Tameri
Tameri Rulebook
Table of Contents
Table of Contents
- Components
- Game Setup
- Playing the Game
- Phase 1: Weather
- Phase 2: Choosing the Actions
- Phase 3: The Turn Order
- Phase 4: Individual Turns
- Possible Actions
- Productive Fields and Harvests
- Weather Effects on the Cards
- Extra Weather Effects
- Phase 5: End of the Round or End of the Season
- End of the Game
- Game Effects
- +1 Player Mode Overview
- Building Card List
- Sphinx Effects
- Priest Cards
- Mini Expansion Set: The Gifts of the Gods
- Ghost Actions Summary
Components
- 1 main gameboard, showing the following areas: Fields, Weather, Buildings, Nile, Temples, Avenue of the Sphinxes & Market
- 48 Priest cards
- 42 Building cards
- 10 Ghost cards
- 10 Sphinx tiles, front and back
- 18 Deben
- 1 Market tile, front and back, for 2-player and 3-player games
- 7 Weather tiles
- 106 Action cards, divided into 5 decks, identified by the letters A (setup), B, C, D (first, second, third season), E (Temple)
- 1 cardboard Great Pyramid
- 1 plastic structure with 4 ramps
- 1 plastic funnel
- 1 Season counter
- 16 yellow weather spheres (Sun)
- 16 blue weather spheres (Water)
- 24 brown weather spheres (Silt)
- 3 cardboard rings to contain the spheres
- 96 wooden resources (24 per type in 4 types: Barley, Papyrus, Fruit, and Flax)
- 4 sets of player pieces in 4 colors, each one including:
- 1 cardboard screen
- 8 wooden Workers
- 3 wooden Sphinxes
- 1 player board
- 1 wooden turn counter
- 1 wooden score marker
Game Setup
- Prepare the main gameboard in the center of the table. a. Assemble the board, place the plastic structure and place the Great Pyramid on it following the instructions on page 23. b. Place 2 Sun spheres on each ramp and 2 Silt spheres on the river spaces at the end of each ramp. Place all the other Spheres inside the rings, on the table. c. Place the Season counter on the Akhet (Season 1) space. d. Shuffle the 7 Weather tiles and place them face down in a pile in the Weather space. e. Shuffle the Building cards and reveal the first 5. Place them in the Building spaces, then place the rest of the deck face down in the Building Deck space. f. Randomly place the 10 Sphinx tiles in the Sphinx spaces so 5 of them show the light side (A) and 5 show the dark side (B). g. In games with 2 or 3 players, place the Market tile on top of the Market area of the board, showing the appropriate side.
- Divide the Action cards according to the Season they refer to. Create a deck for each season and shuffle it. Then: a. Place the B deck, related to Akhet (Season 1) in the Action Deck space on the main gameboard. b. Keep the C and D decks, related to Peret and Shemu (Seasons 2 and 3) near the board. You will use them later in the game. c. Place the E deck in the Temple Deck space near the Temples. d. The A deck will be used during Season 0.
- Each player chooses a color and receives the corresponding materials as follows: a. 1 player board and 1 player screen. b. 8 Workers. Place 4 of them in the Locked Worker spaces on your player board and keep the other 4 near your player board: These are your available Workers at the start of the game. c. 3 Sphinxes. Place them in the appropriate spaces on your player board. d. 2 resources of each type and 1 Deben. Keep them near your player board to form your personal supply. IMPORTANT: Do not put your resources behind your screen. This area is reserved for resources you donate to the Pharaoh (see page 12). e. 1 turn counter. Keep it near your player board. f. 1 score marker. Place it on the "0" space of the Score Track.
Playing the Game
Once setup is completed, Season 0 takes place: The players receive Action cards and choose which ones to keep using the draft mechanic. Then, the game is played over 12 rounds divided into 3 Seasons.
Season 0
Season 0 is played only once, between setup and the first round of play.
- Shuffle deck A and deal 5 cards to each player. Any undealt cards will not be used in this game.
- Choose 1 card to keep from those in your hand and place it on your player board, face down.
- Once all players have chosen their card, pass the remaining cards in your hand to the player on your left and take the cards that the player on your right passes to you.
- Repeat steps 2 and 3 until you have 4 cards face down on your player board.
- Reveal the card remaining in your hand. Place the turn counters in the bottom right area of the main board in order following the numbers on those cards: The counter of the player who has the card with the lowest number is placed on the top and the counter of the player who has the card with the highest number is placed on the bottom. Then, discard the revealed cards.
- Following the order of the turn counters (from top to bottom), each player places a Farmer in an empty field on the board (as explained on page 9). PLEASE NOTE: Farmers can be moved during the game.
- Take the 4 cards from your board (don't show them to your opponents). They form your hand for the first round of play.
- Place in the Nile spaces a number of Action cards from deck B (which is already on the game board) equal to the number of players + 2, face up. Find the 2 of those cards with the lowest numbers and place the resource shown at the bottom on those cards.
At any time during Season 0, you may look at the cards you have already placed on your player board.
At the end of Season 0, all players must have a hand of 4 Action cards and 1 Farmer on the main board.
Example 1: Each player draws 5 random cards from deck A. John draws cards 5, 7, 38, 59, and 61. He keeps the 59 card and places it face down on the first space of his player board, then he gives the other 4 cards to George, to his left. At the same time, he receives cards 2, 6, 45, and 97 from Ringo on his right. He takes the 6 card and places it in the second space of his player board. The same procedure is repeated until all players have 2 cards in their hand. John receives cards 10 and 16. He keeps the 16. All players reveal their last remaining card (not chosen by anyone). Paul reveals card 9, John reveals card 10, George reveals card 15, and Ringo reveals card 61. The turn counters are placed on the board from top to bottom, accordingly. Paul is the first player who can place a Farmer on the board.
Game Rounds
The rounds of the game are divided into the following phases, which must be played in order:
- Weather
- Choosing the Actions
- Determination of the Turn Order
- Individual Turns
- End of the Round or End of the Season
Phase 1: Weather
The Weather Phase is essential for establishing which fields are Productive and which are not at the start of the round. What happens in this phase is random and hardly predictable, but remember that you will always be able to influence this in various ways on your turn.
The Weather Phase consists of the following steps:
- Reveal the Weather tile on top of the stack and take the Weather spheres indicated on it.
- Add the Weather spheres specific to the current Season (indicated by the position of the Season counter).
- Insert all the Weather spheres from steps 1 and 2 into the Great Pyramid. To do this, you can use the funnel or, if you have it, the hollow obelisk from the Upgrade Pack. The spheres will drop onto the ramps randomly. If there are not enough spheres in the supply, insert only those available.
- If there are now 5 consecutive spheres of the same color on a ramp, remove the lowest one so the others go down. If necessary, repeat this process until there are no longer 5 identical spheres.
- Remove all Silt spheres from the ramps and move them to the appropriate river spaces. Each sphere goes to a river space at the bottom of the ramp it is on, starting with the space nearest to the ramp. If there are no more spaces available at the bottom of that ramp, return the sphere to the supply.
