Monsters of Egypt
Monsters of Egypt Rulebook
Table of Contents
Table of Contents
Game Components
- Double-sided game board
- 2 ceiling pieces (for Escape mode)
- 5 hero boards
- 14 life tokens
- 2 door tokens
- 5 hero tokens
- 29 chest tokens
- 26 hazard tokens
- 1 rolling boulder token
- 10 starting item tokens
- 22 rubble tokens
- 1 first player token
- 1 die
- This rulebook
Setup
Choose your game mode.
Exploration mode is a leisurely stroll through the tomb. It's ideal for your first game. The setup and rules below describe this mode.
Escape mode is real action with a time limit, since the ceiling is falling on the heroes! It's for those who have already played at least once in exploration mode. Details on page 11.
- Place the board orange side up.
- Close the tomb. Place the door tokens in their spots at the bottom of the board: the yellow door in the yellow opening, the black one in the black opening.
- Prepare the rolling-boulder trap. Take the rolling boulder token and place it flush against the board next to that space.
- Prepare the chests and hazards. Shuffle all the chest tokens and deal them face down across the board — one random token on each space marked with a chest icon. Do the same with the hazard tokens, but deal them onto the spaces marked with a question mark. You will have double-sided tokens left over with purple corners — these are the heroes' starting items, and they will come in handy later.
- Prepare the die and rubble tokens. Place the die and all the rubble tokens next to the board — they will be useful during the game.
- Choose and prepare your heroes. Each player takes one hero's set and prepares it as shown in the picture.
- A) Board and hero token. Place the hero token in the center of the board.
- B) 2 life tokens. Place them over the empty hearts.
- C) Ladder. Place it in its cell. (Hint: ladders are found on the back of some starting items.)
- D) Bomb. Place it in its cell.
- The youngest player goes first — give them the first player token.
You're ready to begin!
Inside the Tomb
- Space. Heroes move across these. A row of spaces from one edge of the board to the other is a floor. Spaces to the left and right of each other are neighboring.
- Floor. You can walk on a floor; without a floor underfoot, a hero falls. For heroes standing below a floor (one level down), that floor counts as a ceiling.
- Wall. You cannot pass through a wall, and you cannot stand on a space that has a wall. You can stand on top of a wall the same as on a floor.
- Trap. Protruding spikes and arrows are harmless to heroes as long as the trap hasn't been activated. But at any moment someone might reveal a token with such a trap, and it will spring into action!
- Cave. Cave spaces count as neighboring each other, even though they are located far apart on the board.
- Doors and the exit from the tomb. You can escape the tomb through the single exit at the very bottom of the board. But first you need to open at least one of the two doors — yellow or black. They block the way to the exit! Doors are opened via statues — the yellow door through the Bastet statue, the black door through the Anubis statue. Each statue has its own key, which must be found and brought to it. In different modes the statues are located in different places on the board.
Hero Board
- Lives. Each hero has a maximum of 3 lives — 2 tokens plus 1 printed one. When a hero loses 1 life, discard 1 life token from the board. When a hero regains 1 life, return the token to the board. If a hero must lose a life but only the printed one is left, the hero dies and the player starts playing as the monsters (see Hero Death and the Monster Turn on page 8).
- Movements. Each hero can make up to 3 movements on their turn.
- Item slots. A hero can carry (that is, store on their board) a maximum of 5 items. At the start of the game you have starting items — read their description in the token reference on page 14 to understand how to use them. Items can sit in any slot, regardless of the pictures printed there.
Goal of the Game
Legend says: whoever takes the pharaoh's crystal from his tomb will possess untold riches! But before he was laid to rest, the pharaoh placed a curse on the crystal: whoever tries to steal it will become the unluckiest person alive and will never know happiness again! Fortunately, the adventurers know a way to break the curse: carry the crystal out into the sunlight! Only then will it grant both riches and eternal luck!
Survive, find the pharaoh's crystal, and escape the tomb with it! Victory is scored only for those who have escaped, and only if one of them has the crystal with them. You can escape earlier or later than the hero carrying the crystal — the important thing to remember is: if the crystal stays in the tomb, the pharaoh's curse will haunt you forever!
