Favor of the Pharaoh
Favor of the Pharaoh Rulebook
Table of Contents
Table of Contents
Contents
- 1 Pharaoh
- 1 Start Player tile
- 3 Start tiles
- 63 Populace tiles
- 4 Pyramids
- 36 Priesthood tiles
- 36 Artifact tiles
- 3 +1 Die tokens
- 31 +1 Pip tokens
- 31 Reroll tokens
- 12 Standard dice
- 5 Double-sided Level bars
- 6 Unique Custom dice
- 8 Immediate dice
First Game Setup
Put the level bars A-side up on the table in ascending order. Below each strip, place the tiles as shown. Add extra copies of these tiles depending on the number of players, as shown to the left of those bars. Below the bottom row, place Herder tiles equal to the number of players. Put the unused tiles back in the box.
Later Games
Roll a die (odd=A, even=B) for each bar to decide which side to use.
Always place the Queen tile under the 7-of-a-kind location, with the Pharaoh marker on top of it. For each other tile location, randomly select a tile to use from those of that type and level by rolling a die, using the number(s) in the upper left corner of the tiles. Place as many of those tiles as indicated on the level bars.
If you have an iOS or Android device, you can use the free random setup app available online from www.beziergames.com.
Place the dice where everyone can reach them (put away special dice that don't appear on any tiles).
How a level bar strip is laid out
Each level bar strip shows, left to right: the die-combination requirement for the yellow (Populace), blue (Priesthood), and red (Artifact) tile at that level, then that level's Power. To the right of the strip: the Tiles per stack, the Level bar side letter (A or B), and the tokens received when a tile at that level is claimed.
7 Level Bar (A side)
One tile in each stack. Place the Pharaoh token on the Queen.
- QUEEN
- GENERAL
- HEIR
- QUEEN'S FAVOR
6 Level Bar (A side)
Two fewer tiles in each stack than the number of players (minimum 1 tile)
- EMBALMER
- ROYAL ATTENDANTS
- SURVEYOR
- TREASURE
Place the Scarab tokens face down in a pile and the +1 Die tokens next to them.
5 Level Bar (A side)
Two fewer tiles in each stack than the number of players (minimum 1 tile)
- CHARIOTEER
- CONSPIRATOR
- MASTER ARTISAN
- BURIAL MASK
4 Level Bar (A side)
One fewer tile in each stack than the number of players
- ARTISAN
- BUILDER
- ENTERTAINER
- PALACE KEY
3 Level Bar (A side)
Tiles equal to the number of players
- WORKER
- FARMER
- SERVANT
- OMEN
Herder tiles are equal to the number of players.
Player Setup
After doing the setup steps on the previous page, give each player a Pyramid. Choose a first player randomly. Give that player the Start Player tile. Give a Start tile to each of the other players.
Clockwise from the first player, the 2nd player -- and, if present, the 3rd and 4th players -- draw 1, 2, or 3 tokens, respectively, and flip them face up.
Goal
The goal is to win the Pharaoh's favor. Players begin as lowly petitioners with a bit of influence, represented by dice and tokens. As they rise in Egyptian society, they gain influence from more powerful contacts until someone secures the Queen's support.
The Pharaoh then holds court: a final "roll-off" among the players to win his favor by rolling the most matching dice with the highest value. The player who ends with the Pharaoh's favor wins!
Play
Play proceeds clockwise, starting with the first player. On a turn, a player rolls dice and uses tokens and powers to set aside a scoring combination and claim a tile.
A player begins by rolling 3 or more dice, based on his tiles. Initially, a player rolls 3 Standard (red) dice, as shown on his Start tile.
Dice rolled at the start of your turn.
Rolled dice are active. After each roll, a player must "lock" at least 1 active die by setting it aside in his pyramid before rerolling all his remaining active dice.
Active Immediate (white) dice must be locked after being rolled or entering play; they cannot be rerolled as remaining active dice.
Some tile powers bring more dice into play as active dice of a given value during a turn. Tokens and other tile powers adjust dice values or allow a player to reroll them. These may be used on dice, including newly brought in or Immediate (white) dice, before locking them.
Enough dice have been supplied for most games. If you ever run out of dice of a needed type, either borrow some from another game or roll some of the other dice types separately in place of the needed dice until you have set aside enough dice to continue normally.
Locked dice in a player's pyramid may not be adjusted, rerolled, or brought back into play.
Repeat this process of rerolling and locking one or more active dice (and possibly using tokens and tile powers) until all your active dice are locked and you don't wish to bring any more dice into play (using tile powers).