- On each ramp, if a Sun sphere and a Water sphere touch each other, remove both of them. If this causes another Sun/Water pair to touch, remove them also.
PLEASE NOTE: If removing Sun and Water spheres causes one or more Silt spheres to drop that were not previously visible, place them at the bottom of the ramp as explained in Step 5.
All Sun and Water spheres removed from the ramps are returned to the general supply.
The effects of the spheres are explained in the PRODUCTIVE FIELDS AND HARVESTS chapter on page 11.
Example 2a: There are 5 Sun spheres, so the bottom one is eliminated. This causes a Silt sphere to appear, which must be placed in the appropriate river space at the bottom of that ramp.
Example 2b: In this situation, first the Silt sphere must be moved to the bottom of the ramp, then the Sun and Water spheres that touch each other are eliminated. This causes 2 more spheres to be eliminated. The ramp remains empty.
Phase 2: Choosing the Actions
At the same time, each player must choose which card they will play this round, chosen from those in their hand, and place it face down on their player board in the leftmost empty space.
To make this choice, keep these aspects of the game in mind:
- The order of play is determined by the number shown on the cards played in this phase. The lower the number, the sooner you play. PLEASE NOTE: Each card has a different number. The higher this number, the stronger the card.
- Each Action card shows 2 actions, one in the upper half and one in the lower half. If the card you play completes a glyph on the left side (by matching up with a glyph on your player board or a previously played card), you have the right to perform both actions in order from top to bottom; otherwise, you can only perform 1 of the 2 actions, your choice (see GLYPHS, ACTIONS, AND UNREVEALED CARDS, below).
- During the next phase, you can decide not to reveal your card and instead take an action of your choice and play before the others, but this will cost 1 or more Deben (See PHASE 3: THE TURN ORDER, on page 8).
- Once you have all decided, proceed to Phase 3.
Glyphs, Actions, and Unrevealed Cards
Each Action card has at least 1 glyph on at least 1 side. The glyphs on each side can match those on the opposite side of the previous or the next card, or with those printed on the player boards.
If at least 1 of the glyphs on the left side of your card matches a glyph on the previous card or on your player board, you can perform both actions shown on your card, in order from top to bottom.
If none of the glyphs on the left side match another, you must choose only 1 of the 2 actions.
NOTE: Some cards have no glyphs on the left, so they can only be used to perform a single action, even if played after a face-down card.
PLEASE NOTE: Cards from deck E (Temple) may have 2 actions on the same half of the card, but they follow the same rules described above: If at least one of their glyphs completes a previous one, you can perform all actions (from top to bottom and from left to right), while if you don't complete a glyph, you have to choose which half of the card to activate.
Example 3a: The glyph matches. The player who played card 61 can perform both actions on it.
Example 3b: No glyphs match. The player who played Temple card 202 must choose whether to carry out the 2 actions in the upper part or the 1 in the lower part.
Example 3c: A glyph matches the previous face-down card, so the player can perform all 3 actions shown on card 207: first the Decoration (top), then the Builder (bottom left), and then the Priest (bottom right).
You may choose not to reveal your card by paying a number of Debens equal to the number of unrevealed cards on your player board so far this season (including the one from the current round). In this case, you can activate only 1 action, but you can choose any of the 8 available actions. Also, since the face-down card has all 4 glyphs on the right side, any subsequent card that has at least 1 glyph will automatically be completed.
If there is a glyph on the right side of the fourth and final card you play in a season that matches the glyph on your player board, you get 2 Victory Points in the End of the Season Phase (see page 13).
IMPORTANT: This glyph on the right only allows you to obtain 2 points, NOT to perform 2 actions (the prerogative of the glyphs on the left).
Example 4: George must pay 2 Debens not to reveal his last card. At the end of the season, he will get 2 points because the Glyph on the right matches the one on his player board.
Phase 3: The Turn Order
At the same time, all players must now decide whether to reveal their chosen card or not. We recommend that someone counts to 3 and decide simultaneously. After this, the order of play is determined as follows:
- Anyone who did not reveal their card must immediately pay a number of Debens equal to the number of cards they have played but not revealed so far this Season, including the card just played (this corresponds to the number of Debens visible on the backs of the cards on their board).
- The order of play is determined by the number shown on each card played during this round. Whoever played the lowest number plays first, and so on. Unrevealed cards have a value of 1.
- If more than 1 player decided not to reveal their card, they must reveal them temporarily only to determine the order of play between those players (the lower the number, the earlier they play), after which they turn it down again. In any case, they will play before all players who have revealed their cards (unless someone played the promo card n. 0).
- Place the 4 turn counters in order in the Turn Order area so that the colors correspond to the turn order thus determined (the first to play at the top, the last at the bottom).
Example 5a: John revealed card 59, Ringo 14, George 2, and Paul 21. The order of play is George, Ringo, Paul, John. George, Ringo, and Paul must choose only 1 of the actions on their cards, while John can perform both because the glyph on his card matches the one printed on his player board.
Example 5b: In the next round, George decides not to reveal his card, so he pays 1 Deben. His face-down card has a value of 1. Ringo reveals card 65. Paul 24, and John 44. The playing order is George, Paul, John, Ringo. George can take any action of his choice, John and Paul must choose only 1 of the actions on their cards, while Ringo can take both because the glyph on his card matches the one on the previous card.
Phase 4: Individual Turns
Following the turn order established in Phase 3, each player takes their entire individual turn before it is the next player's turn, as follows:
- Resolve Weather effects shown on their card
- Use Actions and other Effects
- Select a new Card
- Restore their Warehouse
On your turn, you can perform the actions and Weather effects shown on the card you played in Phase 2, following these rules:
1. Resolve weather effects shown on the card
First of all, if your card shows one or more Weather effects, you must decide whether and which ones to apply (See WEATHER EFFECTS on page 12).
2. Use actions and other effects
In this step, you can, at any time and in any order:
- Perform the action or actions shown on the card you played. See GLYPHS, ACTIONS, AND UNREVEALED CARDS on page 7 and POSSIBLE ACTIONS on page 9.
- Apply any number of Extra Weather effects as described on page 12.
- Play any number of Priest cards with immediate effects and apply those effects. See page 15.
- Apply any permanent effects given by your Building cards (each effect can be applied only once per turn). See page 20.
3. Select a new card
After completing all actions and effects for step 2, draw 1 of the cards available in the Nile of the main board.
If there is a resource on that card, add it to your supply.
IMPORTANT: the chosen card is not replaced right away. The players who play first therefore have a greater range of choices than later players.
Example 6: At the end of the first round, John is the last player to play. He can only choose between cards 18, 27, and 28, those remaining in the Nile area. He chooses the 18 and adds it to his hand. In addition, he adds the Barley on it to his supply.
4. Restore warehouse
At the end of your turn, you can have no more than 4 resources of each type, 4 Debens, and 4 Silt spheres. Immediately discard any excess and return it to the reserve.
