On your turn, you MUST perform one of the following three actions
Actions
Play a Card — Choose a card from your hand.
Buy a Card — Purchase one of the four cards from the market.
Perform an Administration — Retrieve played cards, gain income, and determine turn order for the next 'round'.
Key Concepts
Workers — Start with some active, some in reserve. Playing certain cards moves workers from reserve to active. When a worker is placed on the board, it remains ...
Resources & Money — Used to pay for cards, card actions, or converted into other goods/PP. Stored on your player board or as coins.
Buildings — Farms (Grapes/Grain), Quarries (Stone), Workshops (transform resources, e.g., Grapes to Wine for PP), Settlements (give PP, allow building on adjacent...
Roads & Bridges — Extend your building reach. Workers can only be placed on hexes adjacent to your existing workers/buildings or connected by your roads.
Pharaoh — Certain cards move the Pharaoh. When the Pharaoh lands on or passes specific spaces on its track, it may trigger benefits or activate disaster cards.
Disasters — When a disaster card is drawn (e.g., from the market refill or Pharaoh movement), its effect is resolved immediately. Disasters can remove workers, bu...
Crocodile — Placed by some disaster cards or card effects. If a player has the most crocodiles on hexes where they have workers/buildings at game end, they lose P...
Card Market Replenishment — If the market draw pile runs out, shuffle the market discard pile to form a new draw pile. If specific 'reshuffle' cards (like 'Inspection') are drawn...
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