Then, you may claim one tile whose requirements your locked dice satisfy, as shown on the level bars above tiles.
End your turn by removing all dice from your pyramid and straightening any used tiles (see below). The next player clockwise then begins a turn by rolling dice.
Scarab Tokens
Various tile powers allow a player to gain a Scarab token. Draw one randomly and place it face up in front of you. Each Scarab token may be used once per game and is then discarded to the box. If Scarab tokens ever run out, reshuffle the discarded tokens.
There are two kinds of tokens:
- Reroll token — Use a reroll token to reroll one active die.
- +1 Pip token — Use a +1 Pip token to add 1 to an active die showing a numeric value, adjusting the die to show its new face.
You may use multiple tokens in succession (for example, to add more than 1 to an active die) or at different times during a turn.
Powers
Tiles come in three colors:
- Yellow Populace tiles provide more dice, either to roll at the start of a turn or to bring into play as active dice of a given value during a turn.
- Blue Priesthood tiles adjust the values of active dice in various ways.
Yellow and blue tiles may each be used once per turn. After using a yellow or blue tile, turn it sideways. Straighten them at the end of the turn.
- Red Artifact tiles provide abilities that can be used once per game during your turn. After using a red tile, flip it face down.
Yellow tile powers that provide dice to roll must be used each turn.
All other tile powers are optional. Each power is resolved as it is used; a power may not "interrupt" another power.
Tiles that bring extra dice into play as active dice after a roll may not be used to add dice to those rolled to begin a turn.
Powers (and tokens) that add to dice or shift pips among several dice cannot increase their values beyond 6 (or to values they don't have). Thus, a power that adds exactly 2 pips to dice would have no effect on Standard (red) dice showing "5" faces or dice showing symbol-only faces. When shifting pips among dice, you must maintain their total.
Some powers modify rules. These modify only the indicated rules, not other rules.
Claiming Tiles
Only one tile may be claimed each turn (unless some tile power modifies this). Players may not claim duplicates of tiles they previously claimed. Keep used red tiles (face down) to track this.
To claim a tile, your locked dice must satisfy the listed requirement on the level bar above it. You may split a group of dice showing the same number into pairs or sets as needed (a 4 of a kind is also 2 pairs).
Some requirements list a condition such as "All ≤ 2" or "All Even". This applies to all your locked dice (but not dice you didn't bring into play). When satisfying an "All" condition, you must have set aside at least the number of dice shown on that level bar. Ignore symbols on die faces when checking these conditions; dice with symbol faces do count towards the number of locked dice needed on the level bar.
The Herder tile can be claimed by any set aside dice. Once you have a Herder, it is possible that you cannot claim a tile on a future turn, due to not meeting any tile's requirement. If this occurs, take 2 tokens instead.
Gain 1 token whenever you claim a blue tile; gain 2 tokens whenever you claim a red tile.
When claiming Royal Power, Treasure, Secret Passage, and Queen's Favor, gain two Scarab tokens from those tiles, and gain additional tokens if claiming additional Blue or Red tiles.
Sample Turn
Clara has five tiles: Start Player, Guard, Soothsayer, Builder, and Artisan. She also has 1 reroll token that she obtained on a previous turn.
First Roll: Clara gains a +1 token from the Builder, then locks the Immediate 2 (as required) and chooses to leave the Standard 2 on the Guard.
Second Roll: Clara uses the Soothsayer to move 1 pip from the Standard 4 to the Standard 1 and locks the resulting Standard 2.
Third Roll: Clara uses her +1 token to change the Standard 1 into a 2, and then uses her Artisan die to change the Standard 6 into a 2, and locks both Standard 2's.
Fourth Roll: Clara brings in and locks the Standard 2 from the Guard tile.
Fifth Roll: Since Clara has a 1/3 chance of rolling a 2 or a 1*, she chooses to use her reroll token to reroll the Artisan 3. It rolls a 4, which she must lock.
Her result is 2-2-2-2-2-4.
With this dice result, Clara acquires a Yellow Overseer tile, which requires Five of a Kind to claim, and places it face up in her play area.
Final Roll-Off
When the Queen is claimed, that player takes the Pharaoh and announces his roll to the other players (e.g. "Seven 6s" or "Eight 4s"), placing 1 die in the appropriate numbered slot beneath his pyramid. For example, if the player claimed the Queen with Eight 4's, he would place a die in the "8" slot with its "4" side showing (see above).