PLEASE NOTE: If you exceed this limit during another player's turn (for example, because you receive a resource from the Market), you can keep more than 4 until Phase 4 of your next turn.
Possible Actions
There are 8 possible actions. 4 of them require you to place (or move) your Worker on the game board, while the other 4 do not.
When you need to place one of your Workers, you may choose whether to use one of those you have not yet used, placed next to your player board (you cannot use those in the Locked Worker spaces), or move one already employed elsewhere (with the exception of those employed at the Temple, see Priest on page 10).
IMPORTANT: All actions are optional.
Farmer
- Place 1 of your Workers in an empty space in one of the 8 fields on the main board—that Worker is now considered to be a Farmer. The spaces with the number 3 or 4 are only available in games with at least that number of players.
- Then, you can rearrange all the Farmers you have in play, always placing them in empty field spaces.
- Nothing else happens now, but each Farmer will be able to produce 1 or more resources in the future if the field they are in is Productive (see Harvest on page 10).
IMPORTANT: You cannot have more than 1 Farmer in each field. However, you can have 2 Farmers producing the same type of resource in 2 different fields.
Example 7: Paul cannot place a second Farmer in the Barley field to the south, because he already has one there. However, he can place one in the Barley field to the north.
Merchant
If none of your Workers are in the Market area, place 1 in an empty space between 2 stalls—that Worker becomes a Merchant. If one of your Workers is already in the Market, you can decide to leave it where it is or move it to another empty space. In either case, to proceed to the next step you must have 1 and only 1 Merchant on the board. Then choose 1 of the following 2 effects:
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Trade: consists of 3 steps: I. Place any 1 resource from your supply in the warehouse of the Market. II. Activate the 2 stalls next to the space your Merchant is in, taking 1 resource of the type indicated on each stall from the supply. III. Each player whose Merchant is also next to an activated stall takes the corresponding resource from the supply as well.
IMPORTANT: You must place a resource in the warehouse of the Market even if one of the stalls you are activating produces the same type of resource.
or
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Collect: consists of 2 steps: I. Take all the resources from the warehouse of the Market (you don't have to pay anything). II. All other players who have a Merchant in play, in any position, gain 1 resource of their choice from the supply.
IMPORTANT: Even though the Collect effect does not directly activate any stalls, you must still have a Merchant in play to use this action. If you don't have one, you must place one in an empty Market space. If you do have one, you may decide whether to leave it where it is or move it to another location. For the purposes of this effect nothing changes, but it could be useful for subsequent Market actions.
Example 8a: Ringo takes the Merchant action and chooses the Trade effect. He places 1 of his Workers on the board and places a Fruit in the warehouse of the Market, after which he takes 1 Flax and 1 Fruit from the supply. He activated the stalls next to spaces where Paul and John have Merchants, so they also obtain resources from the supply: Paul obtains 1 Flax and John a Fruit.
Example 8b: In the next turn, John takes the Merchant action and chooses the Collect effect. He takes all the resources in the Market warehouse (2 Barley and 1 Fruit). Each of the other players at the Market can take 1 resource of their choice. Paul decides to get a Fruit and Ringo decides to get a Papyrus.
Builder
This action consists of 2 parts.
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If none of your Workers are in the Construction area, you must place 1 in the bottom space—that Worker becomes a Builder. If you already have a Builder in play, advance it to the next space. If your Builder has already reached the last space, you cannot advance it further. You cannot have more than 1 Builder in play.
PLEASE NOTE: If you decide to remove your Builder to place it elsewhere and then decide to put it back here in a subsequent turn, it will have to start again from the bottom space.
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After that, you may purchase 1 of the Building cards on the board, as follows: I. If your Builder has already reached the card you want to take, pay only the resources indicated in the top-left corner of the card itself. II. If your Builder has not yet reached the card you want to take, you must pay the resources indicated in the top-left corner of the card plus 1 additional Papyrus for each step the Builder is short.
PLEASE NOTE: Building cards may have instant effects, and/or permanent effects, and/or season-ending points. They also award points at the end of the game based on the symbols representing their type. These effects are explained on page 20, while the end-of-game points are explained on page 14.
IMPORTANT: you cannot purchase any card if you don't have a Builder in play.
Move all the Building cards that are above the one you just took down 1 space and reveal a new card from the deck to fill the top space.
Example 9: George puts his Builder into play, placing it on the bottom space. He wants to buy the G3 card, which is in the third position. He must therefore pay 1 Papyrus and 1 resource of his choice, as written on the card, plus 2 Papyrus for the 2 steps his Builder needs to reach the third position. This card has an immediate effect, so George immediately gets the chance to advance one of his Priests 2 steps in the Temple of Ptah.
Priest
This action allows you to advance your Priest in a Temple, following these rules:
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You can only advance 1 Priest per action.
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You can never have more than 1 Priest in each Temple.
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With each Priest action, you can freely choose which Temple to advance in. If you do not yet have a Priest in that Temple, you must place a Worker there, which becomes a Priest, starting at the lowest space. This placement counts as the first step of the Priest's movement for that action. If one of your Priests is already present, you must advance it instead.
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You can advance a Priest up to 4 steps per action, by spending a different resource for each step advanced.
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After completing this advancement, you immediately gain all the effects shown on the spaces your Priest has just passed through or landed on. The order in which the effects are used is irrelevant.
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There can never be more than 1 Priest in a Temple space. If your Priest ends its movement exactly on an occupied space, it pushes the opposing Priest present there 1 space forward. This can cause further pushes of other Priests if subsequent spaces are also occupied. The owner of a pushed Priest immediately gains the effect of the space it is pushed into.
IMPORTANT: Pushing only happens when a Priest ends its movement exactly on an occupied space. However, it is allowed to pass opposing Priests without making any pushes.
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You cannot advance or be pushed beyond the last space of a Temple (the topmost one). If the topmost space or spaces are occupied by opposing Priests, you can only advance to the last empty space.
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Unlike the other game areas, a Worker placed as a Priest cannot be removed from the Temple and placed elsewhere, not even in another Temple.
Example 10: Ringo takes the Priest action and spends 4 different resources (1 Barley, 1 Fruit, 1 Papyrus, 1 Flax), so his Priest can advance 4 steps in the Temple of his choice. If he placed a new Priest in the Temple of Amun (left), he would push John. If he advanced in the Temple of Ra (center), he would push George. He decides to enter the Temple of Ptah (on the right). He immediately gains 1 point, unlocks 1 Worker, can perform a Farmer action, and takes the top Priest card from the deck.
Harvest
Each of your Farmers who are in a Productive field can produce from 1 to 3 of that field's resources, as follows:
- To determine if a field is Productive, follow what is written in the PRODUCTIVE FIELDS AND HARVESTS box, on page 11.
- Each of your Farmers who are in a Productive field grants you as many resources as the number shown next to the Silt sphere farthest from the pyramid in the river area next to that field. If there are no Silt spheres, you don't gain any resources from that field (you can add Silt from your supply, if available—See EXTRA WEATHER EFFECTS on page 12).