This is what the pharaoh's crystal looks like — it's hiding in one of the chests!
Taking a Turn
Players take turns in order. On the first turn, each player chooses one of the three iron ladders on the very top floor of the board and lays their hero token flat on it — this is where the hero's journey begins.
A hero can make 0 to 3 movements on their turn. Whenever a hero ends up on a space with a face-down chest or hazard token, reveal it immediately. Look the token up in the reference (Chests on page 16, Hazards on page 20) to find out what the hero has encountered.
For 1 movement, a hero can:
- Move to a neighboring space. If a space has no floor, the hero falls down until landing on a floor, but does not lose a life. All cave spaces count as neighboring one another: moving from one cave to another also costs 1 movement. Remember that you cannot move through walls.
- If the revealed token is an item or a weapon, it can be picked up — placed on your board in a free slot. If there are no free slots, you may leave any items in a stack on the space with your hero.
- If the revealed token is a trap, it triggers immediately, even if the hero arrived on an already-revealed token. Afterward, remove the trap from the board.
- If the revealed token is a monster, the hero's remaining movements are immediately used up and they enter combat (see Combat with a Monster, right). This always happens, even if the hero arrived on a space with an already-revealed monster token, or the monster itself moved onto the hero's space during the monster turn.
- Move up OR down a ladder by 1 space. If a hero is standing on a space with a ladder, they may climb it. You can stand on top of a ladder the same as on a floor. And if a hero is standing on a ladder, they may climb down it. All ladders work the same way — whether iron ladders on the board or wooden ones on tokens!
Several heroes can occupy the same space — for example, lying stacked on top of each other. Players of such heroes may exchange any number of items between their boards.
On your turn you may use as many items and weapons with effects as you like. Effects are marked by pictures in colored corners: all upper effects are permanent and work once per turn; all lower effects are one-use — the token is discarded after use. All effects are detailed in the reference on page 14.
Permanent effect / One-use effect — end your turn if you don't want to do anything else. Pass the turn to the next player clockwise.
Adventures can be unpredictable! If you're lucky enough to run into a rare situation not covered by the rules, resolve it however you like. Sometimes in tricky cases you have to improvise and show some adventurer's ingenuity!
Combat with a Monster
Combat requires rolling the die, but before that you may use your items in any number. Don't forget to look the monster up in the reference on page 22, so you know your enemy by sight!
Important: remember that a hero's remaining movements are used up before combat with a monster.
How many lives do monsters have? All monsters except the pharaoh have 1 life. The pharaoh has 3 lives (2 life tokens are placed on him, and the third is the pharaoh token itself). Losing its only or last life destroys the monster.
Other tokens under a monster. During the game it can happen that a stack of tokens piles up on one space with a monster on top. It's guarding its precccious! In that case you must destroy the monster first — while it's sitting on the tokens, you can't reach them!
Items in combat. A crossed-out monster type on an item means that item can destroy that specific type of monster. Check whether the types on the monster and the item match. The skull icon means the item can destroy any monster (but against the pharaoh, such an item only takes away 1 life). If the monster is destroyed, discard it from the board — combat ends. If the monster is still alive, move on to rolling the die.
Roll the die and apply the result:
- Attack — the hero loses 1 life, the monster attacked them!
- Melee — the monster loses 1 life if the hero has a melee weapon on their board. If they have no weapon, roll again.
- Melee/Ranged — the monster loses 1 life if the hero has any weapon on their board — melee or ranged. If they have no weapon, roll again.
- 2 or 3 — the hero retreats: they make up to 2 or 3 movements (depending on the roll) following the normal movement rules. Try not to get into a new fight!
Important: you must apply the die result fully before using an item!
Combat ends in three cases:
- The monster is destroyed — remove it from the board.
- The hero retreats — the monster stays on the same space, face up. It's ready for a new fight!
