A Game for 2-4 Players by H. Jean Vanaise, Flying Turtle Games The waters of the Nile flow slowly past the fertile fields and shining temples, as it has always done. The Nile does not notice the struggle for control of the great valley. The great and powerful hope to claim the kingship of the valley by expanding their influence in the largest and most valuable regions, while thwarting the growth of competing factions. Can you claim the favor of the gods and reign supreme over the Kingdom of Egypt? OBJECT OF THE GAME During the game, you and your opponents place tiles and create the hallowed kingdom of Kemet (ancient Egypt). You expand the Nile using blue river tiles. You create the neighboring regions using green, red, black, and brown land tiles. These tiles form regions. If you hold the most influence in a region, you control it. The number of tiles in a region determines its value. When 2 types of tiles run out, the game ends and the player with the most valuable regions is proclaimed the winner! GAME COMPONENTS Besides these rules, Horus includes the following items: ™ • 120 Tiles (80 terrain tiles plus 40 special tiles); • 80 Influence Markers (20 each of four colors); • 54 Cards; and • 1 Tile Bag. SETTING UP THE GAME Cards Terrain Tiles Special Tiles Influence Markers Tile Bag Unlike most games, Horus has no board set up prior to play. Instead, the players will build the ever-evolving board during the game, based on the placement of their tiles. Before you play, sort out the tiles by the symbols on their back. Place the Temple of Horus and all of the other gold-backed “random” tiles with the reddish scarab symbol in the bag and mix them up. Sort the purple-backed “selection” tiles bearing the greenish scarab symbol by type, face-up, into 4 piles by the play area. Place a 5th pile containing the river/necropolis tiles beside them. Then, place the silver-backed “river-start” tile bearing the black steppyramid (stacked mastaba) face-up in the center of the playing area. Place the 2 “river-end” tiles bearing the golden barges on either end of the river-start as shown. Take all 20 influence markers of your chosen color. Give each player 1 purple-backed “river-transport” card. Now shuffle the gold-backed cards and deal 5 to each player. You should keep your hand of cards hidden from other players throughout the game. Place the remaining cards face down near the playing area. 1 SEQUENCE OF PLAY The youngest player begins the game. After the first player’s turn is over, play proceeds clockwise in a series of player turns. During your turn, you take up to 4 steps in the order shown in the illustration to the right. Explore the Kingdom First, draw 1 random tile from the tile bag and place it adjacent to one or more tiles in the kingdom. Expand Your Influence Second, play a card from your hand. Third, depending on the card played, you select a tile from the face-up tiles in the reserve and place it adjacent to 1 or more tiles a region. Then fourth, if possible, place an influence marker on a region whose size corresponds to the number on the card. PLAYING TILES A kingdom is composed of tiles. There are 4 types of region tiles: • (Brown) Desert: This wild, arid land offers mystery and protects the kingdom from invasion. • (Red) Hills: Here the Egyptians create rich monuments and tombs for their kings and their royal families and retainers. • (Black) Farmland: Replenished by the flooding river, the black alluvial farmland of Kemet harbors settlements and cities. • (Green) Marsh: Teaming with flora and fauna, the marsh offers food, reeds, and papyrus. The kingdom also contains 3 types of special tiles: River tiles, Necropolis tiles, and the Temple of Horus. When you play a tile, you add it to the kingdom. Every new tile must touch at least 1 other tile already in play. Each tile is marked by an indentation at the halfway point to help you place the tiles correctly. You may place a tile so it lines up with the entire side of the adjacent tile or so that its corner aligns with the indentation on the adjacent tile (i.e., the cut-in at the halfway mark). Example 1: Hill tile “A” has been placed so that it lines up with the neighboring River tile “B.” Marsh tile “C” is placed at the halfway mark adjacent to another Marsh tile “D.” Farmland tile “E” has been placed incorrectly, because it is not lined up by the halfway mark to Desert tile “F”! Desert tile “G” is also incorrectly placed, for it sits at an angle to the other tiles. Since tiles can be place either full or halfway to another tile, it is possible to create empty areas in the kingdom. This is okay. In fact, clever use of these empty areas can give you an advantage against your opponents! CREATING REGIONS When a tile is placed, it becomes part of a region. A region is a group of connected tiles that are all of the same type. (All symbols on the terrain tiles are for flavor only, so they are equivalent in value!) 