- After harvesting, remove 1 Silt sphere from each river area connected to at least 1 field that you produced resources in. Only 1 sphere is removed even if both fields connected to that river area produced that turn.
IMPORTANT: It is not mandatory to harvest resources from all Productive fields where you have a Farmer. Silt is only removed from the fields where you actually harvested.
PLEASE NOTE: At the end of your turn, you will have to discard resources until you have a maximum of 4 of each type. Consider this when you decide to harvest.
Example 11: Paul takes the Harvest action. He gets nothing from the Barley field to the north because it is not Productive. He gets 2 Barley and 2 Papyrus from the fields to the south, then removes 1 Silt sphere from the river between the 2 fields he harvested from.
Sphinx
This action consists of 3 parts.
- Pay 1 Fruit resource (return it to the supply).
- If you don't already have all your Sphinxes in play, place 1 in an empty space of your choice in the Avenue of Sphinxes. If all your Sphinxes have already been placed, skip this step.
- You may then activate all your Sphinxes in the Avenue, in any order you like (see SPHINX EFFECTS on page 22).
IMPORTANT: Once placed, a Sphinx remains where it is until the end of the game.
Example 12: Ringo pays a Fruit and places his third Sphinx, then activates all 3 in any order he prefers.
Decoration
This action allows you to activate the effect of any Sphinx space immediately and without paying the Fruit resource, regardless of whether a Sphinx has already been built there (by you or someone else) or not.
Example 13: John takes the Decoration action and activates a Sphinx effect of his choice. He can choose any effect from the 10 available. This means that he can choose effect 1B, where his Sphinx is present, or one of 2B, 3B, 4A, or 6A where his opponents' Sphinxes are present, or even one of 5A, 7B, 8A, 9A, or 10B where there is no Sphinx.
Offering to the Pharaoh
Publicly put 1 to 4 different resources behind your screen. You immediately score a number of Victory Points equal to the number of resources you hid plus 1. The resources behind your screen represent a donation to the Pharaoh, so you will no longer be able to spend them in any way. But they will be revealed at the end of the Season and will give additional points to those who donate the most. See END OF THE SEASON on page 13.
IMPORTANT: It is not possible to donate 0 resources and get 1 point.
Example 14: Ringo decides to donate 1 Barley, 1 Fruit, and 1 Papyrus. He puts them behind his screen together with the resources already donated previously and immediately scores 4 points.
Productive Fields and Harvests
- On Tameri's board there are 8 fields, 2 for each of the 4 resources present in the game.
- Each field is connected to 1 of the ramps of the Great Pyramid.
- Each ramp affects the 2 fields along that river.
- The blue and yellow spheres present on the ramps represent an excess of water or sun that is affecting the 2 fields along that river at that moment.
- A field is always Productive if there are no spheres on the ramp it is connected to.
- Each resource has a specific limit of Sun and/or Water spheres it can support:
- Barley: The field is Productive if there are 1 or 2 spheres, regardless of type. The field is not Productive if there are 3 or 4 spheres, regardless of type.
- Flax: The field is Productive if there is 1 sphere, regardless of type. The field is not Productive if there are 2 to 4 spheres, regardless of type.
- Fruit: The field is Productive if there are 1 to 3 Sun spheres. The field is not Productive if there are 4 Sun spheres or 1 to 4 Water spheres.
- Papyrus: The field is Productive if there are 1 to 3 Water spheres. The field is not Productive if there are 4 Water spheres or 1 to 4 Sun spheres.
- The quantity of resources produced by a field is determined by the number of Silt spheres present in the adjacent river area: 1 resource if there are 1 or 2 Silt, 2 resources if there are 3 Silt, or 3 resources if there are 4 Silt. This means that even a Productive field does not produce resources if there are no Silt spheres there.
The examples on this page show: no spheres on the ramp, so both fields are Productive and produce 2 resources. A Sun sphere on the ramp respects the limits for both fields, so both fields are Productive and produce 1 resource each. The Fruit field is Productive because the number of spheres meets the limit and produces 1 resource, while the Barley field is not Productive because there are more than 2 spheres on the ramp. Neither field is Productive.
Weather Effects on the Cards
1 or 2 Weather effects may appear at the top of the Action card you played. They must be activated before carrying out the action or actions allowed by that card. Weather effects are always immediate and optional.
Each of these Weather effects can only be used once.
- Remove sphere: You may remove 1 sphere of the indicated color (Sun or Water) from a ramp of your choice.
- Remove sphere of your choice: You may remove 1 sphere of any color from a ramp of your choice.
- Obtain Silt: Gain 1 Silt sphere from the supply and place it on your board. For its use, see the EXTRA WEATHER EFFECTS paragraph, here on the right.
Example 15: Card 89 allows you to obtain a Silt sphere and remove a Water sphere from the board. Card 34 allows you to remove a Sun sphere and a sphere of your choice, either Water or Sun, from the board.
Extra Weather Effects
In addition to those shown on your card, you can use any number of Extra Weather effects during Phase 2 of your turn, without limits. They are:
- Spend 1 Deben to remove 1 Water or Sun sphere from a ramp of your choice.
- Spend 2 Debens to obtain 1 Silt sphere and place it on your board or in the river area of your choice.
- Take 1 Silt sphere from your board and place it on a river area of your choice.
Example 16: Paul spends 1 Deben to remove 1 Water sphere from the ramp, then puts the Silt from his board into play, and then spends another 2 Debens to add another Silt from the supply. By doing so, he can harvest 3 Fruit and 3 Barley.
Phase 5: End of the Round or End of the Season
After the last player has finished their turn, proceed as follows:
- If there are 1, 2, or 3 Action cards on the player boards, the current Season is not over yet. Proceed to the END OF THE ROUND Phase.
- If there are 4 Action cards on the player boards, the Season ends. Go to the END OF THE SEASON Phase.
End of the Round
- There should be 2 Action cards left in the Nile area. Place the resource shown at the bottom of the card on each of them. If a card already has a resource from the previous round, don't add anything.
Example 17: In this situation, the resource indicated on card 27, i.e., a Barley, is added to that card. Nothing is added to card 18 because the resource is already present. After that, 4 more cards are revealed from the deck (equal to the number of players).
- Reveal as many cards from the deck for the current Season as the number of players and refill the Nile area.
- A new round begins with Phase 1.
End of the Season
The End of the Season Phase is composed of 6 steps, to be followed in order.
- The player who has a Priest in the topmost space in the Temple of Amun (left) draws a number of Priest cards equal to the number of Priests present in all the Temples, looks at them, and keeps 1, after which they pass the remaining cards to the player who has a Priest in the next-highest position in the same Temple, who again keeps 1 and passes the others. Once all the Priests in the Temple of Amun have received a card, this procedure continues with the Priests in the Temple of Ra (central), and then with the Temple of Ptah (right), always resolving the Priests from top to bottom. Priest cards are explained on page 22.