- The hero dies — they must lose 1 life, but there are no tokens left on their board. Starting with their next turn, the player may play as the monsters (see Hero Death and the Monster Turn below). The monster stays on the space face up, waiting for the next brave soul!
If none of this has happened, use items and roll the die until combat ends.
Hero Death and the Monster Turn
If your hero has died, don't despair — switch to the side of the monsters!
After a hero dies, remove their token from the board, and on the space where they stood, place all the tokens from their board in a face-down stack. If there is a revealed monster on that space, place it on top of the stack.
Now, when your turn comes around, you take a monster turn following the rules below. If there are several players with dead heroes, each controls the monsters on their own turn.
Important: as long as no heroes have died, the monsters do not move on their own!
On the monster turn, choose one of three actions:
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Move a revealed monster. Choose a revealed monster on the board. It has as many movements as shown in the top-right corner of its token. The monster moves by the same rules as a hero, and can use ladders and caves, but does not reveal tokens. However, some monsters have movement effects — learn about them on page 22.
Important: you cannot move the same monster twice in a row. If two players take monster turns one after another, they must choose different monsters.
For example, a bat has 0 to 4 movements. It also has a movement effect — it can move not just left-right, but also up-down!
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Reveal any hazard token. If it's a monster, it can be moved on the next monster turn. If it's a trap, you may apply its effect immediately (for example, activating arrows or spikes) and remove it from the board, or you may leave it on the space face up.
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Activate a revealed trap. Choose one of the traps that can be activated on a monster turn, apply its effect, and remove it from the board. Effects are detailed in the reference on page 20.
Playing the Pharaoh. Play as the tomb's very own master! If the pharaoh is revealed on the board at the start of the monster turn, you may roll the die. If you roll Attack, place the pharaoh on the space of any hero. He immediately enters combat with that hero, and the monster turn ends. If you roll anything else, the pharaoh rests — take a normal monster turn instead.
Turn Example
It's Masha's turn, and she can make up to 3 movements.
Movement 1. Masha moves to the space on the right and reveals a hazard token. It's fire! It can be put out with a fire extinguisher, but Masha doesn't have one, so she loses 1 life and removes the hazard token from the board. 2 movements remain.
Movement 2. Masha moves right again and reveals a chest token. What luck — inside are roller skates! Masha places them on her board.
Movement 3. Masha keeps moving right — but the space to the right has no floor, and Masha falls down onto a space with a hazard token. She reveals it — there's a mummy monster there! Combat begins immediately.
Combat with the monster: Masha could escape combat using the roller skates' one-use effect, but doesn't want to discard them from her board. She has no weapon either, and rolling the die is risky — what if it comes up as an attack? However, Masha has a bomb, which she received as a starting item. The bomb can be thrown at the monster, which is exactly what Masha does — the mummy loses 1 life and is destroyed, and Masha discards the monster token from the board. On top of that, the bomb lets Masha blow up a wall or floor, and she takes advantage of this: she places a rubble token on the wall to her left — now she can pass through here!
After combat, Masha's turn ends.
End of Game and Victory
The game ends if:
- All surviving heroes have left the tomb and one of them has the pharaoh's crystal. Congratulations on your victory!
- All surviving heroes have left the tomb without the crystal. Bad luck will haunt you forever...
- All heroes have died. The spirit of the tomb has won!
Escape Mode
Ready for a tense adventure? In Escape mode, the heroes already carry the crystal, but discover a new level of the tomb deep underground. It's gradually collapsing, and the time to escape is limited!
Play Escape mode with the same rules, but with the following differences.
Setup
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Place the game board purple side up.
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Before dealing the chest tokens across the board, find the pharaoh's crystal among them and give it to the first player — they must place it on their hero's board and carry it with them from the very start of the game.
Hint: experienced players in either mode may choose between the crystal and the ladder.
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Heroes get an alternative starting item instead of a ladder — it's shown under the ladder's picture.
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Take the ceiling tokens, connect them, and place the ceiling in front of the first player along with the first player token.
Hint: in this mode the rolling-boulder token isn't needed — the trap that would trigger it instead triggers the ceiling (more on the next page).