Any players who did not get a turn this round (the players to the right of the Start Player and left of the player claiming the Queen) gain 1 Die token.
The Pharaoh then holds court, a final "roll-off" among the players. Starting with the next player clockwise from the one who claimed the Queen, each player takes a turn and tries either to exceed the number of matching dice rolled by the player with the Pharaoh or to roll the same number of matching dice but with a higher value. No tiles are claimed during the Final Roll-Off.
For example, if the announced Pharaoh roll was "Seven 5s", a player would need to roll either eight or more matching dice of any value or "Seven 6s".
If a player succeeds, he announces his roll and takes the Pharaoh. Other players must then try to beat this roll. If he fails, he is out of the game. If a player doesn't have enough dice (given his dice and powers) to possibly beat the current Pharaoh roll, then skip that player's turn; he or she cannot win.
If the Pharaoh is taken by another player, then the player who has the Queen gets—after all other players have gone—a final turn to reclaim the Pharaoh by beating the last announced Pharaoh roll. Then, the player with the Pharaoh wins!
Level Bars
Each level has an A side and a B side. Each row below shows, in order: the Yellow (Populace) tile requirement, the Yellow tile requirement, the Blue (Priesthood) tile requirement, and the Red (Artifact) tile's sum requirement, followed by the Level bar side letter and the tokens received when a tile at that level is claimed.
Level 7
| Side | Yellow requirement | Yellow requirement | Blue requirement | Red sum requirement | Tokens |
|---|---|---|---|---|---|
| A | Seven of a Kind (QUEEN) — Seven dice must be equal. | Three of a Kind & Two Pairs — Dice must include one set of three equal dice and two sets of two equal dice. | Three of a Kind & Four of a Kind — Dice must include one set of three equal dice and one set of four equal dice. | 40+ — The sum of your dice must be 40+. | 1 |
| B | Seven of a Kind (QUEEN) — Seven dice must be equal. | Four of a Kind & Three 1's — Dice must include one set of four equal dice and one set of three 1's. | Pair & Five of a Kind — Dice must include one set of two equal dice and one set of five equal dice. | 45+ — The sum of your dice must be 45+. | 1 |
Level 6
| Side | Yellow requirement | Yellow requirement | Blue requirement | Red sum requirement | Tokens |
|---|---|---|---|---|---|
| A | Six of a Kind — Six dice must be equal. | Three Pairs — Dice must include three sets of two equal dice. | Pair & Four of a Kind — Dice must include one set of two equal dice and one set of four equal dice. | 30+ — The sum of your dice must be 30+. | -2 |
| B | Six of a Kind — Six dice must be equal. | 1 2 3 4 5 6 — Your dice must show 1,2,3,4,5,6. | Two Threes of a kinds — Two sets of three equal dice. | 35+ — The sum of your dice must be 35+. | -2 |
Level 5
| Side | Yellow requirement | Yellow requirement | Blue requirement | Red sum requirement | Tokens |
|---|---|---|---|---|---|
| A | Five of a Kind — Five dice must be equal. | 12345/23456 — Dice must show either 1,2,3,4,5 or 2,3,4,5,6. | Pair & Three of a Kind — Dice must include one set of two equal dice and one set of three equal dice. | 25+ — The sum of your dice must be 25+. | -2 |
| B | Five of a Kind — Five dice must be equal. | All Dice ≤ 2 — All dice must be 1's or 2's. | Three 6's & Pair of 1's — Dice must include three 6's and two 1's. | All Different — All dice must have different values. | -2 |
Level 4
| Side | Yellow requirement | Yellow requirement | Blue requirement | Red sum requirement | Tokens |
|---|---|---|---|---|---|
| A | Four of a Kind — Four dice must be equal. | 1234/2345/3456 — Dice must show either 1,2,3,4 or 2,3,4,5 or 3,4,5,6. | Two Pairs — Two sets of two equal dice. | 20+ — The sum of your dice must be 20+. | -1 |
| B | Four of a Kind — Four dice must be equal. | All Dice ≥ 5 — All dice must be 5's or 6's. | Pair of 6's & Pair of 1's — Dice must include two 1's and two 6's. | All Different — All dice must be different. | -1 |
Level 3
| Side | Yellow requirement | Yellow requirement | Blue requirement | Red sum requirement | Tokens |
|---|---|---|---|---|---|
| A | Three of a Kind — Three dice must be equal. | Pair — Two dice must be equal. | All Even — All dice must be 2's, 4's, or 6's. | 10+ — The sum of your dice must be 10+. | = |
| B | Three of a Kind — Three dice must be equal. | All Dice ≥ 4 — All dice must be 4's, 5's, or 6's. | All Odd — All dice must be 1's, 3's, or 5's. | 15+ — The sum of your dice must be 15+. | = |
Tile Reference
Each tile below lists the dice/players count printed in its upper-left corner (used to randomly select tiles during setup), followed by its power text.