Example 18: In this situation, John draws 8 Priest cards, equal to the number of Priests in total. He chooses 1 and passes the other 7 to George, who follows him in the Temple of Amun. George chooses 2, as he has the lowest Priest in the Temple of Amun and the highest in the Temple of Ra. He then passes the remaining 5 cards to Ringo, who chooses 1 and passes the rest back to John. The cards then go to Paul, again to Ringo, and finally back to John, who takes the last one remaining.
- Each player whose last Action card for the Season matches the glyph printed at the bottom right of their player board gets 2 Victory Points.
Example 19: In this situation, George and John get 2 points, while Ringo and Paul do not.
- Each player receives Victory Points based on their Building cards (see pages 20-21).
Example 20: George gets a total of 4 points: 1 for the G2 card, because he has 1 Silt, and 3 for the D3 card, because he has at least 3 Flax.
- Each player reveals the resources hidden behind their screen, then they determine who offered the most resources of each type to the Pharaoh, like this: a. The resources are evaluated type by type: Barley, Papyrus, Flax, then Fruit. b. The player who offered the most resources of a given type gets 2 Victory Points. In case of a tie, all players who offered the highest number of that resource score 1 point each. c. Any player who scored points for a type of resource in step b must discard all the resources of that type they have. If any others revealed resources of that type, they put them back behind their screen so they can count them at the end of later Seasons and at the end of the game. d. The procedure is repeated a total of 4 times (once per resource).
Example 21: Here, Ringo, Paul, and John get 1 point each for the majority in Flax, after which all 3 discard their Flax. Ringo gets 2 points for the majority of Fruit and 2 for the majority of Papyrus (and discards the corresponding resources). Finally, Ringo and John get 1 point each for Barley's majority and discard those resources. In total, Ringo scored 6 points, John 2, Paul 1, and George 0. The resources that were not discarded remain behind the screens for the next Season (or for the end of the game—see here on the right).
- The cards remaining in the Nile area and on the player boards, as well as the current Season's deck, are all discarded and removed from the game. Move any resources on the cards in the Nile area to the Market warehouse.
- If the Season that just ended was the first (Akhet) or the second (Peret): a. Shuffle all 7 Weather tiles and place them back in a face-down pile in the Weather space. b. Remove the lowest Building card from the board and place it at the bottom of the Building deck, then move all the other Building cards still on the board down 1 space and reveal a new card from the deck to fill the top space. c. Take the Action deck for the next Season, place it in the appropriate space, and reveal a number of cards equal to the number of players + 2. Find the 2 of those cards with the lowest numbers and place the resource shown at the bottom on those cards. d. Start a new round with Phase 1.
If the Season just ended was the third (Shemu), proceed to the END OF THE GAME instead.
End of the Game
The game ends at the end of the third Season, i.e., the twelfth round.
After all the steps indicated in the END OF THE SEASON chapter, proceed with the end-of-game operations as follows:
- Each player reveals the remaining resources behind their screen. The player who offered the most total resources gets 2 Victory Points. In case of a tie, all players who offered the highest number of resources score 1 point each. After these points are assigned, everyone discards all the resources they had behind their screens.
Example 22: In the final situation indicated by the example in figure 21, Paul gets 2 points, after which everyone discards their remaining resources.
- Each player arranges the Building cards in their possession into sets using the symbols in the top-right corner of their cards. Each set awards points as follows: a. 1 symbol: 1 point b. 2 different symbols: 2 points c. 3 different symbols: 4 points d. 4 different symbols: 7 points e. 5 different symbols: 11 points f. 6 different symbols: 15 points g. 7 different symbols: 20 points
Example 23: George scores a total of 13 points: 11 for his set of 5 symbols + 2 for his second set of 2 symbols.
- Each player reveals the Priest cards in their possession and scores the points indicated on them.
Example 24: John reveals these Priest cards and scores 10 points.
- Each player reveals the Action cards still in their hand and counts how many glyphs they have on both the right and on the left. They score as many points as the number of glyphs they have the most of.
IMPORTANT: Do not discard your hand of cards after revealing it as it will need to be analyzed in the event of a tie.
Example 25: George reveals these cards and scores 5 points.
- Each player scores 1 point for every 3 resources, Debens, and Silt spheres in total in their possession (rounding down).
Example 26: At the end of the game, Paul adds up his leftover resources, Deben, and Silt, getting a total of 10. He scores 3 points.
- The player with the highest score wins the game! In case of a tie, the one with the highest Action card in their hand wins.
Game Effects
In this section, we summarize the most common game effects that require detailed explanations. Many other effects appear on only a single Building or Sphinx and are explained on pages 20-22.
Immediate Effects
These effects appear on Building cards, Priest cards, Temple spaces, and Sphinxes. They are activated when a player purchases a Building card, reveals a Priest card, reaches a Temple space, or activates a Sphinx.
Immediately obtain what is indicated:
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You immediately advance your score marker as many spaces as the number of Victory Points shown.
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You immediately gain 1 Deben. At the end of your turn, you can't have more than 4 Deben.
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You immediately gain 1 Silt sphere. At the end of your turn, you can't have more than 4 Silt spheres. In the unlikely event that there are no more Silt spheres available, you cannot activate this effect.
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You immediately gain 1 resource of your choice. At the end of your turn, you can't have more than 4 of each type.
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You immediately draw 1 Priest card. There is no limit to the number of Priest cards you can have.
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You immediately draw 1 Temple Action card and add it to your hand. Temple Action cards are used just like normal Action cards, but they have more than 2 action symbols.
IMPORTANT: You still have to take an Action card in the SELECT A NEW CARD Phase of your turn, so your hand size goes up to 5 cards after taking your first Temple card and up to 6 cards after taking your second.
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Remove 1 sphere of the indicated type (Sun, Water, or your choice). See Weather Effects on page 12.
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Advance in the indicated Temple: Your Priest advances for free 1 step for each symbol, following the rules indicated on page 10 for the Priest action.
Example 27: John must unlock the Worker who gives him 3 Victory Points because that is the only one on his player board. Later in the game, John has the opportunity to unlock a Worker again, but he no longer has any Locked Workers available. He can then choose which of the 4 possible effects to use. He chooses to gain 1 Papyrus.
Permanent Effects
These effects can each be activated once per turn, during the Use Actions and Other Effects Phase. Some can be activated only when you perform a specific action.
- You may spend 1 of the resources depicted instead of the other.
- You may spend 2 resources of your choice instead of 1 of your choice.
IMPORTANT: These types of effects only allow you to spend resources in place of others, not to exchange them from your reserve to the general supply. For example, using a Papyrus and a Fruit instead of a Barley.
IMPORTANT: Thanks to these effects, it is possible to use the Offering to the Pharaoh action and place 5 resources or 2 identical resources behind your screen.
Example 28: George uses the Offering to the Pharaoh action and decides to place 4 resources behind his screen, earning 5 Victory Points. Thanks to his Building card C2, he can place 1 Barley in place of a Papyrus, which still counts as a 4th "different" resource.
If the glyph depicted appears on the left side of the card you just played, you may spend 1 resource of your choice to perform both actions on that card, even if that glyph does not match a previous one.
