On the back of each player card there is a Game Aid for matching up your WLL with the number of actions you get. Determine the Number of ActionsĪs your WLL gets higher, you’ll start to earn fewer actions each round - and the fewer actions you get, the harder it is to move, search for treasure, or even escape the pyramid with your life. Because every card you carry counts against you, players can discard any treasure or equipment cards they no longer want at this phase of the game. The more cards you have, the higher your WLL, up to a maximum of 12. Adjust Wound and Load Level (WLL)Įveryone starts the game with a wound and load level of zero, but as the game progresses, players will earn cards that represent either treasure, equipment, or wounds - such as a crocodile bite, cobra bite, scorpion sting, a stone block falling from the ceiling, or the dreaded Mummy’s touch. The Dice Keeper holds the Ankh Card … and the dice. The youngest player (my daughter especially likes that part) is given the Ankh Card and starts the game as the Dice Keeper, the player who gets the first moves of each round’s six phases and is responsible for rolling the dice as needed. A gathering of international treasure hunters, ready to enter The Pyramid of Horus. Each has a special ability they can use once in the game. Players can choose from eight different adventurers, a motley crew of international thrillseekers and rogues, none of whom would be out of place in an Indiana Jones film. A game of The Adventurers: The Pyramid of Horus, set up and ready to play. It’s designed for two to six players, but we usually have three or four players, which makes for a nicely paced game. The game requires a little set-up, but once that’s done, it’ll take about 30-45 minutes to play, depending on the number of players. Enter the pyramid, race to grab as much treasure as you can while avoiding scorpions, cobras, crocodiles, and mummies, and then get out the front door with the most loot before the whole temple collapses around you. Curiously, this question usually arrives right before bedtime, so we don’t get to play as much as she would like us to. She is, of course, referring to The Adventurers: The Pyramid of Horus, a game she can’t seem to get enough of. Publishers use these marks when books are returned to them.This is a question I hear about once a week from my seven-year-old daughter. Remainder Mark - A remainder mark is usually a small black line or dot written with a felt tip pen or Sharpie on the top, bottom, side page edges and sometimes on the UPC symbol on the back of the book.If excessively worn, they will be marked as "tray worn." Flat trays for SPI games are not graded, and have the usual problems.If excessively worn, they will be marked as "card worn." The cardboard backing of miniature packs is not graded.In most cases, boxed games and box sets do not come with dice.Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price. Boardgame counters are punched, unless noted.Major defects and/or missing components are noted separately.Example, EX+ is an item between Excellent and Near Mint condition. A "plus" sign indicates that an item is close to the next highest condition.When only one condition is listed, then the box and contents are in the same condition. Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents.
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