Herder
HERDER (Any Roll) — To claim: any roll (of at least 1 die).
Once per turn, after locking 2 or more matching dice on one roll, gain +1 Standard die to roll for the rest of this turn, starting with your next roll.
Level 3 Tiles
FARMER (1) — Roll +1 Standard die to start your turn.
GUARD (2) — After any roll, may bring 1 Standard die into play as a "2".
INDENTURED WORKER (3) — When claimed, gain 1 token. Roll +1 Immediate die to start your turn.
SERF (4) — Roll +1 Serf die to start your turn. (See the Dice section for details.)
WORKER (5) — After a roll, may bring 1 Standard die into play as a "1".
BEGGAR (1-2) — Each turn, gain 1 token before your first roll.
SERVANT (3-4) — Add 1, 2, or 3 pips to an active die.
SOOTHSAYER (5-6) — Move any number of pips between two active dice.
ANKH (—, When claimed) — Gain tokens equal to the number of tokens you have.
OMEN (5-6) — After claiming this tile, immediately take another turn with one fewer Standard die, rolling 1 Standard die fewer than normal to start it.
ANCESTRAL GUIDANCE (1-2) — Gain 2 tokens immediately when used and +1 Standard die to roll for the rest of this turn, starting with your next roll.
Level 4 Tiles
ARTISAN (1) — Roll +1 Artisan die to start your turn. (See the Dice section for details.)
BUILDER (2) — Each turn, gain 1 token before your first roll. Roll +1 Immediate die to start your turn.
NOBLE ADOPTION (3) — Roll +1 Noble die to start your turn. (See the Dice section for details.)
PALACE SERVANTS (4) — Roll +2 Immediate dice to start your turn.
SOLDIER (5) — After any roll, may bring 1 Standard die into play as a "3".
GRAIN MERCHANT (3-4) — Reroll 1+ active dice to gain 1 token.
ENTERTAINER (1-2) — Flip any number of dice, including Custom dice, upside down. Example: you could flip two "1s" and one "3" to become two "6s" and one "4".
MATCHMAKER (5-6) — Adjust 1 active die to match any locked die.
GOOD OMEN (1-2) — After claiming this tile, immediately take another turn.
PALACE KEY (3-4) — Roll +2 Standard dice to start your turn.
SPIRIT OF THE DEAD (5-6) — After locking all rolled dice, gain +1 Standard die, adjust it to any face, and lock it.
Level 5 Tiles
CHARIOTEER (1) — After any roll, may bring 1 Standard die into play as a "5".
CONSPIRATOR (2) — Roll +1 Intrigue die to start your turn. (See the Dice section for details.)
OVERSEER (3) — After any roll, may bring 1 Standard die into play as a "4".
SHIP CAPTAIN (4) — Roll +1 Voyage die to start your turn. (See the Dice section for details.)
TOMB BUILDER (5) — Each turn, gain 1 token before your first roll. Roll +1 Standard die to start your turn.
HEAD SERVANT (1-2) — Adjust any number of active Immediate dice to any face(s).
MASTER ARTISAN (3-4) — Adjust 1 active die to any other face.
PRIEST (5-6) — Add 1 pip to any number of active dice.
BAD OMEN (1-2, Play after your turn) — Each other player rolls 2 fewer dice (of their choice) to start their next turn, unless it is during the final roll-off. Roll +1 Standard die to start your next turn.
BURIAL MASK (3-4) — Gain 5 tokens.
ROYAL DECREE (5-6) — Roll +3 Immediate dice to start your final roll-off turn.
Level 6 Tiles
EMBALMER (1) — After any roll, may bring 1 Standard die into play as a "6".
ESTATE OVERSEER (2) — Each turn, gain 1 token and put a Standard die on this tile with value 1. After each roll, you may bring this die into play. If not, increase its value by 1 and leave it on this tile until after your next roll.
GRAIN TRADER (3) — Each turn, gain 2 tokens before your first roll. Roll +1 Standard die to start your turn.
PRIEST OF THE DEAD (4) — After locking all rolled dice, gain +1 Standard die, adjust it to any face, and lock it.