2 Example 2: The Hill region (A) is made up of 4 tiles. Farmland region “B” contains only 3 tiles. The Desert tile (C) separates it from the other Farmland tile (D). The River (E) is never part of any region. Neither is the Temple of Horus (F) nor the Necropolis (G). At the end of the game, each region will score points for the player that controls it. The value of each region is equal to the number of tiles within that region. So, in Example 2, Hill region “A” would be worth 4 points, and Farmland “B” region Example 2 would be worth 3 points. A single isolated tile like “C” or “D” also forms a region, but it is a region worth only 1 point. All regions located on islands double in value. Two or more regions may share an island. Regions have no size limit. A region can include every tile (i.e., 20) of a Example 1 given terrain type. Regardless of its size, though, no region can ever be worth more than 10 points. THE RIVER NILE At the beginning of the game, the only tiles in play are the lone river-start and the 2 river-end tiles. During the game, you will “explore the Nile,” adding more tiles to the river and causing it to grow. In some cases, the river may completely surround a region or group of regions, thus forming an island. As you add tiles, the river-end tiles may at times move. Note that a river-end tile can never be completely blocked. It must have a least 1 open end (see page 4). No player can control the Nile. You may not place influence markers on river tiles during the game. Exploring the River Save “river-transport” (see page 7), there are no cards bearing images of river tiles. The only way that the river will normally expand is when you draw a river tile from the bag during the Exploration phase (step 1) of your turn. When you draw a river tile, you must add it to the river. The new river tile must be placed so that it replaces 1 of the river-end tiles. You then move the river-end anywhere adjacent to the newly-placed river tile. As usual, the river-end tile may line up fully with the new river tile, or it can line up halfway. After adding the random river tile and moving the river-end, you must then take a second river tile, this time selecting a river tile from the reserve stacks. You then have 2 choices of tile play: • River: You may add the second tile to the river at any point along the river. If you choose to move a river-end tile, you can replace it with the new river tile and play that river-end anywhere adjacent to the river. • Necropolis: The back-side of each river tile shows a gray “necropolis” (burial city). You may choose to turn over the second river tile and play it as a necropolis instead. Necropolis tiles may be played like regular (non-river) tiles. But, necropolis tiles are 3 never part of any region (even when they are adjacent to other necropolis tiles!), and you may never place an influence marker on a grey necropolis tile. Unlike the Temple of Horus (see below), a necropolis does not add to the value of nearby regions. Example 3: Larry picks a random river tile (A) from the bag and replaces the upper river-end tile (B), moving the river-end up and to the left of its old location. He then selects a river tile from the reserve and plays it as a necropolis (C). Later, Jane picks a river tile (D) and replaces and moves the other river-end (E). She then selects a second river tile from the reserve and plays it as a river tile (F). When she placed this second tile (F), Jane could have elected to replace a river-end and put that river-end anywhere along the river (e.g., at F, beside river-start, etc.). Changing the Course of the River At the beginning of the game, there are only three special river tiles on the table. Two mark the end of the river. These tiles may move, but they can never be completely blocked. They must have an “exit.” As noted, when you play a second river during your turn, you may move one of the river-end tiles to any point along the river. Of course, you may never place any tile—including a river-end—where it would block a river-end tile. Sometime players will create a split in the river. That means that the river will have three or more ways or “forks” to go. Whatever the case, though, the river will have only two river-ends. Any additional river forks can be completely blocked through tile play. Example 3 Example 4: The river has four forks at A, B, C, and D. Two forks—B and D—are river-ends. These tiles may move, and they can never be fully blocked. Tiles A and C are regular river tiles. They cannot move and, unless they’re later “protected” by an adjacent river-end, they may be surrounded and blocked. THE TEMPLE OF HORUS A special green and gold random tile represents the great Temple of Horus. It is always placed in the bag at the beginning of the game. When drawn, it must be played adjacent to the river but not adjacent to any region. It must stand alone beside the mighty Nile. Discard the Temple of Horus if it cannot be properly placed. The Temple of Horus is the local center of religion. Whoever controls the surrounding regions receives a great boost to their prestige. Any region with at least one tile adjacent to the Temple of Horus is worth double its normal value. Still, the Temple of Horus cannot raise the value of any region higher than the limit of 10 points. Example 4 4 Example 5: Catherine drew the Horus tile (A) from the bag and then placed it by a river tile (B). At the time there were no region tiles adjacent to the temple. Later, Bob placed a Desert tile (F) next to the temple. In time, the Farmland (D) and Hill (C) regions grew adjacent to the temple. The Farmland (D) is now worth 8 points (4x2). The Hills (C) are worth 10 points (while 6x2=12, the maximum value of a region is 10). The Desert by Horus (F) is worth 2 points (1x2), while the other Desert (E) is worth but 1 point. Since this is a holy place, no one may ever claim control of it. You may not place your influence markers on the Temple of Horus. The temple is never part of any region. It simply enhances the value of surrounding regions. CREATING INFLUENCE When playing a card, you perform 2 actions, which are independent and sequential: • First, play the tile (or tiles) shown on the card, selecting the tile from the face-up tiles in the reserve. • Second, you place or—in the special case of “rivertransport”—move an influence marker. Selecting and Playing Tiles You play a tile designated by your card in the same way you play a random tile. If the card bears a picture of two river/necropolis tiles, you play 2 such tiles as you desire. Again, any river tile played from the reserve may be played anywhere adjacent to the river. You may also use such a tile to move a river-end. (See page 4.) If the tile symbol on the card is blank and bears a black question mark (?) symbol, you may select and play any face-up tile available (including a river/necropolis tile). Playing Influence Markers You play your influence marker according to the number (or number range) designated Example 5 by your card. You may play your influence marker on a region with a size exactly equal to this number. Remember that the play of an influence marker is always independent of tile play. You do not have to play your influence marker in the region where you just played a tile, nor do you have to place an influence marker in a region of the type designated on your card. You may still end up playing an influence marker in a region you just created or grew because it’s your sole or desired option. Example 6: Schar, the black player, decides to play a “Desert 5” card (A). The card tells her to take 2 sequential steps using a Desert tile (B) and an influence marker (C). First, she plays the Desert tile (B) above the Necropolis, adding a seventh tile to a Desert region she already controls with two influence markers (see Part 1). Second, after playing the Desert tile, she places an influence marker (C) in the Hill region that contains 5 tiles (see Part 2 on page 6). She could have elected to have placed the influence marker in the Farmland region, for it also contains 5 tiles. Playing Influence Markers With the exception of turn one (see below), you can only place a marker on a tile if there is a free tile in a group of the size indicated on the card you played. Example 6 (Part 1) Since the numbers on the cards fall within a range of 1-5, you can only use a card to play an influence marker on regions containing 1-5 tiles. The only way you can put new influence markers in regions of 6+ tiles is to either: (1) combine regions 5 of like color/terrain (e.g., merge two Hill regions); or (2) move an influence marker into the region from another region using “river-transport” (see page 7). When two regions merge, you combine and recompute all the influence markers. First Turn Influence Exception During each player’s first turn, all numbers on all cards count as “1.” When you play an influence marker on turn one, it must be played in a 1-tile region. Once you have played your first turn, the numbers on your cards are “live” and play proceeds normally. River-Transport (Moving Your Influence) At the beginning of the game, each player receives 1 special, purple-backed “river-transport” card. This card bears an image of two river/necropolis tiles and a black barge symbol in each corner. Once a game, on your turn, you may play this card instead of playing a regular card from your hand. Discard it after you play it. It’s then out of the game. The river-transport card also allows you to take two important steps. First, play 2 river/necropolis tiles (see page 4). Second, you have the option of moving any one of your influence markers located in a region bordering the river Nile. The marker may be moved off any tile in that region, even if the marker is not adjacent to the river. You may then move the marker to any other open tile in any (even the same) region that also borders the river. Example 6 (Part 2) FINISHING YOUR TURN In rare cases, you cannot place an influence marker and your turn ends after tile play. Upon finishing your turn, draw from the deck to bring your hand back to five cards. CONTROLLING A REGION By having the most influence markers in a region, you control it. You can tie with one or more opponents for the most influence, thus sharing control of the region. Control only affects scoring. It is only important at the end of the game, when you count up the value of the regions you control in order to determine your score. ENDING THE GAME The game ends when any 2 of the 5 stacks of the tiles in the reserve are exhausted (i.e., all the tiles in those stacks have been selected and are in play). The player who uses the last tile in the second stack finishes his/her turn and the game ends immediately. Note: When the first of the 4 stacks of terrain tiles is exhausted, players immediately discard any cards they are holding of that color/type. As you begin your next turn, draw cards to bring your hand back to 5. SCORING 6 Count your points at