Treasure of the Pharaohs
Treasure of the Pharaohs Rulebook
Table of Contents
Table of Contents
Contents
- Playing Board
- Pyramid Walls (2)
- Wall Clips (4)
- Sarcophagus and Four Lids
- Sarcophagus Spinner and Collar
- Hazard No. 1 – Great Stone of Cheops (door frame and block)
- Hazard No. 2 – Stone Steps
- Hazard No. 3 – Bridge with moving Trapdoor
- Hazard No. 4 – Wheel of Anubis (with fixing cap and pin) and Mummies (2)
- Playing Pieces (6)
- Die (1)
- Treasure (Pharaohs Mask) (1)
- "Curse of the Pharaoh" Scroll (3)
Object of the Game
The winner is the first player to pass through all the hazards in the pyramid and discover the TREASURE hidden in the Sarcophagus.
Playing the Game
1 Each player chooses an Explorer (playing piece) and places it on the appropriate colour at the start of the game.
2 Each player rolls the die. The player rolling the highest number goes first, followed by the other players in clockwise order.
3 Before play give the SARCOPHAGUS a final spin, so that no-one knows the location of the TREASURE.
4 First player places his Explorer on the "START" square and rolls the die. If it is an odd number he must move to the left, an even number to the right. He proceeds along the track the number of the squares indicated by the die. Each player follows in this way.
5 It is permissible for more than one Explorer to be on the same square at the same time. Players throwing a six during the game do not qualify for another throw of the die.
Entering the Pyramid
6 When an Explorer enters the OUTER CHAMBER he must move around in the direction of the arrows. If he finishes a move on either of the two entrance squares, he can enter the PYRAMID on his next go. Otherwise he must keep travelling around the chamber until he does so!
7 The QUEEN'S CHAMBER represents one square.
8 FIRST HAZARD - THE GREAT STONE OF CHEOPS. When an Explorer reaches the stone block he must raise it to the top in order to pass through. To do this he must throw the die and move the block up one notch for each spot on the die.
FOR EXAMPLE:- If he is three moves away from the stone block and throws a SIX he moves three squares up to the block and raises it three notches. Because he cannot get through he must remain on that square until his next turn before throwing again. If he throws a FIVE he raises the block the three notches which allows him to move through the doorway, then moves forward two squares. Once through the doorway he leaves the block up until his next turn. (This gives a chance for any following Explorers to pass through). After taking his next turn he lowers the block to the bottom.
NOTE: If at any time another Explorer throws a SIX, he has the option of dropping the stone block to the "down" position to hinder the progress of other Explorers. He must forfeit his own move if he does so.
9 The blue passage on the other side of the GREAT STONE OF CHEOPS cannot be used at the first attempt for the TREASURE. All Explorers must pass on to the next hazard.
10 SECOND HAZARD - NARROW STONE STEPS. Each block in the steps represents one move. The steps are very narrow and there is only room for one Explorer at any time. If an Explorer is ANYWHERE on the steps when another arrives he is knocked into the PIT. He is able to move back into the passage on his next go.
11 The red passage after the STONE STEPS cannot be used at the first attempt for the TREASURE. All Explorers must pass on through the SPIRAL MAZE.
Spiral Maze
12 All Explorers must travel around the SPIRAL MAZE unless, on completing a move, they land on:
- (i) a square with an arrow. This means that they can travel normally to the next hazard on their next turn.
- (ii) a square crossed by the rope ladder. This allows them to go straight to the safety of the narrow ledge, from which they move normally on their next turn.
13 THIRD HAZARD - PIT OF SNAKES. Each block on the bridge over the PIT OF SNAKES represents one move. If an Explorer completes his move on either of the two halves of the trapdoor he drops to his fate! He must miss three turns unless he can escape from the PIT by throwing a six.
NOTE: The trapdoor must be closed after falling through.
14 The green passage on the other side of the PIT OF SNAKES cannot be used at the first attempt for the TREASURE. All explorers must pass on to the next hazard.
15 FOURTH HAZARD - WHEEL OF ANUBIS. On entering the INNER CHAMBER an Explorer must travel around in a clockwise direction until he completes his move in front of either of the two MUMMIES. On his next turn the WHEEL must be spun by the player on his left. Swivel the MUMMY aside to see if the Explorer can pass freely through the door. The player then takes his throw and moves the number of squares indicated on the die. Passing through the door counts as one move. He must drop the MUMMY behind him. If the doorway is obstructed he must drop the MUMMY to the "down" position. He then rolls the die and travels around the inner CHAMBER once more until he completes a move in front of either of the two MUMMIES again. He repeats the above procedure until he is successful.
The Sarcophagus
16 On reaching the SARCOPHAGUS the player should raise the lid nearest to his Explorer.
THE GAME IS WON IF THE TREASURE IS FOUND. If a scroll containing the CURSE OF THE PHARAOH is discovered the Explorer must flee to the QUEEN'S CHAMBER. The SCROLL should be put back and covered with the lid. The SARCOPHAGUS should be given a spin.
17 After escaping from the CURSE, the Explorer travels to the SARCOPHAGUS again from the QUEEN'S CHAMBER but this time he must use the blue passage for his second attempt. He must negotiate the GREAT STONE OF CHEOPS again as explained in paragraph 8.
18 On reaching the SARCOPHAGUS at the second attempt the player again removes the lid nearest to his Explorer. THE GAME IS WON IF THE TREASURE IS FOUND. If the CURSE is found again the explorer retraces his steps along the blue passage, but does not return to the QUEEN'S CHAMBER. This time he continues along the route to the STONE STEPS and must negotiate the hazards in the normal way. The explorer uses the red passage on his third attempt at the TREASURE.
19 If the CURSE is found once more he retraces his steps and makes a final attempt along the green passage negotiating all the hazards on the way. If he finds the CURSE again all hope is lost and he is out of the game.