ROYAL ATTENDANTS (5) — Roll +1 Standard die and +1 Immediate die to start your turn.
ASTROLOGER (1-2) — Move any number of pips among up to three active dice.
PRIESTESS (3-4) — Add exactly 2 pips to any number of active dice.
SURVEYOR (5-6) — Replace 1 active die with 2 Immediate dice, whose pips must sum to the number of pips of the die being replaced. These dice may be adjusted but must be locked before your next roll.
PHARAOH'S GIFT (1-2) — Redo your final roll-off turn. After your final roll-off turn, redo your final roll-off. Do not regain any tokens or Artifacts spent on your previous roll-off turn.
SECRET PASSAGE (3-4) — Claim up to two level 3 tiles that you don't already have.
TREASURE (5-6) — Divide locked into groups to claim. Use after claiming a tile (including possibly this one). Divide your locked dice into two groups. With each group, claim one yellow or blue tile that you don't already have.
Level 7 Tiles
QUEEN (1-6) — When claimed, take the Pharaoh token. After any roll, may bring 1 Standard die of any value into play.
GENERAL (1-2) — Roll +2 Standard dice to start your turn.
GRAND VIZIER (5-6) — Roll +1 Decree die to start your turn. (See the Dice section for details.)
GRANARY MASTER (3-4) — Roll +1 Standard die to start your turn and put a Standard die on this tile with value 1. After each roll, you may bring this die into play. If not, increase its value by 1 and leave it on this tile until after your next roll.
HEIR (1-2) — Add 1 or 2 pips to any number of active dice. You may add 1 pip to some dice and 2 pips to other dice.
ROYAL ASTROLOGER (3-4) — Adjust any number of active custom and Immediate dice to any other face(s).
ROYAL MOTHER (5-6) — Swap for. Replace any number of active Immediate dice and/or a Serf die with an equal number of tokens and Standard die to roll for the rest of this turn, starting with your next roll.
QUEEN'S FAVOR (1-2, Immediately claim and take another turn) — Play immediately. Claim any yellow or blue tile of level 6 or lower that you don't already have and then immediately take another turn.
ROYAL DEATH (3-4, Begin final roll-off with) — Play immediately. Give +1 die token to any player who did not get a turn this round. You begin the final roll-off, rolling +2 Immediate dice. Players must beat seven 1s to claim the Pharaoh (and, once it has been claimed, players must beat the current high roll normally).
ROYAL POWER (5-6, Claim) — Claim up to two blue tiles of level 6 or lower that you don't already have.
Dice
Standard — the base red dice.
Immediate — Immediate dice must be locked after being rolled. They may be adjusted prior to being locked.
Serf — gold Serf dice.
Noble — olive Noble dice.
Artisan — If a star (Artisan) face is rolled, you may adjust one die (possibly the Artisan die) to any other face. This face is also a "1".
Intrigue — If a star (Intrigue) face is rolled, you may adjust up to two dice (possibly including the Intrigue die) to any other face(s). If the star face is showing when this die is locked, it has no value.
Voyage — If a star face is rolled, you may adjust one die (possibly the Voyage die) to any other face. If a reroll-symbol face is rolled, reroll any die (possibly the Voyage die). If a no-value/blocked face is rolled, the die has no value, but may be locked. If a "gain dice" face is locked, gain 2 Standard dice to roll for the rest of this turn, starting with your next roll.
Decree — If a Decree-power face is rolled, you may adjust one die (possibly the Decree die) to any other face. If you lock the Decree die showing its power face, gain the use of another player's tile (that you do not have) for the rest of your rolls this turn. Take the tile (flip it face up if needed). Return it after your turn with its face as it was. A power whose effect takes place at turn start or after locking all dice cannot be used.
Symbols
- Any die — a generic die icon representing any die.
- Any die face — a generic face icon representing any die face.
- Any number of active dice — a generic icon (with an ellipsis) representing any number of active dice.
- A die rolled at the start of your turn — the "roll to start turn" arrow icon.
- + (a die face), A die that may be brought into play after any roll — it may then be adjusted, locked, or rerolled normally.
- A die rolled for the rest of your turn, starting with your next roll — the "roll for rest of turn" arrow icon.
- Adjust a die to any other face — any power on the new face takes effect (the star icon).
- Reroll a die — the reroll icon.
- Add 1 pip to a die showing a face with pip(s) — the "+1 pip" icon.
Favor of the Pharaoh rules are copyright 2015 by Tom Lehmann and Bezier Games, Inc. All rights reserved.