Taking a Turn
- On your first turn, place your hero token on one of the three vines. As you can see, there are no ladders on the board at all, but vines work just as well and function the same way.
- Whenever the turn passes to the player with the first player token, the ceiling drops lower!
- A) Before their first turn, that player places the ceiling above the board.
- B) Before their second turn, they move the ceiling to the edge of the board — danger is getting closer, and the heroes need to hurry and leave the top floor!
- C) Before their third turn, they move the ceiling to the top floor. From then on, it moves down one floor before each of their turns. The ceiling always counts as the edge of the board: floors above it stop existing!
When the ceiling moves onto a floor, all tokens on that floor are revealed in any order and immediately destroyed. Remove them from the board. Heroes on that floor die. Only the pharaoh token and the crystal token are not destroyed — move them down one floor. If there's a wall or a space without a floor there, move them down another floor, until they end up on a space with no tokens and with a floor. However, keys may be destroyed, so hurry to find and grab them. If both keys are destroyed, everyone loses!
Example: The ceiling must drop one floor. Masha's hero is there — she dies immediately. The players reveal all the tokens on the floor below: the pharaoh is on one of them. He drops two floors down because there's a wall on the next floor. Players put all the other tokens back in the box. They then move the ceiling onto the floor with the destroyed tokens and continue the game.
Other Game Modes
Six-player mode. If you're playing with six, do the following: five will play as heroes, and the sixth as the spirit of the tomb. That player will play as the monsters from the very start of the game.
Solo mode. You can play alone! Take as many heroes as you'd like and take turns playing each one in sequence. If a hero dies, simply remove them from the board. You don't play as the monsters. To win, get all surviving heroes out of the tomb. Remember, one of them must have the crystal, or the victory won't count!
Pursuit mode. In this mode, regardless of the number of players, you can assign any one of you to be the spirit of the tomb, and they will play as the monsters from the very start of the game.
Reminder for the spirit of the tomb: at the start of the game, until any monster or trap has been revealed, you reveal hazard tokens instead.
Token Reference
Starting Items
This section describes the ladder and the bomb — nearly everyone has these at the start of the game. All other starting items duplicate items from the "Chests" section and work exactly the same way!
Ladder. Place the token on the space with your hero or a neighboring space — there must be a floor or another ladder beneath it (they can be stacked on each other). Now you can climb up and down this ladder. It can also be picked up, like other revealed items.
Bomb. The bomb has two one-use effects: attack a monster and/or destroy the surroundings. You can apply either one of them, or both at once — first attack the monster, then decide what to destroy on that space.
One-use effect:
Attack a monster — say where you're throwing the bomb: it can be thrown at the space with your hero or a neighboring one. The monster on that space loses 1 life.
You may throw the bomb at a face-down hazard token! Reveal the token — if it's a monster, it immediately loses 1 life. If it's not a monster, nothing happens; leave the token revealed.
Destroy a floor, wall, or ceiling — say exactly what you're destroying and where: on the space with your hero or a neighboring one:
- Floor — it is destroyed, and all tokens and heroes on that floor immediately fall down until they land on a floor again; heroes and monsters do not lose a life from this.
- Ceiling (that is, the floor of the space above) — it is destroyed, and if there were tokens resting on it, they also fall down.
- Wall — the floor beneath it remains intact, but you can no longer stand on it the way you would on a floor, and if there were tokens on it, they fall too.
Place a rubble token on the destroyed spot — it counts as having no floor, wall, or ceiling there.
Note:
- On the three spaces at the very bottom of the board, the floor is reinforced and cannot be destroyed.
- If the floor beneath a cave space is destroyed, the cave keeps working as normal — you can still fly into it with a jetpack or climb up to it with a ladder.
Masha carries a bomb and is ready to demolish — she has so many options! She could destroy: the floor beneath her; the wall to her left (but the floor under the wall stays intact); the floor to her right; the ceiling to her right.
Masha destroyed the wall — now there's a rubble token here and you can walk across this space! And if she had destroyed the floor instead, the rubble token would lie flat, and anyone landing on this space would fall down!
