with the specific
exceptions outlined in the following sections. Acquire
This module works with both Classic Mode and Team Mode.
Add the following option to the Acquire action
Setup To acquire your God tile, the 4 following conditions must be
fulfilled:
Setup follows your chosen game mode you chose, replace point 1 • at least 1 player has earned at least 4 FP during the game (or
of step 2.2 with the following: 7 FP in Team Mode), this condition remains satisfied even if
1. Each player chooses a God and a City on the Kemet board. They players later lose FP
place the Statue token in the color of their God in a City from • your City has at leasts 1 Level 4 Pyramid (regardless of who
the Kemet board. That City will be the one for their faction controls it),
throughout the game. They take the corresponding God tile • an Acquire space matching the color of at least 1 of the Level 4
they place face down in front of them, they place the miniature Pyramids in your City is empty,
on it, and they take a Life Point marker. • you have at least 4 PP.
Place the Rise marker on the Score track below the 4th column
(7th column in Team Mode)..
How to acquire
• Place Action token: Place your Action token on the empty
Acquire space corresponding to 1 of the Level 4 Pyramids in
Rise your City.
token • Pay the cost: Spend 4 PP. This cost cannot be modified.
• Activate your God: Flip your God tile face up. Immediately
The Gods place your God miniature in one of your Districts that does not
contain Units from you or your Teammates.
• Place LP marker: Place its LP marker on the highest LP value
• Life Points: Each God has a number of Life Points (LP) shown
on its God tile.
on its God tile, depicted by .
• Potential Battle: If you place your God miniature in an
• Troop status: A God acts as a troop with its Strength is listed on
opponent-controlled District, this triggers a Battle where you
its god tile,
are the attacker. This Battle resolves at the end of your Recruit
• Unit limitations: A God is not considered a Unit, nor a Companion. action
• Alone on the Battlefield: Gods cannot have Unit and/or
Companions tied to them.
Life Points of Gods
Battle
• Losing LP: Any effect that would remove 1 Unit from a Troop
that targets a God instead removes 1 LP from it (this includes Battles follow the rules of your chosen game mode, except the fact
the Temple of the Delta, Battle losses, DI cards, etc.). that a God cannot be recalled:
• Tracking LP loss: For each LP lost, move your LP marker 1 space • During the Loser’s Aftermath step, a God must retreat if possible.
to the left on your God tile. Else, the God returns to its owner’s Supply. This is not considered
• Consequences of LP loss: Each LP lost by a God counts as 1 lost as a Recall.
Unit for the purpose of triggered effects. • During the Winner’s Aftermath step, a God may only stay in the
• Defeat: If a God reaches 0 LP it is placed back on its God tile and Battle zone, It cannot use Recall.
will be available to recruit.
Note: The Divinities from the “Book of the Dead”
expansion are not Gods.
18
7- GLOSSARY
Actions Cards
There are 5 different actions : Build, Recruit, Acquire, Pray, Move. Hand size is unlimited, and the number of each kind of card a
player has in their hand is public knowledge, but the cards
Power tiles themselves are kept secret.
Power tiles are divided into families corresponding to the different Revealed Battle card discard piles and DI cards discard pile are
Pyramid colors. Each family is split into 4 Levels, with 4 tiles from public to all players.
each Level, meaning 16 Power tiles within each family). Whenever the DI deck is empty, shuffle the DI discard pile to
Prayer Points (PP) and Prayer track create a new DI deck.
The Prayer Point icon is an ankh , it is the central resource of the To play a DI card, pay its cost in PP during the Phase corresponding
game you spend to trigger different effects. to its icon (see Player Aid), resolve its effect, then discard it face up
For each PP you gain, move your Prayer token 1 space to the right in the DI cards discard pile.
on your Prayer track.
For each PP you spend, move your Prayer token 1 space to the left
on your Prayer track.
You may never have more than 11 PP, or less than 0 PP.
Controlling a zone
A player controls a zone other than a District in their City as
long as they have a Troop in it. A player controls a District of
their City as long as there is no opposing Troop in it. Immediately
when a player has no more Troop in a Temple or an opponent’s
District with a Level 4 Pyramid, they give back the corresponding
Temporary FP depending on the situation.
Controlling an opposing Pyramid
A player whose Troop occupies an opposing District with a
Pyramid controls that Pyramid.
In Team Mode:
• If a Mixed Troop occupies a District containing a Pyramid, this
one is considered to be controlled by each of the Teammates
that have at least 1 Unit in their Mixed Troop. In any case, a
Level 4 Pyramid gives only 1 FP to the team that controls it.
• A player that has at least 1 Unit in the Troop that occupies a
District containing an opposing Pyramid or one belonging
to a Teammate is considered to be controlling that Pyramid.
Empty zone
A zone is empty if no Troop is in it, allowing that zone to receive a
Troop without triggering a Battle.
Units and Troops
All the Units belonging to a player in a zone form a Troop. A Troop
can contain 5 Units at most: this is known as the Troop limit. A
Companion tied to a Troop does not count towards that limit.
When a player adds 1 Unit, they take 1 Unit from their supply and
place it on the Kemet board; the effect states any restrictions.
When Units are removed from the Kemet board, for any reason,
they go back to their owner’s Supply.
Important! During an action, a Troop may temporarily exceed
the Troop limit, the Creature limit, and the Servant limit, provided
these limits are assessed at the end of that action in every zone.
Compagnon
Any Creature or Servant tied to a Troop.
19
TABLE OF CONTENTS
1 - COMPONENTS................................. p.2
1.1 The Kemet board................................... p.2
1.2 Player boards......................................... p.3
1.3 Power tiles............................................. p.3
1.4 Divine Intervention cards........................ p.3
1.5 Battle cards............................................ p.3
1.6 Pyramid Levels....................................... p.3
2 - SETUP................................................ p.4
2.1 Common setup....................................... p.4
2.2 Individual setup..................................... p.5
2.3 Before starting to play............................ p.5
3 - GAMEPLAY....................................... p.6
3.1 - Introduction......................................... p.6
3.2 - Game end............................................ p.6
3.3 - Day Phase........................................... p.7
3.4 - Actions................................................ p.8
3.5 - Battle................................................ p.10
3.6 - Night Phase....................................... p.11
4 - TEAM MODE.................................. p.12
5 - SOLO MODE................................... p.14
6 - MODULE: GODS OF EGYPT........ p.18
7 - GLOSSARY....................................... p.19
CREDITS
Designer :
Jacques Bariot and Guillaume Montiage
Illustrations :
Pierre Santamaria, Emile Denis and Mehdi Boukhezzer
Sculptures :
Francesco Orrù and ARJ Kabolas
Graphic design:
Anthony Questel and Laura Arrescurrenaga
Special thanks:
It’s been 12 years since the first edition of Kemet was released (2012). Yet, we’re pleased to see there is still as much
enthusiasm for this project as before.
This new chapter in our favorite gods’ adventures is a new occasion to thank our dear testers Claire, Stella, Etienne,
Pierre, Fred and Ian. Their precious feedback helped us in refining all details of the gameplay.
We’d also like to use this occasion to pay a new tribute to the team at Matagot for their involvement in this project:
Laura, Anthony, Auguste, Raphaël “Pikaraph” and Zongxiu.
Special thanks to Arnaud for his unwavering trust and wonderful suggestions.
Finally, we’d also like to thank all the players who made it possible for Kemet Blood & Sand to live on with such
passion.
Hoping to see you soon around sandy and blood-stained gaming tables…
KBS-Base_EN_rev51_2024-06-12