the end of the game by adding up the score of all the regions you control. You receive 1 point per tile in a region you control (or tie for control). Double this score if the region is on an island or borders the Temple of Horus. A doubled score may be doubled. Note: No region can count more than 10 points, even if it contains more than ten tiles and/or is doubled or quadrupled in value. The player with the most points wins the game. Ties are ties, so two or more players can share victory! Example 7: Here Sophie, the white player, has 26 (6+4+3+5+8) points. Catherine, the yellow player, has 22 (6+2+10+1+3) points. Carlo, the black player, has 19 (4+5+10) points. Alex, the blue player, has only 18 (6+1+3+8) points. So, Catherine wins the game! CREDITS Game Design: H. Jean Vanaise. Game Development: H. Jean Vanaise & Alex Klesen. Graphics: Pete Fenlon. Rules: Pete Fenlon, William Niebling, Jane Meagher. Rules Development: Alex Klesen, S. Coleman Charlton, Alex Yeager, Will Niebling, Robert T. Carty, Jr., Larry Roznai. Playtesting: Chevaliers du Hainaut à Montreal (Cabal, Fred, Simon, Martin, Yves, Carlo, Daniel, Paul), the Ann Arbor Crew, the Toledo Game Group, the Charlottesville crew, Kevin Barrett, Jane La Dame de Hainaut et damoiselle Catherine, Jocelyn, Dennis & Kevin, Michel Lalet, Laurent Levi, Fabrice Sarelli, Mike Gray, Wyatt Gray, Ron Magin, Morgan Dontanville, Kris Burm, Yves, Jerome, Tommy, Olivier, and Sophie Klesen. Special Contributions: Uli Blennemann, André Maack, Jan-Paul Deurloo, Michael Bruinsma, Olivia Johnston, Larry Roznai, Guido Teuber, Nick Johnson, Luc Mertens, Jo, Rik, Dominique & Rosemary at Spiel Mit in Essen. Copyright © 2008 Mayfair Games, Inc. and Henri Jean Vanaise. “Horus” is a trademark of Mayfair Games, Inc. & Henri Jean Vanaise. All rights reserved. See www.mayfairgames.com. If you have any damaged or missing parts, please contact us at “[email protected].” You can also call us at 1-847-677-6655. In Memorium: With special thanks to Mr. Friedhelm Merz; without him, the games world would not be the same. 7 GAME SUMMARY In Horus you build the Nile Valley by placing tiles. You create the game area as you play—by constructing the river with blue tiles and the adjacent land with green (marsh), black (farmland), red (hill), and yellow (desert) tiles. Place tiles along all or half of the side of adjacent tiles. Adjoining land tiles of like color form regions. You score points at the end of the game by controlling these regions with your influence markers. ™ Setting Up Place the 3 silver-backed starting tiles face up on the board, with the “starting-river” (black pyramid) tile sitting between the 2 “river-end” (gold barge) tiles. Put the gold-backed “random” tiles in the bag. Stack all of the purple-backed “selection” tiles according to type in 4 face-up stacks. Stack the river/necropolis tiles beside them. These 5 stacks constitute the “reserve” tiles. Now, give each player 1 purple-backed “rivertransport” card. Shuffle the gold-backed cards and deal 5 face-down to each player. The youngest player starts clockwise play. On turn 1, all players treat all numbers on their cards as “1s.” Turn Sequence Example 8 Each turn you perform the following actions: • Draw & Place: Draw a random tile from the bag and play it beside at least 1 tile on the table. If it’s a river, play it at the river-end, adjust the river-end, and play another river from the face-up reserve beside the river. • Play Card & Place: Play a card. Select a tile of the type shown on the card from the face-up reserve and place it. Play an influence marker on an empty tile in any region of the size indicated by the number on the card. While the same card determines the choice of the exact tile type to be placed and the placement of the marker on a tile, these actions are not connected. • Restore Your Hand: You should end your turn with 5 gold-backed cards in your hand. Region Control and Value The number of tiles in a region determines its value. Each tile is worth 1 point. Islands and regions bordering the Temple of Horus (the green and gold random tile) double in value. No region can be worth more than 10 points. You score the point value for any region where you have the most influence tiles. Each player who ties for the most influence points in a region receives full value. Example 8: Region “A” is worth the max of 10 points for the black player. River-ends “B” can’t be further blocked through tile play, but may move. Regions “C” and “H” are beside The Temple of Horus and doubled in value (H = 10 points). Both the blue player and the white player score 8 for Region “D” (black gets 0). The white player gets 5 for Region “E.” Region “F” is worth but 2 to the yellow player. Region “G” is shared by 3 players. The yellow player controls “H,” the black player controls “I,” the white player and the black player share “J,” the yellow player controls “K” (for 1 pt), and the blue player dominates “L” (1 pt). Game’s End The game ends when a player finishes a turn that exhausts the second of the 5 stacks of tiles in the reserve. You each count your points by summing up the values of the regions you control with your influence markers. The player(s) with the highest point score win(s)! (Ties are ties.) 8
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