Chests
A chest token can contain an item or a weapon. You can carry it with you on your board to use when needed, or you can leave it in place for someone else to pick up. At any point on your turn you may discard tokens you don't need or have extra of — simply leave them on the space with your hero, face up.
Important: one of the chests hides not an item or a weapon, but a trap! Surprise! Read about traps on page 20.
Chest token effects. Green corners with pictures are a hint at what effect the item or weapon has. Remember that starting items have purple corners.
The picture at the top is a permanent effect. While the token is on your board, you may use it, but only once per turn. After using it, you can rotate the token so you remember you've already used it.
The picture at the bottom with a dashed border is a one-use effect. After using it, put the token back in the box.
Weapons additionally show their type: melee or ranged. This matters for the die roll during combat.
Items
Bulletproof Vest — Permanent effect, once per turn: when you would lose 1 life (for example, in combat with a monster or from any other game effect), don't lose it. The vest won't save you in cases where a hero doesn't just lose lives but dies outright — for example, from the rolling boulder or the falling ceiling.
Fire Extinguisher — One-use effect: if there is a fire token on a neighboring space, remove the token from the board. There are two such tokens in the game — fire (see Hazards on page 20) and the fire genie (see Monsters on page 22).
Spiked Boots — Permanent effect, once per turn: if a hero falls down onto a space with a monster, the monster loses 1 life. This works even if the hero falls onto a face-down hazard token and a monster turns out to be there. The spiked boots show no mercy to anyone!
Grappling Hook — One-use effect: choose a direction from your hero — left, right, up, or down. Find the nearest token to your hero in that direction and pull it in: place it on the space with your hero. This can be a chest, a hazard, or another player, even if they're separated from you by a floor, ceiling, or wall. The token can be either revealed or face down.
Important: if it's a stack of tokens with a monster on top, you pull in the monster. If the stack has no monster, you pull in any one token from it, of your choice.
Lara could pull in the chest token to her left, the hazard token behind the wall on her right, the revealed monster above her (in which case she immediately enters combat with it), or Andrei below her (in which case they can exchange items).
Jetpack — Permanent effect, once per turn: the hero can move in any direction. If at the end of their turn they are not standing on a floor (or on a wall, or atop a ladder), they fall down.
For example, Andrei with a jetpack uses his first movement to go up, and his second movement to go right so he ends up on a floor. Amazing — he climbed up a floor without a ladder!
Teleporter — One-use effect: the hero can move exactly 2 spaces in any direction, even if there's a floor, ceiling, or wall in the way — none of those exist for the teleporter. Exceptions: you cannot move through the yellow and black doors or the reinforced floor; you cannot stop inside a wall; you cannot move outside the tomb (the game board).
Pharaoh's Crystal — the crystal is the tomb's magical treasure and the heroes' main goal. As soon as one of the heroes has found it, all surviving heroes may rush toward the tomb's exit and to victory — provided, of course, that the yellow or black door is open.
Special effect, once per game, at any time: restore 1 life to every surviving hero. If a player is already playing as the monsters, their hero cannot be revived this way. If a hero already has 3 lives, they don't gain a fourth. Afterward, turn the crystal token face down on your board or sideways, so you remember you've already used the effect. Even if the crystal later passes to another hero, the effect doesn't reset!
The crystal cannot be destroyed or removed from the game.
Fruits: pineapple, orange, banana, pear, apple — One-use effect: restore 2 lives to your hero. Remember each hero has a maximum of 3.
Flashlight — Permanent effect, once per turn: once per turn you may reveal a token on the same floor as your hero — that is, in the same row of spaces. That token must not be separated from you by a wall (remember, a wall with a rubble token on it doesn't actually count as a wall anymore). If you peek at a trap, leave it revealed on the board.
One-use effect: if there is a ghost on a neighboring space, it is destroyed. All ghosts are afraid of light!
For example, on this floor Masha can only reveal two tokens. The rest are behind walls, and the flashlight's beam can't reach them.