Example 29: In this situation, Ringo could spend 1 Fruit to perform both actions, because Building D3 allows him to complete the symbol on the left side of Action card 18.
+1 Player Mode Overview
The +1 Player Mode for Tameri makes it possible to add 1 "Ghost" player to the game. You can use the following rules both to play solo or to spice up the experience if you are 2 or 3 players who often play together.
Game Setup
Human Players
- Proceed with the normal setup for the appropriate number of players, counting the Ghost as a player.
- Shuffle the 10 Ghost cards and place them on the table in a deck, face down.
Ghost Player
- The Ghost receives 1 player board, 1 screen, and 3 Sphinxes as normal.
- The Ghost doesn't receive any resources or Deben.
- Place the 8 Ghost Workers as follows: a. 1 Worker in each Temple according to the difficulty level of the game (3 Workers in total)—for an easy game, place a Worker in the first space of each Temple; for an intermediate game, place them on the second space; and for a hard game, place them on the third space. Anyway, feel free to calibrate the difficulty by placing them in various ways. You can also decide to place the Workers in a different space in each Temple. b. 1 Worker in the Market: In a 2- or 4-player Market, place it in the stall between Flax and Fruit. In a 3-player Market, place it in the stall between Fruit and Papyrus. c. 1 Worker in the space near the bottom Building. d. 3 Workers in the fields — To do so, draw 3 Ghost cards and place the Workers in the indicated fields. If a field is already occupied by a Ghost farmer, place the new farmer in the first available field, going clockwise. See example 30.
- Place the Ghost's score marker on the track according to the number of points it has scored in 3.a. here on the left. For example, in an easy game, place it in the "3" space, in an intermediate game on "8", and in a hard game on "10".
- Place the Ghost turn counter in the last (bottom) position, according to the number of players.
Playing the Game
Season 0
- If there are 2 or 3 human players, just follow the normal rules. The Ghost player is ignored in this phase.
- If you are playing alone against the Ghost, draw 6 cards from the A deck and choose 4 of them for your starting hand, then place a Farmer in the field of your choice.
- In either case, the Ghost player doesn't receive any cards in this phase.
Example 30 – Placement during Season 0: The first card indicates the Barley field on the bottom and the second the Flax field on the bottom, so the first 2 Farmers are placed in those fields. The third card indicates the Barley field on the bottom again, but there is already a Farmer there, so the Ghost Farmer goes on the Papyrus field, i.e., the first one in clockwise order.
Game Rounds
Play the game as follows:
Phase 1: Weather
Apply the normal rules. Nothing happens to the Ghost player.
Phase 2: Choosing the Actions
Apply the normal rules for the human players. The Ghost player doesn't choose any card in this phase.
Phase 3: Determination of the Turn Order
Apply the normal rules for the human players. The Ghost player always plays last.
Phase 4: Individual Turns
- Apply the normal rules for the human players.
- After the last human player finishes their turn and takes their card, there will be 3 action cards in the Nile area. The Ghost player chooses which card to take as follows: a. During Season 1, it chooses the card with the lowest value; b. During Season 2, it chooses the card with the middle value; c. During Season 3, it chooses the card with the highest value.
- The Ghost's chosen card must be placed in the first available position on the Ghost's player board, from left to right.
- If there is a resource on the chosen card, it goes behind the Ghost's screen (it doesn't score any points for this resource).
- If the card completes a glyph on the left side, the Ghost immediately scores 2 points.
- If the card shows any Weather effects, proceed as follows: a. If the card shows a Silt, put it in the Pyramid and place it at the end of a ramp following the normal rules. b. If the card shows a "remove Weather sphere" effect, the last player in turn order decides whether to apply it or not, and if so, decides which sphere to remove.
- The Ghost always performs both the actions shown on the chosen card, from top to bottom, regardless of the glyphs. See POSSIBLE ACTIONS, below.
Possible Actions
General rule: If in its turn the Ghost must perform more than 1 action that requires drawing a Ghost card, draw only 1 and use the different sections of the same card.
At the end of the Ghost's turn, the card is discarded.
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Farmer: Draw 1 Ghost card and look at the top section, in which you can see one specific field, then: a. If the Ghost already has a Farmer in that field, move it to the first available Field, going clockwise; b. If the Ghost has no Farmer in that field and there is at least 1 empty space there, move the closest Farmer to that field, in a clockwise direction. c. If the Ghost has no Farmer in that field and there are no empty spaces there, nothing happens. d. In any case, the Ghost can never have more than 1 Farmer per field.
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Merchant: Move the Ghost's Merchant to the first empty stall, going clockwise, then: a. If there are less than 3 resources in the warehouse of the Market: I. Place the resource shown at the bottom of the Action card the Ghost is using this turn in the warehouse of the Market (take it from the supply). II. Take the 2 resources shown on the stalls near the Ghost's Merchant from the supply and place them behind the Ghost's screen. The Ghost doesn't score any points for these resources. III. Each human player whose Merchant is also next to an activated stall takes the corresponding resource, as usual. b. If there are 3 or more resources in the warehouse of the Market: I. Take all the resources from the warehouse of the Market and place them behind the Ghost's screen. The Ghost doesn't score any points for these resources. II. All other players who have a Merchant in play, in any position, gain 1 resource of their choice as usual.
PLEASE NOTE: If a human player activates the Market with the Trade option, the Ghost can receive resources following the normal rules. In this case, place them behind its screen.
If a human player activates the Market with the Collect option, the Ghost receives the resource next to its Merchant in the clockwise direction. Put it behind its screen.
In either case, the Ghost doesn't score points for these resources.
Example 31: In this situation, the Ghost moves its Worker 1 stall clockwise, then places a Fruit in the warehouse of the Market. The Ghost places 1 Fruit and 1 Barley behind its screen and Ringo obtains a Barley. Now, if Ringo decides to Collect, the Ghost obtains a Barley (to the left of its Merchant), which goes behind its screen.
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Builder: Advance the Ghost's Builder 1 space, then the Ghost takes the card next to its Builder. If the Ghost's Builder is in the top space, it doesn't advance anymore and the Ghost simply takes the top card.
PLEASE NOTE: The Ghost never applies Building card effects, but scores 1 point per card at the end of each Season, plus the set collection points at the end of the game.
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Temple card: Reveal the first Temple card. The Ghost immediately performs the action shown in the part of that card where there is only 1 action. The card is then discarded.
PLEASE NOTE: If you have the promo cards 0 and ∞ and the Ghost reveals one of them, just reveal the next card and shuffle the promo card back into the deck.
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Priest: Draw 1 Ghost card and look at the middle section. Advance the Ghost's Priests 1 step for each symbol in that section. The Ghost immediately obtains the following, based on the rewards shown in the spaces it reaches:
- Points: The Ghost scores the depicted points as usual;
- Unlock a Worker: The Ghost scores 3 points;
- Deben: The Ghost scores 1 point;
- Farmer: The Ghost performs a Farmer action (use the already drawn Ghost card);
- Priest card: The Ghost takes a Priest card, face down. Reveal it at the end of the game;
- Silt: Insert a Silt sphere into the Pyramid.
