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How to play
Grounded in Amun-re: 20Th Anniversary Edition's rulebook — cite-checked answers, not guesses.
Get a straight answer with the exact rulebook passage to back it up.
The easy-to-forget bits, straight from the rulebook.
Starting Gold
Each player starts with Gold cards to the value of 20, made up of 1, 2, 2, 5, and 10 gold cards.
Starting hand size
Each player should have 8 cards in hand: 1 Theft, 1 Architect, 1 Scheme, and 5 gold cards.
Turn order tie-breaker
If there is a tie for starting player, the player who is earlier in the previous Turn Order gets the higher position.
Market item cost
For each kind of item you buy, the first item costs 1 gold, the second 2 gold, the third 3 gold, and so on.
End of game trigger
The game ends after round 6 (New Kingdom), after another Province scoring and the final Gold scoring.
End game Gold scoring
At the end of the game, the player with the highest remaining Gold value scores 6 points, second-highest scores 4 points, and third-highest scores 2 points.
Gold scoring tie-breaker
If tied for Gold scoring, all tied players score the full points of the award, but the corresponding number of subsequent awards are skipped.
Game end tie-breaker
If tied for victory, the player with the most Pyramids in controlled provinces wins; if still tied, the player with the most Stones in controlled provinces wins; if still tied, all tied players share victory.
Promo card limits
During the Market phase, you can play a maximum of 1 Glory card; during the Offering phase, a maximum of 1 Greed card; and during the Harvest phase, a maximum of 1 Popularity and 1 Export card.
To set up Amun-re: 20Th Anniversary Edition, follow these steps: 1. **Prepare the Board and Tracks:** * Lay the game board in the middle of the play area. * Place the large Temple track tile onto the board with the side matching the number of players face up. Place the Temple of Amun-Re on the first space of this track. 2. **Set Up Reserves:** * Place the 30 Pyramids, 15 Stones, and 45 Farmers beside the board to form a reserve. * Sort the 70 Gold cards by value into stacks and place them face up beside the board to form a reserve. 3. **Prepare Card Decks:** * Shuffle the Province cards and place them face down to form a deck. * Shuffle the remaining Favour cards and place them face down beside the board to form the Favour deck. 4. **Distribute Player Components:** * Each player chooses a color and takes 1 player board. * Give each player 3 Scribes and 2 Turn Order / Score markers in their chosen color. Return any unused Scribes and markers to the box. Keep your 3 Scribes in front of you. 5. **Place Markers on Tracks:** * Take one Turn Order / Score marker from each player and randomly place them on the spaces of the Turn Order track. The starting player is the one who last visited an ancient monument; in case of a tie, the player earlier in the previous Turn Order gets the higher position. * Each player places their remaining Turn Order / Score marker on the '0' space of the score track. 6. **Deal Starting Cards:** * Give each player Gold cards from the reserve with a total value of 20, specifically: one 1-gold card, two 2-gold cards, one 5-gold card, and one 10-gold card (a total of 5 Gold cards). * Each player also receives three specific Favour cards: 1 Theft, 1 Architect, and 1 Scheme. * Additionally, give each player a number of bonus Favour cards based on the player count: 1 for a 3-player game, 2 for a 4-player game, or 3 for a 5-player game. * Players should have 8 cards in hand (5 Gold cards and 3 Favour cards) at the start, which they should look at but keep hidden from other players.
During your turn, you can perform several actions depending on the phase: **During the Market Phase:** * You can buy any combination of Favour cards, Farmers, and Stones, or choose not to buy. * When buying, you purchase Favour cards first, then Farmers, then Stones. * The cost for each item of a kind increases: the first costs 1 gold, the second 2 gold, the third 3 gold, and so on. * You can buy more than 7 Farmers or Stones, with the cost continuing to increase (e.g., an 8th item costs 8 gold). **During the Offering Phase:** * You must make one of the following secret personal offerings: * 1 or more Gold cards. * The Theft card (and no Gold cards). * At any time, including immediately before making an offering, you can: * Make change with the reserve. * Discard any number of Favour cards for 1 gold each. **During the Harvest Phase:** * In turn order, players earn gold and claim blessings.
Rules summaries are AI-generated from the official rulebook and may contain mistakes — check the manual for anything critical.
To win Amun-re: 20Th Anniversary Edition: 1. The game concludes after the New Kingdom Gold scoring. 2. The player with the highest total score (most points) wins. 3. In the event of a tie for the highest score, the following tie-breakers apply in order: * The tied player with the most Pyramids in the provinces they control wins. * If still tied, the tied player with the most Stones in the provinces they control wins. * If still tied after all previous tie-breakers, all remaining tied players share the victory.
Scoring in Amun-re: 20th Anniversary Edition works as follows: **During the Game (Province Scoring)** * **Pyramids**: * You score 1 point for each Pyramid you have. * You score 3 points for each set of Pyramids (meaning 1 Pyramid in each of your controlled provinces). Each additional set also scores 3 points. * The player who controls the province with the most Pyramids on the east side of the Nile scores 5 points. The same applies for the west side. If there's a tie for the most Pyramids in a province, the tied province with the most Stones wins the tie. If still tied, all tied players score 5 points. * When counting Pyramids, a Double Pyramid is equal to 2 Single Pyramids. * **Temples**: For each Temple in provinces you control, you score points equal to the current position of the Temple of Amun-Re. * **Schemes**: For each satisfied Scheme, you score 3 points. **End of Game Scoring (Gold Cards)** At the end of the game, players reveal their remaining Gold cards and total their value. Points are awarded based on these totals: * Highest value: 6 points. * Second-highest value: 4 points. * Third-highest value: 2 points. * Other players score nothing for remaining gold. * If players tie for a score, they all receive the full points for that award, and the corresponding number of subsequent awards are skipped. For example, if two players tie for the highest value, they each score 6 points, and the player with the next-highest value scores 2 points (skipping the 4-point award). **Determining the Winner** The game ends after the New Kingdom Gold scoring. The player with the highest total score wins. In case of a tie for the highest total score, the following tie-breakers are used in order: 1. The tied player with the most Pyramids in the provinces they control wins. 2. If still tied, the player with the most Stones in the provinces they control wins. 3. If still tied, all tied players share the victory.
The game ends after the New Kingdom Gold scoring. More specifically, after Round 6 (New Kingdom), you perform Province scoring, the final Gold scoring, and Afterlife scoring before the game concludes. To determine the winner: * The player with the highest total score wins. * In the event of a tie, the following tie-breakers are used, in order: 1. The tied player with the most Pyramids in the provinces they control. 2. If still tied, the player with the most Stones in the provinces they control. 3. If still tied, all tied players share victory.