But on this floor there are no walls at all — Masha can reveal any token!
Keys — keys have no effects; you simply need to take them with you and bring them to their statue.
- Yellow key — for the Bastet statue.
- Black key — for the Anubis statue.
As soon as a hero carrying a key arrives on the space with the matching statue, put the key back in the box and open the matching door:
- Yellow key — remove the yellow door from the board.
- Black key — remove the black door from the board.
Weapons
Weapons are needed for combat with monsters. They are not discarded from your board unless you voluntarily discard them onto the board, or discard them after dying. Green or purple corners with a picture mean the weapon has an effect that can be used not only in combat but in other situations too.
Sledgehammer — Permanent effect, once per turn: destroy the wall to the left or right of the space with your hero. The floor beneath the wall remains intact. Place a rubble token on the destroyed spot — it counts as having no wall there.
Portal Gun — Permanent effect, once per turn: if you roll a 2 or 3 in combat, instead of retreating, teleport the monster 2 or 3 spaces (depending on the roll). Ignore floors, ceilings, and walls. At the end of the teleport, if there's no floor under the monster, it falls down. And if the monster is teleported onto another player, combat begins at the start of that player's turn.
Assault Rifle and Shotgun — Permanent effect, once per turn: say where you're shooting — you can shoot at a space neighboring your hero that has a revealed monster or a face-down hazard token. Then roll the die — if you roll Melee/Ranged, the monster loses 1 life, and the hazard token is revealed (if there's a monster on it, it loses 1 life). If anything else is rolled, nothing happens.
Flamethrower — Permanent effect, once per turn: the same as the assault rifle and shotgun.
One-use effect: if there's a mummy on the space with your hero or a neighboring one, discard the flamethrower from your board — the mummy is destroyed; remove it from the board. These dried-out fellows catch fire easily!
Saber and Axe — no effects, for combat only.
Hazards
A hazard token can contain a trap or a monster. A trap triggers immediately — apply its effect, which is always one-use, and remove the token from the board. With a monster, you enter combat instead (see Combat with a Monster, above).
Traps
Crack — the floor beneath your hero collapses! Place a rubble token over the floor. The hero falls down by the normal rules and loses 1 life from the rough landing. Even if the hero has nowhere to fall (for example, they're already on the bottom floor), they still lose 1 life.
Important: if the hero was standing on a wall, the whole wall is destroyed.
Hidden Arrow Button — this trap is hidden in one of the chests. A surprise from the spirit of the tomb!
When this trap is activated, all arrow walls spring into action (there are 4 of them in total). Arrows fly out of the walls in a straight line to the nearest space with any token. If that token is a monster, it is destroyed (nothing happens to the pharaoh); if it's a hero, they die. If it's any other token, nothing happens. If there are no tokens in the arrows' path, they fly to the nearest wall and shatter against it.
For example, arrows fly right one space and immediately shatter a chest: it's revealed, and the arrows travel no further.
Arrows fly left four spaces and encounter a mummy — it's destroyed, and the arrows travel no further.
Hidden Spike Button — revealing this token immediately reveals all tokens on spaces with spikes. If the token is a monster, it's destroyed (nothing happens to the pharaoh); if it's a hero, they die. The other tokens remain revealed.
Spike spaces are dangerous only at the moment the effect is applied — before and after that, you can walk across them like ordinary spaces.
Strange Rumble. In Escape mode: lower the ceiling following the rules of that mode. In Exploration mode: apply the effect below.
A huge boulder rolls through the tomb! It starts its path from space 1 on the left and rolls to the right, falling down wherever there's no floor. It keeps rolling straight through to space 2, or to the nearest wall (which shatters the boulder).
Here's the boulder's entire path through the tomb. It will change if the floor is destroyed somewhere along it.
Reveal all the tokens in the boulder's path, in order. If a token is a monster, it is destroyed (nothing happens to the pharaoh); if it's a hero, they die. The remaining tokens stay revealed.
Fire — the hero loses 1 life. If they're carrying a fire extinguisher, remove the fire token from the board — then they don't need to lose a life.