Example 33: In this situation, the Ghost removes 1 Silt from the river to the north and 1 Silt from the river to the south. It also scores 2 points because it has 2 Farmers next to the river to the south.
Phase 5: End of the Round or End of the Season (Ghost)
End of the Season
- Assign the Priest cards normally. When it's time to assign one of the drawn cards to the Ghost, simply give it a random one. Don't reveal it until the end of the game.
- The Ghost scores 2 points if its right glyph matches with its board, as usual.
- The Ghost scores 1 point for each Building card it owns, regardless of the cards' normal effects.
- Reveal the resources behind the Ghost's screen and consider them when assigning points in this step as usual.
End of the Game
The Ghost scores points during the final scoring steps as follows:
- Reveal the resources behind the Ghost's screen and consider them when assigning points in this step as usual.
- The Ghost scores points according to the symbols on its Building cards as usual.
- The Ghost scores the points shown on its Priest cards.
- The Ghost doesn't score any points in this step.
- The Ghost doesn't score any points in this step.
Building Card List
The Buildings are divided into 7 types, each characterized by a different symbol in the top-right corner.
Civic Buildings
- A1 - Spacious Warehouses Permanent effect: When you perform the Harvest action, you gain 1 additional resource of your choice from a field in which you have a Farmer (even if it has no Silt or it's not Productive).
- A2 - Irrigation Channels Permanent effect: When you perform the Farmer action, you may remove 1 Sun or Water sphere of your choice from any ramp. End of Season points: Score the indicated Victory Points based on the current Season.
- A3 - Caravan Station Permanent effect: When you perform the Merchant action, you score 2 Victory Points. End of Season points: Score the Victory Points indicated on the right if you have at least the number of Building cards listed on the left.
- A4 - Gypsum Quarry Permanent effect: When you perform the Builder action, you may pay 1 less resource of your choice.
- A5 - Inn Permanent effect: When you perform the Farmer action, you may exchange 1 resource of your choice for another of your choice from the supply. End of Season points: Score 2 Victory Points if you have your Merchant in play.
Monuments
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B1 - Stele with Hieroglyphics Permanent effect: When you perform the Decoration action, you score 2 Victory Points.
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B2 - Great Altar Permanent effect: When you perform the Priest action, you may pay 1 less resource of your choice.
IMPORTANT: This effect does not change the maximum 4-step limit. It is therefore not possible to pay 4 different resources to advance 5 steps.
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B3 - Offering Tray Permanent effect: When you perform the Offering to the Pharaoh action, you may place 1 additional resource of your choice from the general supply behind your screen. This resource does not grant you an additional Victory Point when you take the action, but it does count towards end-of-season majorities.
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B4 - Great Sphinx Permanent effect: When you perform the Sphinx action, you score 2 Victory Points.
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B5 - Paved Avenue Permanent effect: When you perform the Sphinx action, you do not have to pay the required Fruit. End of Season points: Score 2 Victory Points if you have at least 1 face-down card on your player board.
Commercial Buildings
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C1 - Bazaar with Barley and Fruit Permanent effect: You may spend 1 Fruit instead of 1 Barley or vice versa. See page 15.
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C2 - Bazaar with Barley and Papyrus Permanent effect: You may spend 1 Papyrus instead of 1 Barley or vice versa. See page 15.
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C3 - Bazaar with Papyrus and Fruit Permanent effect: You may spend 1 Fruit instead of 1 Papyrus or vice versa. See page 15.
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C4 - Bazaar with Textiles Permanent effect: You may spend 1 Flax instead of any 1 resource. See page 15.
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C5 - Black Market Permanent effect: You may spend 2 resources of your choice instead of 1 resource of your choice.
IMPORTANT: Thanks to this card, you can place 5 resources behind your screen when you perform the Offering to the Pharaoh action, but they still count as 4 resources, so you score 5 points, not 6.
Astronomical Buildings
- D1 - East Observatory (Sunrise) Permanent effect: If the glyph depicted is on the left side of a card you play, you may spend 1 resource of your choice to perform both actions on that card. See page 16. End of Season points: Score 1 Victory Point for each Papyrus you own (up to 3 points).
- D2 - Southern Observatory (Daytime) Permanent effect: If the glyph depicted is on the left side of a card you play, you may spend 1 resource of your choice to perform both actions on that card. See page 16. End of Season points: 1 Victory Point for each Fruit you own (up to 3 points).
- D3 - West Observatory (Sunset) Permanent effect: If the glyph depicted is on the left side of a card you play, you may spend 1 resource of your choice to perform both actions on that card. See page 16. End of Season points: Score 1 Victory Point for each Flax you own (up to 3 points).
- D4 - North Observatory (Nighttime) Permanent effect: If the glyph depicted is on the left side of a card you play, you may spend 1 resource of your choice to perform both actions on that card. See page 16. End of Season points: You may spend 1 resource of your choice to earn 2 Victory Points.
- D5 - Great Library Permanent effect: You may spend 2 Debens to perform both card actions even if the glyphs don't match (or there are no glyphs).
Residential Buildings
- E1 - Rural Houses Instant effect: You may unlock a Worker. See page 15.
- E2 - City Housing Instant effect: You may unlock a Worker. See page 15.
- E3 - Dwellings on the Bank of the Nile Instant effect: You may unlock a Worker. See page 15.
- E4 - Palace Instant effect: You may unlock a Worker. See page 15.
- E5 - Camp Instant effect: You may unlock a Worker. See page 15.
Agricultural Buildings
- F1 - Irrigation Pools Instant effect: You may remove up to 2 Sun spheres and gain 1 Silt sphere. See Weather Effects on Cards on page 12. End of Season points: Score 1 Victory Point for each Farmer you have in play (up to 3 points).
- F2 - Obelisk of the Sun Instant effect: You may remove up to 2 Water spheres and gain 1 Silt sphere. See Weather Effects on Cards on page 12. End of Season points: Score 1 Victory Point for each Barley you have (up to 3 points).
- F3 - Lighthouse Instant effect: You may remove 1 Sun and 1 Water sphere and gain 1 Silt sphere. See Weather Effects on Cards on page 12. End of Season points: Score 1 Victory Point for each step your Builder has advanced (up to 3 points).
- F4 - Farmer's Market Instant effect: You may remove 1 Sun or Water sphere or gain 1 Silt sphere. Repeat this effect a second time. See Weather Effects on Cards on page 12.
- F5 - Treasury Instant effect: Gain 2 Debens.
Temples
- G1 - Temple of Amun Instant effect: You may advance 2 spaces in the Temple of Amun. End of Season points: Score 1 Victory Point for each Sphinx you have built (up to 3 points).
- G2 - Temple of Ra Instant effect: You may advance 2 spaces in the Temple of Ra. End of Season points: Score 1 Victory Point for each Silt sphere you have (up to 3 points).
- G3 - Temple of Ptah Instant effect: You may advance 2 spaces in the Temple of Ptah. End of Season points: Score 1 point for each Deben you have (up to 3 points).