Monsters
Many monsters have red corners with pictures — these are a hint at the monster's effect. They can apply during combat or during the monster turn.
- Monster effect.
- Number of movements on the monster turn.
- Monster type.
Pharaoh. The master of the tomb and the main villain, the strongest monster of all! When the pharaoh token is revealed, immediately place on it the 2 life tokens that were set aside during setup.
Important: the pharaoh only loses lives when a player strikes it with a weapon. The pharaoh is never harmed by traps or the falling ceiling.
In combat: to destroy the pharaoh, you need to make it lose lives 3 times — for the first and second loss, discard a life token from it, and for the third, discard the pharaoh token itself. If one hero can't finish off the pharaoh, another can continue the job!
On the monster turn: if the pharaoh is revealed on the board at the start of the monster turn, you may roll the die. If you roll Attack, place the pharaoh on the space of any hero. It immediately enters combat with that hero, and the monster turn ends. If anything else is rolled, the pharaoh rests — take a normal monster turn.
Winged Monsters and Spiders. In combat: no effects. On the monster turn: winged monsters and spiders can move in any direction — left, right, up, or down. If at the end of such a monster's turn there's no floor beneath it, it descends until it lands on a floor.
Mummies. In combat: if you have a flamethrower, you can discard it from your board — the mummy is destroyed. On the monster turn: no effects.
Ghosts. In combat: if you have a flashlight, you can discard it from your board — the ghost is destroyed. On the monster turn: ghosts can move in any direction — left, right, up, or down — and can pass through floors, ceilings, and walls.
Insects. In combat: no effects. On the monster turn: no effects.
King Cobra. In combat: if you roll Attack, the cobra attacks with a lethal bite — the hero loses 3 lives. On the monster turn: no effects.
Fire Genie. In combat: the hero loses 1 life from the burn if they fail to destroy the genie. If you have a fire extinguisher, you can discard it from your board — the fire genie is destroyed, and no life is lost from the burn. On the monster turn: no effect.
Golem. In combat: the golem is protected against melee weapons. If you roll Melee, reroll the die, even if you have a melee weapon. On the monster turn: no effect.
Quick Reference
- Top corner — permanent effect, once per turn.
- Bottom corner with a dashed border — one-use effect, the token is discarded.
- Corner colors: items and weapons, starting items, traps, monsters.
Hero turn:
- Make up to 3 movements. 1 icon = 1 space.
- Reveal face-down tokens. Pick up and use items.
- Reached a monster — fight!
Combat with a monster:
- Apply item effects.
- Roll the die.
- Combat ends when the monster is destroyed, or you retreat, or you die.
- All monsters have 1 life; the pharaoh has 3 (2 life tokens + the pharaoh token itself).
Monster turn: Choose one of three: move a revealed monster, OR reveal a hazard token, OR activate a revealed trap.
Escape mode: Before each turn of the first player, lower the ceiling one floor. Reveal all tokens on that floor: move the crystal and the pharaoh down one floor, remove everything else from the board.
Rules Questions
Can I destroy a ceiling with spikes on it? What happens to the trap then? Of course you can! The ceiling is destroyed along with the spikes. But the trap will still trigger when activated: after all, the spikes are still on the floor. However, if you destroy both parts of the trap (the floor and the ceiling), then you can consider it no longer present on that space.
I used the bulletproof vest on my turn to avoid losing a life, and then another player moved a monster and it attacked me! Can I use the vest again? No. "Once per turn" effects can't be used again until your new turn comes around. But if you didn't use the effect on your turn, and you're attacked during the monster turn, the vest can protect you!
I climbed out of a cave, and there's no floor beneath me. Do I fall? Yes, the same as if you'd stepped onto a space with no floor.
I'm about to lose my third life and die, but I have a fruit! Can I restore my lives right now? Unfortunately, it's too late! The hero dies. But you can still use the crystal's effect, since it works at any time!
Can I jump off a ladder (fall down) to avoid spending a movement to climb down? No. Polite adventurers don't skip ladders!