- G4 - Temple of Horus Instant effect: You may advance 1 space in each of the 3 Temples.
- G5 - Temple of Isis Instant effect: You may advance 1 space each in 2 different Temples of your choice (among the 3). End of Season points: Score 1 Victory Point.
A6, B6, C6, D6, E6, F6, G6 - Gardens
- Instant effect: Score 2 Victory Points.
Sphinx Effects
- 1A: Gain 1 Deben and 1 Victory Point.
- 1B: Gain 1 Deben and remove up to 2 Sun and/or Water spheres of your choice from the ramps.
- 2A: Gain 1 Deben, then choose a field where you have a Farmer and gain the corresponding resource (even if that field has no Silt or is not Productive).
- 2B: Gain 1 Deben and you may immediately perform the Farmer action.
- 3A: Gain 1 Deben and immediately gain the end-of-Season points for 1 of your Building cards.
- 3B: Gain 1 Deben and exchange any resource you have for another of your choice from the supply.
- 4A: Spend 1 Deben to immediately perform the Offering to the Pharaoh action.
- 4B: Spend 1 Deben to score 3 Victory Points or 2 Debens to score 5 Victory Points.
- 5A: Spend 1 Deben to immediately perform the Harvest action.
- 5B: Spend 1 Deben to gain 1 Silt sphere and 1 Victory Point.
- 6A: Spend 1 Deben to immediately perform the Builder action.
- 6B: Spend 1 Deben to immediately perform the Priest action.
Priest Cards
Priest cards come in 2 types:
- Cards worth 2 or 3 points must be kept secret during the game and revealed only at the end, when you score the points they grant (see step 3 in the END OF THE GAME chapter, page 14).
- Cards worth 1 point can be revealed at the end of the game and award 1 point, OR they can be revealed and discarded at any time during your turn and provide the effect shown on them. In this case, they do not award points.
Example 34: Paul would like to play a card face down, but he doesn't have any Deben. He reveals a Priest card from his hand and gains the necessary Deben, then discards the Priest card.
Mini Expansion Set: The Gifts of the Gods
As in most ancient societies, Egypt had a polytheistic religion. It is therefore natural that people prayed to the gods to obtain favors and powerful positive effects.
Game Overview
This mini expansion, which can be purchased separately, includes 14 additional Priest cards with unique and very powerful effects. We recommend adding them to the game only after you have become familiar with Tameri, because they increase the random element and add unpredictability. In our opinion, they are a great way to make your games more memorable and fun.
Recommended Preparation
- At the beginning of the game, before Season 0, shuffle the new Priest cards and deal 3 face down to each player, who chooses 1 and discards the other 2, without revealing them.
- If you want, you may shuffle all the discarded cards into the Priest deck so they can be obtained randomly during the game.
PLEASE NOTE: If you decide to do this, we do not recommend using the High Priest Character from the MAAT expansion, as he would have an advantage.
IMPORTANT: The spirit in which this mini expansion was designed is having fun. Feel free to use the distribution system for these cards that you prefer. For example, give a larger quantity right away, or draw 1 per Season, or use a draft, open or secret, or an auction with points. Any idea is welcome, as long as it increases the pleasure of playing!
How to Play
Gifts of the Gods cards are played normally like other Priest cards. Their effect is always instantaneous.
If kept until the end of the game, they are not worth any points, but they are added to your Debens, resources, and Silt during Step 5 of the end-of-game operations, contributing to your score in that step.
Card List
- GG1: In turn order, each opponent may decide to give you 1 Deben. Whoever does so gets 1 point. You get 4 points minus the number of Debens received. You cannot refuse Debens.
- GG2: Choose a Building card owned by an opponent and immediately activate all of its effects (including permanent or end-of-Season effects).
- GG3: Gain 1 Silt, then take a Farmer action.
- GG4: Remove 4 Water or Sun spheres of your choice from anywhere on the board.
- GG5: Return any number of resources of your choice to the supply to gain that many resources of your choice plus 1 additional. Both the returned and gained resources can be the same or different from each other, in any combination.
- GG6: Take a Harvest action using an opponent's Farmer. Remove the Silt as normal.
- GG7: Spend 0, 1, or 2 different resources to advance 1, 2, or 3 steps in a Temple of your choice on the board.
- GG8: Obtain from the supply the 2 resources from the stalls on either side of your Merchant.
- GG9: Take 1 resource of each type from the supply and place them behind your screen. You score no points for these (but they count towards majorities).
- GG10: Gain 2 Silt.
- GG11: Place a Sphinx for free. You do not activate it at this time.
Assembly Instruction
- Open the parts of the board and fit them together.
- Hook the ramps into the rectangular holes of the board.
- Make the free sides of the Pyramid match up and fix them in place by applying the stickers on the inside.
Ghost Actions Summary
The actions are described in detail on pages 17-18-19.
- Farmer: Draw 1 Ghost card and check if you must move a Ghost Farmer.
- Merchant: Move the Ghost Merchant clockwise. a. If there are less than 3 resources in the Market, place the resource shown on the Ghost card in the Market, then put the resources from the stalls on either side of the Ghost Merchant behind the Ghost's screen instead. b. If there are 3 or more resources in the Market, put them behind the Ghost's screen instead.
- Builder: Advance the Ghost Builder 1 space, then the Ghost takes the card next to its Builder.
- Priest: Draw 1 Ghost card and advance the Ghost Priests in the indicated Temples.
- Harvest: Remove 1 Silt from each ramp where there is at least 1 Ghost Farmer. If you remove 2 Silt, the Ghost scores 2 points. If you remove 3, the Ghost doesn't score points.
- Sphinx: If the Ghost Sphinxes are not all in play yet, draw 1 Ghost card and build 1 Ghost Sphinx, then the Ghost scores 2 points per Sphinx.
- Decoration: The Ghost scores 3 points.
- Offering to the Pharaoh: Place 1 resource of each type behind the Ghost's screen. The Ghost scores 5 points.
Ghost Temple Effects
- Points: The Ghost scores the points depicted as usual.
- Unlock a Worker: The Ghost scores 3 points.
- Deben: The Ghost scores 1 point.
- Temple Card: The Ghost performs the action indicated in the part of the Temple card where there is only one action.
- Farmer: The Ghost performs a Farmer action (using the card already drawn).
- Priest Card: The Ghost gets a Priest card (don't look at it now).
- Silt: Insert a Silt sphere into the Pyramid.
Ghost End of Season
- Whenever a Priest card is due to the Ghost, give it a random one (don't look at it now).
- The Ghost gets 2 points if it completes its right Glyph.
- The Ghost gets 1 point for each Building card it owns.
- Reveal the resources behind the Ghost screen and award points for majorities.
Ghost End of Game
- Reveal the resources behind the Ghost screen and award points for majorities.
- The Ghost gets points for the symbols on its Building cards.
- Reveal the Ghost's Priest cards. It scores those points.
- The Ghost does not earn points in this step.
- The Ghost does not earn points in this step.